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Syrian

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  1. Like
    Syrian got a reaction from Aelis in MVLs   
    that it's possible to actually apply myself to something and reach goals i set for myself. it's just a shame i dont have the motivation to do this anywhere else
  2. Upvote
    Syrian got a reaction from MaGoHi in Revamps, Overhauls, etc.   
    theres another huge problem with MD being in a vr setting. the scenes are from one perspective, things "behind" the player, or camera, arnt shown, you can infer whats there for the most part, but there are certain scenes where things just arnt shown, and often this for a good reason, secrets are hidden beyond the scope of vision and running a VR setting would mean revealing those and drawing up angles of the game that just arnt visually there. not to mention the amount of work that would be involved in building MD into a 3d environment, the modelling work would be astounding in itself. 
    you also have to consider distance, distance in MD is a very odd thing, and even distances between scenes arnt uniform, especially in the east, and they would need to be calculated and everything in between would need to be filled in to create a full world, its just not practical or feasible 
  3. Upvote
    Syrian got a reaction from No one in Creature Totem Bugs   
    When creating a creature totem the naming convention appears to be '[creature family] creature totem' , i.e. 'plant creature totem' , however there is a few creatures that don't have a specified family when it comes to totem creature, and the dont inherit the [creature family] in the name, and just become "creature totem" ,  a few examples of this would be a santa, or anniversary creatures.
    previously i thought this was just a naming bug and had no other problems, but today i tried to open one to take out the santa and 8th anniversary aramor that i had stored in them, and instead of bringing up the usual UI to continue with the totem opening, and how many fenths it will cost, nothing happened, the UI that should have been there instead was a blank page, and the totem that i tried to open just disappeared. unfortunatly i have no way to tell if this was the aramor or the santa that went poof. i dont know if this is related to the previous mentioned bug or not.
  4. Upvote
    Syrian got a reaction from Ivorak in Creature Totem Bugs   
    When creating a creature totem the naming convention appears to be '[creature family] creature totem' , i.e. 'plant creature totem' , however there is a few creatures that don't have a specified family when it comes to totem creature, and the dont inherit the [creature family] in the name, and just become "creature totem" ,  a few examples of this would be a santa, or anniversary creatures.
    previously i thought this was just a naming bug and had no other problems, but today i tried to open one to take out the santa and 8th anniversary aramor that i had stored in them, and instead of bringing up the usual UI to continue with the totem opening, and how many fenths it will cost, nothing happened, the UI that should have been there instead was a blank page, and the totem that i tried to open just disappeared. unfortunatly i have no way to tell if this was the aramor or the santa that went poof. i dont know if this is related to the previous mentioned bug or not.
  5. Upvote
    Syrian got a reaction from Pipstickz in Creature Totem Bugs   
    When creating a creature totem the naming convention appears to be '[creature family] creature totem' , i.e. 'plant creature totem' , however there is a few creatures that don't have a specified family when it comes to totem creature, and the dont inherit the [creature family] in the name, and just become "creature totem" ,  a few examples of this would be a santa, or anniversary creatures.
    previously i thought this was just a naming bug and had no other problems, but today i tried to open one to take out the santa and 8th anniversary aramor that i had stored in them, and instead of bringing up the usual UI to continue with the totem opening, and how many fenths it will cost, nothing happened, the UI that should have been there instead was a blank page, and the totem that i tried to open just disappeared. unfortunatly i have no way to tell if this was the aramor or the santa that went poof. i dont know if this is related to the previous mentioned bug or not.
  6. Upvote
    Syrian got a reaction from Mallos in So how do we measure time in MD?   
    the issue here is that Md as a system does not experience time/entropy. its a fixed system that if left by itself nothing will move or decay. the concept/feeling of time applies to the players. think of Md as more of a 2d plane of existence while the players exist in 3d space, we have an extra dimension above the game in which we can experience time. any passing of time that we want to relate to has to be done in this plane rather than within the game itself. it's like looking in a mirror, the reflection itself has no memory of time but the object's its reflecting, do. the reflection has the illusion of time as it reflects the changes of time outside of its plane, but it does not directly experience it. your question is asking how do we quantify something within the game that isn't there to be quantified? things like AD and regeneration intervals exist for the player only, essentially above the plane that MD exists on. 
  7. Upvote
    Syrian got a reaction from Mallos in "broken auras"   
    aramor's wont ever be a serious contender for being top of the combat food chain as it were. they are single target, and creature starts are useless beyond a point. a defence boost doesnt mean all that much in context of drachs being able to target all and one shot. the other issue with aramor's is not all of them are upgradable past level 1, which also hurts their viability.  the fundamental issue with the suggestion is that there are currently 5 diferent types of aramor, but they have a ritual limit of 3, which i think doesnt need to actually exist for this creature as it's not got a high power threshold to begin wit,h so limiting it doesn't prevent that much abuse like it does with drachs.
    anniv hollows are already pretty strong. but they wont replace trees in every situation. they have the same VE as a coloured maxed tree and even more regen yet people still use even un upgraded tree's due to availability without being at a disadvantage. and again, there are 3 anniv HW's now, with a limit of 3, so adding another one will also not allow this suggestion to work, however this limit actually does make sense in some ways due to rituals with 6 anniv HW being a great defensive sponge for stat farming. that being said, if people really wanted to go for a 6 creature ritual that does that, they would use 3 tree's 3 HW, so you could make an arguement for removing this restriction as well, if someone is able to get 6 anniv hollow's then all the power to them, they would alos be able to get 3 coloured tree's and 3 anniv barrens just as easily.
  8. Upvote
    Syrian got a reaction from Ungod in So how do we measure time in MD?   
    the issue here is that Md as a system does not experience time/entropy. its a fixed system that if left by itself nothing will move or decay. the concept/feeling of time applies to the players. think of Md as more of a 2d plane of existence while the players exist in 3d space, we have an extra dimension above the game in which we can experience time. any passing of time that we want to relate to has to be done in this plane rather than within the game itself. it's like looking in a mirror, the reflection itself has no memory of time but the object's its reflecting, do. the reflection has the illusion of time as it reflects the changes of time outside of its plane, but it does not directly experience it. your question is asking how do we quantify something within the game that isn't there to be quantified? things like AD and regeneration intervals exist for the player only, essentially above the plane that MD exists on. 
  9. Upvote
    Syrian got a reaction from Pipstickz in So how do we measure time in MD?   
    the issue here is that Md as a system does not experience time/entropy. its a fixed system that if left by itself nothing will move or decay. the concept/feeling of time applies to the players. think of Md as more of a 2d plane of existence while the players exist in 3d space, we have an extra dimension above the game in which we can experience time. any passing of time that we want to relate to has to be done in this plane rather than within the game itself. it's like looking in a mirror, the reflection itself has no memory of time but the object's its reflecting, do. the reflection has the illusion of time as it reflects the changes of time outside of its plane, but it does not directly experience it. your question is asking how do we quantify something within the game that isn't there to be quantified? things like AD and regeneration intervals exist for the player only, essentially above the plane that MD exists on. 
  10. Upvote
    Syrian got a reaction from MaGoHi in Happy b-day MaGoHi   
    down with the bacon! i mean..happy birthday...
  11. Upvote
    Syrian got a reaction from MaGoHi in Granite Wolf   
    i cant read it either
  12. Upvote
    Syrian reacted to MaGoHi in Triggerbox improvement   
    Hi,
    currently the "tips" in the triggerbox cover the current weather, would be cool if the weather had priority so tips get suppressed when there is weather like rain.
    Alternatively maybe a checkbox to turn them off completely
    greetings
    Mag
  13. Upvote
    Syrian got a reaction from Aia del Mana in Principle Documents   
    i do like the idea of having some hidden away in the library, or perhaps you have too visit the library firs,t and find the book, then read it, to get a clue as to where the principle is, and reading the book gives them the ability to collect it at the location it's placed. it would act as a sort of mini quest
  14. Upvote
    Syrian got a reaction from Mallos in Principle Documents   
    i do like the idea of having some hidden away in the library, or perhaps you have too visit the library firs,t and find the book, then read it, to get a clue as to where the principle is, and reading the book gives them the ability to collect it at the location it's placed. it would act as a sort of mini quest
  15. Upvote
    Syrian got a reaction from Aia del Mana in Principle Documents   
    these can only be gained at the capital , this isnt really a solution, the point Aia was trying to make was that they should be easy to attain with a little looking around, not hidden really far away, a new player isnt going to think about going all the way to the NC capital, even with tours, they aren't that visible to newcomers 
  16. Downvote
    Syrian reacted to Fang Archbane in Principle Documents   
    Deathmarrow being the capitol (if memory serves) would easily be accessible by anyone with Necrovion Pass Papers.

    These are not easy to reach, but it is definitely not impossible, and i know a certain troublesome WereWolf that can do just that.

    The only problem i can see would be getting out again, but that is also doable, and not too complex assuming the assassins still do their role
  17. Upvote
    Syrian reacted to MaGoHi in Chat fight messages   
    The fight messages not pinging would be very nice, i always think someone want to talk but then its just someone crushing someone else
  18. Upvote
    Syrian reacted to Chewett in Chat fight messages   
    The fight chat could be sent not to ping, or if you were in hide fights mode for example
  19. Upvote
    Syrian got a reaction from Sunfire in Chat fight messages   
    can we just remove this feature? i don't think it serves a positive purpose and just makes it hard to have conversations over long periods of time. especially since a fair number of us no longer have sound so we cant hear when a reply has being posted 
  20. Upvote
    Syrian got a reaction from dst in Chat fight messages   
    a way to toggle the feature would be nice, maybe a button similar to the OOC chat button, where it would be off by default so chat would behave as it used to, without the fight messages. then once toggled on it showed the last 14 fight messages in the chat. my idea is a little hard to explain so i made a quick example, on the left would be no fight chat toggled, on the right would be with it toggled on, essentially being a "full" chat. though if there were 14 messages from players then it would show 14 messages on the left instead.
    it would mean however that MD chat needs to be able to process/remember 28 lines (14 from players 14 from fights) and process accordingly. on the left it would display just the 14 from players, on the right it would display the full list of 28, but be limited by chat size, and only displayy the 14 most recent of the combination of players and fight chats

  21. Upvote
    Syrian got a reaction from dst in Chat fight messages   
    can we just remove this feature? i don't think it serves a positive purpose and just makes it hard to have conversations over long periods of time. especially since a fair number of us no longer have sound so we cant hear when a reply has being posted 
  22. Upvote
    Syrian got a reaction from Mallos in Chat fight messages   
    a way to toggle the feature would be nice, maybe a button similar to the OOC chat button, where it would be off by default so chat would behave as it used to, without the fight messages. then once toggled on it showed the last 14 fight messages in the chat. my idea is a little hard to explain so i made a quick example, on the left would be no fight chat toggled, on the right would be with it toggled on, essentially being a "full" chat. though if there were 14 messages from players then it would show 14 messages on the left instead.
    it would mean however that MD chat needs to be able to process/remember 28 lines (14 from players 14 from fights) and process accordingly. on the left it would display just the 14 from players, on the right it would display the full list of 28, but be limited by chat size, and only displayy the 14 most recent of the combination of players and fight chats

  23. Upvote
    Syrian reacted to Eon in Which creature do you think is the most beautiful out of all of them ?   
    Blue Annie Aramor
  24. Upvote
    Syrian got a reaction from Ungod in Incarnated Sarasith makes all my creatures attack for 1 damage   
    it boosts the user by the difference in stats (enemy stats - your stats = stat gain to you) so if you fo reg have 1000 stats, and the enemy 10 , you get : (10-1000=-900) so , get a total of +-900 stats, which comes to -900, effectively draining your stats, stat drain creatures dont work in your favour if you have higher than the opponent.
     
    edit: this is not really the full picture, or a proper calculation on what happens, just a simple representation of the mechanic 
  25. Upvote
    Syrian got a reaction from MRWander in Incarnated Sarasith makes all my creatures attack for 1 damage   
    molima doesnt give or take anything to the opponent, only the coloured SW does that
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