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Ren

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Posts posted by Ren

  1. Back on topic:

    I think the best chance of getting more female avies will be to give specific ideas for what you mean, and possibly offer up examples of what you mean/would like to see. In my mind, the examples could be something you've come up with that you would like improved upon in some way, or other arts from around the web that help to inspire ideas. (In this I don't mean copying the pictures, because that would be unoriginal. Though perhaps you could take multiple pictures of ideas you like to combine them for something new and interesting. Sort of like cleaning an old gift then wrapping it in new wrapping paper and giving it to a new recipient on a new holdiay, lol)

  2. Ive complained about this before, why should you have to farm losses just to get honor. Remove the fight balance from 100 more losses then wins. Make it so once you have more losses then wins you no longer receive the bonus. Or maybe make it so when your at more wins then losses you get a better regeneration rate or more vitality per tick. Its silly people still want losses after everyone was evened out we were supposta try to win not keep farming losses.

    If you don't gain any honor when you have more losses than wins, you will never have enough honor to use because you lose honor whenever you lose a fight. If you don't get the bonus to honor when you have less wins like that, your honor will just drop in number. At least...that's what I think you meant by that.

  3. new creatures won't matter. They just get a different x value. as for healing abilities and the such, i didn't say d was the total vital the creatures had going into the battle. d was the total damage inflicted by a creature throughout the fight. all simple counters.

    don't get me wrong, i'm still not saying i'm for the idea. just backtracking on my words of how hard it would be.

  4. Well, I was thinking about it again, and coding actually wouldn't be THAT bad. I know how I'd do it in C++ anyways, and most codes are fairly similar between languages. There would be a simple integer function that calls for a certain value, x, where x is the exp constant for that monster. For example, let's say you're fighting a barren soul. By itself it gives 50 exp (if I remember correctly) to each creature when you have a full army of 6. (obviously, 300 exp). For clarification's sake, this is level 1 barren soul which has 200v. That's simple math. x=1.5 so when d=damage and E=reward, E=d*x. Computers definitely understand math, and as I said this equation can be an integer function. The only thing would be going to every monster and assigning their x values, which could be time consuming. Another thing to take into account would be extra vital energy because of healing and bonuses from the user stats. To account for those, the x value can be dropped down a bit to account for an average value of that creature. Lets assume a good combo and say that barren soul has 300v now. x can be 1.

    This is merely a possible solution. I'm still not sure the overall outcome would be worth the time consumption involved to set it up.

  5. I like this idea as well....although rethinking it, it might actually backfire a little. If the coding to the game was changed such that you gain exp based on the total damage you inflict, all of a sudden you don't have to fight strong fights to get a lot of exp, you just have to attack someone with a lot of healers in their def rit.

    This could be countered if each individual creature had it's own different exp amount granted per damage done, but I believe that would take a great deal more coding and open up more possibilities for bugs.

  6. I read one post and saw it as a signature and decided to take the quiz. :lol: I used to play the game and was curious to see what I'd come up as. I knew in advance I'd be blue though...

    It's a card game that uses colors as specific battle types. White tends to be healing, Black tends to use death, Red tends to use fire hard hitting damage, blue tends to use magic and traps, green tends to...I don't remember. :lol: I never played with green so I don't really remember how it works.. That's the basic gist to it though. A color to determine the type of attacks you'll use.

  7. I had this same problem, but also encountered a solution and a temporary solution. Using the Flock browser (from Mozilla, same as Firefox), logging out doesn't return to the 'authentication.php' but simply relogs. Clearing the cache or deleting the cookies for MD would allow the system to return to the authentication.php. However, this problem was not encountered when I swapped over and tried out IE. Clicking Resume Play after logging out took me to the authentication.php.

    A temporary solution that one player (I don't remember who now) discovered was clicking "go idle" and then click "log out." Then, when you return to layout.php, it does automatically redirect you to authentication.php and you can switch between characters.

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