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Udgard

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Everything posted by Udgard

  1. [quote name='Totenkopf' timestamp='1284556067' post='68444'] yeah, me too - i play ps2 games on pcsx2 (www.pcsx2.net), they work awesome and look much better than the originals, with high res, anti-aliasing etc., but you need at least a speedy dual-core to get good framerates (i've tried on my past 2 computers, on an athlon64 @ 2.4 it was pretty sluggish, on an e6600@3.6 it was just right and on my current i7@4.07 + 5970 i actually have to limit the framerate ) [/quote] Yea, I have pcsx2 on my comp, but never actually used it. Kinda realized that with a pentium 4 single core, 512 RAM and 256 VGA it won't work at all xD
  2. Nah, I only have an offshoot of nintendo (the first one, not wii xD) and PSX >.< I mostly play console games via emulators now (psx emulator is the best I can run on my PC though). (why is people neg-repping redneck?)
  3. I actually would go with the % based heal. I'm sure it won't be hard to code, we already have a "secret feature" that sets you VE to double amount, a curse spell that costs a % of your VE each cast - won't be much different than those, though I'm not an expert either so I might be wrong here. By being %, everyone can benefit from it, not just newbies. Newbies will get a heal proportionate with their current stage (not too much), while older players will get higher amount of heal. Older players can burst anyways, so I don't think it will be be a source of (ab)use much for VE farming, though maybe we should limit the heal to something like 25% VE healed per cast, 1k heat cost per cast with decreasing heat cost per level (or have fixed heat cost but slightly higher VE healed per cast per level).
  4. 60%, to be exact.
  5. *hint* It's in general stuff, not off topic.
  6. Seconded. If you're trying to "restore the Savelites to something very similar to the original church ", then changing from a monotheism to polytheism is not really original church-ish. While new things would be interesting, if it strays too far a totally new group would be more appropriate. And maybe it's just me, but isn't the structure kinda similar to the CoE? Well they are both religious alliances after all, so it is natural, I suppose.
  7. The tower is not accepting new tenants
  8. Pic of the queen please!
  9. [quote name='Chewett' timestamp='1283532108' post='67625'] So what about the item "Wookie Slippers"? Do you feel that that should have a shelf life similar to a Glowing Flower or 20kg of raw marble? It seems crazy for people to spend Wishpoints on personal and then have to "give" it away in case they lose it (if anyone is wondering, Liberty and several others got these slippers for me from Mur) [/quote] I assure you, no wookies were harmed during the production.. I swear! *crosses fingers*
  10. [quote name='Rhaegar Targaryen' timestamp='1283428242' post='67557'] making the items have a time limit would be annoying to the active ones. perhaps set a timeline of, let's say one month after an account becomes inactive for the items to re-distribute themselves. [/quote] The problem with items redistributing themselves only after inactivity is people can just log on once in a while to hoard the materials. My point of suggesting a decay period is so raw materials has an incentive to be used, or in case you don't have any use for it, to be sold (for a reasonable amount, since now hoarders can't just hoard their items until someone buys it, or else they might disappear before it happens). I am totally against any kind of timers on non-raw materials or consumables (such as the wasp potions). [quote name='Yrthilian' timestamp='1283429102' post='67559'] Time limit for materials could work i suppose or if you wanted to use the items in conjuction with the item creators in game you could have the material burn up and be sent to a shop of sort with limited stock for player to buy the materials from with silver/coins you can use thoes coins to make payment to the coin cert thing you did for the item return and later use them for something else i am sure. [/quote] Yes, that is actually why I suggested it in the first place. It was meant to work something along that line with the raw materials system expansion I had planned, although now that we have new systems in progress as well, adjustments would be necessary. [quote name='apophys' timestamp='1283430257' post='67560'] It would be nice for more of the general population to get items and play with them. However, people are greedy and won't let go easily, so here's my solution: By default, the items in Mur's holdings should be distributed based on activity (something based on active days modified by last login date) and current item count. I.e. pick the people who don't have any items yet, and give the most active of them 1 item each. Also, put a countdown timer on each of these items (like 2 or 3 months per person; alts included in the definition of "person"). When the time's up, it gets redeployed in the above fashion (to the most active person with no items). The countdown interval should be cut in half for every other item held at the moment when acquiring the specific item (preventing buildup). This would encourage a background level of trade, for people not to lose their items (the countdown timer is not reset when trading among alts, so it is real trade, even if only back and forth). Also, items disappearing on inactive people would be something not to worry about; when the time's up, they'll be back in the system automatically. And truly active people who have only one item would still get another one (or keep their current one) if the timer reaches 0. In other words, create a system that seeks uniformity and is self-sustaining, counteracting human greed. Being a hoarder (up to about 7 items) is still possible, but would require a lot of work to keep up or they'll disappear. Of course, you can do whatever starting conditions you like, sending by reasons, role, etc, but that would eventually become a drag to keep doing, so it's not sustainable permanently. I hope my suggestion has what it takes to be permanent. [/quote] If people is just going to shuffle their items with their friends, the point becomes moot.. xD We need timers that can't be abusable, which is why something based on how long an item has been on an account won't work. And totally a big no-no for unique items (including "free" ones, as long as it is not strictly a raw material). [quote name='(Zl-eye-f)-nea' timestamp='1283433027' post='67564'] [i]If you wanted to use the items in conjuction with the item creators in game you could have the material burn up and be sent to a shop of sort with limited stock for player to buy the materials from with silver/coins[/i] - Really like that for standard raw materials - although might be problematic for the gathering guilds. If raw materials are only to come from guilds now then that makes this idea mostly defunct as the 'shop' already exists so to speak. [/quote] Probably, the shop can be set up as a coded system, in which most of the coins from the sales will go back to Mur (creating a sink - a plus point to market stability), and he might decide to give the guild a part of the sales if he wants. This is unless, of course, the gathering guilds were meant to be profit-based, in which the sales can just be done directly since the money doesn't need to go to the system. [quote name='apophys' timestamp='1283433289' post='67565'] Of course, not every item needs to have a timer. Custom items should not; I agree. But it seems fair that items given automatically, for free, can have timers on them. In hindsight I see I did not make it clear that timers should only be added to free-given items. [/quote] I would greatly disagree. Yes to raw mats, no to non raw-mats, even if they are gained for free. Most custom made items are tailor made to a role; people are not likely to trade them. If free, non-mat items are time based, they will have no value and it will kill trading. [quote name='(Zl-eye-f)-nea' timestamp='1283434916' post='67566'] It doesn't seem fair at all to me. The knock on effect of doing that is massive. For one thing you have just made most items worthless - if you can't hold onto it and it just disappears for anyone to get then why would anyone pay for it? If it has no 'real' action other than existing then it can't be actually used anyway in which case what is the point of having it at all now? When you say for free, I assume you mean that the items didnt come from a wp, but many people have personalised items that came for free. Look at Asterdai's pirate chest example - once that gets onto a pirate account it could be wholely tied up with the individual and their role. Look at things like the staff of syndria which is wholely tied up with an individual character and which came free. It's also completely unrealistic - not that that matters so much at all, but living in a world where everything I pick up and pocket disappears after a while seems pretty stupid to me even in a fantasy world. Z [/quote] Agreed. [quote name='dst' timestamp='1283437845' post='67568'] I personally don't like items BUT I find them very useful unless they have a timer on them. I agree, something needs to be done about the "lost items" aka the one on the accounts that are abandoned. Maybe we can apply the same rules that apply to avys to the items: you haven't logged in for 6 months(or less in case of items)...your items get re-distributed. How? I fine the method used so far quite good: random (yes, ok...maybe with some checks as: this is an alt, he/she doesn't get one or this guy has 10 items already...). And yes, maybe a cap should be applied to the number of items someone can hold. However, I would put a timer on the PUBLIC items: the ones that were supposed to return to Wasp Totem and which never did...(those items are the worst prodigal sons I have ever seen!!!). [/quote] I dunno, but I personally think items should be different than avys. We can have avy shortages, which means some of the lost ones could be better used if they are re-distributed. If items are lost, we are never in a real shortage; new ones can always be made. And if someone had a custom item made for their role, I think it would be better to let them fade away along with their owner. As for raw mats, if they have timers, lost ones would return automatically. [quote name='Fyrd Argentus' timestamp='1283439645' post='67569'] Raw materials should have a shelf life, if not used should go back for redistribution. Random interval appearance at the Wasp's Totem might be a great equalizer there. [/quote] Yes, and with the new system, the raw mats can respawn at the gathering spots directly (or simpler, the regen timer for resources will stop when a certain number of mats is already on the realm, it will start to regen once some items has been used up). [quote name='dst' timestamp='1283440526' post='67571'] ps: I loove Kafuuka's idea about the puzzles (unless he makes the puzzles, or Metal Bunny ) [/quote] No bunny puzzles please!
  11. This might have some abusable holes, but maybe simply capping the amount of xp you can give on a single fight on mp3 instead? Something like, 20 to 30k (before heat). That way the newbies cannot accidentally cap themselves when fighting an mp3 monster they didn't know of before.
  12. Does the 100 items to be re-distributed include raw materials? And if yes, is the 100 count the unique item count, or total item count (including duplicates)? I personally thing the non-raw mats can be redistributed with the gift/auction or other one-time re-give away, but the raw mats can be distributed via the wasp-totem mechanics. but with a set timer for decay (item will disappear from the inventory on a set date)
  13. Yep, first-day shrine opened angiens
  14. Soulweaver + 3 first-day-recruit angiens?
  15. Warm (welcome) + eggs = omelette!
  16. No back story, no history, no substance. That's what I like, actually. It's just me, but I'd advise not following the trend of creating too much backstory for your character, especially ones that draw from other realms. MD is unique in that it (supposedly) is a unique realm with no "staple" races (elves, vampires, werewolves blah3). We all start as a spirit stranded on the paper cabin. Build your role and persona through your journey and gameplay, and let you experience shape your character.
  17. Too long for me to remember the time xD A year-ish, I think.
  18. Aside from the personal feud between Rhaegar (as the leader of a Lorerootian alliance at that time) and Firs (as the King of Loreroot), I do think he did a great job restoring the Savelites from what it had been (in case some don't know, Savelites had similar activity problems back in the old days), and I know that he's done a lot for it. As with Blackwood, I'd pass them back to Rhaegar instead of disbanding them. It really is a sad thing if the Savelites were to ever leave Loreroot, or be disbanded from Loreroot, seeing as it is where Savel's spirit would reside.. I thought I'd share some forgotten pics about the connection between Savelites and the Land of Loreroot... I think Savel and the artist would want this to be known to the public. [spoiler] [img]http://i6.photobucket.com/albums/y201/Udgard/savelitechapel025.jpg[/IMG][/spoiler] [spoiler][IMG]http://i6.photobucket.com/albums/y201/Udgard/interior-savelite013.jpg[/IMG][/spoiler] Edit: fixed images
  19. Update: the above mentioned items (including the coins) has been returned to Mur. Material Vault is currently empty.
  20. [quote name='freelancer' timestamp='1282870174' post='67099'] And lastly to those who says they are not impressed, Nad and feb are not trying to impress anyone. I doubt they even care what you vets think. The real reason they made this post is to motivate the relatively new players. [/quote] If I were going to make a post of motivation instead of bragging, I won't use some title like "bad-ass Udgard strikes again". *edited some wordings
  21. Though I miss some of the old quests, at least we don't get the "get me x adepts/worshipers or get me x credit" quests anymore..
  22. What kind of handing out? You cannot give others the spelldocs you own (no way of doing so), if that's what you mean..
  23. That one is actually there since a long time ago. Think of it like, as your mind grows, you expand your horizons and is open to the new possibilities of choosing a new protector.
  24. Udgard

    Alliances

    Random comments: @firs: I agree that land alliances should never permanently move to another land, it just defeats their purpose. But as the example you mentioned, if they think they are protecting it from a terrible king/queen, the best position to fight would be from out of the land. Otherwise, the members might be banned/excommunicated for treason before they can actually fight.. Nevertheless, I personally think a guerilla land alliance should wear a different name (or even a totally new temporary alliance) instead, and leave the original land alliance in the land it belongs. @yrth: vote system is irrelevant here. What if the problem is between an alliance and the king, not all land alliances with the king. Votes from the other alliances would make the king's position stronger. This means said alliance won't stand a chance at all. You also can't expect everyone to "stand up even under the threat of ban". Many people are not in the alliance (or even in MD) looking for conflict. Some just want a place that fits with their role (in fact, aside from the 4 land alliances, the others are mostly private interest alliances). I agree that this whole thing should be done with the Mur factor. @rhaegar: special interface for messaging Mur on this matter is easily doable, I think. But I guess simply emailing/PM-ing him would do the trick. @mya: do remember that some alliances (and their members) are there far before kingship was established. While people who haven't joined can consider those stuff before joining, there are those who didn't get that privilege. And if an alliance don't get along with the king, wouldn't leaving it be a betterment for both the alliance (free from the king they dislike) and the land (no more internal strife)?
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