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Chewett

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Everything posted by Chewett

  1. And you would be expecting to use this daily or hourly? This is what I have written in the thread
  2. If there was a new consumable item that you would use again and again what would it be and do? or, are there any current ones you would use regularly if you get could them more easily? The key point of this thread is looking for items you might want to use daily or hourly to help you in MD in some way.
  3. Actually No I found why you have a trade ban. When you gave the account to Lashtal the restriction was that it was unjailed but all trading from it would be banned. I assume Mur didnt lift that when you reclaimed the account.
  4. Yeah its super clear, you got it for doing bad things (tm). I just havent had time to deal with it yet. Its probably your puffin issue which last I heard you accepted that it would be a problem but its the only way for you to play. I can block puffin if thats the issue?
  5. This year the scene redesign challenge is focused on the original start, the Paper Cabin. You are to take the below image of Paper Cabin and add colour to it and any additional motif you feel is suitable. The theme this year is "Welcome to MD". Feel free to add any additional images, colour, text, or modify the image in any way you feel fit. The only requirement is that it must be (at least vaguely) visible that it is Paper Cabin. Along with the image, you must write some words about what this scene means to you, and how you were welcomed into MD. Examples of previous entries are available in this thread. Prizes will be 1 Anniv creature to first second and third place (either decided by vote or judging panel) along with various gold and silver rewards. Any notable artworks outside first second and third will also be awarded 1 Anniv.
  6. Maybe we need a new Jonn?
  7. Added LHO onto this
  8. What should we do with them? Initially I was thinking to make them the gateway guardians, but I dont really like that idea anymore. Maybe we bring back RPC's? More leaning towards that for now.
  9. I loved this quest, I have sent all the rewards out.
  10. So, some people have confused the posts a little. I welcome all the ideas from everyone, and if they are good I might even go ahead. But some of them are super super OP, so dont be offended If I dont implement them. Also, no promises of anything "soon". Lot of work with flash.
  11. This post summarizes the current state of stage 14 as I see it. I had a preliminary discussion with some Discord users and now I open it up fully to the forum. Please note that some, if not many, of the problems outlined here wont be solved in Stage 14. However these outline our current problems as I see them, so we can discuss them. I am mainly going to be focussing on the Server upgrades, as they have a hard deadline of flash going away, but the others I am opening up to discussion and I might interleave the upgrades with other work. Server upgrades (flash, php7) - These are making good progress and are my primary coding focus given the short deadline and large amount of work. The Job system - A new type of tag, building on what we half implemented Death - Is it working? Is it fair? Maybe we can make it more interesting. Alliances - What should they be? Guilds - What should we do with them? Resources - What are we going to do here then? Principles - How do you want them to be used? MP6 - What shall we do with the MP6? MP7 - What should it become? Torch Contest - Do people want the torch contest? HC/BHC - Another contest, should it run more regularly? LHO - Maybe more? Maybe remove it?
  12. The Heads contest was originally a contest to gather as many heads as possible, scoring every X period of time, gaining the number of heads you are holding as points. The winner would then win a heads contest medal. Once won you wouldnt be able to participate again. Boss Heads Contest was a similar contest, only for the winners of the heads contest. The winner could win any number of prizes. The main problem with HC and BHC was that over time there were very few participants. So we stopped running it. Would anyone change it to make it more interesting, especially for those who previously have won? Should we just leave it alone for now?
  13. The torch contest was originally something designed to have lands compete against each other to gain rewards for the land and personally. You would grab a torch from your homeland and slowly make your way to score a point against another homeland. This was made harder by some AP difficulty. Currently this has some issues, with Guardians of Bob blocking access to some of the lands. So this would be one problem that would need to be resolved before we ran this again. In addition, we would want it to be a little more interesting, It got dull after a couple times. One of the issues was it was easier to get to some lands than others, so maybe instead of scoring against different lands, you score more depending on which land you score against? Ideas are welcome, would people want to see it back?
  14. Some, but none immediately. MP7 has been given to Fang (on the promise he does something with it) and Sunfire (Earned, no requirements on usage). In addition, those who are on the gateway have been given the use of it for training newbies. This is purely to use the ability of attacking cross mindpower. All of these players understand that when MP7 changes, it might be quite drastic. The vague plans Currently MP7 is the illusion mindpower, and going forward it will be used as such. Currently when going into an illusion, you are forced to remain it in for a period of time. Once that has ran out it will let you leave the illusion. One of the changes that are going to be made is to add a negative effect for if you remain in the illusion for too long. The magic will slowly decay and staying in the illusion for too long may permanently affect your character. The worse case scenario is that you strain it so much you are forcibly returned, possibly with disastrous consequences... Originally I hoped the original MP7 roleplayer to directly help me with development but instead I will probably be working with Sunfire or another player going forward. Other uses of MP7 MP7 also allows some cool effects such as the masquerade ball we performed, and the fair fighting tournament where everyone had a set illusion team. If you have ideas feel free to post them here and we can work out what we can do. This is on the back burner as it needs more extensive rework as the MP7 system wasnt massively worked on.
  15. None currently. Recently I reduced the requirement to entry so that more, if they want to, can become MP6. However its another "half finished" work in my opinion. The spell tree is a little lackluster, certainly in the current MD, and the main important thing is the bringin casts I think. If anyone has an opinion about what they think it should do, or how we could change it, I welcome it. Maybe you think its super not important?
  16. Principles is something that is more removed from the game now, but it shouldnt be! How do you think we should be able to attain principles? What else would you make them used for? Are they useless? Should we just remove them? (no :P)
  17. This post summarizes a number of discussions I have had regarding alliances. Some of these views are mine, some are others who I am stating for discussion points. --- Current State of alliances Currently any alliance, once the final member is removed is lost to the game. At this point an admin could remake it, or it could be decided to stay dead. In the past we have had alliances remade at the request of a king or similar. Or remade after some effort by the players. Any alliance member is free to invite anyone else to the alliance. This removes a degree of control from the alliance. The leader is also chosen as the player who has the most of the loyalty stat. This is primarily gained through farming combat or other not described here methods. Radical opinions (some of these are not mine by merely parroting) It is no secret that I, and a number of other MD players disagree with the "loyalty" concept for a leader. Many alliances have a leader who is not someone who would grind loyalty. Social convention then makes people understand they are the leader. For some guilds this is fine as any lost alliance would be automatically remade by an admin (e.g. TK) but for the less "offical" alliances this can cause some problems. Some people feel that alliances should be created and fall more often than they do currently. Maybe creation by MP6 or similar? Maybe kill items just dont disband alliances? Maybe after coming back to life they rejoin the alliance? (How would you do hostile takeovers?) Maybe only if you revive within X days? Maybe you can vote to disband an alliance? Maybe you can take it over with a coup? Potentially you allow leaders to pick who can invite? Only leaders can invite? Makes hostile takeovers harder as you have to trick the leader? Some were suggesting that each land would be able to revive a certain set of guilds, if they were lost with some kind of vote.
  18. In this post, guilds refer to alliances with a specific purpose, ignoring whether that purpose is current or not. For reference I will note down my belief of each alliance and their purpose. If I am missing any give me a shout and I will add them is not obvious. Please note that there are three main differences in alliances, Role alliances, standard alliances, guilds. These terms have changed similarly over time, but are possibly important as we change what they mean. Crafters - Alliance of those who had the ability to make items Woodcutters, water dowsers, Fusioneers - Resource Gathering Caretakers - Originally designed to handle the death system and plan how it all should work Treasure Keepers - Designed to distribute and sponser quest rewards Archivists - I would count them a guild, originally at least. So one of the main questions was, how should these leaders be chosen, how should they be reformed if disbanded. Etc. To focus on the resource guilds, my opinion was that really they were created before their time. I dont think you can have good resource based guilds without a use for the resources they protect and gather. So we need to first focus on how those resources are gathered and used in the MD. For those I will talk about their plan in another post. For the other guilds, they should have specific aims. Im not convinced any of them do currently (apart from maybe TK) but we should probably focus in on them and see what we can do to make them useful. Do you think we need guilds in MD to do specific tasks? Do you think the Caretakers should actively take charge of how death should be working? What about the Archivists? What do you think their role should be? All those involved in said alliances, or not, are welcome to give their views here. I want to see what the communtiy thinks so we can move it forward together.
  19. "I dream of an industry" I use this phrase a lot, its a great phrase I think no one(?) first popularized here. Lots of people ask me when we are going to have more metalworking after I created the ingots and sandy things after creating fine sand. The honest answer is, not soon. But I do have a rather nice metalworking tree already drawn out (on paper!) with ideas from Mag many months ago. Before we can add many many more resources (which we will) we need to work out what they are going to be used for. There can be no more resources added until we have a good plan of getting rid of them. There must be an end goal and part of that is consumables. So I guess the answer is, when do we get consumables? This is one of the first points I plan to address, in combination with the job titles once MD is technically up to scratch. This is really really important to me, I have spoken with MaGoHi at length after he produced a very detailed idea of how we could have a web of resources and their uses and its amazing. If you have ideas for consumables, or have opinions on this, you are welcome to give them here. This isnt me saying that it will be done soon, but know it is important.
  20. Here I outline a plan which has existed since the titles were changed to having two at once. The reason this hasnt been fully implemented is that I have no desire to half implement something in MD, leaving it in a limbo state. I see this title change very important, leading onto both changes in the resource economy and alliance/guild system. The premise is this, instead of randomly picking two titles which you wear upon your character you have two titles. Roleplay Titles and job titles. Currently the majority of titles fall into category 1, Roleplay titles. These relate to you as a character and who you are. An example is the tag "Bringers of Light". This would be the main tag that is shown first on your character page. These are designed to be customized to you and slowly gained from your king, or similar. The second, and new title would is called the job title. If you have no roleplay title it will be shown as your main title however those that have a roleplay title it would be shown below that. The job title is something that would have an active and passive effect in what you do day to day. Examples of job progression Amateur thing doer -> Apprentice thing doer -> experienced thing doer -> Master thing doer -> chief thing doer Here while working on "thing doing" you will slowly progress in the ranks. Each "level up" in rank will require certain tasks to be performed, and in addition they will confer certain bonuses. You may need to learn from a master, you may just need to practice hard, or you may need consensus from a secret community of thing doers. The basic idea is that with job titles you can slowly progress them to a level wherin you become the best at doing the thing. At higher levels, you will gain access to better tooling, and potentially even access to the guilds themselves attributed to those skills. This may be one of the ways we start allowing other guilds into the game. Obviously consideration would be given to those currently in the guilds, as we wouldnt want to just say "You no longer have an alliance" What jobs could I do? Any! The idea with jobs is that like tags, you would be able to change them as you wish however there would be a cost. At the higher level of tags there would require a continual effort to maintain the skill. If you didnt continue to maintain it the tag itself would degrade to a specific level (e.g. to experienced). This base level wouldn't be able to be lost, but would show that while you may have reached a higher level, you havent practised the skills recently. Depending on the decay rate, you might be able to keep two or so skills at the highest level however the others would degrade. This then means you cant have one person who is the best at everything and encourages working with others who are able to get the higher level tools/ingredients that you need. Another facet to this, is that I wouldnt want to necessarily limit a players pick of jobs. While mechanically there will only be a certain set of jobs in the game initially I would welcome any player to put forward their idea of a job if they want to play it. Within reason if it makes sense we would look at implementing that job with its own progression tree. For example a water dowser may focus on a subtree where he works with woodcrafting to repair his buckets. Skilling both woodcutting and water dowsing at the same time. However since it is a duel skill, neither would be able to reach the higher levels. -- Opinions are welcome, but first we need to fix the economy.
  21. Purely from a technical point of view, the death system is actually stolen from the Torch Contest system. When dead you are put into a state of being in the torch contest and this has some unfortunate consequences. Once we rework the death system and work out what we want it to mean by being "dead" we will certainly change this. However some of the big questions are death presents are: How limiting do we think death should be? Currently its actually quite a nice system in terms of allowing you to do some things, but not all. However this does need a bit of effort. I would be interested to hear opinions from others about how "far" the death system should go. Is it currently working well for those who died? I know in the past people have left from being killed, which is a great shame. By limiting the players freedom it can seem as if they are stuck. We need to ensure that this sytem cannot be abused to permanently keep someone out of MD. While this may seem as a good RP situation for some, for others it will involve them just not being in MD at all. Which is something we will want to avoid. Does this mean that killing someone is too hard, or maybe too easy? Opinions here are welcome. I know a number of you raised concern that death is only available to the elite, with a large amount of coin in purse to purchase a use of a tool, or the tool itself. Maybe a certain about of losses in a period of time would "Kill" a character temporarily? One such discussion point raised was that some people felt that potentially you should be left in your alliance when dead. The reasoning was that this would then allow people something to do during their death. This has some technical questions as while you can be a member of a land different from your alliance, I would need to check how well this works. Revival is always an interesting point of view, Either you require a friend or tool yourself, or currently I believe there is the grave wreath. There was some concern in discord that 1000 flowers is a large number to require, and certainly wouldnt be sustainable over a number of deaths. Potentially we need easier ways to revive for the loner type characters. Say after 2 months they are back? But even two months is a long period... Opinions here are welcome, this is a post discussing my and others viewpoints, I wont necessarily be solving these problems immediately.
  22. Progress is going well, lots more changes have been made and its looking better. I have another flash object to remove which hopefully will disappear in the next month or so. I just need to test adding it into MD. (Its coded locally but needs full MD implementation).
  23. As to alliances, their structure and importance in MD is being reworked on the backend. Its no secret I and many others in MD have agreed that the current setup, especially the loyalty requirements of the leader, is not very "MD". The initial idea of loyalty determining the leader was always thought to be good. However since loyalty was gained in a number of ways that are not representing actual "Loyalty" to the land, it became pretty moot. Many of those who read this will have been asked about their thoughts on alliances over the past month, by a number of people. I have asked a couple of people to talk to people and gets ideas for a better "alliance" structure. Its something that has been on the back burner for years because its never really sat well with it. Once I can summarise the opinions I will be posting it publicly and then people can give their final opinions before I finalise an idea and start planning the changes codewise.
  24. Chewett

    PM bug

    This bug should be fixed
  25. Thank you Miq. The recommendation is noted but Fang is not being considered for any roles while he holds his current important one and hasn't completed his task. Assuming he doesnt want to give up MP7 for the tool guardianship.
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