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Ivorak

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Everything posted by Ivorak

  1. It's simply a matter of embedding through HTML. Every service is different, but once you have the code, you can copy and paste it into your papers (make sure you have selected the HMTL tab first). A lot of players have been using a flash editor called Wix, a trend I believe I started. If you decide to go this route, carefully consider the size of the papers (I can't remember the pixel count) to avoid a horizontal scroll bar. I've seen several beautiful papers done with Wix; however, most are rubbish (even some of my own creations). It's easy to get caught up with flashy buttons, etc., but you'll soon realize the result is a lot less appealing and less readable than you had intended for. I have considered revising my papers to get rid of Wix, but their are functions of Wix that I couldn't easily replace. As for adding music, it can be done (through Wix or another tool), but it can irritate other players who open your papers to read, not listen. Others may have suggestions for media players, but my advice would be to avoid adding audio to your papers unless you really must have it in there.
  2. I'd like to participate.
  3. Inspired by Mur's recent addition, I was thinking today of the mood panel. I like how the mood panel is a global log of "moods" but I thought it would be beneficial if players could also have a current "mood" listed in the player information box to the right of the chat. I thought that the mood panel and the individual moods should be separated (but if they could be synced by clicking a check box, that would be cool). The individual mood could be changed more frequently than the mood panel, because changing it wouldn't be able to cause mood panel flooding (a notification would come up if the user checked sync and such an action was not allowable due to the time limits). It may be too trivial to implement, but I see it as a nice addition. Any thoughts?
  4. The Archivists have lost their purpose, and while a leader may help, I do not believe Gargant is the right person for the task. In fact, in my opinion, there are very few people within the realm that may be up to it, and most do not seem interested. [quote]Why me? - The Longest serving archivist, been around since Renavoid was master archivist - Good experience of setting up in game initiatives such as the newspaper and the end of year awards - Excellent experience of writing, both in game and out having written for the newspaper in game and as a scriptwriter out of game. - Good reputation and well known figure within the realm.[/quote] Gargant, while he may be able to bring [i]some[/i] of the life back to the Archivists, has been relatively inactive recently. And as for being around since Renavoid was Master Archivist, so have I. I will not question his reputation, because he has a good reputation, at least among most of the veterans who remember when he was more active. So while I do not think Gargant would be the ideal leader, we, the Archivists (of whom there are a meager three to four members currently) certainly need direction. Perhaps a leader is the only way to achieve this, but maybe we should try something else first. Recruitment could help. Not only would it result in new ideas, but part of the problem I have when trying to accomplish something related to Archivist business is that alliance chat is not the best means of detailed communication. The Archivists have no private subforum and we are often not around at the same time (numbering 3 (4?) and all). On a sidenote: [quote] - Revive faith and interest in the archivists.[/quote] Very good plan, but also quite difficult. Interest requires output, but output is hard when we are striving for exact neutrality (refer to Pamplemousse's old [url="http://magicduel.invisionzone.com/topic/3682-impending-land-war/"]topic[/url]). I agree that neutrality is fairly important, but it cannot be allowed to hamper our productivity. However, at the same time, there are those who have already voiced concern over our purported bias.
  5. [quote]YOU PLAY? I have seen you maybe 3 or 4 times in the last months. Just logging in is not playing. There are several so called players that log in just to get their active days. Nothing much. And if you log in and sit in a deserted place "researching" is not playing either.[/quote] Yes, I play. I may have been busy in real life lately, but when I log in, I do play. I login, and then I stick around. And while I often sit in deserted places, it is not by choice. Sure, I could easily go to the GoE, GGG, or the Marble Dale Park. But the quality of interaction in those locations is often lacking. Those who are not idle are busy with combat, and when they do talk, it involves elements of the metagame. Of course I, a roleplayer, am not always interested in such discussion. I am a serious fellow (Pamplemousse has kept a tally of the number of jokes I've told, because the first was so unexpected) and often very quiet, but I do interact when spoken to, or when discussion around me piques my interest. And I do sometimes take part in combat, but to me, it just isn't as fun as other things. [quote]Yes, the all time:"we don't need a coded system cause we have our freedom". Then why is HC so popular? Why are the shop crits so wanted? Why is everybody at the GGG training all day? Why do even crits exist? You can do just fine without them.[/quote] I don't believe I said that. I dislike freedom and godmodders as much as any other (which is one of the reason I spend my time in far off locales; godmodders tend to like audiences). As for the question, "Then why is HC so popular?" it is not because the combat system is so great, but because competitions are fun (especially if you are successful). [quote]Is is THAT hard to understand that it's NOT a RPG? Or at least not the common RPC you are all used with?[/quote] The point is that MagicDuel is an RPG. You're right that it is also more than that. You're upset with me and others with views like me, but the fact that we are here should tell you something. No, not that you are wrong, but that you are not right either.
  6. [quote]Is is THAT hard to understand that it's NOT a RPG? Or at least not the common RPC you are all used with?[/quote] That's exactly why I play MagicDuel. Not because it's not an RPG, but because it is not the common RPG I am used to. I play because it is an RPG with a community that actually role plays. PVP is certainly a large part of the game, but it isn't the game. And it is not what keeps me here. [quote]Who are the most known players? I will tell you: the grinders. Except Z and Tarq nobody from the so called "good RPers" are as known as the grinders. And they are know because they were also RPCs.[/quote] I may be an exception, but I know of very few grinders. I know they are there because others are constantly complaining about them (I'm not sure why; they don't harm the game), but I don't know who they are. [quote]Sorry but as I already said a thousand times: combat system is superior to RP system (which actually almost doesn't even exist). Shish...again...[/quote] You're right, there really isn't much of a role play system. But then again, there isn't much need for one. Just because we can hardcode specific rules for combat, that doesn't make it superior. It should be a part of MagicDuel, but I pray that it will never supersede the whole. MagicDuel is a microcosm, not just a battleground.
  7. My issue is not with the reward, but rather the quest. New players should be encouraged to get their papers, but please also request that they fill them. Lately, I've seen far too many players with blank papers or papers with a promise to write within the papers at a later time. It is a waste of all our time to seek to read new papers only to find out they don't truly exist.
  8. Ivorak

    Adding Years

    Awiiya, I thought the same thing long ago, before the ancient lore was unveiled as a false history. I even wrote an article on it. [quote]Marking Time Measuring time aids in many aspects of life. Without a simple way to measure time, arrangements for any meeting would require great forethought and planning. Luckily, in these realms we have a simple universal system, a clock that tells us the hour in 24 hour time. This solves the problem of measurement for short periods of time, but what about years or even decades? There is a simple solution. The implementation of a calendar era, or year numbering system, would allow the telling of time in more exact increments, useful when the time exceeds more than a few years. Of course, all calendar eras must have an epoch, the point from which time is measured. So what event should we use as our epoch? Stormrunner has suggested that each land have its own epoch. Ideally, each land's epoch would be based on a central epoch, which through mathematical manipulation the other epochs could be reached. This "base" epoch could be the time that MagicDuel went online, as suggested by MalichiW. The lands' own epochs would be points of significance in the history of each land. GlorDamar has suggested that these dates should have occurred long ago, so that at the time of the epoch the occurrence of night and day was expected, giving a basis for the measurement of days and years. Upon discussing the idea of a calendar era with Renavoid and Logan Marquis, resistance to this idea first became apparent. They have a valid point; this system, while perhaps useful, would be difficult to implement. Its use would have to be widespread, for one, and the translation of different lands' systems would require an expenditure of time. Seeing as one of the purposes of a calendar era is saving time and hassle this is not ideal. It is not quite as simple a solution as it first seemed. Rather, Renavoid discussed the idea of periods of time, based partly on the chapters of the Adventure Log and partly on major events in the deeper history of the realms. Such a system would add a loose structure to the understanding of the passage of time. It would not be exact, but then again, history is often inaccurate anyway. Personally, I favor Renavoid's suggestions, but the implementation of a calendar era would also be a joyous moment for me. Let us learn from the past by studying it well, but at the very least, let us not forget it. [/quote] Kafuuka, your suggestion is nearly perfect, and I wish I could of thought about it that way long ago.
  9. [quote]For combat and stats, both Lamarck and Darwin feel equally adequate to me. Darwin never refuted that people who train become better at a skill, but he rejected the idea that if your father spent his whole life playing the violin, you would be born with that amount of experience and be a violin prodigy. He'd obviously be a good teacher and example and you might take up the violin at early age, being inspired by your parent and actually become good at it, but it is not a talent that is inherited at birth.[/quote] Of course, this is correct and probably why I lost my train of thought. When I was taught about Lamarckism, the idea of acquiring traits was caricatured and hence stuck in my mind. For example a giraffe reaching for food and therefore acquiring a long neck was the topic of our discussion with no emphasis on time frame. [quote]On the subject of stats & biology... what would you relate picking a new principle when doing story mode to? I suppose you could see it as a caterpillar evolving into a butterfly, however which principle you choose is not determined by game mechanics but by your own will.[/quote] I had trouble seeing what you meant by the caterpillar to butterfly comparison at first, but I think I get it now. It would be like picking up an instrument at a young age, and becoming a skilled musician by practicing. If one chooses a violin, and sticks with it, they will likely become skilled as a violinist. Also, while a young child would usually be able to learn multiple instruments easily, once they age and gain proficiency in one instrument, they could likely do the same with other instruments with some practice (comparable to gaining mindpower levels). Although, that takes the biology aspect out of the comparison. [quote]I never let stats influence my roleplay before; the one that would make most sense to train is tradesense... I don't think anyone ever tried to grind that one.[/quote] The funny thing is that tradesense is one of the stats that represents something that needs not be automatized. We don't have any skills that represent charisma, intelligence, or other "mind attributes" because they are not needed. Players have minds that manifest in their characters. [quote]MD is a magic world, it doesn't sound impossible to develop gills.[/quote] That affirmation is pleasing to hear.
  10. I was happy today when I looked at the active topics in the forum. However, I seldom have been lately. It seems as if half of the topics are discussing creature trades, and others are disinteresting to me, to say the least. I am relatively old (as a player) and I can remember great topics that were thought provoking. And as I remembered something I had thought about long ago, I decided to try to provide the forum with another such topic. If I fail, please pardon me. First, I'll quote the announcement Mur made long ago that provoked this topic. [quote]Improvements made to the player "DNA" system, this is what determines changes based on player and its a string almost unique to all players (slim chance of getting two identical strings). This so called DNA of your character is responsable of many things you dont knwo they were suppose to happen on purpose and its like a birth signature determined when you register but changes slightly as you play. Unfortunalty i can not disclose the exact effects of this improvement but it feels good to let you know somethign good happend. [/quote] At the time, I had recently read about Lamarckism, an alternative theory of evolution to Darwin's now generally accepted theory. I saw similarities between this theory and what Mur had unveiled about MagicDuel's system. Writing this post, I had to reread some information on the topic. The article "Lamarckism" on Wikipedia, speaks of the two main ideas Lamarck incorporated into his theory: [list=1] [*]Use and disuse – Individuals lose characteristics they do not require (or use) and develop characteristics that are useful. [*]Inheritance of acquired traits – Individuals inherit the traits of their ancestors. [/list] I am most interested in the first idea. While the second is interesting, there are no mechanics that support reproduction in MagicDuel, at least at the moment. (If you want to discuss children, go elsewhere: [url="http://magicduel.invisionzone.com/topic/4424-children/"]http://magicduel.invisionzone.com/topic/4424-children/[/url]) Not only does Mur's secret system supposedly support this idea, but the combat system does also. Stats can be raised through sacrificing and fighting, and now lost through similar means. And now I've lost my train of thought... So, I must ask: [list] [*]Do you accept the theory of Lamarck as seemingly accurate in MagicDuel? [*]If so, will this impact your roleplay? [*]And would it be reasonable to expect me to develop gills if I swam every day on Fenth's Beach? [/list]
  11. Ivorak

    The Voices

    [color="#FF8C00"]No, Parsifal. We're not here to burn witches. In fact, I see no witches. And I have [i]not[/i] in more than a year.[/color] [color="#8B0000"]You saw a witch? Where? Who?[/color] [color="#FF8C00"]Never mind that. Start planning the revival of the Phrontistery.[/color] [color="#8B0000"]But I... A witch![/color] [color="#2F4F4F"]Parsifal!!! Need I reveal your deepest fears?[/color] [color="#8B0000"]Please have mercy. Oh, Filius, I never meant any harm. I...[/color] [color="#FF8C00"]Are we going to help save Humphrey's garden, or not?[/color]
  12. After logging out it is necessary to input the name of the illusion to log back in. I used an illusion which attached "the mighty" to the end of my name. I had to type Ivorak the Mighty to log back or I got an invalid account message. Also, after ending the illusion it still register Ivorak the Mighty in the chat.
  13. Ivorak A Champion of Quetzallus I seek to return Quetzallus, a mighty ruler from long ago, to life and good health. Like Quetzallus, I seek to establish and maintain balance in these strange lands.
  14. I, too, seek to restore the lost balance. It was not originally my goal, but great beings of light, whom my lord, Quetzallus, followed and obeyed, have set it for me. I now believe the restoration of balance to be very important.
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