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Ivorak

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Everything posted by Ivorak

  1. How do we Know Awiiya doesn't have Multiple trees, like Pando? I personally think that the Lack of Leaves at Awiiya's Way are a Ruse to prevent Us from Realizing His ambition to Become a World Tree.
  2. 6 wiiya (Price: 6 plushies)
  3. I read through this quickly, so I may have missed if anyone suggested this, but as a core value of MD is in the other players, I measure time as interactions between players and other players or players and the environment. If no one is present, time might as well be standing still. There are, of course, things that happen if no one is present, but nothing too important.
  4. I don't think the drop in resources once they become too overgrown makes much sense in many cases (from a "why" standpoint). What if overgrowth increased AP requirements (like viscosity does) instead? Maybe some other effects too (though this is far more complicated) depending on the resource: bones -> plague infection; water -> flooding and crop failure, mitigation through development of waterworks; stone -> avalanche resulting in road blockage; herbs -> all herbs in scene turn to weeds; lumber -> deadfall, small chance of dying when passing through; etcetera).
  5. Lately, I mostly log in and log out unless something particular is happening. I think: no point sitting around if it's going to lead to skill damage. It's silly because it means I miss out on conversations, which are probably of more value than my pitiful stats, but I guess I can't be rational all the time...
  6. Ivorak replied to Ivorak's topic in New Ideas
    This would be unfair, especially if unannounced. If I pay a silver near the entrance to a land I wouldn't expect to pay it at the next scene as well. Especially if I had to pay to go back as well (which shouldn't be a necessary condition but could be depending on how tolls were implemented). I'd also be peeved if I was found to be in a specific location and then tolls were raised around that location to single out me in such a punitive manner. If this was implemented we'd need some basic rules on it's use (with great power comes great responsibility). And more rules could be implemented socially through treaties, threat of retaliatory action, etc. One guideline I have in mind is that tolls should be about access, not about containment. They shouldn't be used to imprison players (though this might be useful in certain cases, preferably pre-approved) but to regulate access to tools, resources, locations, transport, etc. To expand upon that last parenthetical, maybe players could sign up for a quest in a certain area and not be allowed out into they've solved the quest (murder mystery in one of the mansions in the East maybe?) and receive an item with which to pay the toll. Or a mission for new MP3s that disallows them from certain areas until they've proved their mettle. And yeah, I had forgotton about pass papers, but I think both concepts (and the interplay between them) are interesting.
  7. Ivorak posted a topic in New Ideas
    I want to see both more cooperation and more conflict between lands. I'd like to propose that lands/kings should be able to implement toll roads (or bridges/gates/doors/ports/etcetera). On attempting a movement to another scene the player would be prompted to pay the toll, if they decline they are denied access and remain in the same scene. Payments should go into land treasuries. This would be a pretty powerful tool, but other lands could respond in kind or even declare war. Hopefully we'd end up with some treaties preventing certain tolls. This concept could be expanded in that "Location X" requires the possession of "Item Y" without actually requiring that item to be given up. Any thoughts?
  8. Just out of curiosity, are the items tied to the player in any other way? That is, can the system distingish between the engraved rings of player No one and player No way?
  9. By the way, just noticed this: https://magicduel.com/page/Announcement/view/4056 So perhaps not a shared item (I'd prefer that it wasn't), but it sounds like Mur had in mind some other way to obtain this resource at one point?
  10. Oh, sorry for the confusion, I meant the wiiya itself, not the collector. I was wondering what it was needed for; sounds like it's a necessary component for creating some creature from your post?
  11. @Fang Archbane, may I ask what you need Wiiya for? Or are you "asking for a friend"? I have some in my possession and can get some more if needed. I'm pretty sure there are others. You might have more luck with your request if you could show you've exhausted other avenues first.
  12. I do plan to help out with this, but Chewett's request allowed for multiple helpers ("For the person that gathers the most amount pieces of information found here 1 gold coin. Please post all the information and links you can find here in this post.") for this task, so please don't assume that I plan to do it all myself.
  13. There's some good discussion in this thread, but I'm not here to comment on that at the moment, just wanted to throw another suggestion into the ring. We have sanctuaries where people can avoid being attacked (under most circumstances), why not the opposite as well: an arena where everyone can be attacked, regardless of mind power. I think one of these locations would be sufficient and two would be plenty. They should ideally be placed at a dead end, so that that new players aren't too prone to wandering through without intention. And perhaps we could have the main lands vie for the honor of hosting this arena. I think a multi-stage combat tournament would be fitting.
  14. Ivorak replied to Ungod's topic in New Ideas
    Can't comment on the abilities themselves, but goad might be a possible alternative name for afflict, if I'm understanding correctly.
  15. I'm about to start gathering documentation stuff for the the topic below and it reminded me of this post. Wondering if you, @Aeoshattr, would mind if I suggested adopting this guide as official documentation? Would make it easier for players to find it when it becomes relevant to them, and would also allow the community to maintain it if you should ever disappear.
  16. Ivorak posted a topic in New Ideas
    With the addition of the new "fightchat" (Ann. 4353) and some discussion about it's usefulness I've been thinking about the live chat a bit. I have a couple suggestions. We have a toggle for OOC chat that automatically surrounds messages with parentheses to denote out of character messages. Perhaps we could also have a toggle to hide those messages then? Perhaps a similar ability to toggle out "fightchats"? Or these could be possibly be combined into a single toggle that also hides item collection messages and other automated system messages. Might be useful to have an indicator of some sort when there are a lot of these messages so people don't forget and keep it turned off all the time. Lengthening the chat display window by a just few lines could have an outsized impact on the ability to keep up in fast moving chats without disrupting the page layout much.
  17. Having help documents in one place sounds like a great idea. As you mentioned before, it's important that they are searchable and cross-referenced. Each individual help document should have its own URL for easy sharing. It would also be helpful if documents could be tagged by category. It would be nice if each document had a feedback section. Basically, "Is this page helpful?" and a comment box. I wouldn't display comments on the page though, just store them somewhere that could be referenced when routinely updating help documents. Not sure about this part, but maybe the documents could be a directory of Markdown files stored on GitHub? That would be an easy way to compare, discuss, and approve changes, without spending time building a custom editing interface. You'd just need a way to fetch the latest version on a regular basis and render as HTML.
  18. The original topic (below) was closed after several derailments, but I wanted to expand on my ideas and add another. 5 Fat → (Cooking pot) → Tallow Allow melting down grasan fat to tallow in a (fillable clickable) cooking pot. Tallow could in turn be used by another fillable clickable or an item combiner to make candles/torches (tallow + wick/fabric), soaps, pemmican, lube, or salves for blisters. Candles/torches, in particular, would be an ideal second step for illuminating potential new locations (caves, tunnels, crypts) that are generally unnavigable due to darkness. 10 Tree bark → (Mulcher) → Mulch Mulch could be used for accelerated gardening (bushies, the community garden plots, etc.). Alternatively, should the potential for crop failure be introduced, mulch could reduce the risk of that. 3 Large Rock → (Crusher) → Gravel Large rocks are useless, as per their description: “A large and heavy rock. Nothing more.” Gravel, however, while already implemented, is “Useful as building material.” --- And if anyone else has ideas, go ahead and suggest them, but remember the requested formula: A quantity of common/easy to get resources that already exist The converter (probably a tool of some sort) A single item that results from the conversion of the resources And don't forget to consider the value/rarity of the inputs/output. Feedback welcome as well; especially whether my numbers need adjusting?
  19. Then I'm glad you're not power-hungry, or we might be waiting for a rewrite of MagicDuel in Lisp.
  20. As an optional method I think this would definitely be useful in increasing sign ups. I often use social signups when I'm not sure of long term interest at time of signup. It's a big timesaver. It can, however, be annoying later if I'm not sure if I signed up with Twitter or Facebook or something else. This is typically alleviated by syncing accounts using the same email (for example, if I sign up with a Twitter account that is setup with ivorak@example.com and then later try to login with a Facebook account that is also linked to ivorak@example.com, that should log me into the same MagicDuel player account). When implementing it, it's also important that a player should still be able to log in if they later decide to delete or deactivate their Facebook (or other social login) account. One possible way to do this without requiring a password at signup time is to save the user email from Facebook and send a one-time password change link upon request. I'm sure you can think of other methods. As for player names, I think Guest<playerIDnumber> works well (I'd prefer not to see any funny names) but I would prefer that even that should be changed to a custom name before the player gains access to the mainlands. Part of the award for getting off Gateway Island could be a name of the player's choosing.
  21. I'd like to see the town crier crying a variety of news and updates. I think System announcements (e.g., "All shared items have been returned to their original place.") should be moved to the town crier since they're just reminders. (I would prefer that a red announcements link signified something more than a regular reminder.) See the town crier mostly being used for automated announcements, but might also be useful as a spell (with certain rules for use) for land leaders to announce special events. P.S. I may be a bit odd, but the town crier is one of my favorite features, even though he's so quiet now. I think the feature has lots of potential for setting a vibe, and I'll try to think more on how it can be used.
  22. Has item - for multi stage quests, distributed to those who pass preceding quest Has tag - certain quests could be designed for those with special tags (particularly the ones from tag dispensers), a building quest with enrollment limited to carpenters for example. On list - ability to "whitelist"/"blacklist" players from a quest, the latter is particularly useful when a player has cheated at a previous quest, or failed at a quest where failure has repercussions. Citizen of - would encourage land leaders to create quests for their people/vassals.
  23. Postponed indefinitely, as I'm reconsidering some components (too simple/hack-y for my liking). Sorry for the suspense. Will try to revise at some point.

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