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Ivorak

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Everything posted by Ivorak

  1. Trivia is happening now, as soon as enough players show up to participate. Kyphis is only free until 03:00 ST so better head on up to the Archives (Indexed Room of Memories) if you want a chance to win!
  2. I had an idea, but first a question: will all first level resources have to be processed with a fillable into second level resources before they can be used in a cauldron/combiner? If yes, ignore, but if no, then I have another question: Could a large number of items be combined in a cauldron for something big for a land, rather than specifically a player? Could a huge amount of water be used to build a moat around Tempest Fort? Or could a windmill be built in Loreroot or Marind Bell from 20,000 lumber (or is lumber going to get processed into planks or something?). Etcetera. If I had a surplus of resources I'd be as interested in doing something for my land with it as I would be of putting it to my own personal use.
  3. 5 Fat → (Cooking pot) → Tallow Tallow can then be used by another fillable clickable or an item combiner to make candles/torches, soaps, pemmican, lube, or salves for blisters. 40 Tree bark → (Mulcher) → Mulch Mulch can be used for gardening purposes (bushies, the community garden plots, etc.)
  4. @Myth Is scrolling really that much trouble though? Lots of scrolling is preferable to increased line width. The shorter line width greatly increases readability.
  5. Are you saying for a constant number X of unidentified herbs you'll get some Y herbs of a random type, where Y is decided by the rarity of that type? And that you if you have a Book of Herbs item, then you can select the type rather than have it selected at random for you? I like that idea.
  6. I'm not sure yet, but I think in a week or so I'll really like it. The post text editor is much cleaner.
  7. Ivorak replied to MRWander's topic in Offtopic
    I really enjoyed both of Shane Carruth's movies, Primer and Upstream Color. Originally a software developer, Carruth developed Primer on a tiny budget of $7,000 but it hardly shows except for the credits (director, producer, writer, actor, music, editor). Forever awaiting his biggest project, the now abandoned A Topiary. Also recommend films by Tarkovsky, though I can only remember seeing Stalker. P.S. Loved Inception the first time (though a bit bewildered by the diagrams that kept popping up everywhere. It really wasn't that hard to follow). It bored me a bit the second time through. Would love to be the architect for designs at that scale though.
  8. You haven't addressed some of my questions (which is fine, because they were addressed to everyone and are more a list of "things to consider" than "this is how you should think about this issue"). Though you've probably answered them (I see all that text there :P ) but I don't understand what you're saying exactly. In 4) I distinguished between the land and the people of the land. Someone might be admitted to Necrovion citizenship because they're friends with some other Necrovians, but the land should still be able to reject them in some sense (I see lands in MD as self-aware in some sense, especially Necrovion with the shades). This implies that the land should also be able to accept someone who the people do not. But yes, I think these wishes are good, even with the land loyalty requirement. Just let's not rule against other possible ways to gain access.
  9. Some things to think about: 1) Are we encouraging people to change lands more frequently then? I always thought most players frowned upon this. 2) I feel that either the access to restricted locations matters very much (in which case land loyalty should not be a measure) or not (wishpoint, but not the active day requirements). 3) There are several ways to do "custom" wishes. A) A wishpoint, plus approval of some power such as Mur, Chewett, the land leader, alliance heads, etc. One of the above, two of the above, whatever... B) A sliding scale from 1 wishpoint with approval of land leader, to X wishpoints for no-questions asked grant C) Something like the above, but on a case by case basis, instead of preannounced requirements D) 1 wishpoint with X land loyalty, or X wishpoints without requisite land loyalty 4) Should land loyalty be considered by the citizenry of the land (influencing things like how the leadership distributes alliance roles, stock from land treasuries, etcetera), the land itself (lower AP costs, access to different locations, other influences), or both? This is tricky. The land does already to a degree and the citizenry does too, but often less so then the land itself (which makes sense because land loyalty only measures the presence of activity per day, not its overall magnitude), but if the land is in some sense separate than its people, then perhaps there needs to be other ways to gain land loyalty than the three step process of 1) being granted citizenship, 2) avoid being excommunicated, and 3) logging in each day.
  10. Mur, can't find your response to Nimrodel's post on the first page of replies. Was there none? I was thinking the same thing; that a flat earth implies edges. Am I misunderstanding the notion of a "flat earth" or do you need proof that no such images of an edge exist? Would even that be enough? --- It's probably too much work for me to actually read it anytime soon, but you've got me thinking about Bruno Latour's ( We Have Never Been Modern.
  11. 23 gold coins.
  12. Sorry I missed it. Had it on my calendar but something came up.
  13. Ivorak replied to dst's topic in New Ideas
    Disagree with this part, but I like the first part (negative effects for the slave). Could be lower AP, movelock, even skill damage. If 10-15 silver coins doesn't make this a worthwhile use of your time (as Aeoshattr suggests), then set a higher reserve bid or don't join the auction. If this results in fewer slaves, fine by me.
  14. 1. I believe players should be able to nominate those from their own land. It's more expedient and prevents mistakes where someone breaks this rule and the mistake is not caught until the end of the nomination period, and then that player is not eligible because no one else thought to nominate them a second time (because they had already been nominated). 2. I would propose that all categories go to vote, even if only a single nomination. But I would also allow a null vote and require a minimum percentage of votes to be attained. 3. Agree that a player should not be able to nominate themself, but feel strongly that they should be able to vote for themself. Definitely disagree with invalidating all of their other votes because of this.
  15. Ivorak replied to dst's topic in New Ideas
    I may be dense, but I'm afraid I don't follow the logic. I'm reading your statements in this manner: 1) Slaves don't get paid. Slaves may even end up paying their master. 2) Slaves shouldn't get a leash because it's beneficial to the slave. I must be missing something, because I don't see how anyone would volunteer to be auctioned off otherwise. They put up with a few months of inconvenience and then receive a leash that can be passed to a friend for use as a convenient "teleport" (that is what leashes do, right?). In the absence of such a trade we would need some way to forcibly compel a player to be a slave and that's not in the spirit of MD (and, moreover, would likely simply result in the loss of a player).
  16. There is absolutely no sense to Dark Demon's second line, but as for the prices he mentioned, they're totally in line with what that post indicates for the past auction. Only one bid of more than 2 gold. Edit: I missed Aethon's post of the 1/3/5 rule. Those numbers seem more sensible than the one's suggested by Jester.
  17. Ivorak replied to Dragual's topic in New Ideas
    Yes! Something similar was mentioned in http://magicduel.invisionzone.com/topic/5453-clickable-objects-features/page-2?hl=%2Bspells+%2Bclickables#entry45881. And lots of other possibilities. And perhaps for useable items as well, http://magicduel.invisionzone.com/topic/10538-merge-of-usable-items-feature-and-enchanted-stones/?hl=%2Bspell+%2Btrigger.
  18. Ivorak's tag description

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