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Muratus del Mur

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Everything posted by Muratus del Mur

  1. its an interesting point of view hmmm... remember the dark ages lol.
  2. yes exactly .. a very true principle that we are experiencing every day in our lives.
  3. no, nothing to solve aout MB statue yet. whenever something changes i will post to the change log.
  4. Gameplay was divided further between alliance members and non-allied players. Allied and non-allied member now depend on different counters and restrictions for attacking. Honor remains standard for non-allied members (nothing changes). Alliance members now have a separate counter called Loyalty/Prestige. The "Attack this player for honor box has been changed to Attack for Loyalty and the won fights. of alliance members will increase their alliance loyalty/prestige. If a member leaves an alliance , his counter returns to honor and all honor based restriction and the 'game fights win/loss balance' applies again. More details Gameplay changes for alliance members only: - every won fight gives you zero or positive loyalty points, zero for fights with little vitality involves, more for tougher fights. - Loyalty reward is based on total experience (lost vitality) the battle gives and is divided in stages. - When JOINING an alliance honor gets -50% if it is above zero, and doesn't change if it's zero or lower. - Members can attack without honor/loyalty restriction, everybody can attack everybody, good for some bad for others, the alliance world is a world for the toughest players around. - Because of the lack of any restriction preventing players from attacking each other, the time between fights against the same player has been increased to 3 hours. - No loyalty reward for successfully defending from an attack. - Members receive a Loyalty penalty of 1 point for losing a fight - Leadership hierarchy is based entirely on loyalty points; honor points will no longer be displayed on the alliance page. - A Loyalty penalty as been implemented for leaving an Alliance: The loyalty penalty for being kicked is -50% and for leaving of your own accord is -25%. - 20 loyalty point cost to the leader for kicking a member out of the alliance. - When joining an alliance, players cannot have more Loyalty then the Alliance Leader. Loyalty points drop 20 points below the leaders total points. Gameplay changes for normal players (non-allied): - honor must remain above -500 to allow you to attack others (no change) - honor will be used to grant you access without invitation to the alliances. Honor points required for free entrence to an alliance will be 1500 (can change) - there is no point in getting huge amounts of honor , but there is a point in keeping a good game balance at this will allow you to be more stable and advance further, become stronger, and eventualy beeing powerfull enough to join an alliance. - If you get loyalty as an alliance member but then you get out and play as normal player, loyalty doesn't play a role for you, but will carry on when you will join an alliance More implications of honor and loyalty will be added in future changes. EDIT BY CHEWETT: added better paragraphs and amended spelling
  5. Shadar ... elemental I takes only age to upgrade. Level I and II creatures offer little to nothing as reward. They usualy offer temporary stats such as valuepoints and vitality, and are ment only to allow you to get rid of the low level creatures you dont use anymore, especialy with the new creature number limit in place. High level creatures offer inscrrease to permanent stats. warning...sacriice takes 10 actionpoints, so if you sacrifice them to get extra VP be sure you wont remain stuck in that scene without action points until next regeneration ...because you will also loose extra vit and vp at next regen.
  6. Altar is now functional. Be aware that the sacrifice button directly sacrifices the creature without any further confirmation. Also the reward vales changed a lot.
  7. Ok, skill points reward will be lowered to 30 or 50%, you are right
  8. allready changed that, only lvl 3 creatures give honor
  9. Sacrifice altar at the Fenths Press in No Man's Land The sacrifice altar is under testing. feel free to share your opinion about the exchange stats given for each creature. Don't ask what the logic behind the conversion is. Also before you judge those values, think about the following things: - reward cant be to great or players who exchange creatures will get ultra powerfull by just doing that - players that exchange creatures get a permanent bonus but they still have upgraded creatures so they will be able to upgrade others fast - permanent stats are more valueble than they seem, for example max value points can make a difference between upgrading a creature or not or beeing able to buy a certain weapon. - honor reward can be converted to wins for your creatures by attacking weak player just for the wins, ...and wins for the creatures means possible upgrades - principle are not yet used. Each sacrifice altar gived different principle rewards!!! - max level creatures can give different reward based on many things, so there is no cap to what a creature can give as reward, however a high level creature might be more usefull as it is than sacrificing it. - compare rewards to the rewards given by the story after waiting 24hours Whatever you say, try to make sense and not just shout you dont like it.
  10. many ways to change one thing, and that one thing here is the game, battle outcomes, things like that. however in theory, if you put the real world in place of the game you will see that things are more complex and these principles dont cover it all...and in fact these are not all the principles, there are a few missing from here ..but they will come later.
  11. entropy transposed to a sword will make it decay faster ))) maybe if you could put in some syntropy to balance it then you could speed up things and make them fall apart faster where you hit. cyclicity will make the sword hit for more damage incrementaly on every hit. syntropy without entropy could make the sword do steal life???? idk , never tried balance ...is more powerfull than you think, because it also sais there it can be used in a special way to change the balance, so maibe a 5% chance to turn the outcome of a lost battle in your favor???
  12. for example, one spell such as invizibility, will be goverened by darkness principle, its duration given by time principle, and its power by imagination
  13. consider entropy to amplify damage, but also speed up things, however, read other posts to mae a better image of the principles, their logic is far more complex than that
  14. the theoretical uses of entropy are far beyond what you think. entropy can speed things up, not only to destruct them but to keep them running, as most of the things allready fall apart when 'running'. Entropy can be also used to consume other things, but in combination with transposition for example, you could use that consumed energy to put it in an other system/object and thus creatng an effect similar to SYNTROPY ...the compleity of things is amazing.
  15. well sicne all this is allready hard to implement in a game and still keep things playable, we will have to stop at using them as exchange for different abilities and temporary effects. What the magic will be exactly is dificult to define, what i know for sure is that i need a stable game first so that magic can come in and make it unstable but only temporary and for those who know how to use it.
  16. Free drinks for everyone!! Today we have 10000 player accounts. I was hoping to reach 10k until end of the year but it seems things move much much faster ! Lets hope next year at this time we will celebrate 100k players Thank you all for playing!
  17. Magic and principles part was not added to the option list because its not an option right now. game doesnt have the stability needed to move on to the magic part yet.
  18. Please read and make your choice. Your choices will decide where i'll point my attention next. Thank you
  19. Multumesc pt Aprecieri Thank you for your comments
  20. well i allready said that .... i suggest gameplay should be divided between normal players and alliance members ..those two types wont be able to attack eachother. Wars are only for alliances so using non allied chars to heal or do something else wont be possible as you wont be able to fight them anyway No sanctuary during wars but alliance members will be able to enter only their capitol not any other one. Land entrance cost have a point to be different, consider it part of the story somehow. loreroot people are 'slower' more expensive reagarding time, but with more power over time ..i cant put my words better after 20h without sleep sory. Entering and exiting own land should cost the same to avoind fast in/outs and attacks.
  21. 1) alliance members can attack only other alliance members, normal players only normal players ..that will divide gameplay between alliance members that can join wars and the others. beeing part of an alliance will be a task to continue the story. 2) alliance members cant attack eachother 3) separated score counting wins and losses against enemy alliances only, making current wins/loss score useless. This will leave a door open to "cheats" to adjust honor and upgrades inside a land. The score will count on the alliance page and will reset every war. 4) Prises per war for the winning alliance. Winning alliance (highest score) will get a point to their stats bonus, permanent (?? ..how will this affect longtime play ??..) 5) Alliance capacity increased to cover 25% of active players, that will make alliances of about 15 members . There are about 1000 active players (yeah i dont see them either, but the stats show they login and play ever day). 8 alliances per land will give enough space for those who care about it. 6) during wars no attacks on friendly people (same land) are allowed, only enemy. As wars happen only for alliance members but war changes affect all members, that means normal players will get faster more intensive fights between them 7) wars last 4hours, 1 minute regeneration times!!!, once a week OR 2 hours every 3 days 8) no honor penalization or reward during wars !!! that means strong players will smash weak players, faster creature wins for upgrades ... considering players are part of an alliance they should be ready to take some serious hits also. 9) during wars , player attack restriction time TRIPLES (24min) making it more of a chess to attack enemies, and avoiding repetitive attacks to gain score. waiting for opinions and other sugestions! p.s. all these modifications will requore serious changes of the engine, dont expect them over night, but expect system instability until they are done. P_L_E_A_S_E if you discover logic flaws in this system, cheats, or anything that could boose your character to unnormal stats, DO NOT USE THEM, if you do i will be forced to reset all accounts at end of ALPHA, if the accounts will look normal at end of alpha we could move on to beta WITHOUT RESETTING. I have some players on my list that will be required to reset due to unnormal account activity, if that list increases over some decent number (over 20 thats it) ALL will get reset...think about that before beeing happy that you found a bug.
  22. Hi, after reading your post i am thinking to add something like playing strategies page. There are a lot of ways to play this game and advance but having some sort of 'how to' on that will indeed help. The nice part about this is that even if you loose you dont actualy loose much, you actualy gain losses, that will count later and will get you more honro points when defeating other players. Advanced players right now have a dificult time to get those losses. The more you loose the less chance to get honor penalization. The game has sort of a balance in this matter, tending to protect players under a cetain level and to distribute penalties and rewards as needed (some of the old players mught disagree on that , but still thats the purpose) the most important thing you have in the game are your creatures, try to use just a couple of them and dont get too many. 8-16 should be more than enough. More creatures will not help you too much later, but upgraded ons will help a lot. After you exit the story you have the guards to fight and you have 2 sanctuary areas where you can retreat, the statue and winds sanctuary to the north. Its pointless to stay at the sanctuary, go out and fight, like i said you dont have much to loose actualy, and after a few losses you will give other such a high honor penalization when attacking you that they wont attack you anymore. You can easy recover wins for allaine score later on. at this point the purpose is to develop a strong character, solve the puzzle in 'bersekers way', defeat the guards and take weapons from there (if on stock) and thats it for now. I am working to the WAR feature, try to get into an alliance also. I am adding 'something' to the game every day, bit by bit you will see more things come up but in the mean time you will have a lot to do in your attempt to make a powerfull character Have fun, let me know if you have other questions.
  23. Man read the topic,i said we are just starting to build it ...its at concept level for now
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