Jump to content

Muratus del Mur

Root Admin
  • Posts

    4,083
  • Joined

  • Last visited

  • Days Won

    292

Everything posted by Muratus del Mur

  1. Hi, yes please provide some samples of your work. Pm me a ymsg contact pls so we can talk. (better us in-game pm, as i read it more often then forum)
  2. Hi, as the Dutch translation is almost complete, we need someone skilled in Dutch that can translate rhymes from english. You know the motto lines that apear in each location on the map, that is what we need it for. If anyone out there think he can help with this , please pm a sample of a motto translation to Shoeps (he is in charge with the dutch translation) , you cna contact him here on the forum or in the game. Thank you in advance for your help.
  3. music was stoped because its a to big traffic problem right now and it had serious bugs on mozzila. I will add it back in a different form and limited long background songs as a mdshop feature (traffic costs you know), and simple thematic loops as default , with a close button.
  4. as i said in an other topic related to magic, from my point of view this game choses its players not the players choose this game. who doesnt like the story or the way the games forces you to play it bit by bit will eventuay leave because he will think the game is not playable, but who fits the profile of player i am looking for will love the game and the game will seem amazing and very friendly for him. because of the very different player types out there, and the very different concepts of this game, there is no way in the world this game will become a commercial thing that will target 80% of the market like other games do....plain stupid games in my view. My target is that playergroup that value quality and the oportunity to explore a new thing more than the plain addiction to allready overused game concepts. I've been accused that this is a private game only for some players, yes it is, it is a private game for the players playing it , all of them and as you get more active days it gets even more private to you The most dificult part in its development is to keep focus and filter out of all your opinions those that can improve the base ideeas this game was founded on, apart from the ones that only try to change the game in something you are more used to. If you play other online games you will see they all have similar standards and even similar engine most of them, its pathetic, same like strategy games that are now only variations of the initial game successes, rpg games are no longer adventure games are only "play by pattern" games. I assure you that as long as i will be able to walk and talk and type, this project will turn into a differen type of adventure than you are all used to. To most important gameplay changes and the real adventure will come when the game will be running with enough active players, until then i continue to update it with engine update, story update, bug fixes, gameplay changes and so on, to make it better and better, but the real game experience you will have later when it will be bigger. unfortunalty i dont have the required manpower and finance to raise this project quicker, so it will probably take some time for this to happen.
  5. its ok to be like that, most players to choose the nice way and some adventurers out there to explore the other ways anyway, all branches will have their purpose, even the dead characters will have a purpose once the second level of the underground, or necrovion its open for now its like exploring the different ends, but the story purpose is to give each player a different view about the game, and experience it from a different angle. There are 2 dead ends right now in the story, ..because of the questions asked before you reach them, both of them are there strategicaly placed only for people that fit a specific pattern. althou they have several bugs due to their uncommon nature and might turn the game unplayable for those who reach them, their purpose is to balance a unique and rare are of the game with the lack of reward the story gives, so their major disadvantage is that they stop the story for that mindpower level and they mess the skill points in such way that will require special things later to recover. There are also advantages to get to such dead end points. thee will be 2 ways to reach necrovion, and necrovion is divided in 2 parts, one way is the bad way and necrovion is regarded as a punishment, and the other way is necrovion as an upgrade that gives you access to more powerfull things. The same way necrovion can me seen by other lands as a damned land where players that go in are totaly lost with unfair fights and dead story ends or as a land of great power with deep misteries. It resembles MarindBell in this duality, as MB can be seen as a land of peace, ancient times or even great magic, or as a place for ghosts and hidden secrets, or even an evil land.
  6. yes you have a good point there
  7. you could do sort of an intelligent defence like that, as oposed to the brute force defence that for example the earth from the element principles gives. A defence made with illusions and invisibility could be used very well as a way to get close to an enemy and atack him..sort of an asassin. sry i am tired my english gets confusing while i am like this, i hope you understand what i am trying to say.
  8. principles of the world and principles of magic are the same thing ... or should i say magic is just the part of the world most don't understand? i think is time for more info ... ? or maybe i let you puzle your mind with the principles more
  9. lvl 1, 1 principle lvl 2, 2 principles lvl 3, 3 principles ...etc. at eah level, each principle does something , example, time principle extends duration or cyclicity gives combo bonus, whatever. I want to see what interesting thing you can come up with, before i tell you my version
  10. Ca sa fac lucrurile mai clare care e din Bucursti (sau in drum pe aici) si vrea sa ne intalnim toti o data undeva la un suc bere ceva, sa posteze aici cand poate si vedem cum ne sincronizam toti o data. Veti avea ocazia sa vedeti un preview live din "magicDuel Archives" p.s. uga, cred ca din postl tau se intelegea ca doar cei inplicati in dezvoltarea jocului sunt invitati , de asta am vrut sa subliniez ca oricine e bine venit.
  11. Lightnings Spirit of Energy, hear my call, Slay my enemy, slay them all! No matter how short, no matter how tall, Hit them all with your lightning ball! Hit them all and make them fall, Spirit of Energy, hear my call! Lightnings of Wind, Water and Fire, Shock my foe, fullfil my desire My vengeance for him is bitter and dire, Slay the killer, the thief and the liar! Send him to inocent, Angel's quire, Send him to work in Demon's empire! LVL 1 Lightnings are natural phenomenae, electrical discharges, that manage to find their way to the ground, following a tiny, positive charged flash that heads directly at the target. The length of a lightning bolt is much shorter than it's believed, and the discharge is devastating. LVL 2 Lightnings, generated either by man or nature, must have knowledge of their target at all time. A bolt musn't be seen as having a certain shape for that slows it down drastically. And a link between the source and the target is compulsory. The bolt acts like a magnet and the target acts like a piece of metal, much more biger and heavier than the magnet. Thus, the target atracts the lightning giving it more energy than before. The energy of the bolt comes from the source, the target and the enviroment, which is used to accelerate the action. LVL 3 Wind Lightnings are cold fast and have an impaling effect. They can have more edges, with a slicing effect over the target. Mainly, they travel very fast over large distances and they hit their targets, even if they have no definite outline. But they greatly lack precision. LVL 4 Water Lightnings are more powerful, but they don't a posses a very clear piercing effect over the target. The effect though is long lasting and harder to obtain. It is like water would be in the same time and place liquid and ice and it would pour into the target, afterwhich it would swiftly freeze. Though it's a complicated process, it must be done fast . LVL 5 Fire Lightnings have an effect on impact, just like the burn on a hand is felt strongest only after the hand is removed from the boiling water. The bolts can affect both the outside of a target, blocking links to the outside and suffocating it, and through the inside, even exorcising its soul under maximum effciency. Fire Lightnings are slower than Wind Lightnings and manage to keep a tight contact with the source, making them dangerous to generate. As a warning, fire can warm the target by giving it energy. A bolt isn't a fire ball, not having to burn everything with its force, but by a very fast and violent discharge, after which it doesn't dissipate into the scenery. LVL 6 - Master The effect of any of the lightning bolts, isn't felt with them. Until the effect is passed, a detachment faced to the begining moment and a impersonal view over matter are required. In various ocasions an object such as a scepter, a wand or a staff is most helpful in creating a one way link concerning the impersonal view. As a side-effect the violence of the reaction leaves its mark over the surrounding environment and over the imediate actions, creating an unpredictable aftermath. LVL 7 - Secret The time in which a bolt is generated is imerative. If it is too long, the bolt risks to become an incontrolable discharge of energy, which is nocive for the one generating it. An advanced way of dealing with this is to create certain time breaches, so short in their nature that they can not be measured in our time. Thus, using these extra fast breaches, something can be created in an unperceivable time. By concentrating the action in such a short time, the efficiency of the effect can become a devastating weapon. These short time breaches permanently exist in the past, can not be anticipated and can not be perceived into the present. Now ...take the principles and divide them as skill points to each level, one princile type per level, what principle will it be, what things will it affect ...some more entertaining for your brain have fun
  12. the real posible use of the principles is far beyond what i will be able to implement in the game, but yes, combinign them like this will make ou 'powerfull' .... but ..if you will think of it better , ANY of the principles will give you enourmous power in ANY combination, because this is what they are ..PRINCIPLES ... general rules this world follows ... combine all of them and you are a god .... thats why in the game there is a MINDPOWER indicator , it indicated how many principles you master.
  13. very interesting thoughts... transposition gives you both understanding of things as well as controll ....of almost anything... Common examples of use: Voodoo, blessing of things, curses
  14. its to filter out people that feel there is "something about it" from people that dont give a shit and just get confused. ...for now... there are parts in this game explained like for realy realy idiot people and still some find it dificult to understand them, ...like clicking the damn scroll in the papercabin...its ANIMATED and its the only thing you can click on, but still some dont get it,....and there are some things that are realy dificult and confusing and put your brain to work...and still there are a lot of people that find their way in all that. Maybe, later in beta/final i'll add a BIG red button called "SPOILER" or something, that will make things much more easy to follow so that i can keep in the game about 20% more of the players that try it, but for now i am realy happy with the 20% of the players that realy try hard and have the patience to follow it all and still find it interesting. These are complex things ...to make them easyer to folow will ruin a lot of their meaning and i dont want that. Who will even try to understand tham if there will be plain indicators like "principle of light will give you more clues in the puzzles (fictive)" ...principles are principles for now, nothing more, choose them like you feel best, all of them are powerfull in their own way. If you fully understand any of them you could thing that its the most powerfull but the thing is that these principles govern so many things that they are all powerfull. How they will be implemented in the game its an other story ...for now its just the philosophy
  15. one remark, all creatures that survive the fight get xp, not only the winning ones. This happens more often now with the short combats, people exit the fight with alive creatures even if they lose and the creatures get xp for that. (you should take a look on what actualy happens and tell me if its not like thsi, because if its not its a bug. Last time i checked it it was very long time ago)
  16. the exact spells for each principle combination are not revealed yet. in general time will change duration of spells and will be related also to movement spells and high powerfull special hits.
  17. indeed a very nice point of view for the darkness principle
  18. i realy dont think that the way its now is so easy to exploit. don't missunderstand a constant recruit-train-sacrifice cycle for an exploit. lets see how things evolve, let me know if you see players with abnormal stats overnight or if you find out a way to gain huge stats very fast using this sacrifice altar.
  19. lets see if its indeed like that...
  20. sort of, but more its like they are ways to express your spiritual energy. Like the energy is your voice and the creatures are the words you speak. You can train them, improve them, and make them more powerfull. I have a probelm with the word sacrifice at the sacrifice altar, i cant find something more suitable. Its not that you sacrifice them like 'slaughter' its more like you turn them back to you and 'asimilate' their acumulated knowledge and energy, turning them into permanent stats. This is not sacrifice but i cant find a better word for it. The "fenth press" is good there, as it represents a material way of handling imaterial stuff. You turn your creatures into energy egs then you crush them ..thats the process of sacrificeing them.
  21. its an interesting point of view hmmm... remember the dark ages lol.
  22. yes exactly .. a very true principle that we are experiencing every day in our lives.
  23. no, nothing to solve aout MB statue yet. whenever something changes i will post to the change log.
  24. 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
×
×
  • Create New...