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Screenshot_20230327_224813.jpg
Screenshot_20230327_224813.jpg
By Muratus del Mur ·
NFTs created from the new api, in md, from bestiary creatures. You can find them also on opensea.io where you can view there rarity and such.
Currently there is no way for anyone to create such nfts, but this is just because nobody showed any interest in this feature.
I will cobtinue working on in-game interfwces for this, or i will just use them for personal transfers and rewards..depends only on your feedback
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Screenshot_20230327_221129_AlphaWallet.jpg
Screenshot_20230327_221129_AlphaWallet.jpg
By Muratus del Mur ·
magicduel.com is not the official erc-20 (eth, polygon) address for md on the eth blockchain.
Magucduel.eth is also a valid ens domain name bound to the official address.
This is part of a series of experiments i do in the crypto direction
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Fyrd Stuff.jpg
Muratus del Mur
Root Admin
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Everything posted by Muratus del Mur
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Primordial Pets: Impossible Pet Edition
you missunderstood me i think. i am not looking to do all your suggestions nor pick one for you. debate, choose, conclude.. then i will do whatever crit you as a group decided on let me know when its time thanks
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Chewett's ideas on making and Crafting your own Armour and Weapons
chew, what i was unsure of was if some if the skills i have its only me that has it. but i will do a proper investigation next week. after reading latest comments, i thibk that is indeed more useful to have equipables for influencing other stats as well, not just attsck and defence. i will first investigate this, i think i have enough to start such a big change
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Chewett's ideas on making and Crafting your own Armour and Weapons
i revert my view on not splitting stats in two. I thought they are already split , but i checked and the thing i remembered as the split is actually something not used (there is a thing called hidden character, that can be granted via clickies and can hold alternate ad-hoc stats for whatever use) I agree partially with Ledah that numbers are for bragging only, in a sense thats how it SHOULD be, but in reality they are not i think we can split like this: Gardening Herbalism Woodcutting Waterhandling Finesse Volition - not sure Mining Taming - just me ? Excavation - just me ? Filtering Cartography - maybe this one not, as it is not implying a skill to use but a skill to change you, if you know what i mean I probably missed other so pls help identify all I want to make them behave like mentioned, one grows by x%, other random one drops by x/2% This will allow people that want to specialize in one direction to be able to do so, and those that spread in multiple directions to not lose as much (because a random one gets affected, and overall they still grow) Once this established, the tags given and how to create weapons will have a base rooted in what skill leads to what . Only some of these are suitable for weapons, but the mechanism applies to all, because in other things we will use them differently but they will function similarly. For example gardening related skills will be gold for pet food production. So you either build weapons or you feed pets, or both but less effective
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Chewett's ideas on making and Crafting your own Armour and Weapons
numbers are difficult to estimate, maybe drop should be growth%/2 for example? so its still always something growing I could start with this core change before anything else, but need number crunchers give their opinion here, i think intuitively, numbers are just colors for me, its difficult to estimate the disaster this could bring
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Chewett's ideas on making and Crafting your own Armour and Weapons
yes i mean NOT introduce new mechanics. streaks if i remember right is unfinished, untested mechanics, could be fixed or removed.. i dont remember now exactly whats there, i need to look Having one skill grow make an other skill drop... i like that, but not as specific to a skill but maybe affecting all side skills. hear this: Maybe when something that is 100 grows by 5 (5%), something else at random drops by 5% of its value. Affecting all skills, all the time, core change to how all skills behave.
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Chewett's ideas on making and Crafting your own Armour and Weapons
i am trying to to introduce new mechanics here. so as much as possible , lets fit into what we already have. Thats also my problem with your upgradeables and why i didnt read ti, because looks to me as mechanics that will just add to the chaos instead of fixing it, at least if it remains just like that. That was part of your assumed projects and i dont claim i know what your intentions are with it btw. Equipable weapons become a drain for resources via the creation of blueprint items and blacksmith forges that will be using them.. so right there you have a drain for lots of resources that requires nearly no additional mechanics, except the part where the forge gives you an equipable item instead of an inventory item. The rest of it is all based on existing mechanics. Degrading crafting skills sounds intuitive to have, and i would like to see it happen, but i need to bind it to some mechanics that makes sense in general not just to a particular case. Its more difficult than it sounds, and i would appreciate your perspective on this if ..what could degrading crafting skills be bound to, or how to obtain similar effect? I really dont want to make some skills different than others, imagine the technical mess.. Maybe use spell effects as boosters, whenever you craft something, it will give you a boost in that skill, added to your base skill, and as long as you keep doing that, the boost increases and remains active, however when you stop, effect goes away. Not really degrading slowly as you suggested.
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Chewett's ideas on making and Crafting your own Armour and Weapons
About what structural changes i will be willing to make to the weapons system, so you know the limits: Yes: - cost to be winertia percentage of your max total and over - conversion between resources, items, heat, weapons - degrading weapons, making fights destroy equipment No: - variations of output weapon properties (depending on ingredients or forge place etc), at least not for now - custom names for equipment - directly trading equipment (only blueprints via items) - making them cost anything else but winertia directly, they will still cost other stuff to make the blueprints ..getting closer
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Chewett's ideas on making and Crafting your own Armour and Weapons
lloooots of text let me tell you my current intentions for now, and i will already mix these with some good ideas i saw above, but its not final form. Now its Max speaking, who knows what will happen over long night work sessions... armor gives you percentage benefits, so cost should also be done similarly, ranging from 50 to 300% , from common to special. How you get the needed resources is an other story, the 50 to 100% range means you can get any, not to many, you just need to refill your winertia and whatever other things they will need (if any other). The 100 to 300% part, maybe is achievable by alternate ways (here i could need your help telling if so), and/or a change to the winertia system to be able to obtain and hold for a limited time value that you can't keep could help. possibly fun: I was thinking more in terms of robbing via fights, while you hold more than your max, any lost fight means you lose it all.. (?) In a way connected to what you arealdy said, here are some suggestions: Step 1: crafting of such armor items, via resources and why not maybe a dedicated role in the tag dispatcher. It would be a mixer, needing ingredients, and outputting a new type of armor blueprint item, that can then be converted via lots of heat into a forge (no not the current forge, i mean like a blacksmith forge). This could turn each item into its own side quest. Items already have the trading mechanism and auction and all, so this will allow weapons and armor to be tradeable too. :: gather resource, trade them, mix them, obtain blueprint, consume several heat slots to create the final item :: Step 2: have armor degrade. In certain fights that inflict skill damage, or even regularly, armor could degrade at a rate of lets say 100% in 200 fights.. maybe 1000?.. number suggestions are welcome. This will cause the need to redo the side quest to obtain them again. This will also lower their auction price hopefully, because i dont want these treated as rare uniques. Step 3: Tag dispatcher could give dedicated tags related to this and based on those tags you will be able to access blacksmith forges that allow you to convert a specific set of resources into a specific armor item. These should be related to the consume resources, something like: you mine iron ore enough, you then receive a tag dedicated to iron processing, that in turn unlockes a forge that allows you to build a certain type of armor. Issue: how to divide them properly, is this a craft that will occupy the entire wood, metal industry, do we fit in also other resources into this and if so what numbers and what resources exactly. Purpose that i don't want to be overlooked in whatever solution there will be: I want involving time in a specific branch of resource processing and creating certain armor, to not be something you could "get all of it". I mean, .. i don't want you to be self sufficient and have all you need to build all the possible armors and weapons, but i want you to be able to specialize in a certain route. This will cause the need for trade, and interaction. Issue: how to obtain that? limit given tag to one per such dispatcher so you unlock just one route? Or try to do it via efficiency cap, making the effort to do one thing keep you occupied in such a way that it will not be convenient to do them all, but more convenient to do one of them good then trade. I think the first option would work better. Summary of intentions: - make a subset of weapons cost percentages of your winertia - make all items degrade during fights - get tags via tag dispatcher based on your gathering habbits - scholar: use tag dispatcher to give tags that grant access to specific combiners/ public mixers, limited by tag, that will give armor blueprints (tradeable items). - blacksmith forges should public, but use armor blueprint items obtainable by locked mixers, these should turn a blueprint, some raw ingredients and lots of heat, into weapons/armor equipable items, consuming resources and blueprint items - repair shops? trade heat and a small fraction of resources to fix degraded? - fully degraded items should be lost, you need to go allover the process to obtain it again - redoing the blueprint+resource process should probably be locked if you already have that item, trading blueprints should be possible so holding multiple blueprints is not a problem. If i missed valuable ideas that could be implemented, let me know. It should be something that fits I eliminated some of the initial ideas because they felt like overcomplicating something that would work much better if simpler.
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Upgradables - An Industry of item usage / resource economy
@Chewett if you can provide a clear info doc about what this feature should do, how it integrates with the rest of the realm, interfsce expectations, etc, i would be able to help implementing it, including artworks and all needed. you know how it works, build the prompt, but build it for me to understand first, as i will not copy paste it to AI, i need to understand how all this is supposed to work before implementing anything thanks
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You can not attack this player, his creatures are beyond your reach, protected by a shield (nice pic to come soon)
certainly, and its good we revive such things. someone pls remind me monday of this if i dont do it till then, right now i want to finish what i started and weekends i am away if you have more unfinsihed stuff like this that needs art and a decent page , sent it all to me i can dispatch a swarm dedicated to this so we get shit done faster
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Pet feeding habbits
i dont know to answer you that.. if you find out let me know. The image model sometimes interprets things literaly, some times depending on context it ignores them..it all depends on how those tokens fit with the rest of your context and offerings.
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Forge gave me a "ledah" item and.....
i wanted to fix it but then ledah said he is fine with it, and you seemed happy too... and ledah is "the ledah" so , why not lol
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Attacking while someone is in night mode?
no clue dude..no clue.. there are like hundreds of fixed errors now, they are documented but i keep deleting the logs constantly so can focus on those i handle manually, i gave up announcing bug fixes long ago lol .. There is even a self_heal sh script that can run this on autopilot, but i prefer to fix them on demand or ocassionaly as there are many ongoing projects in md that run in paralel and fixing errors at the wrong time could be dangerous..so i let md fix itself when it needs. You can have a look at the error logs in admin speaking of this specific "error" i dont think its a bug at all. Attacking invisible players should be possible, but if you think its fixed then leave it fixed, dont change anything as any change will just cause more chaos
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Pet feeding habbits
i just want to note some useful stuff i figured on the way: if you have a relevabt item that you want to be more meaningful in the evolution of a pet, use it at an early stage where you can feed it just few items, then fill the rest of the feeding requirements with some heat or resource, something that will not dilute the significance of the important item. Think of this like this, you ask an artist to drau 70 items on a character, or you ask it to draw one plus a lot of filler..when will the one item look better and more relevant..its obvious. be careful, crits do die..and if you do the above you can significantly lower its bars and risk killing it, so keep an eye on that don't overdue. best if you can find a combination that does not make a salad. feeding affects the bars, and bars affect the way it looks, but its complex, evwn hard to describe, so the exact effects is yours to observe, i just gave you a clue on what is changing what. oh and if you want a cute pet, do not feed it creatures ..as in never.. flesh eating pets are never cute and ..whats the word..you know..
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Forge gave me a "ledah" item and.....
the reason for this is that the forge learns from existing items, it uses them as examples to understand whats possible , whats allowed, what the right numbers should be and so on. Its the only way the forge can keep up with whatever other factors update the game world. The issue in this case was that it considered ledah an institution, legendary, more than an actual player to de-personalize.. well the forge is right i could add.. but i still fixed it. The forge was not leaking previously forged items as i thought, it was just using items from recently active people as inspiration for its outcomes. Btw, good moment to say that the forge is influenced by whoever is online or was recently..so if you forge something in a period of high activity .. well depends who is active..
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Primordial Pets: Impossible Pet Edition
juat wanted to mention this in case its unclear, you dont have to own those items, but they need to exist. you will not consume anything, i will clone needed items and consume them myself for this experiment
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Coalition against Resource Depletion (CARD)
if its a bug let me know @chew dont make code changes to md to fix anything, i am constantly uploading stuff over whats there thx
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Changing "pets" feature name
for the majority of the creatures to follow , pets will be their roots/creators, the current ~70 crits that represent all the crits possible right now, will slowly become a minority once anyone will start building their own crits via their pets. So yes, they will actually be before the future crits, its a chicken and egg issues, we started with the egg i guess.
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Changing "pets" feature name
i think some of you didnt understand why primordials name in the first place. its not because its cool sounding, but because it fits with these pets being the source of crits, as they are now able to create new unique creatures resembling them..so they are like the source, root, initial blue print of that crit. just wanted to clarify that. i voted primordials for now but i am 50/50 on it. Pets is still a friendly concept, and i fear that if these are not pets ,then i will still create a different form of pet later on, like finishint Aia's cat for example
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Changing "pets" feature name
Aksel propsed an interesting change. he thinks "Pets" sounds childish, not in tune with md, and not fitting to what this feature really is. quote "Techically correct would be something along the lines of psy engineered biogolem" So he suggest the name "Primordials", that would make sense now with pets able to create original creatures, that he thinks should be named "Originals" I can not be objective here, pets for me remind me of the old stupid Tamagotchi games, or even what other games provide, and naming them other than pets would not be so obvious for new players that they are feedable companions they can raise, or so i think. On the other hand, Primordials sounds so much better than pets, and fits with what pets do I am open to suggestions, even new ideas, opinions... Do you want Pets renamed to Primordials?
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How do Pets fit with Creatures
yes and not only that, but the lack of color in md is to underline anything personal/special, thats why items have colors for example. Pets have all reason to have colors as they are not manifestations of a fixed set of rules like the rest of the things are. However the crits they will be spawning, will be in the classical drawing format, because they are echoes of something, not that something. Same way avatars are bw, but illusions have color (avatars obey the rules of the system, illusions are personal). Colored creatures have color because apart of their usual bw version (the echo) colored bring something else, they are the same crit, but with the memory of an anniverssary or event. I am glad you noticed, and no i didnt lose my mind starting to color MD randomly :)) it is and will be a color code allover. The truth is that back then, certain unique stuff could not be truly unique, like illusions, so i had to go with the idea of those things being unique. Now the pets allow uniqueness and color to be more obviously bound
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Pets
- How do Pets fit with Creatures
Creatures are predefined patterns of will. You mix and apply them to create rituals that you use in encounters to either obtain a win or a loss for that fight. You use creatures plus items, to create pets. The pet is unique, yours by design, evolving based on how you treat it, what you feed it, and so on. When i say unique, i mean unique, not 1000 versions picked random like a Tamagotchi game, no, they are designed based on elements that are ultimately unique and depend on your character. In case you are mathematically obsessed , let me put it this way... In the end there is an insane number of combinations and possibilities, as nothing is "*truly* unique, but lets say that the uniqueness of the creature matches yours in the realm. You grow the creature, it evolves differently based on what you feed it, how you feed it, how you treat it, and so on. As it grows, it will require more complex "food", including ..words. Once it grows all its 12 levels, it becomes mature, and immortal. It is finally a shape you created, a unique pattern of will. You see now, why its only natural that a pet should be usable to create similar patterns of will usable by others that get them..recruit it i mean.. so a pet will be able to spawn a new creature type, a unique one, yours. This is an end of an era, and the beginning of a new one. Until now there where just a fixed set of creatures, from now on players will be able to create their own, and also send these to others to fight with, upgrade, raise, sacrifice, etc, just like any other creature so far, just that your pet will be the spawning point of that specific creature. You can consider the creatures spawned by a pet as echoes of that pet. This closes a circle, as you will be able to use those crits in raising a new pet and so on, and binds the gap between pets and creatures, making pets the missing piece of a puzzle instead of a redundant element. I always had a problem with pets being fixed. I hoped i could expand them enough so that the diversity will cover for their lack of uniqueness, but back then it was not even possible to imagine that each player could theoretically build his own creatures, now you can. (i mean you will shortly, all my resource are now directed to finish this new mission) So to summarize crits are echoes of a will pattern pets are sources of such patterns we played with echoes so far, now we will play with the uniqueness of their sources. Btw, since this stage is announced as a stage of chaos, the new crits will come already tuned and functional , routed through the forge tools so they will know since birth what md can do for them and how they could fight for you. -- Mur- Pets
I will answer you this in detail in a dedicated post, thank you for the question- "Top of Games" free credit does not work
yes pls, thnx - How do Pets fit with Creatures