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Everything posted by Muratus del Mur
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If a quest happens in new scenes or in an isolated enough location that does not imply a potential unwanted damage risk to the rest of the realm, you can have much more freedom than in a quest that is done in a more popular location. Because this is new to all of you, including me, i suggest starting slow and in teams with good communication..and test everything you do. I am afraid that if you do a major damage to your accounts with these tools i won't be able to fix it. @Nava i am looking forward to see your quest, but first lets get these docs in a better organized form, because based on that i will give access to a group of people to the rest of the docs.
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Its very hard to start..and having a guide is impossible..and me talking to everyone is also unrealistic. Thats why i think that if you work together on organizing the docs, you get to do the first step(s) and at the same time you get to see how well you understand them, anf do team work hopefully. It is fairly possible that you will not understand the syntax but you will still be able to plan amazing things with e...in such a case, teams are essential. 'Coders' will need no coding skills at all , but they need to have a logical mind so they understand how to set things corectly. 'Artits' will provide artwork and most probably they will be freelancers for other ppl in md. 'Questmakers" will provide ideas and plans of quests and events Other main roles are up to you ofc! Think of this, ..it is normal to make a team with an artist to make drawings for you. ..but it is the same to have the coder as "freelancer" in your team to implement a quest idea..or the questmaker to put your implementing abilities to good use. Each one is important.
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Just don't wait for my reply on this, just discuss it and do as you think best. After you discuss it you can plan a team work and divide the work. I like the forum as it is now too..if nothing else better is available. What i hate is that there is no functional search on the forum...it never gets results right. It is hard to put links on all the small keywords that i would want to. Plus if you want to format things you need to do it the hard way each segment. Oh yes and also no subpages. I can use links to an other forum section ..works better..but if the subpages are strictly related to one thing., its bad. The forum also has the advantage of being all in one place...and integrates the entire community..thats not aomething to ignore. Leta find alternatives, see pros and cons..then decide.
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The chained quests where also about this, the a25 tools, but the difference was that i was still the one that still had to do everything...so again..like so many times, i was unable to deal with it (bad organizing, lack of focus, dead girlfriend, etc)... And then i realized it.. I was working on these features not for me..but for that what was once called RPC...and the only way for this to work is if there are capable people to put these tools at work...not myself. Because of what i learned from the chained quests, i am doing now this..first documentation..later on apprentice for someone using the tools already..and finally teams of people where just one has a25, but all people are needed in the team. This scenario is already happening with Azul and people working with him..with nearly ZERO intervention or support from myself I dont like to repeat myself but i need to..i am building the tools , just the tools, not what you do with the tools. Same way md teaches you based on what you teach it..its not meant like a book that you get info from and return nothing back. So the chained quests i failed, and regardless that i have strong excuses why...doesn't matter...but i learned something out of that..and this parh leads to the same purpose
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@Aelis might be a good idea to get all organized in a dedicated editor. Please search "chm editor" it makes help files like old windows help ..might fit The disadvantage is that with this sort of organizing it will be hard to get updates and changes and more important it wont have DISCUSSIONS Maybe have a place where to put all final details but keep discussions online? Maybe an online system for this..but a good one. Forum is fit to..tell me what it can't do? I hate it that we have no way to download the data, its cloud based or whatever..and i dont like that..but too late now..
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@Fang ArchbaneI am not interested in people giving ideas or random advice.....i am sure that someone that would want to do something with these tools has enough ideas of his own. Lets not turn this into an offtopic discussion about what other should do. Write about what you would do and more important just do it But i do appreciate the positive attitude, thanks
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This is for the passionate and skilled people out there... a new level of MD I am just a man, and chew is also no batman either, we are trying to foster the existence of this wonderful community, to keep its values and hopefully to attract more interesting people. As you know, this is a dictatorship, without dictators, a social sandbox, a trial towards self discovery, a place where crazy means good, where skills are your invisible rank, a place where nothing is fair but just makes things spicier and challenging in a strange way. Each one sees what he is searching in MD, a mirror of himself that he eventually has to face, there is no predictable thing you could see in that mirror, because above the beautiful places and semi-boring activities , there are the other living players that build the actual MD. Mirrors are forbidden by law in MD, because this is a clue enough for the other mysteries to fall in place...plus it could really be dangerous to have a real, objective mirror, in a place created through the subjectivity of all the other mirrors..sorry i mean players. Balance is there if you search it, it keeps things alive in here, but evolution feeds on unbalance, not on balance, your minds feed on challenges not on safe monotony. Its time for me to risk some more and to try to resuscitate this machinery..but i cant do it alone. Magicduel is a learning machine if you know how to use it. This machine needs moving parts and fuel to run. You do realise you are the fuel, without its players MD would be an dead piece of messy code. Right now I prepared all the gears and pieces, but its just too much for just a couple of people to do. We need help to put them together, and put them in motion and fuel them to keep them running. This is where you come in ...well some at least hopefully.. The "A25 Tools" are ready, functional, and already in test use for a long while. Azull did a great job on the island, Sushi made some insanely beautiful artworks, others tried their skill and did quite decent too... i have huge hopes for this. I dream to bring a next level of interactivity, through a natural level of evolution of the "veteran" player....that level is to be part of md evolution, not just to be entertained by others, but to build your own gears inside this beautiful machine. The tools i made allow to build nearly every aspect of the md world if needed, with no coding involved, just creativity and logic..and lots and lots of passion. ...but right now they are in risk of rusting if i don't find more special people that have the ability to use them right. It requires a certain type of person to expand md, a type of such rarity that i am happy if i find at least one, but i prepared the tools to be used for all if it would ever be the case. We have many skilled quest creators, and from time to time we find an amazing artist too..these characters are not permanent if i do not offer them a chance to express themselves better. For me, the way i enjoyed md was to build it, and at some point Chew followed me and on the same path. Now with these tools you don;t need coding skills, and with volunteer artists you don;t even need drawing skills, still need A LOT but at least now there is a chance for any passionate and smart person in here to develop md and see how it looks from behind the curtain. We are a disaster in terms of leadership and organizig ...i admit thats mainly my fault, or was at least. Without other ways to manage this, i will count just on the individuality of those that might get acces to these tools, to make md a self balancing oranism, with no central brain that will govern it. I saw that some of you understood the underlyng concepts and symbols of this realm, and managed to respect them. Some of them even had god powers at some point, but they had no real tools to express themselves and infuence others. I will try again to discover such people, this time prepared to keep them and offer them real tools to make their share of the realm as they think fit. If you kept reading till here, you have the patience neede for this, and you migh feel same hope i feel about this unique opportunity to CREATE something amazing, so i ask for your help. I made a long (but far from exhausitve) documentation of what the tools can do. If you are interested, read it, and help me organize it better. Help me build the first step needed for whoever will use it, to access it in a useful way (might be you who knows). If you know a fossil that made legend long ago, invite them to do the same...to read this article like you did and try to put the gears i made in motion. I will continue to develop md, thats what i do, thats my role in here, not to lead, not be a dictator, and not even to create. I create md, thats enough for my role, ..but you, you create the rest. Chew, this is an invitation for you too, you are the code master, true, but you reached there not by being hired to do it, or because you are an amazing coder, but because you understand how md works. I don't want to name all the people i see able to join in this, but i wish i see them actually do it. There is a place there for many of you, you just have to realize it and actually do it, yourselves. Start with the low work, prepare the docs, understand them, then the second step is to help someone that already uses them to use them better, or prove you understand them well, and that you can keep md style while you do. The next natural step, is to try them out, and them ..if and only if you gain my trust and keep the tools long enough in such way that nobody complains on how you use them and you create with them, they will become yours and part of your role. good luck. Thank you for reading all this. Please leave me a note here if you read all of it, i am curious who actually managed it and who the potential candidates might be -- Mur
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Veteran or Skilled Questmakers, ...this is for you..... Help is needed Summary: i am looking for legendary, trustworthy, wise, super smart and creative people :))) to bring to life a new generation of quests and interactivity in MD, with the a25 tools that are already in use for a while. Similar to how Azull helps with this, an other legend. This document is long, it is inteded as a sort of documentation / tutorial / GUIDEBOOK. Its is a sample, and more than enough to give you a good hint or start to continue it yourself! Dream scenario: Quests will be made by players working in teams , with help of permanent or mercenary artists, or story writers, etc. One or two could have access to A25 Tools, an other makes the drawings for scenes and items, an other plans the logic, they all agree on the theme and idea of the quest. I tested this on the island with A handful of people and i think it could work. If a SINGLE person will find this article useful and contributes to it, and gets to use any of the info here, i am happy, it means my efforts to bring a next level of interactivity in md where worth it. I am sorry its so long, but i put everything i could in here, because except me nobody else knows all the details, and i wish others know too, and bring A25 to life not keep it as mysterious admin interface for two people. i need help to write this better ..or at least structure it better, right now is a salad... maybe better more clear english, or better, NEW examples, more accurate ..i don't know..read and you will understand I wrote it as an initial tutorial or usage example to explain just one of the ways that the A25 tools could be used to expand md with one type of quest. The plan is to inform anyone interested of the current capabilities, and see what comes out, maybe expand the number of those with A25 tools access, or just make a brainstorming and tutorials on how to add better and interesting quests in md. Either way, i will decide on the way, but dont expect rewards. This is not a contest. Its true that if you have a sound logic and i see you also have a good reputation, are trustworthy, smart and most of all WISE (yes wise, or smart enough to seem wise)....then i might promote you so to speak. I intend to let anyone that i trust with these powertools, and with the needed mentality, to build quests for md, his own, or for others..but with these super tools. I believe that if someone could grab the ideas from this document and make a clearer version, eventually shaped on an actual scenario or quest of his own, It could serve as a good example for anyone that would want to add a quest using these tools. Currently the access to the tools is limited, because as you see they are very powerful, but if others would know what they do, even without using them, they would have a better understanding of what is possible and what not within a clickable a25 based quest. Maybe this would lead to me or others that i trust to use these tools, to implement those quests at some point. Its do-able to have a handful of people that can actually use the tools, like coders equivalent, and all the other quest designers that understand how they could be used, and guide these "A25 developers" to continue to expand MD. A25 quests are not designed to be one time quests, they should be automated, perpetual adventures, for all new players to come. Thats why this type of quests represent the future for our community, because people come and go, but these are intended to stay and expand MD. Feel free to add your changes, suggestions, anything... Feel free to copy this doc to your own post and make your own version of it! Depending on how much interest is shown for this, i will oganize the related posts better Anyone that shows an obvious interest and capability in understanding the A25 tools at least in general, and adapt the text here on other better examples, can request A25 forum access, to see the details about the exact commands syntax, and much more. Its complex stuff, and i am not arround to babysit anyone..if you want to do this you have to be confident you are able to. For now i think just Azull has full access to all these tools, his temperament, reputation over the years and impressive ability to decide what much and what less means in terms of rewards and effects, made me to trust him in this experiment. He does exceptionally well, that for me means that others could become part of this select group too, but its hard to pick you. So it beginns....... Implementing a Quest ATTENTION : I assume you have a quest plan, artworks, logic and a general idea of where and how you want it to work. You are the creator and designer of the quest, not this document. Use this document to get some idea and suggestions of how i believe it should be done but feel free to be more creative than this. A25 Tools: All the commands here should be checked again in the docs Action on clickable Items where they are kept updated, here just example uses. Tip: When commands allow messages/alerts, personalize the command messages, but only after you check their default value and order of variables if any. Tip: Do not work alone, try to find yourself someone to help. Its always better to have two opinions or more...plus you need someone to test what you do. Tip: Give temporary or consumable rewards for the checkpoints, but permanent ones for the final step. Tip: Make your quest worth playing even if not won Define the map zone where it will take place, or start. Define its final outcome options/reward/result All examples i give are actual things that can actually be made with these tools. If you are not certain of a capability of a tool, i will detail it more as needed. There is a huge documentation for all these commands and triggers, and more examples, explaining each paramter effect..so there is a lot more that could be done, but i am writing just the first few things that cross my mind right now, the rest you can think of yourself (and complete this doc by writing your ideas!). The name (word before the # sign) is usually explanatory for what the tool does, and the parameters should spark your imagination on how it could be adapted to a certian scenario. Add checkpoints try to divide the entire journey from start to end , in steps, so you can reward or give some feedback to the participants periodcally. Paying attention to the participants only just at the start and at the end , can lead to a frustrating experience. Try to have clues or smaller activites on the way, so they have a sense of progress as they advance thorugh the quest. Define the entry point and start point This entry point can easily be a place on the map that contains a clickable with startquest command, and a relocate parameter, so that they players are all set for the quest when they click it , and also get transported to the starting point via the relocate parameter. Entry point could be the same with the start point, in such a case you don't need to add the relocate param to teleport users away. However, some areas of the map are impossible to reach for most, so be careful how you plan your audience. Planning a synchronized start? all you need to do is adjust the paramters of this command that starts the quest and set parameter ''who=onlinehere" so that everyone online at that moment in that location starts the quest or competion at the same time. You can also relocate all or scatter them across the map for an even more fair start. startquest#key=quest-autumn2050;nomsg;nosound;msg=You took the boat to the tournament, You have a new quest key [[%s]];relocate=1_0x0_2;who=self;announce=[isle coords %s] ::: %s Took the boat Tournament." You can limit participation to a quest in many many ways, but one that is certain to bring a certain type of people in , is by checking their active days. Active days are not lowered or increased by ANYTHING in the realm, they will always represent a rank of activity and loyalty towards the realm in general, but not a rank for skill and personal abilities or charisma. activedays#minimum=7;maximum=-1 Patience is a virtue, you can verify how long someone waited in a place with this simple command: waitinplace#delay=1200 Pickable items, Public use items, Progressive combiners, where recipes and only certain planned combinations of ingredients return a well planed result, and a lot more advanced features are possible to be created with the A25 tools, its really a lot. I will leave this sort of features out of this document because each one needs a lot of explaining, and the documentation provides it, its redundant to write it here. However, keep in mind that they are an option too, but consider it is an option that requires sometimes my help, at least till you master these tools better. You should read the docs of all the commands and also check out their default messages , in general by not specifying your own msg or announce parameter. In case you need to swap the order of variable in the message, ai ma afraid thats not possible, but you can do as then above example by placing the first paramters thats the key, first, as a sort of label, then the only remaining param, in this case, is the playername.........announce=[isle coords %s] ::: %s Took the....... Like this you swapped apprently the order of variables, but technically it is same order. Instead of ... key ... playername ...., it reads isle coords:, followed by a visual sepparator ..::::: , then the playername as if it would be the first in the sentence. You can use the order of params as they are in the default message also, much better actualy. Players should begin at the entry point and be taken to the start point. The startpoint itself is best if locked in such way that others would't be able to participate if they do not have the quest key received from the entry point. Use the activated rules and triggers to configure what is available when and how Checkpoints (you can name them differently if you consider, steps, levels, stages, trials, etc) Plan the checkpoints, their locations, and their role. Prepare art that is suitable for those locations. Accessing the next checkpoint could be a matter of finding or obtaining something through trading or otherwise, and using that item to receive the key needed to open/access the next checkppoint: takeitem#item=Large Rock;key=labyrinth_hidraulics;t=85000;msg1=ACTIVATED! You used a Large Rock to hold this device in position.;msg2=You need something heavy to hold this device in position;msg3=The rock still holds this device in place, go further. (A sample use is in the labyrinth, check it out) Group effort or teamwork tasks are great ways to separate access to the next checkpoint. Using storeitems command you can create fillable clickables that will activate and do something only after they get filled/completed. Check out 'scope' parameter to configure if you want it as a group effort checkpoint, or a personal effort task. If you make it personal, think from the players perspective and try to determine if what you ask is possible and how could it be achieved. Leave hints of your solution. storeitems#needs=Piece of Cake;howmany=12;processtime=3600;info=Assamble a big cake;whenused=removeitems;scope=player; optional: scope=player will count items per player, ignoring progress of other players loading this item optional: reset=true will clean up the storage giving back all loaded items. Heat is useful as a measurment of activity too. 'Problem' with heat is that is gets lower every second..but there are jars and heatstones and spells, and fighting and sacrificing and so on, basically nearly everything in MD influences heat a bit , lowering or increasing it. Heat is something that can be controlled on your own, or with help (in a team). Let them decide how, and face them with a challenge related to heat, using this command heatload#size=10000 helper commands to consider: apboost, scatter, moveto, alert Situation based triggers can also be used to unlock a checkpoint, or a side feature of the quest. You could plan group challenges where a team needs to work together to complete the task and move on, or be cruel and just one of the team members moves on...depends entirely on your design. the tools allow you to activate something remotely by a group of people, each holding an item at a certain location. There are advance parameters and usage scenarios for this. It could be used to stage wars and clan fights if needed, or even setup a burgler team with some watching over and other stealing the others team treasure. ...its really just your imagination that should go wild , the command is powerful enough to face anything . Its also a great trigger to check online players in a certain place...or to build a land weapon of your own design, all in one powerful but simple command. itemsatlocation#items=Test Key 1|8_dockpathtree_1,Test Key 2|8_dockpath_1;mode=all Remember HEADS COMPETITION? Well there is a tool to use that part of md in a more creative way. A dangerous way if you ask me because i don't remember what happens if the actual ancient heads competitons starts again while people are under the "influence" of this head ripping tool...but i guess it will just be more interesting With this tool you can check the number of heads on a player to do whatever other action you want based on that. Heads are obtained through fighting so this is ideal for a more intense fighting based quest/challenge hasheads#minimum=100;maximum=-1 Heads system has been enhanced to be usable in a specific area and group, without the realm-wide heads competition to be on. This is currently used as a way to exit the island , as an example of its use. Note: Expanding the realm through branched stories and new scenes Oh yes, that is also possible now quite easy. I will not go much into this here, but i just want to mention it. You could create your own locations, just like the rest of the realm scenes. All you need is a perfectly fit drawing, an good reason to convince me or whoever will play with A25 tools to help you upload it. Do you remember when an entire Labyrinth section was uploaded overnight, well, thats part of these same tools , 3 clicks to add new scene. Only if artists like Sushi where more easy to find Passing the checkpoints To access a checkpoint you need to complete the challenge from the previous one, get the checkpoint to give you a key, or item, or trigger, or anything else possible through the commands, that will be required at the second checkpoint. In addition, the second checkpoint needs to ask for its own challenges to be completed in order to pass. In this way, each checkpoint has a requirement to be accessed, and a requirement to be passed. Use trigger activation to configure when something becomes activated or not. The activated state of an item allows you to show a different image of it, make it do different actions and so on. Any of the possible commands can be set to be available only in the items activated state. By simple not setting an image in its normal state, you can hide the item entirely and have it appear only when the requirements for its activation are met. Trigger (activate when..) isfilled checkheat#item=item15;loc=1_0x0_1;heat=10000 checkheat#heat=10000 checkheat isonline#who=Playername;where=1_0x0_1 isonline#who=Playername istrigger#key=summon_plainsguard;count=4;mode=countplayers istrigger#key=forge;count=4;mode=countclickies istrigger#key=justthekey itemsatlocation#items=Test Key 1|8_dockpathtree_1,Test Key 2|8_dockpath_1;mode=all hasitems#items=Hot Air Balloon|1,Balloon|1,Wings|1;mode=any hasheads#minimum=100;maximum=-1 activedays#minimum=7;maximum=300 waitinplace#delay=120 istriggergroup#key=forge;group=1/4,3/4,1/4 istriggergroup#key=forge;group=a,d,e,c;mode=inorder haskeys#keys=quest-key1,quest-key2,quest-key3;mode=existing; haskeys#keys=quest-key1,quest-key2,quest-key3;mode=missing; itemsatlocation#items=Test Key 1|8_dockpathtree_1,Test Key 2|8_dockpath_1;mode=all Linking the checkpoints Link the checkpoints!!! One should point to the other, and provide needed items, keys or triggers to access it. there are many ways you could give the participant something to take with him in order to open the next door/checkpoint. Be careful not to make these things more interesting than the rewards themselves. Their usage should be limited to activating the next step in the adventure, and only that. IMPORTANT: Consider to begin with easy to pass checkpoints, for all the participants, and slowly make it harder, or even have "boss levels". Double check the access and activation of each checkpoint, keeping track of how their access is interconnected through keys, items, or triggers obtained from the previous checkpoint, You need a map of your quest, and a logic plan... and someone to help you test and double test everything. You could use these commands to link checkpoints Method 1: Give and take. Checkpoint A gives you something, Checkpoint B requires you that something, plus something else in order to activate. Just the item from the previous checkpoint is obviously not enough unless its time delayed, otherwise your participants would storm from one checkpoint to an other without restriction. Use these, combine on one and the other checkpoints, and use "activatedaction" and "activated when" and "show if key" , "show if item" and so on. You should read about them or check the interface for all these goodies. giveitem#item=bushiewine;qty=1;uses=60 trigger#key=opensecretgate;param=4;t=3600;msg=This message is visible when trigger is activated. Param can be anything unique not just 1/x but also 1, 2 etc Intermediate rewards for progress If you cascade the checkpoints, allowing access to one only after passing through the previous, you should assign them a small reward, proportional to how difficult it is to reach that place. Design rewads in a flexible way, or a creative one. Think that it is stupid to give stuff to people that already have stuff...so don't give powerful crits on checkpoints that require crit fighting, or actionpoints on checkpoints that require access through high ap gates... In such a way you could allow for unexpected turn of events, powering your participants where they don't expect. You could use the following commands to configure these clickables (just example settings, use your own, and check out the exact and updated syntax in the doc: Action on clickable Items: apboost#points=1000 giveskill#skill=cartography;points=1;msg= %s increased by %s point. (special use) givehiddenskill#skill=tester;points=1;msg= %s increased by %s point. giveitem#item=bushiewine;qty=1;uses=60 Traps and side challenges This type of checkpoints could be very well be used anywhere in the quest, at the beginning in order to begin, or at the end as the main final event of your quest. Commands that affect all the online players in that location are good for this. Also, you could manually oversee the event and handle things more organized if you have time and wish. The scatter command pushes away towards predefined locations (random from a list), and can keep some in place (you or an organizer for example). Its only a matter of interpretation how you can use this feature. You could make a scarecrow ..or Playercraw ..or a bomb, or a wind related event where a tornado takes all the participants far far away....use your creativite mind. scatter#locations=1_0x0_1,1_2x2_1,1_-2x1_1,1_-1x3_1,1_-3x-3_1,6_-4x4_2,7_borderviewstairs_1,7_mansiondoor_1,7_melodystairs_1,7_tribunalview_1,7_walkway_1,6_1x2_1,4_1x2_18,3_1x3_19,3_1x3_17,2_0x2_1,1_4x4_1,1_2x-4_1,1_0x-2_1;anntype=individetailed;exceptions=1028;announce=%s was thrown to %s Riddles are also a great way to challenge participants. Riddles are fully functional but they are limited to the available pool of riddles. You can use them like this, or add to the pool by submitting a request for this. It takes longer time and your riddles must be well themed (md style, no sci-fi, outerworld, etc) , not only quest specific howoever, because once added to the pool they will be available randomly to anyone using this command in his quests. Depending on the reply you can move them to an other checkpoint, or take them on an other path, or anything really, ad this is one type of command that supports nested commands for correct and wrong answers. question#delay=500;valid=6000;seed=1;repeatpool=no correct: moveto#loc=3_librarytunnel_1;forced=yes wrong: alert#msg=This is a message Negative events are also welcome, to punish those that fail, or plan surprise events and challanges. Imagine he eats a poisonous mushroom and speaks nonsense a long while after, instead of being able to CAST THAT SPELL he needs so much. trigger#key=pubdrink;toadspeak=I am very dumb;t=60 (say "i am very dumb" a couple of times and then silence) You can use triggers in many creative ways as they are responsible for very many things you could do in MD. Triggers cast some spells, power weapons, unlock things, ..most importantly they are temporary effects that can work together regardless who or where "triggers" them. trigger#key=summon_demon;param=2/5;t=100000 You can mix triggers with pickable items, or use just pickable items to implement a quest if you wish. Pickable items can be in turn activated to do something, or mixed in combiners, etc. Remember that all items, pickable or not, access keys and so on, all these can and SHOULD be set to become visible only when the quest starts for that person, and they will all vanish when the quest ends. It is possible to leave all these in the participants possession, if your scenario is of this sort, but you need to consider the consequences of this happening in a quest that is always available to new players and participants. I prefer to use pickable items only in the context of that quest, but its possible to create a quest that represents a source of certain items or resources in the realm (!!!), For example: "in search of running rocks", could ask players to find rocks with personality, scattered across the realm, and such a quest could be the only source of such items forever. Final Step Rewards The end of the quest is important , but not as important as the quest iteslf. The reward here however, will be the attractor that motivates players to compete. The flavor and style of the quest, is what determines the quest success, not its reward. The rewards are in general sponsored, or in this case generated, so you won't lose anything from your own account. If you overpower the rewards, you do MD a great harm. If you let them too low, you will dissapoint the participants. Untill i will find a way to set reward values automatically based on quest designer reputation or somehow, you should check with me or with some other veteran to see if the rewards are acceptable or not. It is essential to keep your quest rewards themed to the quest and not to clone existing items or ideas. Please put an effort in this. It is a sort of an art to determine what a good reward is, don't disconsider this step. Automated Rewards You can set a clickable in a restricted place that one could only access with the key received from the last checkpoint, or by activating it somehow, or with a collection of keys, etc. On this clickable you should place the reward script, and a congratulations message. Keep in mind that you should close the quest for that player once he gets the final reward...it will be harder to get them to click a preconfigured clicky to remove keys and such AFTER he gets his reward The reward giving commands are many, because most of the things described till now have one way or an other to be used as reward systems. To reward something you could give a shop item, access to a locked place, skill points, secret skills, credits, creatures, resources. Interactive rewards Hand picked rewards are the best, the most fun, but they are not instant. You could of course give him a series of points or items throughout his entire journey Ending the quest If you wish to reset the quest and remove all its influences in the realm (except rewards that are permanent by their nature), you can use this command. It is also the command to use mandatory at the final clicky of the quest, where the big reward is. resetquest#key=quest-autumn2050;who=all/self/onlinehere;nosound;nomsg;msg=Quest based on key xx was reset for yy;relocate=here (or coord, or 'no'); announce=Resetting quest keys[[%s]] for %s;resetmode=reset-everything/reset-pickup/keep-pickup Cleaning up after a participant is important, because that player will want to play in other quests and the map should be free of interference with other quest items and triggers! This last command is also very powerful and has lots of interpretations. You could use it for example to organize a competition where the winner stops the entire quest and takes the win. By changing its parameters, you can configure it to do much more. Do you want to throw someone in jail if he fails the quest, or send him in a dark dungeon as punishment, also with this command, using the 'relocate' paramter. Pfew...done...i hope i put in here enough ...there is more in the command docs for those that i will grant access to that, depending on your level of interest. I am just a man, and chew all the same, this amount of work is nearly impossible without a huge team, so..thats what i am dreaming of... Till next --Mur Ps, i said at the beginning that there are no rewards in here..well if you reached this far, i think you can imagine that whover will be involved enough in such a megalithic project, and will actively implement quests, and decide permanent rewards, or plan and shape md, will have his obvious benefits and eternal legendary status We are basically talking of an other level of playing md, by creating it ..its something some of us are doing for a long time already, and its very interesting next natural step im the evolution of this ...online experience.
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How would you send messages in the past?
Muratus del Mur replied to Muratus del Mur's topic in Offtopic
Finally i got to read all your replies. I am sad that some of you didn't even bothered to understand my initial post or the clarification post..yet wrote novels. Others however came up with very very interesting suggestions. I voted 'down' the posts that i didnt agree with or didn't considered the concept appliable. I voted 'up' the posts that i considered interesting enough, and i voted 'like' those that i really liked. Unfortunately there is no way to reply to each one of your posts. I will consider all of the -above- answers vor a vote. Thats right..i will count the number of upvotes and likes, with my own counting double. Unvoted posts means no reaction. Entries below this post wont be counted but i leave the topic open in case anyone wants to continue the discussion anyway. There is no right or wrong answer, but there is obvious effort put in your answers, even if some i strongly dislike ..some of it i can't really judge myself at all..thats why a vote based decision. The vote count will be whenever i will count them, i will give a short time to vote ..but not too long. Thank you for participating in this discussion..i hope it was as interesting for you as it was for me. Ps: Just one reply/interpretation to something i read.. If time is just an interpretation of our consciousness..the situation would indeed be so much different ..that would mean the factual reality is there and we just see slices of it...this doesn't mean it is not fluid or unable to change..it just means that any change wouldn't have to be just causal and events in the 'future' affect situations in the 'past'.. as this entire timeless state would present a change. -
How would you send messages in the past?
Muratus del Mur replied to Muratus del Mur's topic in Offtopic
So..everything resets at the end of the interval, but there is no set rule that things must happen exactly the same way, however they do due to lack of any new influences. There is no way to leave a message (tatoo, note, etc) because everything resets. Lets say the interval is of several weeks, and the "aware" period of about a day or a few hours (huge). The "aware" period is PART of that interval however, but during that short time you get to keep your thoughts and realize it was all repeating and will repeat again. I've been thinking of this problem long time.. And for now my only idea is that whatever you could do in that short "aware" period in such way that it would need different roots in the past to happen (retrocausality), might change the past. Since changing the environement is not much of an option (unless you do something really different, god mode), the most probable canvas that you can alter is yourself. So this is my answer to this riddle..or at least the point where i got stuck and decided to write this as a public question. I'll keep reading yours, new or based on this answer, ...i am open to all suggestions. -
How would you send messages in the past?
Muratus del Mur replied to Muratus del Mur's topic in Offtopic
While i appreciate you sharing a personal story here, i am still confused on the answer....so you are saying basically "do nothing let things happen". I see no opinion on how one could influence or send a message to its own past.. -
Hello, i present you a possible challenge. I has no expected answer, but if anyone presents a very interesting and plausible solution, i will reward it with wishpoint(s). Imagine you reach a point in your life when you realize that you lived that portion of your life many times over and over again, reaching the same outcome every time, but each time you return to the beginning of that series of events (not the beginning of your entire life) getting a new chance to do something that will change the outcome. You are not able to bring back any memories with you. You have only a narrow time interval when you start to realize the story repeated, but too late to change anything right then. A solution would be to DO something in such a way that it will change or send a message to your personal past. What would you do? How would you change something so that you would do things different in your past, not remembering that you experience is repeating. good luck
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Improvised REAL Rain Collector
Muratus del Mur replied to Muratus del Mur's topic in Contests, Quests and Adventures
awesome am i still the one giving rewards for this contest? really, can't remember. It deserves one -
Need a better way to organise all the things to do
Muratus del Mur replied to Chewett's topic in General Forum
Chew has the difficult task to do both things important to the entire community and individual tasks important to individuals. This is the problem that shut me down, i wasn't able to do both and i prefered to focus on the big picture amd ignore the small pictures, but that was also not good, because in the end ..the big picture is composed by each and every member .... I look forward to learn from whatever will work for Chew to solve this issue, maybe it will help me too -
Need a better way to organise all the things to do
Muratus del Mur replied to Chewett's topic in General Forum
Oh one more suggestion. Assign multiple Ary's each for a purpose, and whenever he is online in a place and is in the mood of doing something, that person can detail him what needs to be done in that section of development he feels like working on at that time. for me this works best, but chew is chew me am me, I am just sharing my opinion, hopefully it helps to some extent. I use freshdesk for tasks, but it didn't work out well in the end for me, because of long tasks i was not ready to start. However doing what is on my mind right then, and having someone to talk to right then, helped me. (like on the Island) -
Need a better way to organise all the things to do
Muratus del Mur replied to Chewett's topic in General Forum
When i had to deal with this issue i was unable to find a solution due to two reasons: 1) i have big issues to get organized, usually i do the things i can think of in that moment, never what i "must do". However Chew seems to be much better organized than i ever was. 2) its good to have many ideas brainstormed and debated, but in the end it comes to the view and decision of the one developing those features (in this case Chewett), that must build a coherent picture from all the opinions...one that fits with his own. In MD we are a community of very smart people and the good ideas can't be ignored, but some also not developed right away, or anytime soon. My opinion, as a member of the community NOT as a developer, is that there should be intermediate layer to filter out minor tasks, and let Chew do the complex things according to his view..that leads to less democratic decisions but far more coherent and useful results. Having a SecretAry involves distribution of authority and usually people invested with authority end up behaving wrong...but to som extent its useful. A SecretAry might work if the person is someone that already had to deal with authority and is respected and with great reputation. Sadly chew has to deal with a lot , but some things are minor and clear things, some are big concepts that require a lot of attention. The minor things make each one happy and keep existing community alive, but the big things revive md and make it grow. You can't torture a single man with both. -
Improvised REAL Rain Collector
Muratus del Mur replied to Muratus del Mur's topic in Contests, Quests and Adventures
You are showing me a cut bottle in a jar and a piece of material ....and thats a rain collector? I think you...(well not just you but you in general) missed the purpose and overall flavor of this quest While a bucket is a raincollector, it doesn't mean that its suitable for this quest, when other people put so much effort in their work. Just look at the first entries as a good example. Please create something nicer, i am sure you have ideas, don't just put a jar in the rain and expect a reward. The functional purpose of a rain collector is to collect as much rain as possible, and for that you either need a reaaalllyy big bucket, or a larger collecting surface.If your life would have depended on a rain that comes once a month, you wouldnt use a jar , you would do better, so do better please. ps. nice touch with the raining -
Improvised REAL Rain Collector
Muratus del Mur replied to Muratus del Mur's topic in Contests, Quests and Adventures
NIce one Sir Blut. I will send your reward ingame. ps: yes this quest is still active, will always be , but due to my inactivity you need to contact me if you post something here otherwise i might not see it. Also if i forgot to give anyone any reward for doing this quest, please tell me. its not intended. ps2. the possible rewards are named in the initial post. the rain collector is a bonus i give only if consider the work is outstanding, it is not a part of the normal quest reward. -
I activated bhc to see what happens and to see if this could be a solution to what i wanted to achieve. After discussing with chew later on about the implecations we agreed this needs to be changed and find an other way to achieve my original intentions. I think the issue runs deeper than this, and something else needs to influence fights, not sure what at this point, and by far not sure what to do without ruining old yet good features. Thank you for making me fully aware of the implications of this change. Till chew and i can think of an alternative things will stay like this and all changes will be announced in the announcements, Maybe i temprarily revert the change if it takes too long to come with a solution, since this is not the main and only way to exit the island. At least in my current opinion, having new players be able to leave the island is crucial to md future, and till other ways are completely functional in there, the repercursions on the rest of the realm are a needed sacrifice in order to get more players that leave the island knowing about the fights....and heads is in my opinion the most motivating way. It is not a bug, but i admit its an error in judgement at the time i made the change, an error that still has its interesting parts..you all got used to active changes of this sort, you won't die enduring them further, or will you?::P
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I need to do some experiemnts with crypto coins, so i need a very small amount of either Zcash or Bytecoin (not bitcoin). The trade markets allow purchases of minimum 100$ but i need just a very small amount like 10$ ..anyone out there having THESE coins and willing to sell me some? Thanks
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Because you asked for a reply.. I will tell you something that i thought its obvious.. There are a zillion things to do in md right now.. Most urgent are actually features aimed to keep the newcommers, same thing you are trying to do. I have no idea why you consider i afford the luxury to work right now on custom features or things only one or two will use. I am not commenting on the idea itself, but iam trying to bring you back to reality and to make you understand what priorities mean Btw Rejecting prayers is stupid Rejecting adepts makes sense and achieves same thing. Such a feature makes sense only when mp6 will imply much more than it does now. Very very important I do not want to turn mp6 into an alliance model..nor do i want adepts system to work any way similar. That functionality already exists and is for guild and alliances My next priorities are for now strictly around the gw island. Keep in mind all the premium items such as the toy box and such that i abandoned for now..pls stop asking new stuff it will not happen..i am lucky if i get to code the ultra crucial stuff i already have to
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Its an interesting ideea ..but it is not something i can do with the current tools and building new features is stupid right now wheb so many are unused yet. But i get the genwral ideea of what you mean. I am delaying a bit altering the timers because i might have an alternative that might apply to many other situations where waiting is involved. Something else.. About bringing basic fights to the island.. I think its good..in one of the closed places of the island. ..but i don't want crit recruiting..i want something more personal like crits given by guardians. I am not sure we have enough people for such a thing there..but what do you think?
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How could a new player make a differnce or chose between staying and learning as you call it and going and exploring? They take what is presented to them. The gateway island purpose has several purposes. It sepparates the chaotic and open end world on the mainland and gives a more personal experience by interacting with the guardians. The reg times could be lowered, i might do so.. But not 5min I dont say things are good as they are..no no.. But the suggestions i read here are not what i have in mind Regardless how difficult it will be i want to stick with the initial plan to make a layered experience before the free range one on the mainland. The experience doesn't consist of a storyline..but on different SORT of activity on each layer. Combats will probably be introduced earier on the island I know there are many things missing in there ..but starting at the pc makes no sense for me. I appreciate a lot that so many care about this subject.