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Muratus del Mur

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Everything posted by Muratus del Mur

  1. things that could make sense: - a limit cast of revive (items actually), a decent amount not an absurd one as you might wish for (4-5?) - a revive that works on a group of people (due to technical limitations of the spell cast, on 5-9 i think)..maybe two casts NOW PLEASE LETS GET BACK ON TOPIC
  2. yeeah i did i am not sure if it was good i did... when i think of how md SHOULD be its not always fitting to how md IS,... i might change this to convert alliance loyalty to land loyalty? but thats also not entirely fair nor balanced...maybe just a quarter of it? or getting dead will become an advantage then? remaining with the loyalty intact makes no sense when you are not in an ally anymore, right? All benefits of an ally should vanish together with the ally membership that was the reasoning behind it initially
  3. unless anyone has anything new to say or ask, this topic has ended in my opinion. you should continue to provide useful ideas over here:
  4. try to specify exact things, i don't have enough ideas of what those things might be, but yeah following that list of suggestions is more likely to fit with something i will aprove. about the flowers. flowers are a way to revive people, what you have there is better suited for a custom wish, or even split them using wp and then use them later for reviving through the caretakers.,,at least thats what i think its best use for what you have, unless you want them merged in a huge bouquet, lol.
  5. ah i see.... yes the LOYALTY points, yes thats ok then, not a bug i thought you talk about land loyalty, that should remain intact thanks for clearing this
  6. anyone gets upset if this will not require a wp and will not require 100 items to be mixed but will require less , however probably other items than you named? I am thinking to implement dst idea of grouping them together before combining them, but if so i will make it use the things I think it should use. I am willing to give you a wp for having the initial ideea but then you will be on your own to create the item using the public tools. Nim still gets the customized one as promised for starting this. Idk the exact item list now, but also toys, and cards are not toys thats somethign you wont find there.
  7. i am not sure what happend, did i announce loyalty was supposed to drop also? i think not, just land affiliation and citizenship chew, you have any opinion on this, bug or not bug? (i know its my code so dont start screaming at me pls :P)
  8. I want your best suggestions on waht you think it should be done with the current enourmous piles of resources. But first read what i don't want to do about them: - big piles of resources will NOT be allowed to be converted into a proportionally big processed resource - they will not be split, unless wp will be used for this, and this also is a limited time offer. - they will not be consumed just the needed quantity All of the above will keep the resources count as "enough or not enough" concept intact, and will have a good impact later on when people will be forced not to gather enourmous piles of resources anymore, simply because it will be more efficient to process them when they will be "enough". An entire series of other things, such as depletion remaining a thing of evilness and greed and not a "needed" action, or absurd mindless grinding, all these will get a much more interesting turn if the above list is respected. So, i want suggestions on what should happen or what should people receive in exchange of their big piles of stuff. I want to hear mostly the wishes of those that actually have such piles, but also of those that have none, all opinions matter. Out of your ideas i will hopefully extract one that fits with everything else in my mind and plans for md. Suggestions i can currently think of (and that you can repeat below) : - give one time things such as medals and role tags - buy them back for silver or gold or even credits - create fillable clickies that will be designed to handle just piles over 5000 and give somethign special in return but not a larger amount of what the normal fillable clickies will (maybe a way to get a rare or even new creature like this? or an other sort of rare resource?) I am listening
  9. it seems you really don't get my point, or you do and then your reaction is softer than i anticipated, lol I said my mistake was BEFORE this decision, and this decision to use resources as they where initial supposed to be used, remains...because this decision is not a mistake. I was saying, that i have to chose if i fix the initial mistake with an other one (allowing proportionate production based on resource pile size), or if i go on letting things how they are good from a technical perspective. While i was thinking about this i realized there is something that crossed my mind. There is no harm if i give something in return of the effort, something that is NOT related to the current use of resources, based on the size of the pile so to say. Consider it a middle solution to this, one that does not involve fixing one mistake with an other mistake, nor ignoring peoples efforts. I will open a sepparate topic for this. A little comment on somethin i read above. MD is not growing because of a serious issue with the new player experience, and the TOTAL lack of advertising currently.... considering the lack of new players, the way it survives now is actually a success. We can not make advertising till the A25 is not ready and the new interface is done too.... it would be a waste of money and effort. All my efforts now i directed to reach that point where md can welcome new players again. MD is not shrinking because whatever you don't like in it right now, but because no new players register...you see its more simple and more cruel than you expect it to be. MD dies because of lack of freshlings, and this is an other much longer story. Just please stop the accuses that whatever you dont like its killing md. What someone doesn't like , someone else does, overall, i see people actually like this change, but some cry louder than others.
  10. my real mistake was letting resource and industry system unattended for such a long time. If i would have moved faster and implemented these features sooner, this situation wouldn't have taken place. The question is, should i go on doing a big mistake to support and cover the first mistake or to step over corpses and do the next development step as it should be without looking back. You see just a fraction of the issue, namely that i "don't care" about the people that put so much effort in this..or in other words that hoped to have a huge advantage when industry will be put in motion in md... you don't see that i have to chose between going on with a great concept that connects with everything else just right, or to expand a flaw just to make active players happy.....i guess we can both predict what my character is and what i will do. giving any advantage to using oversized stacks is more than enough in my opinion. You will not see a proportional gain based on the size of the stack, its against the concept of resources the way it is and was so far...i am sorry you don't like it
  11. i always do... its true that such discussions make me actually care less and have the opposite effect, when i hear some of you get so "affected" by this simply makes me angry I appreciate all opinions that are not selfish and actually try to do soemthign useful not just the opinions of those that try to save their own ass...or in this case,..inventory
  12. yes, my mistake, was confusing, thanks for clearing this out
  13. i was thinking about packing items like dst said,...its the only way it can work....still kind of complicated... you need ten combiners just to create one, this would be 3rd level item 1st level the item itself. 2nd level the item produced by packing , 3rd level the item produced by the second packing....that means each group will have totally different things in it than the ones mentioned initially. I don't mind doing it as i think fit and giving this item to Nim regardless if it fits with the "new" requirements... but still a LOT of work for just a secondary feature.... will do it anyway one way or an other, don't worry
  14. this is what i was referring at
  15. its very tricky to make this work on the forked combiner thing, i did some progress today with it but the problem...the huge problem ...is that there is no way it can mix 100 items in that interface it currently has. It was designed for about 10 items tops, and thats plenty for any item combination except this one so i am not sure what to do yet, ...maybe finish combiners first now that i started and add a second interface for such cases, or make a raw less fancy tool for this....probably the tool....anyway, enough for today, will continue later tonight maybe
  16. I just resumed work on this today, indirectly , i am working on forked combiners, that will be the way for any similar item to be created. I am a bit confused, Nim, you say here you have the item already..but on email you sent me details on how to create it, i don't understand...explain? Anyway, a way to mix toys together to form such a box is in work, i am testing stuff in willows shop interior, but PLEASE do not use the toy box placed there. I could just block it, but if its not blocked and i am in the middle of the code and something goes wrong and you lose your items in one click, don't complain...just don't click the box unless you ask first. I might need testers however. This item is composed of 3 parts. First part is to finish forked combiners, second is to create such an item automatically and third is to make it functional. Nim, this topic is inconsistant with your emails...help me understand, thanks
  17. @MaGoHi totally unlike but similar. the difference will be that you will not have "jobs" you pick and get stuck with, instead its the other way around, who you are and what you can do will adapt to what you actually do. It is the concept of viscosity applied on activity instead of movement. You can still do anything you like, but doing things you are more experienced and will take you further. In MD i am not trying to avoid concepts from other places entirely, i am just aiming to do things my way, without being influenced by how others decided to do them..sometimes is closer to other games, other times is entirely the opposite...overall it has no connection, i am just reinventing the wheel ...it is not wise of course, but it is the only way that can keep md a learning place and not a brain washing machine like most if not all "competition" . Please understand that there is still a long way from concept to actual implementation, but at least this is the direction i want to go, ...where i will actually be able to take things, that remains to be seen.
  18. Nice Syrian, it doesn't matter if i agree to you or not but finally i hear a much more md like view on things. This apocalyptic view that "oh my we lose everything nothing matters" is plain stupid, There is nobody that had any sort of serious md activity and vanished into oblivion because something changed in the gameplay. If you don't remain with something well defined, such as the SKILL from gathering resources, or LAND LOYALTY from being a citizen you still remain with a combination of reputation, experience and people that know you, all that defines who you are in md. Its not the number of resources you own that defines you. Its so so similar with the outer world...you remain with NOTHING, you have NOTHING, all comes and all goes, and everything is an illusion that you have something or posess something. The difference here in MD is that this "nothing" is actually much better preserved and valuable. Let me puish this a bit further....one day md will be for you just a distant memory of some online game you once knew....even then! this "nothing" you cry so much about will still be preserved, the things you learn here, the changes that happen in you adapting to the changes that happen in this realm, will leave their mark on who you are forever. So don't tell me about not respecting people achievements just because i decide to put the general direction of md as a priority over the selfish achievements of some. You own NOTHING. Neither do I, don't worry.
  19. for those curious where all this is heading: - resources processed into second level resources via fillable clickies - second level resources plus maybe other things, mixed in forked combiners to produce items - interconnect current item features..items can start spells, illusions, can be converted into creatures, etc - all this coordinated, if i could say that, by the tag dispatchers - once the tag dispatchers will be well integrated in this chain, they will be able to define the "top of the top" of the food chain, (and there is where it gets complicated...it might be the way to get A25 access but thats an other story, Power corrupts too much to leave such tools at the top of the food chain...but don't even open this topic now) In this process to obtain a fluid industry, many many things will shake you. Now it was the actual use of the resoruce piles, next will be the access to various resources...because...and you won't like this...i will push md in a direction where you will do better what you do most but that will make you do worse what you do less. In other words, don't expect to be able to gather wood anymore if you spend all your time gathering water for example. It is difficult to find the right balance between single player activities and multiplayer cooperation. In general, you should consider this concept. When such a long chain of events is pending, whenever one of the ends remains undeveloped too long time, it will cause unbalance and will be cut off. Gathering resources without using them was one such end that remained opened too long ...do not expect me to change the shape of md to accomodate the abominations created by the "inconsistent development"
  20. read the initial post, i asked for coords of the dispatcher you want to guard, i am waiting for more to apply before i select any of you. If two people will apply for the same position it will take longer,...think about the citizenship also
  21. the real problem here is that regardless how good or bad this system is, people think first of their immediate interest ...and of course if they gathered resources for so long they will not like the way it is now and won't even think of it in terms of good or bad but in terms of "good for me / bad for me"...sadly Like many times in md history i had to take decisions without listening to what people "like" otherwise md would have been a disaster. anyway, hold on to your resources don't spend them yet, i am still thinking of a way to give something different to those using oversized piles,...but no way they will get a result proportionate with the pile...its simply not the way resources should work in here.
  22. because it would void the concept described above, if i put numbers to it then its just a very inefficient conversion, but if its just about having enough or not, then the concept remains pure. This what you describe might be useful just for a one time "fix" for current piles...i am not sure yet if that would be fair as i said in the last message...still might be a compromise to do one single time...not sure......... (i am 80% inclined to say no to it)
  23. that is indeed so Kyph, thanks for reminding me that essential point of view.
  24. a one time free splitting would take a VERY long time to heal its wounds and balance back to how it should be. in that time people that gathered the big piles will get benefits impossible to get afterwards from the others (or not impossible but unlikely anyway) i am still open to be "convinced" about this, but for now i believe this should be treated without mercy for the sake of the economic balance
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