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Muratus del Mur

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Everything posted by Muratus del Mur

  1. 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
  2. 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.
  3. 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)
  4. 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
  5. 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.
  6. 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
  7. 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
  8. yes, my mistake, was confusing, thanks for clearing this out
  9. 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
  10. this is what i was referring at
  11. 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
  12. 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
  13. @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.
  14. 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.
  15. 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"
  16. 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
  17. 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.
  18. 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)
  19. that is indeed so Kyph, thanks for reminding me that essential point of view.
  20. 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
  21. diamons, or other rare resources of this sort you get RANDOM, ...but thats not such a big deal because even if they are random, the statistic should remain the same. Unlike creatures, resources will have a constant flow, ...crits can be there one day and the other day saced or recruit place closed... plus they age, diamonds dont. Diamonds, generically speaking for all rare resources, will be a constant supply...in other words it will be like forced inflation. their price should drop constantly, unless their rarity is maintained through using them to convert them eventually to coins, or take them off the market somehow. Diamonds come from inside md, while coins come from outside md, through credit purchases. It is a risky deal for md. rare crits you can make more valuable over time, coins are a factor that you can't control, it is controlled from things indirectly connected to it, liek for example what you can buy with them, or how many people give up trying to cut them to brilliants. Chew. your knowledge about this will be very interesting to hear (already replied to your email, we think exactly the same). I do wish you keep an open mind on md however, its more interesting to learn in practice things you learned in theory
  22. Getting big piles was a risk, was also greed. No, i am not "punishing" anyone, it is just the pain that comes from making things right. I didnt change anything! resources where always made to work like this, you know this from transferring them for example, that a pile is a pile not a number. I can't mutilate the system that was designed in a very good way just because using it will hurt some just in the beginning. Also, i am not done yet with the fillable clickables. What is better, to have a nice way of how things work and some will suffer a bit in the beginning, or having a flawed and common system but nobody will suffer at all? I picked the first option. You may call it "lack of comprehensive development" ..i could call it "greed not always means wealth" People gathering enormous piles where not greedy, but they gambled a bit with this, it was a risk they took..as i said the way resources worked never changed but its just visible more now. I had no idea that the fillable clickables will flood the realm, but i knew resources will be used in piles, and always announced and said that.
  23. Thst is why this is a ROLE and not a technical limitation, it needs a brain to judge what is ok and what is not.
  24. I received this PM in-game and thought to reply it publicly because this interests all of you Right now it might seem very unfair what is going on, because you collected resources and now they became equally worthy like the tools of someone collecting them much more recently. It is true, but it would have been unfair to allow you to start with the enormous stockpiles too. I allow you to split stacks with wishpoints, its still better than nothing. Now the why this system is designed in such a way that it will actively influence grinding and turn it from a retard-repetitive action, into something that will make you think from time to time. When you gather enough resources, you could go on and collect more (pointless but possible, or not so pointless depending what you aim for, like byproducts for example). OR you could be a little bit smarter and go ahead and process those resources on one of the many ways that are now available or will shortly be through the use of fillable clickables. In this way, the gameplay accommodates grinding too but gives it a slight twist, making those that are more careful and strategic do better over those that are just repetitive and ignorant. Also, this is a representation of expiry term for some resources (true not for all). For example, you gather tree bark, but after you gather a lot, the old one will start to rot as you pile up new stacks over it. In reality, you never get 1+1+1=3 with hgih accuracy, you will get something more like 1+1+1=2.8 so to say. This is just a minor factor anyway but its supposed to make resources a concept that referrers to them in terms of "enough" or "not enough" and not as quantity. We need quantity count however because enough might be one value for one thing and an other for the other thing. Its a lot more interesting and strategic. Having things this way is unique , you can't find it in any game, yet if seen in terms of enough/not enough, it makes perfect sense. Getting byproducts only if you dont have them, allows for the careful players to gather more by passing them to an aid, and encourages cooperation. Also it puts the map in motion, people will have to migrate to different places to actually use tha gathered resources. This combines perfectly with the land loyalty system that gives points depending where you are, in other words, depending on where you perform your activity. Hope it helps understand this concept better and endure the sudden economic collapse easier
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