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Muratus del Mur

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Everything posted by Muratus del Mur

  1. I was kind of late so i had to pick from those present. I included Eon too because he has no citizenship and he is a very experienced fighter. I believe this ability will require a long time to fully test and understand so i might need more people for this sort of test. Unfortunately if you people are so slow at getting organized i will need to work with whoever it is. Now i managed to keep this LR only, plus neutral, but next time i will avoid limiting such tests to citizenship because ..because.
  2. And when you think i am working on serious stuff, i am actually working on a cauldron that can boil pigeon legs and cook eyeballs soup..sometimes duck soup comes out when using just vegetables..strange bug....

    1. Show previous comments  5 more
    2. Phantom Orchid

      Phantom Orchid

      ooh, a potluck? i'll bring the collard greens and snails.

    3. Chewett

      Chewett

      and the magpies flock to the shiney. No one else but the shiney.

    4. backlash ro

      backlash ro

      Work is the refuge of people who have nothing better to do...

  3. the fact that some resources got a seriosu hit from the recent update (some places being on zero already), is balanced by the fact that i increased those resources repeatedly or given them out for testing during the initial period when they were implemented. Its not that tragic and it is a good opportunity to see how painful it is (for the land at least) to gather the entire amount of resources.
  4. 1) it could be cause by the delay from when you load the page to when you actualy try to login 2) i experienced the same issue several time, it made me write down what letters don't let me in so to say. Problem is that as soon as i started to do that, it started to work ..so i don't know what is wrong with it. so far these letters were not working: DH, DL, EE ..add yours when its happening but be sure you are 100% sure of them.
  5. they behave the same both in realm and in the outer world. if you deplete a place of water, it will come back eventually. letting resources stay forever at zero would cause a big mess over time. one thing i can do is to make a huge delay till they start over from zero
  6. hold any enchantings till this gets solved. I will pass a bunch of stones to Grido and he will return them to those affected by this bug that announced it here. At this moment i have no idea why its not working ..mine seem to be working fine..so it will beed further testing. Grido meet me in realm to get the stones and also help me test this fully.
  7. the entire spell , regardless of how many casts it has (needs to have 80% of them available) will go into one stone, stone that can cast 2 or 3 casts afterwards (3 if it was created using 100% spell casts available, 2 if it was less). You are storing information into the stone, not power/quantity. The ine using the stone recalls that information , the initial quantity is irrelevant. If you have 1000 identical books, all you need is to read one to know whats inside all. This is the reversed process of that, it transfers all your "information" on that spell to the memory stone. clear enough?
  8. later tonight i am hoping that LR King will assamble the team for testing out this creature (at all levels). However till then, if that doesn't happen, i will conduct some initial tests and stop all abilities of the creature till a proper test can be performed. If anything new comes up let me know. Meeting place for the tests will be obviously in LR but not sure when. Don't worry the creature itself is not bugged, just the ability is not fully finished yet probably, so once its done all creatures already recruited will be fully functional. I am on an other 12h marathon, break at 3h, see you later
  9. Those of you that were doing quests or had a "seed" creature and this public release of this very rare creature affects you in any way, i am willing to exchange the quest reward or current creature by an other one. At this point I know only of Grido being the only one to have the seed/Toxicodendrite before it was released and Zleiphneir that was working on a quest that might have involve it, but contact me if it is the case, or post here.
  10. excellent, so that means it grows 2 points every 30 min... how does that sound
  11. curse, the spell, is a temporary effect that lowers stats as long as it lasts, with no permanent damage after that. In case you talk about something else idk
  12. Enchanting them will go slow also. you should also consider that you can enchant one per recharge interval of a spell.
  13. bah..the things i disclose in anger ..lol pretend you don't know
  14. the effect is stored in a memory table and that means if server trashes that table the effects are also lost. I experienced weird behaviour with my account , i was unable to send items to people because my session suddenly vanished, this is totaly abnormal but i did things to my account that could cause that. there were some strange issues with the server lately, so keep observing this and other potentially related bugs, it will be hard to know if they are related or not but what they have in common is that information is lost suddenly (clearing the temp tables maybe)
  15. there is still a problem with the way it regenerates, i will look into it later tonight if i can. I am not sure what exactly the problem is. There are two timers that decide when it icreases but it seams they are working mixed and i cant tell which one is wrong, would be helpful if you(any) of you could tell me at what intervals exactly does it increase. For that you will need to go in remote places so that nobody goes through the observed location by accident. thnx.
  16. there are two options 1) have the stones in game sooner than ages later, like now, risking monopol and riduculous prices, missuse, etc 2) have the stones when everything else fits in, waiting ages for it, and oh guess what, the other things can't be in because the stones are not in and so on. [b]You are severely underestimating my choices when it comes to selecting people[/b], and i am also getting increasingly pissed off on such atitude. I am sure everything would have been fine if one of the ancient players was to get this ability. MD is not a single-player game, there shouldn't be a way for each person to get what they need without player2player interaction. The only thing i need to be careful about is that these NEEDED things won't depend on money, and stones, or resources in general, don't...they depend on the gatherers, on the way they are, their activity, their personality. The market price is simple to decide, auction. You think they will get rich and popular? maybe..exactly why I don't want to pic a "veteran" for this job. A vet would ask those insane prices you talk about..or worse, they would use the stones for their own use. when its none you complain its none and when is something you complain why it is. MD has been like that since when it started, experimental, with unstable and potentially abusable things always. Some people will work with what it is some will wait to see it finished without understanding "finishing md" will never happen. After the memory stones there will be the learning stones and after that the research features , after that new resources, with other monopoly, and so on. The "edge" of the development will always be expensive and hard to get, compare it with the modern days technology. You look at the incident and miss the big picture. It happens that each day i am surrounded by people that think they know better because the saw a flaw in what i do, yet nobody thinks that it might be intentional. It is offensive and patronizing to act like "I know better" and I am sorry i am forced to act like that, but I DO know better. Guess what..the changes i am doing these days will cause a pissing contest in md. EVERYBODY will get their own reason to be upset on something. Newbies (as i;ve been told NOOBS is offensive) will think these features are for old players and that i keep expanding md when basic functionality is broken. Vets will think i am ignoring their progress and put power into the hands of unexperienced players. I should stop this before i get realy angry. Time for an other 12h marathon.
  17. you are not seeing all the possibilities (and you are wasting my time to point you the obvious out). Here is a sample scenario: Gatherer gets a 10 stone batch. He can't sell one stone he can sell only 10 because they behave like resources, and over time that amount increases. So he can continue to increase stoc and ask for more, or sell and eventually he will sell. Using alts to store the stones will eventually reach a limit too. You are forgetting the resources regenerate and are endless so eventually their value drops as more are available. now, gatherer sells, eventuall, and he could do so to someone with spells. This someone could in exchange exchange him some stones because once enchanted they are usable/transferable individually. Wizard pays with something that is regenerable for him, spells, and stone gatherer sells something he continues to have access too. Now, the scenario continues, the wizard has no actual use for the spells because he HAS THE SPELLS, so the enchanted stones will eventually end up on the market in the hands of those that don't have those spells. Everybody is happy Am I missing anything here or you are just hasty to complain?
  18. It is not a bug, but was also not intended. Since the stones ARE a resource, their behaviour will be just like with all resources. I guess this will cause a slightly different type of trade, selling in batches.
  19. Location doesn't matter, citizenship does, confirm you are LR citizen so i can continue the check
  20. Normal information can be copied indefinetly without being lost (xerox style). Complex thoughts, such as those for "spells" you can't multiplicate simply because you don't have either the "reading" device nor the "ink" to write a copy. Imagine to make a xerox copy of a 100$ bill...some things look similar, some things will never be similar. What happens in this case is that each copy of that sort of thought is still connected to the one that created it initially. That, in terms of MD dynamics, would mean that players mastering a permanent spell should be able to give away limited casts of it and each cast should drain them of heat as long as it exists. This will scatter the spell across multiple players but not duplicate its original power/source. This is not to far from how things are now ..but not with spells in md..with items. Items that create items, such as pickles and candy, have a limited amount that can be created, based on how many are already "uneaten". This concept was applied to candy and pickles so i could create the system for potential later use, like for now. I don't know how much i will be able to bring the spells concept closer to reality, i will try hard , now and for years to come, thats for sure. Sadly some things are very very hard to achieve. For example the connection between inner and outer magic, how to create spells. In the outer world this would be "managed" and limited by ones abilities to understand the surroundings, in md there are tehnical limitations and the surroundings are quite different from the outer-world. I found a solution for that, it will be acceptable in terms of "game play" and will be close enough to reality BUT..but ...my quest will remain that one day I will find a way to perfect it. One day I want players in MD to be able to "learn" a spell and do it, and not "unlock" a spell and click it. It is possible, and all the things i change now point in that direction. However you notice how md population drops as MD goes further away from "gameplay standards". I could have created a branched magic system with points to distribute and such..but nooo, i had to do it my way..this drives people away. I..dont..care.. The priority in md development as long as i will be the one deciding it, will be to respect its concepts and to fine tune a central idea, same one for years. I have connectivity issues with the server so i cant upload anything at the moment. There are several changes that are done but will be uploaded probably tomorow, unless a miracle happens and i manage to do it tonight..oh wait, no miracles, oh well..later then.
  21. this "errors" are possible, together with other things that were not possible before. Intention is to make spells be more natural in language ..this doesn't mean to be more safe or more easy to cast. If you are dumb enough to name you spell "a" and then wonder why you cant say words with "a" or it will fail, then try naming it as a spell should be named..with a clear series of words, not with shortcuts. This "no shortcuts" warning is stated on the spell page. As a side note, please continue such "experiments", it is very interesting to see how spell casting can be used alternatively..but this is no bug.
  22. East lands are not for newbies. Labyrint should be a death trap. Team work can be in many ways, traveling in teams is defenetly one. Viscosity/name tooltips will be added whenever i have work to do in a place without and i consider it needs some. It is not priority. Eventualy in this way all will get their flags. Eventualy the team work will stop and only some paths will be kept "fluid" Theoretically, current popular places won't be affected in any way, while other more deep locations will be locked in a more natural way. In this way i can remove keys on certain places and let only viscosity to guard them. This means anyone could eventually enter if he manages to break the viscosity (team work again). Also visc leaves a new type of traces to see where people "migrated", longer and "different" than chat trails.
  23. i want this integrated in the current announcements so that everyone can see a summary of the announcements before loading them all up. So keep it updated, i will prepare a interface for you or if you can keep a list like: announcement ID ### text 123 ### la la 124 ## etc etc i could use it directly as it is any detail that remains the same i can load by the id from the db , but the short description is what i need Thanks
  24. Its time for a concept clarification. I tried to make md in a very original but also personal view on subjects such as game playe but also the concept of "magic". There are some traps i fell in. Because it requires a bit more "insanity" than i was prepared to have back 6 years ago to say things as they are, certain things I made them as they were "expected". You might think md is original as it is, but from my point of view, things like "limited number of casts" on a spell, the word "spell" itself...scratch my ears and made me think they are very ..commercial. I tried over time to improve things by making them more natural to how I wanted them to be, and some of the steps i did in that direction are relevant. This is one of those steps. It does not involve a tehnical change, because none is required, but it is about a clarification of concept. This clarification is so important for me that I made an announcement about it and shift other things in md tehnical or cenceptual, to fit it. I wanted to make it the milestone that will mark the end of stage X and beginning of stage XI...but i am sure you don't see it as important as I do yet so I will let the stage11 celebrate an other, more dramatic and obvious change/feature. Now, what is this all about. Spells are nothing more than "pre-compiled" memories, complex thoughts..too complex to remember as they are. Sometimes you can cast them without words, achieving the same result through your actions, sometimes you can use words to "cast" spells by bringing their memory fresh into your mind. The words offer a guide, a focus to set your mind in a defined direction. In games, spells became more like ..idk.. pills that you take or buttons that you press and things happen, totaly away from their actual meaning and concept. I am trying to bring this concept more to its reality with certain things like "heat" cost, keeping spells as part of the chat talk and not "buttons to press" and such things. Sadly is not enough, for my standards at least. Thats why i write this here and will follow this concept for the future in a more obvious way. SPELLS ARE THOUGHTS, not buttons, not words you read an do things you cant do. The words are aids to do the things you can already do. Currently in MD it is a huge gap between the spelldocs, that are the closest thing to spell descriptions you will probably ever find, and the "usable" spells. I am working on that part, and i am aware of this issue. At some point inner magic will unite with outer magic concepts in md, and all the development so far supports that sort of update. As i see it, it will probably happen in stage11..and if i get angry enough it will happen in one night of work because things are increasingly clearer for me as how they should go (development wise). Rendril almost finished a major feature that will also be used to reintegrate the spelldocs, so everything is comming in place nicely. I find it outrageous how spells can have "limited number of casts". How can that be? You run out of words? wtf is this bulshit, excuse my language. Regardless how angry I am on the general preconceptions that make people think a certain way, or by the need to balance powers that made me add limited number of "casts" to a unlimited thing, i need to move on and go back to what I consider accurate and real. For that I will shift MD further more on the originality path. There is one case when spells have indeed limited "casts"..it is when they are not yours and you just remember that thought, copied from someone else. In reality, thoughts do not "re-purify" themselves..sadly. But in RL we experience an entropic universe. In md the world is balanced, or slightly inclined towards syntropy, so what I will say next _makes perfect sense_. " A spell has limited uses because a memory used in such way gets slightly tainted by current thoughts and it needs time to recover its purity. Therefore, spell casts are limited, but if you master the spell (as opposed to temporary spells), their "casts" will recharge periodically." (This is a quote from the description added to the spell index page) Note: Normally in an entropic universe, any thought you repeat (i hate the word spell), becomes altered and gets further away from its original purity..but becomes also stronger. Following this sudden change of heart that makes me improve concepts and alter feature just to follow those concepts, I will do different changes to the spell system. Nothing will be drastic, no functionality will be broken. What is now implemented is fine..just some of the words are too standard and i hate it. For example, part of this concept will be a new sort of temporary spells..thoughts that you consume till they are gone then you forget how to recall them. Words alone can only help someone recreate thoghts in their mind with their own "vocabulary" of feelings...but spells sometimes are about feelings that you never experienced and such thoughts can not be reproduced without experience..but can be copied in the presence of someone that masters them. Temporary spells will also change the way MD is played..mainly because now a lot more people will be able to have spells. The spells wont be abusable because they wont be rechargeable! There is a huge range of possibilities that opened up today but it is all based on the previous years of development. [b] In the end I want to remind you all one thing. There is no magic..things might look as magic seen from one side but its knowledge seen from the other side. There is no magic for the magician. [/b]
  25. still happening? anyone else experiencing this post here.
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