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Liberty4life

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Everything posted by Liberty4life

  1. [quote]"wait till next year to have a one in twelve chance to get the snowman your shooting for again"[/quote] that and happy bday akasha
  2. yeah in fact champ dome already has many purposes, i used it as an example since it somehow "already fits" with that story, i in no way propose for it to be used for that especially since i am against this whole idea in general
  3. the person that reported the bug told me via pm and wanted to remain annonymous, ya can always double check with council, but i tested this myself and now reloging like that doesnt work, and i know it worked before
  4. hmm seems like i got mine answer [quote]Previously, the logout behavior allowed you to bypass the login screen if you loaded directly layout.php in your browser, while it was apparently supposed to work this way only when you idled.[/quote] i think i will take liberty to check if this also works when ya are idle for more than 6hours (since after 6h ya are logged out automatically)
  5. i figure its awis job? so i wait in hope he puts an update soon if not then i guess i will go and ask them myself and imo that should have been put in anno if modification has been done to such an important thing as logout is
  6. armor shop is bad idea, why? take a look at current situation, mb, gg, lr capitols have shared aramory, mb and lr have their own additional shop, there is one hidden shop, nv capitol aramory is closed to public, weaponsmith is also closed to public although i am unsure if armor got even assigned to it, and one of tempest fort interiors should be another place for shop but it doesnt have any armor assigned and it closed, with all this in mind there is also justified assumption that there is planned another shop in nv (if so i have pretty good guess where it would be), now with so many planned shops i dont think there should be any more, i say first open up those shops and release all that armor that have their artwork done since 07 or before lol, currently we can buy less than 50% of armor out there same thing is with creats, theres like 10-15 creat species that have their artwork done since md went public, but still aint implemented into game oke now, lets say that there is potential for another shop regardless of the above, umm champ dome is said to be a vault so lets use it as example, more over it sounds more challengeous with yoar idea of npcs blockin path so we have a challenger who wants to claim "title of champ" and reclaim his "heritage armor", good we have motivator, then as wuky said, ya need to work all technically details, etc then as i in post before, we got bunch of those mp2 npcs, now that idea of moving tutorial to mp2 has failed, wut exactly is the point of them, shade npcs are pretty much unreachable, aramors... well with all the fuss goin around them its most likely they gonna get "freed" sooner or later and disappear, then tiny ppl will most likely take a walk back to the cave, and we gonna get rid of bunch of npcs thing that i wanna know is WHY WE NEED MORE NPCS? tell me the point of it, we have bunch of them already, 12 tutorial ones which actually have use, 20-25 useless shades at stone (well AL is dead for over 3 years now), like useless 40 tiny ppl (why the heck they left cave in first place, most likely they got scared of aramors), like "useless" (well they are useless unless ya count their role tied to recent events with knatty etc) 60-80 aramors, all those npcs already make 50% of md population so to speak, and yep they have all the characteristics of npcs, only difference between those and tutorial ones is they are mp2 instead of mp1 and they dunt have location picture, but instead they show up in online list, but they still can be beaten only once on each mp level and can be attacked by anyone (well actually i am pretty sure that there is still bug that didnt got fixed which allows ya to beat any npc again after 1 year of waitin, and then again after 1 year and again and again...) puttin new npcs just to guard some shop ahem... >_> doesnt really sound ... "healthy" and ya can see that atm in md npcs are used either to guide new players in begginin or to add a spice to some special ongoing event in which mur wants to show some special "force" of nature/principle in action also ya can see that murry also tends to put puzzle, wp cost, land loyalty or similar requirements for accessin specific parts of realm imo ya need a hell lot of a better reason in order to get more npcs in game
  7. srsly? we both know ya are unable to quit md, ya had hundred times worse situation in past than this and ya didnt quit, ya came back, if ya will go on and say ya quited, ya wont fool me, sooner or later ya will come back, like ya did already, ya are way too addicted to ever fully quit this game
  8. yeah exactly, shade npcs are there so that nabs can easily beat them and get somehow used to the game, willows are there to show them a bit of patience and additional motivation, since ya will need to have a bit aged creats to beat them, and as ultimate lore guards are there with huge motivator, they open whole land, and they are there so that they put hard challenge to players in order to learn them the importance of readin and analyzin combat report so ye no point in more npcs and well we got bunch of shades, tiny ppl, aramors XD so who knows
  9. [quote name='Chewett' timestamp='1342116803' post='117367'] And i wanna know exactly how some things in MD works, doesnt mean murry is gonna tell me lol [/quote] dude its not same if ya wanna know how data flow is done, and how somethin obviously used on "surface" part of game works, mine point in here is that when ya click idle/logout button it explains wut it actually did or when does it activate by itself, and as its always the case in md, when some changes are made documentation isnt updated, so i wanna know
  10. xd i meant how it changed, are some changes made to when ya click logout, or does it apply to logout after 1h inactivty or to 6h idle, or wut?
  11. ummm modified logout behaviour, i would like to hear more details about this, specifically technical ones, if possible
  12. personally i dont see a problem, out of all those ppl with revive, only grido is actually willin to use it at some price, others wouldnt wanna use it at ANY price seigh should be happy that somebody is offering him revive at all and yeah as junior said, if he doesnt likes terms of service he doesnt have to use the service
  13. actually that could work nicely, as long as it would get reset before new voting session to assure that somebody doesnt accumulate temp boosts for several days and then uses them
  14. dude i spend a lot of time observin things and figuring out all possible outcomes and how somethin can be abused or work unproperly, i am not just sayin how bad somethin is, i also add how to make that idea to work better/properly and no ya cant reset regen timer once somebody "starts" voting, wut if for example somebody votes only one link now, and the rest later, unlikely scenario, but it can happen and it can have good reason, so by yoar way of thinkin hes timer would get reset on that first link clicked in the day only, even though he might make a real voting session later in the day, this example can happen due to various reasons, be it lack of time, somethin unexpectadly happens irl that needs imeddiate attention, or person could need temp bonuses just from one/few links, and he also knows he will need same amount of bonusses after hour, and then again after hour and such (for example to buy/upgrade bird/angy or somethin), so to cure this i assume timer reset would be needed on every link, and thats again bad, best would be that upon opening creds page there is a regen timer refreshed forced by ajax, and if person doesnt likes how much time hes got left, then he should wait, rather than having timer instantly reset thing is all of ya think about wuts gonna happen 95% of time, i think about wuts gonna happen on rare and unpredictable basis
  15. yeah if ya gonna give somethin, better give everythin for each vote so that everybody is happy anyway this not gonna make ppl vote regulary, at some rare times when they will need just a few of those honor/loyalty points more they gonna click links, just like its currently situation with temp stats bonus as for perma stats, heh... oke >_> even if they are small as daily gain i said blah... if ya consider anythin below 0,5mil ve small stat then yeah its nut gonna matter much, but imo this 2 perma ve per vote is already way too much, and ve is mother of all stats, nuff said regen... umm, when ya go idle and ya relog, yoar regen timer gets reset and ya dunt get gain in ap/ve/vp, so this kind of "soft relog" that affects timer could be done i guess, but for timer to get reset on every click for each link..... ffs, not to speak about wut if somebody doesnt want at specific moment to get his timer reset maybe he wants it to be at 2min, instead of goin back to 15min (idk anymore wut regen timer which land has) and why ya want timer reset? all we need is timer refresh, to show real time instead of slackin behind edit: almost forgot, if ya really add honor bonus for votes, some ppl might still want to vote and not get their honor touched, if for example they are purposely under -500 honor, and for those who have max honor or above, gettin more honor isnt really useful reward, cuz of this it would be best to add "honor hoard pile thingy" it would be like creds, that ya get them when ya click "transfer", so honor would pile up in shop like creds and on demand would get applied nut before well i am skeptical about those kind of changes, but if somethin strange happens and this additional rewards idea gets implemented (by addin honor) then better make it this way, coz honor isnt some stat that ya can keep stackin
  16. thats bs, xtreme top 100 site has been active on gaming scene since.... forever mine guess is that somebody from competition did some effort to get them blacklisted and hurt their rep regardless of this, just click ignore warning in yoar browser and vote
  17. libby did it in new system at mp3 yes... follow those steps and ya will beat them [list=1] [*]figure out wut guards do [*]figure out wut can counter/overpower them but that ya can still acquire and use at mp3 (once ya did this, ya will figure ya most likely messed up things already and that ya will need bunch of effort/cash to acquire things that can enable ya to beat them) [*]if ya still up to it, ya gonna piss blood in process of obtaining all necessary resources if not then ya gonna go mp4 [*]ya will beat them [/list] so in short... is it really necessary for ya to beat them at mp3?
  18. look i had in def 3bps and 3 imps, def after that one was with water being and same 3 bps from first def set on weaken i obviously havent won fights in def in that time or else i would have them in mine log i am sure nobody else attacked and bursted cuz all mine creats were fine, those 6 dead (with few ve due to regen stat) and water being was shot before i went idle so he had 370 ve left or so, when i came back i saw same ve on him so... i am 99% sure its this fight and regardless of that even if somebody else came and attacked me and won and bursted, it doesnt change the fact that i got heat while under -500 honor, that shouldnt happen in any case i am under -500 honor for over a week now and as i said this happened few more times while i was idle, but this one i submited above is one i am pretty sure did it and no as i said nobody gives me honor so i didnt got some honor in meanwhile
  19. [quote][color=#FF0000]may[/color] prove impossible at mp3[/quote] exactly
  20. okies heres the story, or should i say mine nightmare i left mine "weakling rit" in def and went idle, now after 3h i came back and pooof, all i saw was this i am still at -600 honor, i was at 372k heat now i at lil above 380k, all mine creats are alive except ones in that one def, only that one def was broken, if somebody else attacked i would go random and if i lost other creats would be harmed and they wasnt, and i had no other incoming fight logs other than this one, which means this one did it, in other words i gained 8k heat while i was at -600 honor this dude that attacked me he is at 600 honor, he is only one who gives me positive honor (not like i attack him, i like mine negative ) and he told me he is capped since before so Sine nomine, and ofc i am defender [spoiler] Loading ATT creatures Loading DEF creatures COMBO: Adding 335 combo vitality bonus for this ritual Applying 4% of ATT's energetic influence Applying 100% of DEF's energetic influence Influences for ATT ###### Influences for DEF ###### BloodPact Chaos Archer: creatureboost Imperial Aramor: morale, attackbonus BloodPact Heretic Archer II: creatureboost Imperial Aramor: morale, attackbonus BloodPact Heretic Archer II: creatureboost Imperial Aramor: morale, attackbonus Applying ATT's Creature Tokens at 96% Grasan I's creature tokens [claw1, claw2] [claw2] Grasan I gets 1022 attack and 0 regeneration based on Principles Aramor Warrior's creature tokens [claw2] [claw2] Aramor Warrior gets 1022 attack and 0 regeneration based on Principles Grasan I's creature tokens [claw1] Aramor Warrior's creature tokens [claw2] [claw2] Aramor Warrior gets 1022 attack and 0 regeneration based on Principles Aramor Warrior's creature tokens [claw2, claw1] [claw2] Aramor Warrior gets 1022 attack and 0 regeneration based on Principles Applying DEF's Creature Tokens at 0% BloodPact Chaos Archer's creature tokens [blackdiamonds] Imperial Aramor's creature tokens [darksky, darkshield, antifreeze, onyxfangs, goldbelt, claw3, blooddrop3, blooddrop1, blooddrop2, claw1, claw2, stardust, emeraldglare, kellethafire] [darksky] Imperial Aramor gets 0 attack and loses 0 defence due to missing Darkness Principle [darkshield] Imperial Aramor gets 171 defence [onyxfangs] Imperial Aramor gets 1 attack (2 percent) [goldbelt] Imperial Aramor gets 19 defence based on won battles [blooddrop3] Imperial Aramor gets 10 attack (20 percent) and 1 initiative (20 percent) [blooddrop2] gets 1 initiative (10 percent) [emeraldglare] Imperial Aramor gets 0 regeneration and 0 defence based on enemy creature skills [kellethafire] Imperial Aramor gets +50% vitality due to missing Light and/or Element Principle BloodPact Heretic Archer II's creature tokens [] Imperial Aramor's creature tokens [claw2, claw1, stardust, antifreeze, kellethafire, enlightning, blacktear, onyxfangs, darksky, darkshield, purpurmoon, jewelshards, blooddrop2, blooddrop1, blooddrop3] [kellethafire] Imperial Aramor gets +50% vitality due to missing Light and/or Element Principle [blacktear] Imperial Aramor gets 5 power, 82 defence. All other friendly creatures lose that much stats cumulated [onyxfangs] Imperial Aramor gets 1 attack (2 percent) [darksky] Imperial Aramor gets 0 attack and loses 0 defence due to missing Darkness Principle [jewelshards] Imperial Aramor gets Max Vitality capacity doubled [blooddrop2] gets 0 initiative (10 percent) [blooddrop3] Imperial Aramor gets 10 attack (20 percent) and 1 initiative (20 percent) BloodPact Heretic Archer II's creature tokens [] Imperial Aramor's creature tokens [] DEF's Imperial Aramor does damage to random creature(s) of ATT and: - Aramor Warrior receives 190 damage and remains with 734 vitality DEF's BloodPact Heretic Archer II does weaken to random creature(s) of ATT and: - Weaken defence effect: -47 - maintains weaken on Aramor Warrior weaken (round:2 weaken: defence=-47|from 5 to -42; ) and remains with 924 vitality DEF's BloodPact Chaos Archer does weaken to random creature(s) of ATT and: - Weaken defence effect: -47 - maintains weaken on Grasan I weaken (round:2 weaken: defence=-47|from 0 to -47; ) and remains with 924 vitality DEF's Imperial Aramor does damage to random creature(s) of ATT and: - Grasan I receives 242 damage and remains with 682 vitality DEF's BloodPact Heretic Archer II does weaken to random creature(s) of ATT and: - Weaken defence effect: -47 - maintains weaken on Grasan I weaken (round:2 weaken: defence=-47|from 0 to -47; ) and remains with 924 vitality DEF's Imperial Aramor does damage to random creature(s) of ATT and: - Aramor Warrior receives 356 damage (luck: double effect) and remains with 568 vitality ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - BloodPact Heretic Archer II receives 1 damage (luck: cancel effect) and remains with 1666 vitality ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - BloodPact Heretic Archer II receives 1053 damage and remains with 613 vitality ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - BloodPact Heretic Archer II receives 1053 damage creature DIES! ATT's Grasan I does haoticdamage to multirandom creature(s) of DEF and: - hits haoticaly and does 1109 damage to BloodPact Chaos Archer and remains with 558 vitality - hits haoticaly and does 633 damage to Imperial Aramor and remains with 517 vitality - hits haoticaly and does 608 damage to Imperial Aramor and remains with 1442 vitality - hits haoticaly and does 887 damage to Imperial Aramor creature DIES! ATT's Grasan I does haoticdamage to multirandom creature(s) of DEF and: - hits haoticaly and does 9 damage to BloodPact Chaos Archer and remains with 549 vitality - hits haoticaly and does 36 damage to BloodPact Heretic Archer II and remains with 1631 vitality - hits haoticaly and does 1 damage to Imperial Aramor and remains with 1441 vitality ###### START ROUND "1" ###### Applying temporary effects for ATT, slot 1 : weaken (round:1 weaken: defence=-47|from 0 to -47; ) weaken (round:0 weaken: effect ended) Applying temporary effects for ATT, slot 4 : weaken (round:1 weaken: defence=-47|from 0 to -47; ) weaken (round:0 weaken: effect ended) Applying temporary effects for ATT, slot 5 : weaken (round:1 weaken: defence=-47|from 5 to -42; ) weaken (round:0 weaken: effect ended) DEF's Imperial Aramor does damage to random creature(s) of ATT and: - Aramor Warrior receives 190 damage and remains with 734 vitality DEF's BloodPact Heretic Archer II does weaken to random creature(s) of ATT and: - Weaken defence effect: -47 - maintains weaken on Aramor Warrior weaken (round:3 weaken: defence=-47|from -42 to -89; ) and remains with 568 vitality DEF's BloodPact Chaos Archer does weaken to random creature(s) of ATT and: - Weaken defence effect: -47 - maintains weaken on Grasan I weaken (round:2 weaken: defence=-47|from -47 to -94; ) and remains with 924 vitality DEF's Imperial Aramor does damage to random creature(s) of ATT and: - Aramor Warrior receives 190 damage and remains with 544 vitality ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - BloodPact Heretic Archer II receives 1053 damage and remains with 578 vitality ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - BloodPact Heretic Archer II receives 1053 damage creature DIES! ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - BloodPact Chaos Archer receives 1053 damage creature DIES! ATT's Grasan I cant find any enemy creatures to target, skipping turn ATT's Grasan I cant find any enemy creatures to target, skipping turn ###### START ROUND "2" ###### Applying temporary effects for ATT, slot 1 : Applying temporary effects for ATT, slot 4 : weaken (round:1 weaken: defence=-47|from 0 to -47; ) weaken (round:0 weaken: effect ended) Applying temporary effects for ATT, slot 5 : weaken (round:2 weaken: defence=-47|from -42 to -89; ) DEF's Imperial Aramor does damage to random creature(s) of ATT and: - Aramor Warrior receives 190 damage and remains with 544 vitality DEF's Imperial Aramor does damage to random creature(s) of ATT and: - Grasan I receives 242 damage and remains with 682 vitality ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - Imperial Aramor receives 968 damage and remains with 473 vitality ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - Imperial Aramor receives 968 damage creature DIES! ATT's Aramor Warrior does damage to weak creature(s) of DEF and: - Imperial Aramor receives 927 damage creature DIES! ATT's Grasan I cant find any enemy creatures to target, skipping turn ... ATT WINS! Creature Experience reward for ATT - Winning player Player is at max xp limit, no xp reward Creature Experience reward for DEF - Losing player BloodPact Chaos Archer recovers 45 Vitality Imperial Aramor recovers 18 Vitality BloodPact Heretic Archer II recovers 45 Vitality Imperial Aramor recovers 36 Vitality BloodPact Heretic Archer II recovers 45 Vitality Imperial Aramor recovers 18 Vitality Player is at max xp limit, no xp reward Winner gets won fights counter incremented! Loser gets humiliated, loss fights counter incremented! [/spoiler] so bug or no? to me it seems it is, cuz all mine combat knowledge cant explain this since this is summary: IN [b]X[/b] [b]X[/b] ATT 8968 1600 0 08-07-2012 02:22:02 and why i got 8k heat and not 9k? or 1,6k? which it would be logical, there is nowhere 8k in whole fight mentioned :S well if we substract 9k with 1,6k then i get 7,4k which would be plausible number, idk edit: i noticed this heat gain before few times, but i wasnt sure which rits did it, i saw some losses in fight log, but it all made no sense i generally dont gain heat while losing fights at -500 honor, each of those cases i got heat was while i was idle, and obviously while i lost in def, but there is one more condition that i dont know about that creates this kind of problem, also only this person that appears in above fight log gives more honor than me, and he wasnt hitting me before, so win/loss ratios, i wouldnt count that they are the ones causing this
  21. i am all up for mine interface cleaned up
  22. still need to buy 20 more creds
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