Images
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Screenshot_20230327_224813.jpg
Screenshot_20230327_224813.jpg
By Muratus del Mur ·
NFTs created from the new api, in md, from bestiary creatures. You can find them also on opensea.io where you can view there rarity and such.
Currently there is no way for anyone to create such nfts, but this is just because nobody showed any interest in this feature.
I will cobtinue working on in-game interfwces for this, or i will just use them for personal transfers and rewards..depends only on your feedback
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Screenshot_20230327_224828.jpg
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Screenshot_20230327_224835.jpg
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Screenshot_20230327_221129_AlphaWallet.jpg
Screenshot_20230327_221129_AlphaWallet.jpg
By Muratus del Mur ·
magicduel.com is not the official erc-20 (eth, polygon) address for md on the eth blockchain.
Magucduel.eth is also a valid ens domain name bound to the official address.
This is part of a series of experiments i do in the crypto direction
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Fyrd Stuff.jpg
Everything posted by Burns
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"Flame the grinders" corner formarly Interview with a grinder
she's a woman, you stop being a girl at 19/20... but i guess you could call her a girl with some experience LOL
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Idle status or logged out
well, guys, don't log out =P if you want to switch the acc you are using, [spoiler]idle and clear chache, that works, too, and avoids the cooldown ^^[/spoiler]
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HAPPY BIRTHDAY ANUBARAK!!!
Anu and thrall... the people with the highest neg vp i ever saw^^ happy b-day =)
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Character "Class"
ohh... that sounds kinda good, V... you mean extra weaknesses that influence those who try to be jack-of-all-trades (nice word by the way, i guess i'll remember that^^) get soem heavy, lasting drawbacks? like... hum... say you enter a healer-class, you get a longer fighting-cooldown (say 15 minutes), and after leaving the healer-class and keeping the spells you still have the longer cooldown (say 12 minutes? or maybe more?)... and when you then enter the fighter-class and get an ability, mabye even a passive ability, if you get what i mean, that lowers your cooldown, it will still be influenced by the healer's extra-cooldown? and for the gains of the warrior, you lose spell-casting abilities and get lowered spell-rates or something? which then stick with you... and if you try to get all the spells from everywhere, you also get all the drawbacks from everywhere and carry them with you all your accounts life? needs some working about, but seems totally cool... congrats, V, i guess you saved the idea ^^
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"Flame the grinders" corner formarly Interview with a grinder
I have another question, Ms. Grinder-Girlie: when you are causing real troubles, are you mainly doing it by hand or using scripts, like with the ally-thing back then? I mean, do you have a script that attacks people with a your archer/drachorn rit while you are asleep or something the like? XD and, one more question: what exactly caused you to turn from the bug-villian to an almost-LHO of willows? both questions are of a very private nature, so if you choose to not answer, i'm sure we'll understand^^
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Character "Class"
unfortunately enough, i haven't ever met KC online... the warrior i was refering to is Wodin Ullr, who stood at the Road of Battles (which is kinda impressive or a newbie), and bashed me when i tried to attack him with my aramors, dealing 900 damage with one blow and taking away 0.2 of all my precious skills, and to whom people bowed when they passed, and who was listened to when he was talking, and when he shouted SILENCE, silence fell all over the screen... that was my target, not being the stronger fighter, but being a noble man with insane combat knowledge, who fights for something good and gets respect for doing it... i have seen all sorts of people in my first days here, but the ones who had the best reputation were dst, Wodin and MB, the strongest people all over the place, while the philosophical Khalazdad was laughed about behind his back, and the defensive, kind Nelya Setesh was standing or falling at the mercy of Wodin Ullr... with those first impressions, where would you have chosen to start? not that i feel like it's necessary to justify myself, i have nothing to hide, even my profile is open, but i want people to see a difference between what warriors are made of and pure 'i have nothing else to do with my time-grinders' [ok, the line is really thin...but it's there] oh, and again i'm going faaaar off-topic... this convo might get me my next forums-warning LOL
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Happy B-Day Kal
YAY, Amoran's birthday *kisses her* (i hope you were not in your animal form, that would be kinda disgusting :/) very happy birthday, KK and Amo, i love you both =D
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Character "Class"
offtopic, and running into the knife with open eyes: you RP bunch won't EVER understand that , but what we do is not mindless grinding, it's training our bodies as warriors, the one form of roleplaying that's fully implemented at this point. When we want your butt kicked, we kick your butt instead of *sending a stream of red sparkles at your face* and *burning you with a white-hot fireball*, which is totally the poorest form of RP i've seen all my life And we don't go to Mur begging for powers, we take what we can get and make the best of it. no need to understand that, folks, just stop jumping on the grinders and tell them that their 'weak roleplay' doesn't fit that game all the time, it's way more consistent than most of yours on topic: well, Mur's got a point, dynamic classes would lead to gods in the long run, but we knew that from the start... so you need to do it either static or dynamic with taking away old spells to fit Mur's ideas, i guess... if that topic is still alive after Mur's post, i'd suggest (as much as it hurts my spell-collectors heart) to take away the spells of players once they drop out of their class, like we lose them when we leave mp6, and give them a chance of a fresh start in another class if they wish to do so... flame me all you want for my off-topic part, but don't forget to at least TRY to contribute to the discussion on-topic, thanks^^ reason for edit: i realized that the style was crappy because i was posting hasty and angry, the message stayed the same, but the sentences got a bit rearranged
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Heads Contest- First place but no rewards?
soo.... you get the chance to do it again, be happy about it, i would kill for getting more head-hunt fun =)
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Central Market
Krishka, you are a bit strange in your argumentation... one time you say that only a few should have the ability of creating, and the next moment you say that it's logical that any mage can brew potions... and, to what you can do right now: -NOT hurry -NOT giving out coins to random people, or giving them mickey-mouse jobs and pay them for it -talk to Mur about what he thinks about common items and how they could be done -talk to people who have a lot of items and ask them what they think about a market, why they need their items that badly and what they would find as a useful service, as those who already have items are mostly those who know what people want in exchange for coins and items... (the trouble i see there: people got their items by bribing with spell docs or by trading for creatures they could easily re-recruit, they sort of tricked their partners into a deal that was nowhere near as good as it seemed LOL) just my 2 cents, not accusing anybody of doing anything... obviously... and no, i'm not right in my mind, so you can't nail me to what i've just said, dear 'item-traders'...
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Central Market
argh, both of you fail to get my point -.- if only certain palyers can 'create', there is no job for others and no way of getting coins short of buying them... as long as ANYBODY controls hwo items are made and processed, there IS a monopoly on items and coins, and as noble as Krishka and Kragel might be, if they start handing out their coins for nothing then they just failed you need a way of giving every no-name player the ability of creating some useful thing WITHOUT making it too easy, and that's the big problem i have in my theory... it would either be too easy or get people to create alts and become wealthy, you only pay for things when that's easier than making them yourself... for example, i'm not paying anybody to do the vacuuming for me, as i can perfectly do that myself, but i would pay for getting a new oven because paying a man who knows what he is doing is better for me than fiddling with the oven myself, that the point of a market
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Central Market
in addition to what Intrigue has proposed, i think that such processes need to cost time, as this is the only thing we have in this game that can't be regrown that easily to make something worthy enough to be bought, you need to work on it for some time, maybe a day or two, in which you can NOT do anything else, like chatting, walking around, or let alone fighting... basically, you're stuck while creating items else there would be either no need to buy items becasue players could just go and make the items they want themselves, or you'd have the money circulating only between the persons who have a role of creating items... the problems with such things is that it can easily be overcome by creating a few alts and place them at the places where you could grow/process items... and, as i've said, if such places were controlled by PWRs, you'd soon have a monopoly on all items and nothing like a working market... i could imagine connecting this idea with factions/character classes which are in discussion, though, therefore giving people the ability to specialize... which woudl then lead to items which are superior to others and therefore worhtier than others... uhmm... sorry, but i can't come up with any solution for that issue that has no flaws, all i can do is proposing strange ideas :/
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bugged combat with tokens
i jsut ahd another go on Akasha (with my combat rit this time) and found out a bit more about that interesting creature 7... -it's hiding in a not-numbered slot (see one of the weakens for that) -it has 0 vit (akasha's influence gave it 4278 vit to start with) -it can be attacked, and seems to have no def -it has most probably 0 init, at least it's slower than grasans -whenever it tries to attack (if it survives long enough to try doing so), the fight ends immidiately akasha again Enemy was penalised with 2 loyalty for loosing this fight Casualties: Enemy:11.59888%, You:35.67518% heat You: 0, Enemy: 0 logsize:383 usevitality:100 strategy:890508 looser:E actionnr:13 rounds:0 E lost: 7620vit; A lost: 52912vit; Array ( [vars] => Array ( [statsVp] => 113 [statsXpl] => 1 [statsAct] => 0 ) [character] => Array ( [regeneration] => 0 [energeticimmun] => 0.08 [tradesense] => 0.08 [briskness] => 0 [initiative] => 0 [defence] => 0 [attack] => 0.08 [power] => 0.04 ) [something] => 1 ) FULL LOG: Load Burns creatures Load .Akasha. creatures .Akasha.'s Creature Tokens [purpurmoon,claw2,antifreeze,blooddrop1,jewelshards] [claw2] Arcasul gets 1517.4008 attack and regeneration based on Principles. [blooddrop1] Arcasul gets 3 defence (10 percent) due to principles combination. [jewelshards] Arcasul gets Max Vitality capacity doubled. .Akasha.'s Creature Tokens [blooddrop3,blooddrop1,claw2,blackdiamonds,jewelshards,darksky] [blooddrop3] Chaos Archer gets 28 attack (20 percent) and 1 initiative (20 percent). [blooddrop1] Chaos Archer gets 3 defence (10 percent) due to principles combination. [claw2] Chaos Archer gets 1517.4008 attack and regeneration based on Principles. [jewelshards] Chaos Archer gets Max Vitality capacity doubled. [darksky] Chaos Archer gets 0 attack and loses 0 defence due to missing Darkness Principle. .Akasha.'s Creature Tokens [blackdiamonds,onyxfangs] [onyxfangs] Chaos Archer gets 3 attack (2 percent). .Akasha.'s Creature Tokens [jewelshards,goldtear,emeraldglare,blackdiamonds,claw2,stardust,osirisbelt,onyxfangs] [jewelshards] Blood Sucker gets Max Vitality capacity doubled. [emeraldglare] Blood Sucker gets 0 regeneration and 0 defence based on enemy creature skills [claw2] Blood Sucker gets 1517.4008 attack and regeneration based on Principles. [osirisbelt] Blood Sucker gets Max Vitality capacity increased by 3000. [onyxfangs] Blood Sucker gets 33 attack (2 percent). .Akasha.'s Creature Tokens [blooddrop3] [blooddrop3] Pimped Grasan gets 24 attack (20 percent) and 0 initiative (20 percent). .Akasha.'s Creature Tokens [claw1,blackdiamonds,firedrop,jewelshards] [claw1] Pimped Grasan gets 379 power based on Princiles. [jewelshards] Pimped Grasan gets Max Vitality capacity doubled. Influences for .Akasha.: creatureboost ###### COMBO: Adding 22658 combo vitality bonus for this ritual Applying 100% of Burns's energetic influence Applying 100% of .Akasha.'s energetic influence .Akasha.'s Chaos Archer does damage to all creature(s) of Burns and: - Gregory receives 2960 damage and remains with 22498 vitality - James receives 2960 damage and remains with 22498 vitality - Eric receives 2960 damage and remains with 22498 vitality - dst receives 2983 damage and remains with 20875 vitality - Cless receives 2983 damage and remains with 21022 vitality - No One receives 2983 damage and remains with 21096 vitality .Akasha.'s Chaos Archer does damage to all creature(s) of Burns and: - Gregory receives 338 damage and remains with 22160 vitality - James receives 338 damage and remains with 22160 vitality - Eric receives 338 damage and remains with 22160 vitality - dst receives 361 damage and remains with 20514 vitality - Cless receives 361 damage and remains with 20661 vitality - No One receives 361 damage and remains with 20735 vitality .Akasha.'s Arcasul does damage to all creature(s) of Burns and: - Gregory receives 2913 damage and remains with 19247 vitality - James receives 2913 damage and remains with 19247 vitality - Eric receives 2913 damage and remains with 19247 vitality - dst receives 2936 damage and remains with 17578 vitality - Cless receives 2936 damage and remains with 17725 vitality - No One receives 2936 damage and remains with 17799 vitality Burns's Gregory does damage to all creature(s) of .Akasha. and: - Arcasul receives 339 damage and remains with 10939 vitality - Chaos Archer receives 339 damage and remains with 10939 vitality - Chaos Archer receives 345 damage and remains with 7433 vitality - Blood Sucker receives 362 damage and remains with 16916 vitality - Pimped Grasan receives 384 damage and remains with 5644 vitality - Pimped Grasan receives 384 damage and remains with 7394 vitality - receives 387 damage and remains with 3891 vitality Burns's Eric does damage to all creature(s) of .Akasha. and: - Arcasul receives 339 damage and remains with 10600 vitality - Chaos Archer receives 339 damage and remains with 10600 vitality - Chaos Archer receives 345 damage and remains with 7088 vitality - Blood Sucker receives 362 damage and remains with 16554 vitality - Pimped Grasan receives 384 damage and remains with 5260 vitality - Pimped Grasan receives 384 damage and remains with 7010 vitality - receives 387 damage and remains with 3504 vitality Burns's James does damage to all creature(s) of .Akasha. and: - Arcasul receives 339 damage and remains with 10261 vitality - Chaos Archer receives 339 damage and remains with 10261 vitality - Chaos Archer receives 345 damage and remains with 6743 vitality - Blood Sucker receives 362 damage and remains with 16192 vitality - Pimped Grasan receives 384 damage and remains with 4876 vitality - Pimped Grasan receives 384 damage and remains with 6626 vitality - receives 387 damage and remains with 3117 vitality .Akasha.'s Blood Sucker does damage to all creature(s) of Burns and: - Gregory receives 1785 damage and remains with 17462 vitality - James receives 1785 damage and remains with 17462 vitality - Eric receives 1785 damage and remains with 17462 vitality - dst receives 1808 damage and remains with 15770 vitality - Cless receives 1808 damage and remains with 15917 vitality - No One receives 1808 damage and remains with 15991 vitality Burns's dst does weaken to all creature(s) of .Akasha. and: - Weaken defence effect: -473 - weakens Arcasul for next 2 rounds and lowers its defence by -473 and remains with 10261 vitality - Weaken defence effect: -473 - weakens Chaos Archer for next 2 rounds and lowers its defence by -473 and remains with 10261 vitality - Weaken defence effect: -473 - weakens Chaos Archer for next 2 rounds and lowers its defence by -473 and remains with 6743 vitality - Weaken defence effect: -473 - weakens Blood Sucker for next 2 rounds and lowers its defence by -473 and remains with 16192 vitality - Weaken defence effect: -473 - weakens Pimped Grasan for next 2 rounds and lowers its defence by -473 and remains with 4876 vitality - Weaken defence effect: -473 - weakens Pimped Grasan for next 2 rounds and lowers its defence by -473 and remains with 6626 vitality - Weaken defence effect: -473 - weakens for next 2 rounds and lowers its defence by -473 and remains with 3117 vitality Burns's Cless does weaken to all creature(s) of .Akasha. and: Applying temporary effects for .Akasha., slot 1 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Arcasul for next 2 rounds and lowers its defence by -473 and remains with 10261 vitality Applying temporary effects for .Akasha., slot 2 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Chaos Archer for next 2 rounds and lowers its defence by -473 and remains with 10261 vitality Applying temporary effects for .Akasha., slot 3 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Chaos Archer for next 2 rounds and lowers its defence by -473 and remains with 6743 vitality Applying temporary effects for .Akasha., slot 4 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Blood Sucker for next 2 rounds and lowers its defence by -473 and remains with 16192 vitality Applying temporary effects for .Akasha., slot 5 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Pimped Grasan for next 2 rounds and lowers its defence by -473 and remains with 4876 vitality Applying temporary effects for .Akasha., slot 6 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Pimped Grasan for next 2 rounds and lowers its defence by -473 and remains with 6626 vitality Applying temporary effects for .Akasha., slot : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens for next 2 rounds and lowers its defence by -473 and remains with 3117 vitality Burns's No One does weaken to all creature(s) of .Akasha. and: Applying temporary effects for .Akasha., slot 1 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Arcasul for next 2 rounds and lowers its defence by -473 and remains with 10261 vitality Applying temporary effects for .Akasha., slot 2 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Chaos Archer for next 2 rounds and lowers its defence by -473 and remains with 10261 vitality Applying temporary effects for .Akasha., slot 3 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Chaos Archer for next 2 rounds and lowers its defence by -473 and remains with 6743 vitality Applying temporary effects for .Akasha., slot 4 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Blood Sucker for next 2 rounds and lowers its defence by -473 and remains with 16192 vitality Applying temporary effects for .Akasha., slot 5 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Pimped Grasan for next 2 rounds and lowers its defence by -473 and remains with 4876 vitality Applying temporary effects for .Akasha., slot 6 : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens Pimped Grasan for next 2 rounds and lowers its defence by -473 and remains with 6626 vitality Applying temporary effects for .Akasha., slot : , weaken (round:3 weaken: defence=-473 ) - Weaken defence effect: -473 - weakens for next 2 rounds and lowers its defence by -473 and remains with 3117 vitality Applying temporary effects for .Akasha., slot 5 : , weaken (round:3 weaken: defence=-473 ) .Akasha.'s Pimped Grasan does haoticdamage to all creature(s) of Burns and: - hits haoticaly and does 425 damage to Gregory and remains with 17037 vitality - hits haoticaly and does 400 damage to James and remains with 17062 vitality - hits haoticaly and does 96 damage to Eric and remains with 17366 vitality - hits haoticaly and does 527 damage to dst and remains with 15243 vitality - hits haoticaly and does 438 damage to Cless and remains with 15479 vitality - hits haoticaly and does 550 damage to No One and remains with 15441 vitality Applying temporary effects for .Akasha., slot 6 : , weaken (round:3 weaken: defence=-473 ) .Akasha.'s Pimped Grasan does haoticdamage to all creature(s) of Burns and: - hits haoticaly and does 444 damage to Gregory and remains with 16593 vitality - hits haoticaly and does 353 damage to James and remains with 16709 vitality - hits haoticaly and does 427 damage to Eric and remains with 16939 vitality - hits haoticaly and does 116 damage to dst and remains with 15127 vitality - hits haoticaly and does 466 damage to Cless and remains with 15013 vitality - hits haoticaly and does 418 damage to No One and remains with 15023 vitality Applying temporary effects for .Akasha., slot : , weaken (round:3 weaken: defence=-473 ) .Akasha.'s cant find any enemy creatures to target, skipping turn ... Burns WINS! Creature Experience reward for Burns - Winning player Gregory gaines 1270 Xp and a won battle James gaines 1270 Xp and a won battle Eric gaines 1270 Xp and a won battle dst gaines 1270 Xp and a won battle Cless gaines 1270 Xp and a won battle No One gaines 1270 Xp and a won battle Creature Experience reward for .Akasha. - Losing player Arcasul gaines 3780 Xp Chaos Archer gaines 3780 Xp Chaos Archer gaines 3780 Xp Blood Sucker gaines 3780 Xp Pimped Grasan gaines 3780 Xp Pimped Grasan gaines 3780 Xp gaines 3780 Xp Winner does not get a won fight point. Looser does not get a lost fight point. this 7th creature seems to only come out to play when a VE token is in the battle, and when it gets some vit to fight with, in the last fight when Akasha had no vit left to give away, it didn't show up...
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bugged combat with tokens
another Akasha-fight... i could now say i lost deliberately, but in fact i just got wiped because i used the wrong rit XD anyways, there's the 7th creature again... 7 creatures .Akasha. id: 14051 Creature: 21 Level: 6 Vitality: 15714/3500 Enemy Load Burns creatures Load .Akasha. creatures .Akasha.'s Creature Tokens [purpurmoon,claw2,antifreeze,blooddrop1,jewelshards] [claw2] Arcasul gets 1517.4008 attack and regeneration based on Principles. [blooddrop1] Arcasul gets 3 defence (10 percent) due to principles combination. [jewelshards] Arcasul gets Max Vitality capacity doubled. .Akasha.'s Creature Tokens [blooddrop3,blooddrop1,claw2,blackdiamonds,jewelshards,darksky] [blooddrop3] Chaos Archer gets 28 attack (20 percent) and 1 initiative (20 percent). [blooddrop1] Chaos Archer gets 3 defence (10 percent) due to principles combination. [claw2] Chaos Archer gets 1517.4008 attack and regeneration based on Principles. [jewelshards] Chaos Archer gets Max Vitality capacity doubled. [darksky] Chaos Archer gets 0 attack and loses 0 defence due to missing Darkness Principle. .Akasha.'s Creature Tokens [blackdiamonds,onyxfangs] [onyxfangs] Chaos Archer gets 3 attack (2 percent). .Akasha.'s Creature Tokens [jewelshards,goldtear,emeraldglare,blackdiamonds,claw2,stardust,osirisbelt,onyxfangs] [jewelshards] Blood Sucker gets Max Vitality capacity doubled. [emeraldglare] Blood Sucker gets 0 regeneration and 0 defence based on enemy creature skills [claw2] Blood Sucker gets 1517.4008 attack and regeneration based on Principles. [osirisbelt] Blood Sucker gets Max Vitality capacity increased by 3000. [onyxfangs] Blood Sucker gets 33 attack (2 percent). .Akasha.'s Creature Tokens [blooddrop3] [blooddrop3] Pimped Grasan gets 24 attack (20 percent) and 0 initiative (20 percent). .Akasha.'s Creature Tokens [claw1,blackdiamonds,firedrop,jewelshards] [claw1] Pimped Grasan gets 379 power based on Princiles. [jewelshards] Pimped Grasan gets Max Vitality capacity doubled. Influences for Burns: vampiricaura, vampiricaura ###### Influences for .Akasha.: creatureboost ###### Applying 100% of Burns's energetic influence Applying 100% of .Akasha.'s energetic influence .Akasha.'s Chaos Archer does damage to all creature(s) of Burns and: - Gregory receives 2967 damage and remains with 633 vitality - James receives 2967 damage and remains with 633 vitality - Eric receives 2967 damage and remains with 633 vitality - Unholy Priest II receives 2976 damage creature DIES! - Unholy Priest II receives 2976 damage creature DIES! - dst receives 2990 damage creature DIES! .Akasha.'s Chaos Archer does damage to all creature(s) of Burns and: - Gregory receives 345 damage and remains with 288 vitality - James receives 345 damage and remains with 288 vitality - Eric receives 345 damage and remains with 288 vitality .Akasha.'s Arcasul does damage to all creature(s) of Burns and: - Gregory receives 2920 damage creature DIES! - James receives 2920 damage creature DIES! - Eric receives 2920 damage creature DIES! .Akasha.'s Blood Sucker cant find any enemy creatures to target, skipping turn ... .Akasha. WINS! Creature Experience reward for Burns - Losing player No creatures survived the fight for this player, no xp reward Creature Experience reward for .Akasha. - Winning player Arcasul gaines 1989 Xp and a won battle Chaos Archer gaines 1989 Xp and a won battle Chaos Archer gaines 1989 Xp and a won battle Blood Sucker gaines 1989 Xp and a won battle Pimped Grasan gaines 1989 Xp and a won battle Pimped Grasan gaines 1989 Xp and a won battle [color="#FF0000"]gaines 1989 Xp and a won battle[/color] Winner does not get a won fight point. Looser gets humiliated, loss fights counter incremented! Mon May 04 2009 13:23:43 GMT+0200 Your Army Burns id: 419521 Creature: 15 Level: 2 Vitality: 0/660 ***combat results > | Close Sheath Balance 100% vs 0% *** Combat details (under construction). 'E' is defender, 'A' is attacker Your honor reward for this battle: 0 Your loyalty reward for this battle: 0 Enemy honor reward for this battle: 0 Enemy loyalty reward for this battle: 0 Enemy was penalised with 2 loyalty for loosing this fight Casualties: Defender:0%, Attacker:100% heat A: 158 heat E: 0 logsize:98 usevitality e (you):100 usevitality a:100 looser:A actionnr:9 rounds:0 E lost: 0vit; A lost: 13920vit; Array ( [vars] => Array ( [statsVp] => 106 [statsXpl] => 0 [statsAct] => 0 ) [character] => Array ( [regeneration] => 0.08 [energeticimmun] => 0.08 [tradesense] => 0 [briskness] => 0.08 [initiative] => 0 [defence] => 0 [attack] => 0 [power] => 0 ) [something] => 1 ) ***< combat action | Close you could call that the Akasha-standard fight, i guess XD
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The Loyalty System
show me a person that takes the alt-rules seriously... once you can gain something from it, you will always use alts to do the job, as that whole 'helping your main' is nothing but helping another player when you disguise yourself properly... dst could be an alt from lightsage for all i know, in fact everybody in this game could be an alt of Mur and you'd never know, try to prove who is and who isn't an alt, and then start talking about the alt-rule...
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Cap on minus honor
*prods peoples noses on no one's topic from a week ago where we discuss that matter* [url="http://magicduel.invisionzone.com//index.php?showtopic=3792"]http://magicduel.invisionzone.com//index.php?showtopic=3792[/url]
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The Loyalty System
ok... still a pointless system, cause a leader that wants to keep his position will then a) get a good RL friend into his ally and give 100% power to him or B ) create an alt and give 100% to him [i thought the sunglasses guy had been removed... guess i was wrong there LOL] that could be solved if each playerwas limited to 20% or less, but then you face the same trouble... 1 friend and 4 alts also make an overthrow-proof leader ;-) anyways, you can't have that system to get rid of useless leaders... or get rid of useful leaders, for that matter... it's just a protective measure for the leaders, and hell yes, i say that people who want to be a leader should take the time and effort to BE a leader. oh, if you are going to ask me for a better system, i'd point towards the current one, i like that^^
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Character "Class"
ok, my idea of such classes would look like that: 1. you go and decide which class you want to be in 2. you stop gaining stats that are not part of this class, maybe even have saccing-values altered to fit in 3. for the stats you get, more spells get unlocked, which you can 'learn' by receiving a mystical magic point or something the like from an RPC/faction leader 4. you can do that as long as it pleases you, and when you get tired of your class, you have the option to retire from it (which will set your old spells on hold) and try something different (which is not allowed just like that, but only once per month or so) 5. you repeat 1-4 as often as you want/have time/see it fitting after doing that, you can drop out of the class-system when you like and stay class-less, which will mean that you can't learn any more spells while you are not in a class, but may use all spells you got so far (but only 10 times per 14 days instead of 50 times) you also start gathering stats 'the normal way', so it might be kind of a strategic decision to stay without a class to get all your stats up and then go into one for special training and spell-getting however, the flaws i can see in my system are the following: -RPCs and Faction leaders need to be ACTIVE QUEST-SETTERS for that to work, and the quests can't be insanely hard or have only 10 winners per month, there are too many people out there who want to cast spells -to avoid the illusion of easy-attainable spells, you need tough requirements to learn a spell, which contain not only good stats to cast them, but also age-requirements [like 'you need be part of that class for 15 days to see the next spell/you need to cast at least 50/100/150 spells of that class to get next spell/you need 200 power to see the next spell (which is not really hard with the current system, just a matter of time)] -this will NOT stop people like me from getting every spell from every class in the long run, which seems like your target, Guy... -it would make it very very hard for players to get a decent fighting profile if they get stuck in a class that doesn't gain attack for a month, to prevent that i'd suggest that you can only choose a class once you are experienced enough to deal with the drawbacks [my idea for that would be attack-stat over 200/more than 300 swords, most likely both of those requirements] i guess there are more flaws, that idea has not been written down yet, it was just wandering my mind for a few hours, so i guess i'll see more flaws tomorrow (unless you find them first ;-))
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Character "Class"
ey, i'm trying to bring up constructive critics whereever i can, but if i don't see light at the end of the tunnel for an idea, i might as well say that straight away, shoudln't i? and i stated a different suggestion, too... and well, yep, you consider my RP non-existant, but for me, grinding is for defining my role as warrior, activity for my role as zen-master and constant chatting and idea-crafting my philosophical side... just because my role is too complex for you to see it's full extent, it doesn't mean it's not there, Watcher =P b2t: classes could be nice, yes, but STATIC classes are not... not everybody wants a shallow role as simple healing entity or basic damager, a whole lot of the older players who are still around are trying to explore their limits on every sector, and not be pushed into a class and rot there now you could say that i'm selfish [which would totally be true =P], but i don't see this game as a matter of 3 months and then being done with it, like soooo many pother games, but a real long-term game, and frustrating people with taking all their options to grow off them won't make it long-term fun... it would just create a feeling that the casual gamer can reach everything he wants in 6 months, and then leave to never return so, i'm still fighting for a dynamic system of classes, creating fighting-heal-paladins [call it as you wish] who can actually increase their powers til they reach the cap of every 'skill tree'... if you want to introduce spells to the standard no-name player, do it for real, or you'll force people to create 3 alts to get one acc in every class and help themselves with every power they want... and those are the players who are NOT chatting and being active and stuff, because really active players do real activity with every account, and not logging into one just to help the other...
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The Loyalty System
from what i read in guy's post he said minions had a option to rise against their leader, not how... i was thinking about leaving him, not overthrowing him, minions have no powers =P and, if that was the case, i would totally not agree with that system becasue then you'd overthrow a leader by creating ten alts and inviting them... would take less than 5 minutes, while heavy loyalty-grinding still takes about 2-3 hours and some dedication to what you are doing... apart from that, i like V's suggestion, specially #2, that sounds like the kind of thing you'd do in a game like this one, with medieval influences wherever you look
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The Loyalty System
that would be too RP-based and stable in my opinion... no leader would give any powers to anybody if he's fearing an overthrow, and at some point they leave the game and their ally for demise... i wonder why i mention simply and savel so many times today, but they fit most of the time LOL maybe they focus on other accs or other games, but at some point an overthrow would be necessary, but impossible if the old leader didn't open up that option... plus, i like the current system, it gives rebels a chance of doing 'their thing'
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Character "Class"
you didn't get the point i was making... oh well, i might have failed to make myself clear^^ i think that staying in a class forever is NOT what a person might want, i would definitely get bored after a few weeks... static roles are useless for this game, you ened to keep it developing and changing and maybe growing, and coming into one class to be stuck there forever to get more powers in that class doesn't fit with that changing part... your system, no matter which, would make any major changes in one's roleplay impossible, i couldn't ever get a decent fighter if i want to have healing abilities, and the other way round... and all of them are useful... this game is different from diablo and WOW and whatever skill-trees you are thinking of, you don't focus on killing or healing in here, you need to develop your skills in all areas to keep moving, and those who rest rust... see what happend to Savel, Simply, Big C, Wodin, phrog... if you get stuck in a role and can't get out of it, you get bored and leave, because (unlike WOW and diablo) there are no things you can gain forever... there comes a point when you have all you want in MD, and if you can't go back and do something else when this point comes, or if that going back is connected to too much loss, you'll get another game... i fought my way up for over 250 days before seeing that i was done and reached all i can reach in that part, and was on the edge of quitting before i realized that there are ways of changing what i am, that i don't NEED to keep on fighting boring combats that don't even last long enough to have the pics loaded before they are over... this game lives from constant changes, like villian dst who changed to the nice former-reseacher girlie, King Raven who left loreroot to do some illusions finally etc.etc. else most people would quit sooner or later, after a year of doing the same things and walking the same paths day by day you jsut get bored because there's nothing left to see...
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The Savelites [Not Active]
Savel's Church was created to worship the Great Ghost Savelfuser... long story short: Savel was the first mp6 in the game, and used his abilities in the shade war, and once that war-thingy was done, he left the Guerilla and made a new role for himself, being the noble protector of the weak and such, and with the help of Morquor [and a few others, but Morquor was the leading figure back then] he formed a Church of people who prayed to him and got implemented as Guild because the idea was kinda nice. nowadays, mp6 is not a privilege anymore [which has been proven by Jester and me], but a mere thing of activity and spamming people LOL and Savelfuser, who was the great point of the Savelites, left. in the same way as DS are pointless nowadays, the Church is nonexistant with nothing to pray to (leave me alone with praying in his absence, i know you can pray to things that are not there... but let's not start this fight on this level, please) and that's why it needs reformation. The desolate system of the Church allowed people like Cryxus and KB to take over and use it as their private alliance, which must be prevented... allies are there for a greater good and to serve some purpose, not for peoples private 'YAY, i'm cool and own an ally'-complex [right, i'm talking about the Creators or whatever they call themselves these days] thanks for your attention, and please feel free to flame me all you want, i can take that ^^
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Character "Class"
i think that the whole system needs to be dynamic. period you can base it on a stat/cumulated stats system, which we could easily work out within a day, but you NEED it dynamic, else roles will get static and that's exactly what we don't want for a long-lasting game... that is to say, a warrior should be able to rise his healing abilities by raising his regen or power, and losing his warrior abilities on the way the huge problem i see there: you don't jsut raise a stat as you please, you get more attack than other stats in the system... we'd need a system that makes it possible to 'switch off' stat gains that you don't want, and that wouldn't go along that good with creating a balanced profile :/ imo, the system can't work in the classes way you are suggesting, Guy, and it would be rather interesting to have it implemented as illusion-like system, giving you more and stronger spells for higher stats [i guess you can see the high-stat-player talking there^^] which can be switched on and off about two times a day or such, with half an hour cooldown before you can switch again... obviously, that gives an advantage to grinders, but stats raise in time without heavy grinding, too...
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The exact price of 1 silver coin
to me, silver coins are useless and therefore worthless at this point... i don't need to buy any creatures, and i don't WANT to buy rarities as i'm more the emotional collector, when i finally have a drachorn or nice items to watch on my page, i want to remember the fun of getting it, and not how much silver i invested... though i think that this game needs supporters and that these supporters should have advantages, i don't think that items, rare creatures and, in the long run, inner magic documents or WP should be bought or even subject to trades that concern silver coins, that's not appropriate imo :/