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Nex

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Everything posted by Nex

  1. most threats outlive themselve quickly, but you can always come up with modifications or something new. i don't think we should dismiss jesters approach for war because the threats a war poses to you aren't (taken) serious enough anymore. some random ideas: creatures dying is only a issue early on, but becomes nearly meaningless once you got trees/ enough VE. -> if creatures that died during a war would take some effort (small quest) or time to regenerate, it would restore its threattening potential. skill damage was the way to show that losing does come with a price, now it's a matter of minutes to get those stats back tenfold (or ignore stats and go for priciples...) [i'm not referring to the stat damage for too many lost fights, but the stat *skill damage] -> %-based skill damage would really hurt. if you'd treat skill damage as 'wounds', which decrease your performance seriously, but could heal over time (taking x minutes/hours to grow back to the original value), it would be taken serious without screwing people up permanently. of course there is still dying as in during the land war test, but that would remove players from the war, which i think is not what jester had in mind.
  2. lifeline has a point in that rusties are very powerful (are you suggesting a slight nerf or a limit-per-account for rusties?), especially at mp3 and 4, even compared to a tokened creature. it's easier and faster to get a couple of tokened creatures though. the combination of rusty/s + golemus dracs AND tokens is what makes them neigh-unbeatable. pre-token era it wasn't overpowered [i]by itself[/i], so i'd say it's a special problem of synergies. if you compare tokens (by themself) and rusty (by itself) i don't see why you make such a huge point of it. a single rusty can in no way unbalance as much as some well placed tokens, and while the impact of a rusty is higher on lower mp levels it can be dealt with if you know what you are doing (i defeated mp5s which used multiple rusties/golemus dracs, pre-token era, when i was mp3 [without birdy spam]. and i surely wasn't the only one) [color="#0000FF"] havne't had much time for playing or following the discussion lately, so if i missed your point or if my infos are outdated ignore this [/color]
  3. random rits putting a random amount of praypower into the rit is normal. also, it is a known bug that if the defense ritual that would be triggered is broken (below 301 Ve, but not destroyed) it defaults to random rits, even if you still have a couple of other, valid rits. i guess what happened is that you've set a non-regenerating creature twice, it got destroyed in one rit, and the next time it would have been used in another rit it triggered the 301 Ve rule. just make sure you use different creatures, all of them above 301 Ve (or one self sustainable creature) for your disposable defs and the problem should be solved
  4. what he means is that only the additional orbs are permanent, while the stat boost is temporary. the description explecitely said so (if i remember correctly it boosts the stats for 60 minutes, starting with the moment of purchase). misunderstanding aside, a small stat boost based on heat is an interesting idea
  5. Nex

    Memorials

    about alches article: as this article is as much about alche as it is about his quest for the book of priciples, i think you should at least 'mention' the great support group somewhere http://magicduel.invisionzone.com/topic/1794-support-group-for-alche/page__hl__support%20group%20alche__st__20 also, in light of how it 'ended' (the death of his phisical body and transformation to principles amalgam) the last part "Perhaps he fell into a hole or was slaughtered by a passing Land Guardian." seems a little strange (or at least bad pun-/ insider joke-esque). being a manifestation of basic principles, shouldn't we just say he diffused into the land? that aside, great work as always
  6. on the lower right side of the screen (in-game) are some tips (how to play, balancing fights, etc). if you haven't checked them when you became mp4 you should do so, the requirements for 'loss' and 'retreat' are listed there. well, since it's stating the obvious: to make sure you'll 'lose', don't inflict damage
  7. χρόνια πολλά Irene Happy b-day Kalten and Gustavolokko [spoiler][color="#FFFFFF"]Happy Birthday No one, have a nice one [/color][/spoiler]
  8. stats, at least the 5% for sword and shield, cannot be removed since they are instantly and permanent. if the former values of each time the 5% bonus was given haven't been saved somewhere there is no way to tell how much a specific person got. anyway, an interesting idea i'd have suggested a place at which tokens have no effect, but a realm-wide 'purism week' (well, except for extra creature slots, as apophys mentioned) also sounds pretty good
  9. @ marv: i have a similiar concept in my military papers, just that it actually can involve some keydata from a fight to form a frame for the rp. it could be played similiar to gaimans 'the oldest game' (in that case it could for example keep the form of ritual battle and narrate a fight between the participant's armies) or as a 'contest' of strategists and story-tellers, where one can lose the actual fight but win the rp battle by weaving the events into the own story in such a way that they favour your strategy/agenda. the concept isn't bound to one 'form', and can be as complex as the participants want it to be. needless to say, there haven't been too many challengers yet [img]http://magicduel.invisionzone.com/public/style_emoticons//blum.gif[/img]
  10. similiar ideas have been toyed around with by several people (me included) and the idea itself has definately potential. but with the only exception from normal battling being the bets on who'll win, this doesn't sound too innovative yet... as has been said, rpc/pwr/normal player seperation isn't necessary at all (neither is seperation by mp level). if you want to have several 'levels' and challenges, make it something like [former HC winners], [players with 1k+ attack], [3k+ attack], [no-token-challenge], etc... as for mp levels: i know a couple of mp3 who defeated some of the stronger mp4 and 5 why not giving the higher mp level (/the stronger char) a handycap, a certain number of heads which decrease their stats. or a certain restriction to their setup. there are so many possibilities to make a colloseum an interesting thing. once it's fleshed out, bets could have a place there too.
  11. that's what i initially thought too, but i figured it'd be relatively easy to fix this problem by either: 1. adding an option to the rpc item that is unlocked by chosing the wish which lets you enter loreroot via back entrance. since you'd first get the normal rpc-item menu you could still do quests involving this item. 2. use an alt that doesn't have this wish to do the part of the quest that involves this item.
  12. [b]if[/b] we want the dojo staff to have powers to ban someone [i]from the dojo[/i], it should be exactly that: a ban from using the dojo. like casting a semipermanent dojo-only attack-lock. while i would agree on temporal banishment into dreams if someone systematicly harasses mp3/4 dojo users, permanent prison is disproportional, especially for mp5.
  13. criticism: everyone who has ever seen a creature page automaticly does that, except that s/he omits those values that don't add to the idea itself, or about which they are not sure, which is good, for it can be worked out in discussion. the one thing that generally gets confused is when a creature needs a power- and attackvalue, etc, and listing all stats increases this confusion.... now, i'm not saying a template is a bad idea, to the contrary actually, but instead of just listing things (i.e. some values that are rather hard to asses for many newer players), it should also add some explanations, like when a creature needs certain stats and that not all stats are needed for each creature, etc
  14. i know that's splitting hairs, but... aramors are amongst the least common creatures [img]http://magicduel.invisionzone.com/public/style_emoticons//blum.gif[/img] commonly available, sure, but not common [img]http://magicduel.invisionzone.com/public/style_emoticons//blum.gif[/img] that aside he's right of course, such things need responsible regulation. i'd agree though that regulating the distribution can have different faces, such as limiting the number of drachorns per player, or the difficulty of quests to obtain it (in contrast to the frequency), etc.
  15. Nex

    Heat Bug

    ruled out the obvious already? i.e. ally memebers walking around in their homeland: VE up, heat down out of their homeland: VE down (modified/negated by EI), heat up
  16. the new system is definitively an improvement. it generally gives a lot more defense for mp4/5 (in fact i have higher defense than attack now), which should make fights a little longer and thus stronger influenced by setup strategies. one step towards balancing tokens too
  17. random thought: because it uses integers? would reslut in a minimum boost then.
  18. [quote]i get the Hot Dog, but Taco Cat?[/quote] taco cat is a palindrome. makes it only marginally funnier though [img]http://magicduel.invisionzone.com/public/style_emoticons//blum.gif[/img]
  19. shadowseeker has stated all important informations [i]at least[/i] once. if you still have questions, ask straight away. if i had to guess what your question could be: you see that he said that wps and silver have been distributed and wonder when the roll for the drachorn, which you posted you want (which was automaticly assumed anyway if you don't explicitely ask for wp/silver), will be. i guess he'll tell us the outcome as soon as he gets to it.
  20. Nex

    The Jester

    the social pressure of constantly having to be witty, funny and imaginative is too much for most it seems while with new players you always run the risk of them quitting soon after, ([i]especially[/i] if they are clubbed to death if they neglect their jesterly duties ) i nonetheless agree that it might be a good idea to post about the contest in places like paper cabin, winds sanct and dojo.
  21. massive spell-slinging? did you test if it would actually decreases the VE of creatures if s/he fights a battle with 100% influence? killed by own influence would be funny, but i guess if it works at all it would decrease the creature Ve to 1.
  22. regarding quests: there is a forum thread for quests. please use it. or make a seperate one for 'normal' player quests. it doesn't always have to be a spell doc or wp reward, sometimes you just want a quest for the challenge and the fun of it, or to get a PL entry that you solved the quest, as a visible mark of achievement i can see how environment-integrated quests can be very motivating, i was thrilled to bits when i first unlocked marind bell underground back then (... i suddenly feel old) while player created quests are the true joy and come in enormous diversity, integrated quests can definately help getting deeper into MD. as for the elitism: there is the livehelp button, there are LHO members at nearly all new-player-places, there are always lots of friendly and helpful people around. just because you have to think a bit to get into it and solve the initial challenges doesn't make it elitist. just because most people playing MD are pretty smart doesn't mean there's a 'better than thou' attitude (elitism sounds like it's implying that). finally, it's a lot more satifying to solve a comparably tough challenge
  23. Nex

    The Jester

    there is no jester but Jester and he is the jester there is no jestification but jesteriffic jestification and it is jesteriffic hail [s]Eris[/s] Jester [quote]-every joke against Loreroot alliances or members is strictly forbiden!!![/quote] ahhhmmm.... yeah. the jester, generally the only figure in state who is free to speak the unveiled truth, is not supposed to make fun of his court? seems to me you are looking for a jokester rather than a jester. there are certain standarts you know -------------- seriously, i think the idea itself is a nice one.
  24. good points. it [b]is[/b] comparably easy to copy many creatures, but while i initially wanted to limit the number of mirrors to a single, i'm now leaning towards a higher limit, or even no limit at all. like burns said, just like there are ways to counter nearly any ritual, there are ways to counter any number of mirrors, especially since you are the one providing the creatures and stats if you know somebody generally uses 3 or 4 mirrors, just set a single creature and you will have a huge advantage of VE. if the opponent has way higher VE, add a life stealer or two, since you will benefit more from them than an enemy who copies one of them would. i hope the added strategical possibilities and synergies are enough for people to play around with them rather than relying on them. since i imagine limiting the number of mirrors as comparably easy to establish, as long as the concept and values of the creature itself are fine, i'm not too concerned yet, but will keep the problematic in mind should any more additions or alterations be considered thanks again for all the feedback. impressions and suggestions are always welcome
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