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Nex

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Everything posted by Nex

  1. just remembered that i promissed to post my final stats for mp3, so here they are: [attachment=856:MRV___maxed_mp3.bmp] (before winning HC) while with dedication and persistence everyone can get such stats, few have done it at mp3 ;P
  2. Nex

    MP4 Story Mode

    there are more options than 5 minutes and 24 hours. for mp4, waiting 24 hours can be nice, but its nearly as good to do story before you are going to sleep, meditate for 12 hours (80% bonus) and continue next day. check in in the morning, choose 8 hours meditation and check back after work, etc. if you are an active player, at mp5 stats are no reason to go 24h all the time, since you can get them faster by fighting. but if you are more the occasional player, going for 24h wont hurt.
  3. in my experience, the training ground is a good place for both veterans and completely new players. new players get a good start and can train for wins, while at the marble dale dojo they can spar for exp and test their newly upgraded creatures. it also helps perfectionists trying to design their favorite, optimized rit at mp3 without wasting exp. all in all, a very nice place for every kind of player. it's running pretty good already and as mrd said, the more players come and enjoy it, the better it will work.
  4. thongs? pirate treasures? things like that start innocently, but inevitably lead to bad puns like: [spoiler]i'm gonna loot your booty, babe![/spoiler] (wrapped in black for so many reasons) i feel like i should ask children, the easily offended or easily offended children to leave now
  5. actually "more losses = higher stats" is not entirely true. its certainly easier to farm stats with many losses, [spoiler]since you can fight low casualty battles and still increase many stats in one battle[/spoiler]. but it can be more efficient if you fight battles involving high ve when balanced, [spoiler]since you increase the stats by a higher (up to double) amount[/spoiler]. it all boils down to: balanced + high damage > high losses balanced + low damage < high losses i agree that having absurdly many losses is too appealing, but simply cancelling out stat gain (= the chance to get stronger) for those players with high losses is fighting one extreme with its opposite. i think higher benefits for being balanced and less bonus exp for high honor (= many losses) [b]and definately a cap for bonus exp[/b] (if there is one i havent hit it yet) would be a better way to achieve an overall balance.
  6. Nex

    New HC

    @ raven: to answer your question: the "cheating" was just use of well known mechanics (jumping in and out of ally on my part), was not forbidden by any rules and wouldn't have changed the outcome in any way, at least not for mp3. why? well, i'll post my final stats in the extreme md thread, also mp3 ranks 1-4 were a team and we agreed that i go first @ idea: i like it. simply clearing what is and what is not allowed will help the contest run a lot more smoothly. also, disabling the alliance boni and therefor option to bring heads to other mp levels will take away a strategic element, but apparently one that is considered "TOO unfair" for this unfair contest. it would make sure things will go a lot less depending on inter mp level teams. if thats what people want, this suggestions are a way to achieve it.
  7. to rj's idea: i guess one reasons why you want this is your role during hc to take care of godding mp3 and 4. while i myself have benefitted from the fact that you couldnt take my heads out of game, since i had a tree III which couldnt be completey killed, i do think that such a power would fit your role. either making it an ability for you to take heads from everyone at their mp level's rules, or to grant you a skill during head contests that will make sure that what you kill stays dead. as for a general creature/ability, i dont think it would do much good. what would one use it for, if not for screwing dojo/training up by killing the idle players creature s/he set for someone else? wouldnt crippling players with it actually reduce the willingness to set a real combat def. having some disposable single creatures dead is nothing compared to completely losing your combat rit by disabled regen. an injured combat rit can still pose some interesting fights, a dead rit does nothing. as for the other, really interesting suggestion: like dst said, it would take away a strategic element if you could be sure to have all auras disabled. having considerable mali for using the creature would prevent it from becoming a no-brainer. i'd rather see it to work like freeze and anti-freeze, targetting a slot and disabling the auras of the creature in this slot. maybe even give the creature more such targets as it levels up, like: level 1 - no disabling ability, mali for using the creature level 2 - targetting one slot, disabling the auras of the targetted creature, greater mali for using it. level 3 - targetting up to 2 slots, "", increasing the mali for using it level 4 - "" up to 3 slots, "", even greater mali for using the creature the targetting could work like the aforementioned auras, the basic idea would be to have one creature having the ablitity to disable multiple auras, but without certanty. and with considerable, increasing mali for using the creature. that way, it would actually becoming a strategic decision if you want to upgrade the creature to have more potential of disabling auras or if you rather keep it at the current level, to not cripple yourself too much by its nasty side-effects. my 2 cents [edit: typos]
  8. MRV a new chance to test your strenght and wit, to overcome your bounds. i am with you on this journey.
  9. what marvolo said happened to me too earlier today. and is happening again right now.... me: tried to log in page: 404 error, this page deos not exist me: "sure it does!" cleared cache, tried to log in again page: login delay, 8 minutes me: tried to log in after 10 minutes page: log in delay, 15 minutes me: closed page, tried again after 30 minutes page: log in delay, 15 minutes me: waiting an hour, trying again -> worked ;P went idle, came back after ~3 hours. tried to log in. delay 8 minutes tried again after 10 minutes delay 18 minutes ....and pending..... to answer akashas question: log in delay occured everytime i tried to log in after being idle, independent from how much time passed. it seems to reset to 20 miuntes [b]everytime you try to log in[/b] (and by that i mean [i]at least 20 minutes[/i], no matter what what time delay is stated at the page)
  10. Nex

    SyntaxError

    i got the following error 8 or 9 times today (feb 01, 18:00 - 18:17), the only thing i did was upgrading an elemental II to ele III a few minutes before getting the first error. they reoccurred while doing nothing: Error: SyntaxError Err description: undefined Err number: undefined Err message: invalid flag after regular expression Ajax response: erolin.SetVariable("heat","65");<br /> <b>Warning</b>: Invalid argument supplied for foreach() in <b>/home/magicdue/public_html/ctrl.keepnotify.php</b> on line <b>156</b><br /> //debug sound //var sounds = document.getElementById('sounds'); //sounds.TGotoLabel('_level0','chatmsg'); try{ parent.textArray = new Array; //alert('test'); }catch(err){ var errtxt = "Error: "+err.name + "\nErr description: " + err.description+ "\nErr number: " + err.number+ "\nErr message: " + err.message; alert(errtxt); } i also got another error message, then deceided to log out: Error: SyntaxError Err description: undefined Err number: undefined Err message: missing ; before statement Ajax response: <br /> <b>Parse error</b>: syntax error, unexpected '{' in <b>/home/magicdue/public_html/ctrl.keepnotify.php</b> on line <b>169</b><br />
  11. well, it certainly would help you to achieve your exp regualtion more efficiently (as long as you have someone helping you with it), which is intendet. right now you can do 2-3 battles with your training partner to get the same result as one with "optimized duration". as for the annoyance of an offensively used regen rit set to "till destruction", as long as you chose a short duration, you have a chance to get favoured and decrease the damage done to your exp and vp, compared to a standart fight. what interests me most, is if you think of it as a useful/do-able suggestion or primarily a source of new trouble suggestions for improvement of the idea are most welcome
  12. influencing battle duration adding a new strategic dimension to battles by selecting to extend or shorten its duration, giving the setup/duration more weight in comparison to raw stats.
  13. after joining an alliance i noticed that the number of rounds of a battle can mainly influence its outcome. sometimes a single round longer or shorter deceides about complete annihilation or strategic victory. so i wonder that you dont have any means to influence the lenght (aside from being in an ally, which reduces most combats to 2 to 4 rounds, no matter if this is in your favour or not). while one could say that being in an ally simply changes the way you have to design your rits, i think this is wasted potential. the strategic advantages should be obvious, since you would be able to design setups to be very strong at a certain battle duration, but cant be sure how the other has set his preferrances. my idea is to be able to influence how long your fights should last. lets say a normal battle lasts 7-8 rounds. attacker (when attacking) and defender (when setting a def rit) have the option to state if their rits should try to shorten or lenghten a battle. lets say there are 4 choices: skirmish, shorter, longer, until destruction a longer battle would increase the duration to 10 rounds, a shorter decrease it to 5 rounds. (each choice randomly plus/minus one?) skirmish would be 2 (+/-1) rounds and a till-the-bitter-end match is fought until one rit is completely destroyed. while the extremes of 2 rounds/destruction only occour if both sides choose them, other options would increase or decrease the duration. if they chose different durations it will be increased/decreased by less, randomly favouring one side but leaving the other side the chance to tone the enemies decision down. example: attacker wants to fight till destruction and gets favoured, defender wants a shorter battle. this would end up by increasing the rounds by 1-3. ----------------- an additional option could be that some choices bring advantages and disadvantages, depending on what the enemy chooses. so could a rit designed to strike and retreat gain a bonus to initiative compared to a rit designed to whittle its enemy down, but the longer the fight lasts, the greater the advantages (def/attack?) of the persistant rit could become. ----------------- an advantage of this idea would be that setup and duration could weight heavier than raw stats, giving a carefully designed rit of a stat-wise weaker player better chances to defeat a stronger player, which harmonizes with the general idea of the md battle system. thats the idea so far it wouldnt change the battle system itself, but means to add a new strategic dimension. (numbers in my example are just to give an impression of the concept. also, i have no idea how much work it would be to implement this, but since ally/non-ally influences the duration, there already has to be a mechanic of some sort) your thoughts?
  14. Nex

    md shop bug

    [2008-12-20 07:11:51 - Alpha 8] A bug in the MD shop that prevented the display of items that changed stoc was fixed. Some of you might see additional items visible now. Also, Vitality Elixir I and Valuable Metal Orb increased stoc by one. it seems that for me it actually caused the said problem instead of fixing it. the extra-features section is the only one afflicted (most things i bought are from this section). i already tried the obvious like clearing cache and refreshing, to no avail. right now i dont have credits, so i cant check if it prevents me from buying the missing items. anyone experiencing similiar problems who could check it?
  15. this might be theory-crafting, but if it is for us to know yet: what's the difference between mp2 and mp7? i am mp4 and have hit the exp cap, so i would become mp2. [spoiler]since i guess one of the differences will be that mp2 can't reduce their player exp[/spoiler], i might want to ascend during the test, depending on its lenght. this might or might not cause complications... so any idea what would happen? possible outcomes i tought of: mp2 -> mp5, disjoined from illu test? mp2 -> mp3, disjoined from illu test? mp2 -> mp7, test running normaly? impossible to ascend
  16. very nice! since there is a special motivation for being fast: where can we find you when the quest starts? (i'm not good at riddles anyway, but just in case^^)
  17. as we are talking about tactics and warfare here i assume you know some of the classics so, i'll do some name-dropping to jazz-up my statement machiavelli has made a good point about mercenaries as part of your forces. considering them as short-time ressources or spies, they'll be of sun tzus forth category. so... payment really isn't that much of a question, is it?
  18. as we are at it: has anyone seen .morpheus. in person? i roamed every realm of mb, asked some of the most ancient beings, but never did i find anyone who actually met the dreamshaper, nor did they know of his whereabouts. just a dying a legend? his...fabled... existance plays a major role for my char...
  19. you talk like chaos and peace would contradict each other... my friend, you yielded to an aneristic illusion... studying the scriptures of the sacred chao can resolve it. i agree with tarquinus: why should we fear change? yet your words, "messanger", sound like we should fear what there is to come.... penelope is right to remind unsteady souls of the litany against fear (which is, in this form, only in the book), and to finish the cycle i'll add some words of sting (who played feyd-rautha in the movie, assuming you cited at least david lynchs original) Those who speak know nothing And find out to their cost That those who curse their luck in too many places [b]And those who fear are lost[/b] i say dont let this prophecy poison you with fear. you may find calm strenght in wu wei, or grim joy in anticipation. if you fear an uncrertain outcome - be prepared to shape it.
  20. [quote name='Tarquinus' post='17133' date='Sep 23 2008, 01:18 AM']Good for them; it is better to be awake than somnolent.[/quote] i wonder what .morpheus. would say... but then, words telling of this fading tale... a fading tale's words.... have no weight anyway.
  21. Nex

    Again PWR

    Nex TAG: The Insomnious DESCRIPTION: unlike other "immortals", his curse is not that he cannot die, but that he doesn't stay dead. bound to eternaly travel between the realms of life and death...the realms of sleep and wake. he wants to find .Morpheus. to learn more about his curse, to learn to finally break it. or to extinguish it by fulfilling his names meaning - Nex.
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