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Laphers

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Everything posted by Laphers

  1. [quote name='Tal' timestamp='1350914703' post='124449'] if you want the hc to proceed more quickly prevent people from logging of with head balls. as it is now, there is no fun at all to even try to collect them. when someones alts just comes on to take the heads and log of with them. while there are only a few heads in play for most of the times to collect. [/quote] So if the problem is people logging off with the head ball, what's the solution? Preventing people from logging off when they want sounds wrong in some way. Perhaps the number of heads in the land shouldn't be allowed to change significantly. ie. When a person logs out and the # of heads that they have is equal to or greater than the number of active (or active +idle) people in the realm, the system automatically redistributes the heads held by the person logging out to those people. Logging out with heads could still be a strategy to slowing HC but I think it wouldn't be as effective a tactic as it is now.
  2. What would happen if you had Head Hill move randomly on each update? This would force players to search for Head Hill and viscosity could become a real issue for the contest. (I'm envisioning an HC that was limited to the maze and everyone would have to really search to find the Hill within the maze.)
  3. [quote name='Chewett' timestamp='1349029009' post='122637'] Have you tried turning it on and off again? [/quote] Are you saying that "off" is it's normal state and "on" is when things aren't working?
  4. I'm not in favour of having stat damage for depletion. I do think that there should be a cost for it but not a "permanent" damage to stats. What if instead there was a change in tool cooldown based on recent depletions? Perhaps a multiplier based on the level that the resources are at before the tool use. And if the multipliers stacked then it would soon become difficult to continuously deplete. The length of time that the new cooldown time is in effect could also stack (but doesn't have to). It may be useful to have the cooldown multiplier and length of effect carry across all tools so that if someone depletes with a saw it would also affect their basket or pail. [img]http://seto.machthreeproductions.com/laph-md/resources.jpg[/img] I just realized that this idea may need a timestamp column added to the database to compare the current length of effect to a new one so that the length of effect can only increase in time. This is just an idea but (to me at least) may be preferable to implementing stat damage. Let me know what you think
  5. I like the idea of kill items having a chance of failing but then again I also supported the idea of spellstones being able to fail, especially if the user doesn't have the spell to charge them in the first place. Perhaps we need to have the discussion about creating stats that affect magic use. Or perhaps finding a balance type of stat (Mechanical - Magical) so that higher mechanical stats (physical combat/movement stats) you will naturally have weaker magical stats.
  6. I agree with Z. As a member of a resource guild I would rather see the resource guilds base leadership on their gathering stat (or alternatively, based on the change in stat since joining the guild) than on loyalty itself. There are a number of things that already exist in game that could be used for various alliances, like research points for research guilds, # of visits to select locations might be appropriate for some and of course some are probably appropriate to continue using loyalty as it is.
  7. I wouldn't mind seeing water able to be used to replenish depleted growing resources like lumber, branches and herbs faster. Like if a depleted area receives water it will replenish to .5; if it's at .25 it will replenish to .75 and if it's at .5 it replenishes to 1. After .75 it would have no effect.
  8. Thanks Rendril. I guess this can be moved to resolved.
  9. If it is intended then it may be a spoiler for others. (though if it is a spoiler it's a pretty small one)
  10. I transfered sawdust away today and gathered lumber. After gathering lumber the first time and seeing the "gathered lumber and sawdust as byproduct" message I noticed that I had received 2 sawdust as the byproduct. I think I know why I received 2 sawdust but am wanting to know if that is intended or if it is a bug. The tool id is 9377
  11. Just a quick thought. What if the people outside of the whispers were able to notice that there were whispers happening? So everyone else would see "*Laphers whispers to Guillak*" but they wouldn't see the message. Then people can see interactions taking place but not the content (unless the logs are pulled)
  12. Perhaps it could be location based. So when you enter the location where the illusion was cast the identity is erased and the illusion is created. If you log out while in the illusion location it restores the account as if you left the location, when you log in and you were in a location that now/still has an illusion it treats it as if you entered the scene and applies the illusion. (I can foresee people logging out and logging back in to change their illusion names) As for the names perhaps a dictionary file of names can be created for general use. (There could still be 2 or 3 digits to to allow small lists to work with large groups) Spell holders could create their own list of names to use so that you can "theme" their illusions. If the spell holder has significant control over the illusion, perhaps they could control which creatures each account has and it could be used for "equal" fight competitions or something like that. (or random creatures, etc)
  13. I don't know about all tools but I can use saws, axes and herb baskets with no issues (and I am an LR citizen)
  14. In light of some of the topics that have been created about Christmas this year I thought it would be appropriate to have a topic where people who have something positive to share about Christmas can do so. Please feel free to thank Mur, quest creators, people who did something during the Christmas season (or the past year) that made it special for you. If your Christmas in MD wasn't great, I'm sorry that you didn't have a great Christmas but please keep your comments to the positive in this thread. I'll go first: I would like to start off by saying thank you to Mur for putting up the tree and gifts again this year. Next I would like to thank Mur and/or Rendril for fixing the extra heat slot gift. It worked great this year. To whoever played Confused Santa this year, thank you for giving of your time to play that role. (I missed it personally but it sounds like it was a lot of fun for those who were present) There was an announcement recently stating that there has been a council rotation so I would like to say thank you to those who serve(d) on council and try to make MD run a bit smoother for us all.
  15. This was fixed about three days after I posted this. Sorry, I should have let people know.
  16. [url="http://contest.bbgsite.com/gameprize/2011/index.php?controller=game&action=index&id=28"]samon's link [/url]goes to a page that shows our 4 categories and how we're doing.
  17. creature: Remains consumes: lumber produces: Oak Plank production: 0.01 creature: Remains consumes: lumber produces: Pine Plank production: 0.1 Various planks can be created this way. I felt that the hardwoods should use more lumber than softwoods creature: Unholy Priest consumes: Sawdust (I guess this isn't a primary resource but I thought I'd add it) produces: Paper (plain) production: 0.25 creature: Scout consumes: branches produces: stick production: 0.5 **** No way to harvest the following primary resources yet **** creature: Heretic Archer consumes: treebark produces: twine production: 0.1 creature: Elemental consumes: resin produces: amber production: 0.1
  18. I could be wrong but I've always felt that one of MD's strengths is how it encourages (sometimes with a stick) creativity. While Mur has posted one way, I doubt that he thinks that this is the only thing that could have been done with that spell stone. There are probably several things that a King could have done with that particular spell... or done about Eon. I don't mean this as a slight against any King because personally I don't remember that announcement at all so even as a citizen I couldn't have told my King any ideas I may have had in regards to it.
  19. For the past two days resources have not regenerated. This may not be a bug if the Powers That Be are working on changes to resources but just in case they don't know I thought I'd mention it. I have seen this in Herbs, Branches, Lumber and Wiiya. The same may hold true for other resources but I haven' t checked them.
  20. [quote name='awiiya' timestamp='1321239753' post='95765'] Why not have this work the opposite way? A spell that allows someone to attack in Sanctuaries? [/quote] I fear that, with the recent spate of stones that have gone up for sale, a spell that allows attacking in a sanctuary would be easily available to those who are willing to pay for it. I have been wondering if the setting locations to sanctuaries is more of something that is being overlooked. Mur can be very busy at times and he may have just overlooked returning them to non-sanctuaries but that just shows that maybe a spell should be made. Mur could hold a 12 hour or 24 hour spell. He could also allow a 2 hour spell that could be available to players (as a reward or maybe in the Wish shop).
  21. Laphers

    New ideas

    [url="http://magicduel.invisionzone.com/topic/10917-harvesting-resources-ideas/"]Resource havesting ideas[/url]
  22. I think that using a harvesting tool should utilize AP. This adds a cost to those who are collecting resources (chopping wood can take energy). If it takes AP then maybe it should generate heat as well. Possible differences can have different amounts of AP for apprentice tools, journeyman tools and independent tools. Perhaps lower amounts for apprentice tools, higher for journeyman and highest for the independent tools Maybe viscosity should also influence the tool use as well (though I don't believe that tool use should influence a location's viscosity amount). Also should a person's resource skill influence the number of action points needed? Maybe the skill amount can only influence the amount added by viscosity. Comments please.
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