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Sasha Lilias

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Everything posted by Sasha Lilias

  1. I made them less realistic just to try and emphasise the fact it could be used for a defensive strategy. Plus at the max level, it would only have 400 defence once in a 6 creat ritual. But also, it would make things slightly harder for those that now one hit kill everything. I'd hope people would say that the fighting system has become a bit boring and "same old". A creature like this would, I feel, make people think a bit more. A ritual with 2 of these in would provide a huge bonus for those that aren't at 60000000000000000 stats. :P
  2. Item ideas Affect AP: Item function: Trip (increasesceneap) Item function description: Increases scene's exit AP cost by x*y (x being AP amount, y being amount of rocks owned.) Item triggered description: Your rock(s) trip up players around you! X AP added to leave scene. Item cool down time: 10,800 seconds Effect duration: 3,600 seconds Item function: Heavy weight (increaseplayerap) Item function description: Increases scene's exit AP cost by x*y (x being AP amount, y being amount of rocks owned.) Item triggered description: Your rock(s) hide in a players pocket and weighs them down! X AP increase requirement in movement. Item cool down time: 172,800 seconds Effect duration: 1,800 seconds Block; Item function: Block attack (shieldcreatures) Item function description: Blocks enemy attacks for a short time. Item triggered description: Your rock(s) defend your creatures for a short time. Item cool down time: 345, 600 seconds Effect duration: 7,200 seconds Item function: Block movement (movelock) Item function description: Blocks enemy movement for a short time. Item triggered description: Your rock(s) stop the target from moving for a short time. Item cool down time: 24,000 seconds Effect duration: 1,200 seconds Gathering; Item function: Gather stones (harvestmemorystone) Item function description: Harvests memory stone from loaction. Item triggered description: Your rock(s) work hard (depending on outcome) and manage to dig up a memory stone!/ but didn't find anything.* Success rate: 1 stone = x% chance. Each extra stone increases gathering success probability by x% Item cool down time: 3,600 seconds Item function: Transmute (refillmemorystone) Item function description: By consuming one pet rock and 2 fenths, refill location's memory stone count by 1. Item triggered description: "Oh no! Your rock ate some of your fenths and mutated into something else!" Item cool down time: 3,600 seconds Creature Level 1- Pet Rock Stats: Vital energy: 10/10 Attack: 0 Defence: 10 Initiatives: 1 Description: A small little rock that isn't all that it seems. Moves occasionally. Requirements to level up: Stored Heat: 0 Won battles: 0 Age: 10 Level 2 - Little Rock Stats: Vital energy: 200/200 Attack: 0 Defence: 20 Initiatives: 2 Power: 2 Ability: Defend Target: Random Description: A shy little creature that disguise's itself as a rock. Requirements to level up: Stored Heat: 10000 Won battles: 100 Age: 20 Level 3 - Rock Stats: Vital energy: 2000/2000 Attack: 0 Defence: 200 Initiatives: 3 Power: 10 Ability: Defend Target: Multiple Description: A rock like creature whose skin is almost impenetrable to all forms of attacks. Requirements to level up: Stored Heat: 150000 Won battles: 300 Age: 365 Level 4 - Rock Lord Stats: Vital energy: 4000/4000 Attack: 0 Defence: 1800 Initiatives: 4 Power: 80 Ability: Defend Target: All Special influence: "Defender" Cuts own defence by amount of creatures bound to the ritual and then shares the difference out. Description: Once a simple and shy being now a hardened team defender, willing to put it's life on the line for those it fights beside. Unmatchable when faced in herds. Requirements to level up: Stored Heat: 2000000 Won battles: 600 Age: 730 Level 4 - Rock King Stats: Vital energy: 8000/8000 Attack: 300 Defence: 2400 Initiatives: 4 Power: 100 Ability: Defend, Haotic Strike Target: All Special influence: "Defender" Cuts own defence by amount of creatures bound to the ritual and then shares the difference out. "Kingship" Increases defence of a certain type of creature in the ritual by 50%. (All "rock" creatures) Description: From humble beginnings this creature grew. Now, standing tall and mighty, this creature can defend it's kind or crush it's foes under it's immense weight. Well that took some time and thinking! :))
  3. You realise that you've memorised the times that players get online... You compare you friends to creatures depending on their looks and personalities...though mainly looks. You wish that you could cast the spells you have in game in real life.
  4. Any gnomes will do :) Waiting on payment from: Fire starter - 9sc Tal - 6sc Max Mortlock - 3sc Zleiphneir - 6sc
  5. But that is surely the point of totemizing a creature? It is an extremely experimental procedure using two very unstable elements. To be able to have 100% success rate and to be able to force a creature to mutate, how you want it to, you would need to know what you were doing to make both heat and dust stable...which isn't possible. Perhaps the stats "Experimentalism" could somehow cover this area and increase chances of not breaking or damaging a totem. However, I feel strongly that people should not be able to control the outcome of such an unstable procedure.
  6. As much as I think this is a brilliant idea, I can't see this being true. In a recent conversation with Mur he told me "md is a single organism and players in it are its cells" which, if true, would make us as much a part of a creature as they are us. We would have as much a personal bond with the creature as we do heat, and there is no bond between one person an heat! I believe anything shared in the realm is stripped of any kind of personal fingerprint. For example, a knator I bind to myself is not truly mine, for I can then pass it to someone else just as easily. Whereas if it were a single, personal, thought or way of "acting"...how could we pass it on to others so easily? Or even just "remove" that train of thinking from our mind? What if we don't use the creatures, they use us? Perhaps we don't use the creatures...perhaps they use us for their own needs. To help them become stronger and have rule over others of their kind? What we get from this is just the byproduct or the "stuff they don't need". Why not using totems, creatures ash, or creature shards to create hybrid creatures? Like, half winderwild - half knator? Mhm, that's what I mean when I say "fusion". I do agree that a person should perhaps be able to work towards a mutation but I feel that there still needs to be a risk when returning the creature to reality. Like I said, it's not a light process and it's bound to have an effect on most creatures afterwards! Perhaps by performing certain tasks, or fulfilling certain criteria, you could increase the chances of a certain mutation. For example, the longer you leave a totem untouched, the more likely it will shatter due to ageing and weathering?
  7. I'm afraid the cards and a large amount of items have been taken off. This is due to an exchange for a GG, which I don't think would have been beaten (as a whole). Apologies.
  8. Being compressed under intense heat and then trapped in a timeless condition with no food, water or stimulus is never a good thing. And then to be yanked back out into reality again, without warning, at any time?! It's bound to leave anything with a brain in a rather rattled state! (If you disagree then I'm quite happy to help you test it on yourself!) Here you can post any "mutation" ideas you may have for totems and also discuss, debate and think about how totemizing may affect a creature in the long terms or what could be done with them, if anything at all. These are purely theoretical mutations to help provide ideas for the real thing. This is not to say that any of the provided ideas will be used. Please only post constructive criticism and real ideas, no "jokes". Anything off topic will be deleted. My ideas Chance of creature mutation - Creatures would have x/y chance of being mutated into another form. For example: 1/2000 chance that a GG mutates into a windy or 1/100 chances that an aramor mutates into a dream joker. Note: I personally like the idea of an aramor mutating this way rather than via a WP, as they're considered rather worthless now and aren't worth the use of one wish. Chance for original stat mutation - Creatures would have a small chance of gaining or losing a % of their original stats. Note: This would only apply once for each creature. Chance for gained stat mutation - Creatures would have a small chance of gaining or losing a % of their gained stats; heat, age or won battles. Note: This could apply more than once for each creature. Chance for new resource 1 - Creatures failed to be brought back into reality and the totem burns up, forming "Creature Ash" Chance for new resource 2 - The ritual to bring the creature back to reality fails and the totem shatters, creating "Creature shards". Creature Ageing - Creature has a slight chance to either be reset to first stage or (if possible for creature) raised one stage. Creature unaffected - Creature returns to reality as it was before placed into the totem Creature totems that are turned into ash or shards could be used in the process to "fusion" one or more creatures together, to create something completely new. Or even items such as "Sticky goop" could be used to stick creature totems back together, giving them one last attempt at restoring the creature but with higher chances of mutation! Remember that this is something completely new! Ideas don't necessarily have to be ones that are already implemented elsewhere in the game!
  9. Items not paid for within 24 hours will be put back up for sale. Currently waiting on payment from: Rophs - 3sc Fire starter - 9sc Tal - 6sc Max Mortlock - 3sc
  10. Currently waiting on payment from: Rophs - 3sc Fire starter - 9sc Tal - 6sc
  11. Fake White Beard Feather boa First Rosette Glass of Spoiled Milk Grain grinder Grease ball Haletosis rag Iron chain link Knitted tree jacket Lime scaled piping One Sock Piece of frosted glass Pinkish muffler Plant fibers Quarter Staff Right sign Rug tassel Spoonless Sticky Rubber Roach Tassels And 30sc for the GG
  12. Ah, this is true. Didn't see that. Angien card is so far yours then. Sorry Nim, my mistake. :))
  13. Updated list. Please check to see what items you have won bids for. Some items were already bid on. Those that wish to buy, please find me in game Thank you ~Sasha
  14. Selling is now over
  15. Name: *Sasha Lilias* ID: 148016 AD: 803 Times: Not too bothered.
  16. Or you could think tactically here and given them just below enough to get a rusty, rein and joker. That way they get a taste of the little stuff before getting the really good things, making them either a) use free credits or b) buy a small pack of credits so they can get them. I would say $60 max. $20 and then $40.
  17. Yes, as Syrian pointed out above. I've tested 36 (I think) creatures altogether.They don't all come out as you'd think... http://magicduel.wikia.com/wiki/Creature_Totems
  18. As I stated in the last one; I believe that the totem system should be worked on until it's at a point where it is fully operational with interesting outcomes. One of the reasons I have gotten so deeply involved in creature totems is because of it's potential and the fact that encompasses so much of MD. This a step towards a completely different side of MD, a place between role play and combat. Here's a quick list of everything I feel creature totems encompass: Heat - Heat is required to make the totems, which then forces us to think of how we can gather enough? Through stones? Briskness? Fighting? Which way is most efficient? Items - Totems require items to create them, thus making us think about what we need, where we can get them from and how we're going to get the item(s). Resources - This has been the biggest challenge for me, trying to get enough timeless dust. Now that it has a value people are expecting large sums of silver or aren't selling at all. Those that are selling, only sell the smallest amounts. I've finally found a way that suits me and I see efficient...but it still causes you to think. Creatures - The core of a totem. Yet no one, probably not even Mur, know's what will happen to them when totemized and then brought back into reality. For me this raises many questions and has caused me to search for creatures to "test" on when it is ready. But for good tests you need varying creatures, levels, stats...everything. Community - For me, this is the best part. You can work by yourself to achieve goals or you can talk to others for help, make friends and work together. I've found that making totems has caused me to talk to lots of people; some I perhaps wouldn't have spoken to before or haven't spoken to in a long time...you chat, get to know them or reminisce with them and then help one another... Like true friends. In my experience totems have brought together nearly every huge aspect of MD, with one simple item. But that one item could have so much potential...if only it were finished. So (to Mur) should you read this, I'd like you to think about setting totems as a priority for one of the bigger features. I feel it could interest a lot...the possibilities are endless. So yes...totems please.
  19. I have currently confirmed 17 types of creature totems. Please feel free to add any other types of creature totems but they must have been created to count as "confirmed". Angien Aramor Archer Barren Soul Bird Creature Drachorn Elemental Grasan Joker Knator Mechanical Plant Shade Snowman Tormented Soul Water Being
  20. They're just a number that goes up after a couple hundred announcements. Saying "the next stage" would insinuate that an objective or criteria, that had been set, has been met. I don't see any of the major changes to the game fully completed or functioning from the stage before. In fact, if you look back at all the stages in the past, there's always been some outstanding work needed to finish something off in the previous Stage. So no... I don't think "Stages" (in the way it's being used now) is appropriate or meaningful as there is still outstanding work. Though that's my opinion. I think Mur sees stages as a mark of when he feels the game as progressed to a new level i.e new ways of role playing and item creation.
  21. Will only be adding to this http://magicduel.wikia.com/wiki/Category:Creature :)
  22. I will be making a wiki shortly, once I have a little more info.
  23. The totems are based on the ID of a specific creature. As a creature ID is unique one would highly doubt it would change the creature drastically. (That ID would most likely be set to and "Imperial aramor coding ", though I don't know enough about coding to say this is accurate.) I will state that they have gone in as Imps, Pimps and hoes jokers. They could come out the same, worse or better. Therefore the prices shall be kept to the lowest value. (A possible sharptear for 2sc? Can't complain at that...) But this is what tests are for. As stated in the announcement, who knows how they'll come out? All we can do is test and record, test and record. Edit: Also, might I point out (for those that have not noticed) when setting a ritual every creature has a specific type group. As far as I have gathered these types are the same classing for totems. Should you wish for a list I currently have 16 totem types compiled with a list of the creatures I've currently tested to make them. Please feel free to ask for it to be shared.
  24. It's ok I'll just teleport everyone around the place. ;)
  25. I personally think that having "bundles" of 10-20 RP items available for a WP is the way to go. Wish points and credits are two entirely different things, gained in different ways by supporting the game in different ways. They should stay separate. It has always been said that WP's can't be bought...so why should they be allowed to be sold? It's just makes me sigh...
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