On a side note, why do we need a publically accessible trigger box at all? It has it's uses, but it's always striked me as odd that we are able to see all special effects going on in MD. If anything it feels more like an administrative feature than something ment for the common player.
To get all triggers you can select some of them then press CTRL+A to select all of them and CTRL+C to copy them, then you can paste them anywhere and read them. It's a bit of an annoying workaround, but it works.
For those afraid their keyboard will go weary from the extra keystrokes 1g6 is equally long as 1|6, but a lot clearer. If you're not afraid of using up a few etra strokes anything from 1g 6s to 1 gc 6 sc or even 1 Gold Coin, 6 Silver Coins should work just fine.
I suggest limiting the people you can follow to become alliance leader to those thst are already members.
Another issue would be cyclical following, in which cade I would suggest promoting the one with the highest loyalty.
What I believe should be worked on, in order of importance:
In the first place the tutorial rework. The tutorial really needs to be updated some time soon.
Second, anything else that makes life of a new mp3 a little more pleasant. (For example this.)
Third finishing up unfinished parts (For example adding the option to heal individual creatures to the HTML 5 creature page so the flash one can be removed.)
Fourth, expanding already existing parts that (For example increasing the amount of cauldron recipes, functionality for creature totems.)
I log in daily, and try to be active one way or another at least a few days a week. Sadly due to other obligations I have failed this several times the past few months, but even if far away, I'm always here.
As for my role I'm a Caretaker and do some miscellaneous stuff (working on a quest, among other things.)
The idea is indeed that (viscosity wise) moving into viscous territory is equally hard as moving out of it, making passing gates harder, but preventing people to get surprised by a sudden gulf of viscosity and allowing one to leave any viscous area with more ease.
Having viscosity flow along the heat veins was actually one of the things I was going to suggest, but I wanted to look into it some more before actually writing out a full suggestion for it. (I assume this->connection[x]->other->viscosity wouldn't do the trick, would it?)
I think that is similar to the understanding most of us had when we first heard of viscosity and I agree that would already feel a lot more natural/intuitive than the way it works right now. Problem is that as DD mentioned averaging them out makes it harder to lower viscosity in order to enter a scene, but using the other scene makes it impossible without having someone on the other side of the gate. A second reason I prefere averaging over taking either side is because it makes MD seem more like a continues space, rather than a number of strictly separated scenes.
While I love the idea of viscosity, the way it's implemented is terrible. Not only from a gameplay perspective, but also when looking at it conceptually. As such I will propose a few fixes to integrate viscosity more with MD as well as to make it less destructive from a gameplay perspective.
Part 1 (Averaging out viscosity):
The first issue is the Viscosity Dead Trap. Basically when moving from one scene to another, you have no way to know how much taking that same step back will cost you. A scene with -80 viscosity can be followed up by a scene with 40 viscosity (and yes, that is very common, especially in MB) making it easy to leave, but hard to come back without any former warning. For an old player this isn't too much of an issue, but for a new player getting stuck in viscosity can be a reason to quit.
This exact same thing is also possibly the biggest conceptual issue with viscosity:
Part of the argument Mur gave against showing viscosity on the map was that it would make viscosit look more like a pile of rocks, then like a fluid. Sadly as it works at the moment viscosity is not even at the level of a pile of rocks. Instead it acts more like a magnet, pulling the player towards the centre of the scene.
Solution:
The solution to both above issues is very simple. For the viscosity on a link between 2 scenes, do not use the viscosity in the current scene, but the (weighted) average of the viscosity between those scenes.
As I believe this post is long enough as it is, I will leave it at this for now, but expect a part 2 soon.
It appears I made an error in the second puzzle. Two people have been effected by this and have had their score for this puzzle reset. Now the puzzle should work properly.
If one of the effected players ends up in a tie I will also think of a different tie break due too the time they lost here.
A few days ago I have been asked to make a quest for team yellow. As such I pieced together a quest (or rather the start of one) I had in my mind for a long time, but never got to making. The quest has been put together in a very short time, so please forgive any mistakes I made and feel free to send them to me using pms. Now without further ado;
On the left step of the GoE you can find a man, busily working on some project that must be very interesting to the man for him to spend so much time on it. He does however appear to look up every so often with a troubled look on his face. Perhaps he is in need of some help?
Use the keyword "helping" to start the quest.
The quest will run for 3 weeks, until 23:59 on the 4the of October. Every player (one alt per player) who completes the quest before that time will receive a silver coin. Furthermore the top players who completes the quest with the lowest score will get an extra reward (to be announced)
Scoring will be as follows:
For the first puzzle every move after the minimum to finish will give you 1 point up to a maximum of 20
For the second puzzle every wrong answer gives you 4 points, up to a maximum of 20
For the third puzzle a wrong answer gives 2 points, and asking a hint will give you 1 point, up to a maximum of 20
In case of a tie the player who took the least time from the moment they started till they finished will win the quest.
1. The killer wanted to remove Mur from his position as (demi-)god.
2. The killer wants MD to (be able to) continue/move on without a god like being.
3. The killer wants to change MD.
Clove Hitch
Used to tie a line to basically any cylindrical object (for example the mast.) Quick to make and easy to untie, while still decently secure.