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Kaya

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  1. Upvote
    Kaya reacted to Kittie in Development Focus - What needs to be worked on next?   
    I am not making assumptions, I personally do not know these people. However that does not stop other people who are coming in from making them. I actually took the time to look at dates and get a feel for the community as a whole, as I have no emotional attachment to this game or the people in it, I can still point out the fact remains that it's pretty much right in your face. So it is off putting and shows a great deal of negativity, something you do not want if you do want new members to actually stick around. 
  2. Upvote
    Kaya reacted to Kittie in Development Focus - What needs to be worked on next?   
    Just another thought. To help keep bad blood a bit out of bay you may think about moving very old threads into an archives of sort. Still seen but not so much in your face unless they are of importance, right now it's hard to know what is going on but I seen thus far a ton of what has gone on. If I wasn't so used to this in other RP games, I likely would of turned away from the community as a whole. This is something not so much Chewett should be doing but any of the forum mods (if they still exist I'm not exactly sure yet what council did or didn't do). For example, it's not really all that important to read about "The public email to Mur" it makes it seem as a new member that the admin team (from the sounds of it the owner and his co-owner) are unable to communicate, add in the thread about DD and it makes one feel that you are either on Team Mur or Team Chewett, one will 'give you things' apparently the other will not. Not saying this is indeed the case as I did actually read both threads, but it does add in a prior 'thoughts' about people I do not know... and shows people (the admin mainly) in a bad light. 
     
    Something to think about.
  3. Upvote
    Kaya reacted to Sir Blut in MB Quest 1 : "MD Meme Contest"   
    I don't expect to win but made it cuz I thought it was pretty funny since its happening to me right now :P
                 http://s646.photobucket.com/user/Blutwasser/media/magicduelmeme_1_.png.html?sort=3&o=0
     
    (the forum won't let me upload it in the post)
  4. Upvote
    Kaya reacted to Chewett in You know you've been on MD too much when...   
    *coughs* Hi Mur :P

  5. Upvote
    Kaya reacted to Chewett in You know you've been on MD too much when...   
    When the 80 20 rule (http://en.wikipedia.org/wiki/Pareto_principle) means:

    Mur does 80% of the work in 20% of the time

    Chew spends then next 80% of the time fixing/implementing the last 20% of code
  6. Upvote
    Kaya reacted to Kittie in Development Focus - What needs to be worked on next?   
    Yes I have gathered which is a great time to have new members who are already here who can help point out things as new players (at least if you ask me) as they're not set in the way things are and might be less likely to bite heads off at changes (been in other RP games where long term players do not accept change very well n.n) 
  7. Upvote
    Kaya reacted to Ary Endleg in Development Focus - What needs to be worked on next?   
    I would personally like checkboxes next to rituals with option to un/check them all. That way it would be possible to quickly delete those 200 garbage ones that aren't destroyed but still be able to preserve combos.
     
    However since this is dev focus thread, I don't think that should be priority.
  8. Upvote
    Kaya got a reaction from Azthor in Compiling a list of "people I like"   
    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.)
  9. Upvote
    Kaya got a reaction from phantasm in Compiling a list of "people I like"   
    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.)
  10. Upvote
    Kaya reacted to Kamisha in Development Focus - What needs to be worked on next?   
    I think finishing the HTML 5 creature list would be a viable project. Technically the entire game should be converted  to HTML 5 but the creature page is a step in the right direction.
  11. Upvote
    Kaya reacted to Maebius in On viscosity   
    Yep, first thing I thought of was the Heat Vein calculations somehow tying in or referencing the Viscosity.  Probably WAY more of a system/database hit to process all that, but conceptually, it makes sense. 
    Otherwise, I always envisioned Viscosity how others seem to:   Namely,  it factors in the Receiving scene somehow.   
    But I understand from a coding point, that creates a whole mess of inter-connections that are simplified by merely checking "current scene".
     
    I wouldn't average them, though,   I'd keep the current system, but when it increases, High Viscosity flows/bleeds/crystalizes along the veins to the adjacent scene closer to centre. 
    Yes, this means that the center would accumulate faster but also is where people gather now and reduce it quickly, so might not be too much trouble. 
    The fringes would stay "maxed/isolated" based on the current method of slow increase-over-time.      
     
    However, it also means that an extended effort of the community on "the fringes" would lower viscosity along the heat-veins as well, making the whole "path" potentially a bit easier to walk.   
    And thus, a rather interesting compromise?
  12. Upvote
    Kaya reacted to DARK DEMON in The Labyrinth Part 2 (and miniquest)   
    The Labyrinth is what can be called, in the simplest of terms, a broken mirror. It reflects itself... in itself. Not once but multiple times, in different ways, from different angles. Sometimes the cracks and broken pieces (of glass? something else?) form something new altogether, sometimes they result in incomplete paths or unexpected "edges".
     
    In other words, if it wasn't "broken", it would indeed not be a maze but clear cut paths, easy to travel through. If it wasn't "broken", it would actually have an exact center where everything would reflect, but that is not the case. The center does not physically exist, it is meant to be realized.
     
    ___________________________________________________
     
    The purpose of sharing this info is to encourage everyone to answer their questions (which will obviously be aroused after reading) themselves, if they dare to venture into the Labyrinth of course :D.
     
    Which is why I shall also create a mini-quest!
     
    It is very simple: PM me ingame or through forum, what you think are the coordinates of the exact center of the Labyrinth, and why. It may be very easy or difficult, depending on how you look at things :)
     
    I'll give out rewards based on how logical your answers are. The quest lasts for a whole month (ending on December 11).
     
     
     
    Current list of participants:
    1) Hiria
    2) Lania
    3) Lashtal
    4) Soothing Sands
    5) Rophs
    6) Eagle Eye
    7) Maebius
    8) Azrafar
    9) Eara Meraia
    10) AmberRune
    11) Asthir
  13. Upvote
    Kaya reacted to Aeoshattr in R2D2 speaks out   
    Rophs, what have you done. 
     
    Nicely done, Kyphis.
  14. Upvote
    Kaya reacted to Kyphis the Bard in R2D2 speaks out   
    Given the current climate in MD, I figured I'd share this video. Someone altered R2D2's message to Obi Wan in Episode four, and the comments he makes are rather apt for what has been going on the last few weeks, so I thought people would get a kick out of it.
     
    Offtopic because Starwars.
     
    Link
  15. Upvote
    Kaya got a reaction from Kittie in On viscosity   
    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.
  16. Upvote
    Kaya got a reaction from Kyphis the Bard in On viscosity   
    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.
  17. Upvote
    Kaya got a reaction from Lintara in On viscosity   
    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.
  18. Upvote
    Kaya got a reaction from Myth in On viscosity   
    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.
  19. Upvote
    Kaya got a reaction from No one in On viscosity   
    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.
  20. Upvote
    Kaya got a reaction from phantasm in On viscosity   
    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.
  21. Upvote
    Kaya got a reaction from Syrian in On viscosity   
    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.
  22. Upvote
    Kaya got a reaction from lashtal in On viscosity   
    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.
  23. Upvote
    Kaya reacted to DARK DEMON in cool down for spells   
    Honestly the thing that hurts most is that people were telling me to do stuff to get citizenship, WHILE I was doing stuff to get citizenship, but they thought I was just begging/asking without doing anything.
     
    I have faults, and one of them is the biggest "crime" in MD, and I'm suffering from it and trying to move on. But no one wants me to. You want me to remain the same: the guy you demand change from but never let him do so.
     
     
    Edit: I posted this right after Curi posted hers, didn't get a chance to read. But I'm busy right now and will edit or make a new reply later.
  24. Upvote
    Kaya reacted to Fang Archbane in Favors and such   
    Hrm... how to word my emotions on the matter.

    MurMur, i think you should keep doing what feels right by you, and only you.

    When were about to die, and were on our death bed, we only have to live with ourselves and our decisions.

    Do whats right by you, and you can live a life of no regrets. A life of no regrets leads to a comfortable death.

    Others may consider me a failed role, but i dont consider myself a complete failure. I didnt live up to my full potential either, and thats equally true.

    I like to think im somewhere in the middle of success and failure. I like to think i finally know what Balance is, after all this time.

    My goals have not changed. My Road may have twists and turns but the Light at the end of the Dark tunnel has never left my sight.

    Im not inactive. I work 8 hours a day, but the day i leave MD for good (Which i doubt will ever happen, small breaks in between or not) is the day i finally, truly, fail Murs vision of what i could one day be.

    Ive learned over time (And more so recently) how to control my feelings and words to those that can not handle them. Ive finally learned what Political Composure looks like. Ive finally realized whats expected of me and what isnt. This is my way of thanking Mur for believing in me those many moons ago (By giving him less Fang related time consuming crap to deal with/listen to).

    I still help the new ones in MD out of personal greed and satisfaction. Making the Deserving Happy makes me feel genuinely amazing.

    My Greed is my Selflessness
    My Evil is my Good
    My Darkness is my Light
    And my Insanity keeps me Sane

    And thats the way ill be, till the day i die with no regrets.
  25. Upvote
    Kaya got a reaction from Ackshan Bemunah in Poor taste? Cheating? Or simply crude laziness ?   
    Looks like this is a topic without any winners, but only losers. I apologise in advance for the over all negativity of my post.

    First of all, I generally tend not to vote for those that feel the need to campaign for their cause more than others. Asking for votes to me is like admitting you think the original idea isn't enough to be able to win on its own and therefore you need to use other methods to get your votes.

    Dark Demon, what is your reason to want the CoE to return? I'm with Nimrodel on this one.

    Tarquinus, I'm starting to wonder if you actually want the CoE to be revived. Every time someone tries to put in some effort you seem to step back and say you should prove to deserve getting back the CoE. Wouldn't it make more sense to pick up every opportunity that arises to let it be known you are still alive? Support your cause. You shouldn't deserve back your alliance because of some popularity contest, but you should be able to win some popularity contest because you deserve back your alliance. (At least in this case, the CoE is rather popular.)

    Although I don't really like the way DST handled this, I do think it's a good thing she brought it to attention.[size=2] If only she were able to do it in such a way that it doesn't ruin the mood of all those somewhat involved...[/size]

    Regardles I would really love to see the CoE return, so please do continue trying to bring it back.
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