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Seigheart

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Everything posted by Seigheart

  1. Seigheart replied to jakubhi's topic in New Ideas
    I think there is an interesting way to look at the newer Pets and Forge systems without treating them as completely separate from the older creature lore. Historically, MagicDuel has treated creatures as more than simple animals or monsters. Mur described creatures as manifestations of a player's will: something connected to the player that can be given form and expressed through different creatures. With that in mind, I think the newer systems actually fit surprisingly well. Creatures are manifestations of your will. You aren't necessarily carrying a creature around like an animal in your inventory. You have learned to manifest a particular form of your will. Different creatures can therefore represent different aspects of what you are capable of expressing. Pets take that one step further. A normal creature is something you can manifest and control. A pet can be viewed as a manifestation that has developed a more personal relationship with its owner. It isn't simply "a creature I possess." It becomes something that develops alongside the player. That makes the Pet system less of a departure from the old lore and more of an evolution of it. Then there is the Forge. The Forge already feels different from ordinary crafting because it isn't simply a machine that combines ingredients into predictable results. It considers the character and their history. In that sense, the Forge is taking pieces of the player's experiences, possessions, actions and identity and giving them some kind of physical expression. So you get a pretty interesting progression: Will → Creature → Pet and History / Identity → Forge → Creation The Pet sits somewhere between those two concepts. A creature represents something you can express. A pet represents something you have developed a relationship with. A Forge creation represents something from your character that has been given tangible form. That also gives us an interesting way to think about pet progression. A pet becoming stronger or developing doesn't necessarily have to mean that the animal itself is simply gaining experience like an RPG monster. Lore-wise, it could represent the player's understanding and relationship with that manifestation becoming deeper. The important part is that all three systems can be interpreted through the same underlying MagicDuel principle: The Realm responds to what you are. Creatures are your will given form. Pets are your will given companionship. The Forge is your history and identity given substance. I think that makes the newer Pet system much more interesting from a lore perspective. Rather than replacing the old creature concept, it could be seen as expanding it: creatures are no longer merely something we summon for combat, but entities that can develop a deeper connection with the player and become part of their personal history. That feels much more in line with MagicDuel than simply treating pets as another version of an inventory item.
  2. I did not say that it was a bug. I simply questioned it. Please do not speak on my behalf or attribute statements to me that I did not make.
  3. It also seems that the WP unlock/evo shop for the 5th level research clues is also bugged as it didn't open up any new paths.
  4. I've been thinking about how Hunger and Thirst could be added to MagicDuel without turning it into an annoying survival mechanic. The main idea would be that the hungrier you are, the less utility you get from your stats. Your stats don't actually decrease, but your ability to use them does. For example: Well Fed: 100-110% stat utility Normal: 100% Hungry: 85% Very Hungry: 70% Starving: 50% Exhausted: 25% So if you have 100 Strength while starving, you still have 100 Strength, but you're only effectively utilizing around 50 of it. Thirst could work similarly, but affect things like regeneration, AP costs, and activity efficiency. Community GardenThe Community Garden could fit into this really naturally since it's already a player-run area where resources can be harvested. Players could harvest things like fruits, vegetables, herbs, grains, berries, etc. and turn them into food or drinks. That gives the garden another purpose beyond simply being a resource location: Plant → Harvest → Cook/Prepare → Eat → Maintain your effectiveness It could also encourage players to actually manage the garden rather than strip it completely, since food becomes something everyone has a reason to need. Food could eventually have different qualities and effects too, with better meals providing temporary bonuses. I'd also like the possibility of feasts, where players contribute food and everyone participating gets a temporary benefit. The important part is that Hunger shouldn't just be "eat or get punished." It should create another layer of resource management, crafting, economy, and player interaction. Basically: your stats represent your potential, while Hunger determines how much of that potential you can actually use.
  5. It almost seems as though CARD was created in response to a particular individual rather than as a genuine effort to address resource depletion. As a result, its rules appear to be enforced selectively and unfairly, making the organization feel less like a solution to resource depletion and more like a means of targeting specific players. Funny how that happens.
  6. What's my current total at?
  7. Seigheart posted a topic in General Forum
    I have this avatar in my vault, know someone that it suits? Let me know. Free to whomever.
  8. pretty sure thats not how you get what you want... theyre trying to ask you to put a bit more effort than the break time at work you spent cutting up a tin can...
  9. Looks like we will have to put this on hold until the Forge reopens.
  10. I saw you walking about IG and I wanted to say hello! and see how you're doing. I hope to see you soon!
  11. I understand the point you are making, but I think there is an important distinction being overlooked. Yes, resources regenerate, but they do not regenerate instantly. Once heavily depleted, their regeneration can become significantly slower. I cannot justify waiting around for weeks, or potentially months, for other people to become bored of harvesting simply because they now have new tools and are capable of stripping the same areas. The consequences of me choosing not to harvest are not theoretical. I lose the opportunity to gather those resources while they are available, while someone else can simply come along and take them instead. For me, those consequences do not outweigh the supposed benefit of waiting for regeneration. I am not going to deliberately leave resources sitting there in the hope that everyone else will eventually stop harvesting. If resources are available, I am going to gather them. That is what they are there for. I also think there is a difference between harvesting resources and intentionally attacking other players. I have been harvesting what is available to me. If people decide to create CARD as a response, that is their choice. But CARD is itself a response intended to impose consequences on other players, so it should not be surprising when those actions are perceived as aggression as well. I have no problem with people disagreeing with my choices. I have no problem with people deciding that they want to organize against resource depletion. What I object to is the assumption that I should simply stop playing the way I have been playing and absorb the cost of doing so because other people believe their preferred solution is more reasonable. If there are actual rules preventing me from harvesting, I will abide by them. If there are consequences for continuing to harvest, I will deal with those consequences. But I am not going to voluntarily wait weeks or months while others continue harvesting with their new tools, hoping that eventually they get bored and leave resources for me. The resources may regenerate infinitely, but my time does not. Cheers.
  12. We have compromised the structural integrity of the Lands of the East in response to CARD’s increasingly aggressive actions. As a result, all resources within the affected areas will remain depleted until the organization is formally disbanded. If You Join the OppositionYou will deplete resources whenever you are able, with little regard for the consequences. You will trade freely with those CARD has branded as depleters and assist them whenever possible. You will welcome depleters into your events and happily participate in theirs, if you so desire. Assistance includes using positive spells on them, giving them wins when requested, and otherwise making their lives unnecessarily pleasant. You may use spells, silence, heat capping, or anything else you see fit to oppose CARD and its members. We won't tell you what to do. You may block CARD members' messages on the forum, Discord, or in-game whenever they become intolerable. Trading absolutely includes auctions, particularly when it annoys CARD. If you witness someone depleting resources, you will report them to absolutely no one. You will refuse to pay coins to expunge your alleged crimes. If CARD wants to keep a tally, they may enjoy maintaining it. You will place absolutely no restrictions on CARD members or their activities. They remain free to participate in events, trade, communicate, gather resources, and play the game however they choose. Or do so. I really don't care. Most importantly, you will continue doing exactly what CARD tells you not to do. Don't Want to Join?Great news! You're already doing a fantastic job! There is absolutely no membership requirement, application process, initiation ritual, or secret handshake. If you don't want to join CARD, simply continue playing MagicDuel as you always have. CARD wants a coalition against resource depletion. We propose a coalition against CARD. They want to restrict who you trade with, who you help, who participates in your events, and how you play the game. We will do none of that. They can play their game. We will play ours. After all, if CARD believes freedom is something that must be enforced, perhaps the real depletion they should be investigating is the depletion of choice.
  13. So I guess that grace period isnt happening? As far as abiding by this disorganized approach, I refuse. I am not going to stop gathering resources as they become available while nothing meaningful is being done to address the underlying issue. None of these restrictions will stop Ledah from doing what he is doing. Until there is an actual solution in place, I will continue harvesting resources whenever I am able.
  14. Upon clicking the VI section of books, you get this error.
  15. Or resource spawning spells being deployed later to replenish?
  16. Seigheart posted a topic in Bug Report
    Just a small note: Strange Mist can still be harvested even when the location displays 0/100 Strange Mist available. I've noticed this at Coord: 1_-2x-2_1 and Coord: 1_-2x-3_1 and in the Underground Caverns. I assume there are other locations. These are the ones Ive been able to test. Not sure if this is intended behaviour or simply a display issue, but figured it was worth reporting. It also seems like evo shop tools can do this. Edit: Can confirm, all of them are like this.
  17. Seigheart posted a topic in General Forum
    We have a concerning post on the MagicDuel subreddit. Since I couldn't PM Chewett directly for what ever reason, sharing it here.
  18. If needed, I can provide many more pictures :) Thank you Chewett
  19. A few more. Would love some suggestions for next ones people would like to see
  20. Its still listed. Id like to submit my garden
  21. When attempting to finish my last research, I am stuck not being able to open it at the Aramory. It mentions to go to the scene and spend a research point to start it, but its not working.
  22. Completed. Thank you :)
  23. I did not remember it was 1/3. Could have sworn it was one left. Thanks for this.

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