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Rannel
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Rannel got a reaction from Udgard in The value of Life in MDIt would seem from both heat votings that the "life" of an alliance has more value then the life of a player or two. But heat voting is just a plea to higher powers, one they can ignore like they did with Spartan. So if you don't have friends with revive items or your not popular enough, you got only one "life". I guess this raises the market value of life considerably. Same goes for the items that can change your "life state".
So remember to be nice to other people, especially those with an assassins blade...
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When i heard about Spartiatis been murdered, i was surprised and angry. But over the time, through reading and talking i learned that this is a part of MD life, part of the Experience. People died in the past and was revived through the community's effort. When the coin collection and heat voting came, it really showed the best side of MD, community working together, not for their own benefit but to help someone.
But after all this the dead stay dead, and now another joined him. Without people willing to use their revive items, killing is just a good way to chase someone from the game...
[color=#282828][font=helvetica, arial, sans-serif]As for Grido's offer i was willing to help in coins [/font][/color][color=#282828][font=helvetica, arial, sans-serif]collection [/font][/color][color=#282828][font=helvetica, arial, sans-serif]but, after i gave it more thought i'm against revival for money. It can create a market for kill/revive. And when there won't be anyone to revive, you can always create more demand by killing someone...[/font][/color]
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When i heard about Spartiatis been murdered, i was surprised and angry. But over the time, through reading and talking i learned that this is a part of MD life, part of the Experience. People died in the past and was revived through the community's effort. When the coin collection and heat voting came, it really showed the best side of MD, community working together, not for their own benefit but to help someone.
But after all this the dead stay dead, and now another joined him. Without people willing to use their revive items, killing is just a good way to chase someone from the game...
[color=#282828][font=helvetica, arial, sans-serif]As for Grido's offer i was willing to help in coins [/font][/color][color=#282828][font=helvetica, arial, sans-serif]collection [/font][/color][color=#282828][font=helvetica, arial, sans-serif]but, after i gave it more thought i'm against revival for money. It can create a market for kill/revive. And when there won't be anyone to revive, you can always create more demand by killing someone...[/font][/color]
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Rannel got a reaction from J-D in Development FocusPlenty of good ideas already so i will only say:
Make the ca.. Kake edible. I'm hungry
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Rannel got a reaction from Liberty4life in Development FocusPlenty of good ideas already so i will only say:
Make the ca.. Kake edible. I'm hungry
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Rannel got a reaction from lashtal in Combat System RedesignReading what Libery4life wrote i had an idea that could repair the system without changing it. (Warning!! some may hate it passionately )
Idea is based on RL. Anyone keeping themselves fit know that you have to work on it. And to do any sport on a serious level you need to work even harder. Finally professional sport demands constant work on your form. If a pro stops his workouts, he looses his top form and needs time to get back to it.
What i'm proposing is a kind of viscosity on your stats. You don't fight on a regular basis, you loose your stats (temporary as a negative "lazy" bonus or permanently even). To keep up with the analogy with sports, high stats should demand much more work so the stat loss should be some percent of the current. With proper math (witch i will have to work on) it might create a max stats level because you can only fight so much in one day.
This would need a well made proportional system to promote some average stats that relatively easy to keep.
Since its something i came up just now i need to think on possible problems with it i see:
- Grinders might pester ppl just to keep their stats high
- Sharing your game time between fight and quest/RP would become a harder decision since you would really loos something by not fighting.
Like i said its just a stub of an idea without any real math yet but i would like to hear you toughs on it
Edit: Yes it is a constant stat damage basically and it will hurt in the beginning but the stat should stabilize at some point into a much more balanced environment.
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Rannel got a reaction from Udgard in Combat System RedesignReading what Libery4life wrote i had an idea that could repair the system without changing it. (Warning!! some may hate it passionately )
Idea is based on RL. Anyone keeping themselves fit know that you have to work on it. And to do any sport on a serious level you need to work even harder. Finally professional sport demands constant work on your form. If a pro stops his workouts, he looses his top form and needs time to get back to it.
What i'm proposing is a kind of viscosity on your stats. You don't fight on a regular basis, you loose your stats (temporary as a negative "lazy" bonus or permanently even). To keep up with the analogy with sports, high stats should demand much more work so the stat loss should be some percent of the current. With proper math (witch i will have to work on) it might create a max stats level because you can only fight so much in one day.
This would need a well made proportional system to promote some average stats that relatively easy to keep.
Since its something i came up just now i need to think on possible problems with it i see:
- Grinders might pester ppl just to keep their stats high
- Sharing your game time between fight and quest/RP would become a harder decision since you would really loos something by not fighting.
Like i said its just a stub of an idea without any real math yet but i would like to hear you toughs on it
Edit: Yes it is a constant stat damage basically and it will hurt in the beginning but the stat should stabilize at some point into a much more balanced environment.
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Rannel got a reaction from Mallos in Combat System RedesignReading what Libery4life wrote i had an idea that could repair the system without changing it. (Warning!! some may hate it passionately )
Idea is based on RL. Anyone keeping themselves fit know that you have to work on it. And to do any sport on a serious level you need to work even harder. Finally professional sport demands constant work on your form. If a pro stops his workouts, he looses his top form and needs time to get back to it.
What i'm proposing is a kind of viscosity on your stats. You don't fight on a regular basis, you loose your stats (temporary as a negative "lazy" bonus or permanently even). To keep up with the analogy with sports, high stats should demand much more work so the stat loss should be some percent of the current. With proper math (witch i will have to work on) it might create a max stats level because you can only fight so much in one day.
This would need a well made proportional system to promote some average stats that relatively easy to keep.
Since its something i came up just now i need to think on possible problems with it i see:
- Grinders might pester ppl just to keep their stats high
- Sharing your game time between fight and quest/RP would become a harder decision since you would really loos something by not fighting.
Like i said its just a stub of an idea without any real math yet but i would like to hear you toughs on it
Edit: Yes it is a constant stat damage basically and it will hurt in the beginning but the stat should stabilize at some point into a much more balanced environment.
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Rannel got a reaction from Espartano in Combat System RedesignReading what Libery4life wrote i had an idea that could repair the system without changing it. (Warning!! some may hate it passionately )
Idea is based on RL. Anyone keeping themselves fit know that you have to work on it. And to do any sport on a serious level you need to work even harder. Finally professional sport demands constant work on your form. If a pro stops his workouts, he looses his top form and needs time to get back to it.
What i'm proposing is a kind of viscosity on your stats. You don't fight on a regular basis, you loose your stats (temporary as a negative "lazy" bonus or permanently even). To keep up with the analogy with sports, high stats should demand much more work so the stat loss should be some percent of the current. With proper math (witch i will have to work on) it might create a max stats level because you can only fight so much in one day.
This would need a well made proportional system to promote some average stats that relatively easy to keep.
Since its something i came up just now i need to think on possible problems with it i see:
- Grinders might pester ppl just to keep their stats high
- Sharing your game time between fight and quest/RP would become a harder decision since you would really loos something by not fighting.
Like i said its just a stub of an idea without any real math yet but i would like to hear you toughs on it
Edit: Yes it is a constant stat damage basically and it will hurt in the beginning but the stat should stabilize at some point into a much more balanced environment.
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Rannel got a reaction from Liberty4life in Combat System RedesignReading what Libery4life wrote i had an idea that could repair the system without changing it. (Warning!! some may hate it passionately )
Idea is based on RL. Anyone keeping themselves fit know that you have to work on it. And to do any sport on a serious level you need to work even harder. Finally professional sport demands constant work on your form. If a pro stops his workouts, he looses his top form and needs time to get back to it.
What i'm proposing is a kind of viscosity on your stats. You don't fight on a regular basis, you loose your stats (temporary as a negative "lazy" bonus or permanently even). To keep up with the analogy with sports, high stats should demand much more work so the stat loss should be some percent of the current. With proper math (witch i will have to work on) it might create a max stats level because you can only fight so much in one day.
This would need a well made proportional system to promote some average stats that relatively easy to keep.
Since its something i came up just now i need to think on possible problems with it i see:
- Grinders might pester ppl just to keep their stats high
- Sharing your game time between fight and quest/RP would become a harder decision since you would really loos something by not fighting.
Like i said its just a stub of an idea without any real math yet but i would like to hear you toughs on it
Edit: Yes it is a constant stat damage basically and it will hurt in the beginning but the stat should stabilize at some point into a much more balanced environment.