(hell of a week, so bit later than the planned weekend :P)
1) wild creatures, these will be NPCs of varying strength, traveling around to both promote exploring as help lower mps find more targets, these would respawn on a regular basis
(Mp 3)
I won’t support this, NPC is not the MD way, targets are players. Yes there are little now but I have good hope for 2050 to change that over time.
2) a buddy mentoring system where each young player has someone looking over him more personally, so each mentor will only have few students unlike protectors
(Mp 4)
There are already mentors in the realm, most of them are or were MP6 or LHOs, contact them and you will find help and guidance. I don’t see the need for hardcoded system of mentoring. A good mentoring depends on the relation between the mentor and the apprentice so appointing one for them is not a good idea. And I think there are better things to code currently
3) prolong idle mode to 8 or more hours to increase targets
(Mp 5)
I see the sides of pro and con but I think it is good as it is. Increasing it now only is because of the low playerbase, but again I have good hope it will change. (Apophys, f you want to be a training dummy, why not be awake and help others with their training, makes you double useful, and the idle duration wont matter when you're awake)
4) introducing a real warmechanism
(Mp 5)
Wars as it is is hard to do as we currently lack the members to have one. However that shouldn’t stop us from working out a model for how it could work. this means the system (hardcoded) around it, not the story/RP
5) classlike system of fighting, no mps, level decided by stats and combatknowledge
(Mp 5)
Chewett is working on this with his combatteam.
6) gradual implementatioon of viscosity on new players
(Sunfire mp 5)
Viscosity is removed from NML, further changes are being discussed.
7) day of the tree
I don’t really see the point, one day the resources can’t be gathered and encouraged to grow, so that the next day, when they deplete they’ll only get more.
8) resource sacrificing
Interesting idea, yet i dont like the statgain, resources should have more uses but i dont see how “burning” a flower would gain you defence etc.
Interesting concept but it’d require more thought of the output. where and how, what to gain,...
so in short most ideas brought forward are considered and only few got past the idea stage, and these are the ones:
warmechanism and resource saccing
interested people can contact me and we can work further on those topics
to make this work we need to get past concept phase into realy building it
this is not a conclusion yet, new ideas are always welcome
im looking forward to hear from you
*Sunfire*