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Ary Endleg
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Everything posted by Ary Endleg
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Okay people, I finally found the solution for those of you who are annoyed with MD sounds. Be it chat, items, spells or attacks, this method will block them ALL. Unfortunately you can't be picky and block everything except chat, it's block all or nothing. This is for FireFox users. Download the BlockSite Add-on Restart Firefox In BlockSite add-on options add this link under Blacklist "magicduel.com/img/interface/sounds.swf" Refresh the MD tab Magic, sound is gone. MD uses that file for all sounds, so you block it and all annoying MD sound is gone.
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To me, among such games, Shroud of the Avatar looks very promising, but won't be playing it myself. No time for such stuff. For my multiplayer department, MD is totally enough.
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Ufff... attack with less ve? You complaining because you got countered by popes? Thing is how I see it, as well as some others (as I understood earlier from their replies) is that single targets have higher damage output than target all creats, hence when you are on equal grounds stats-vise you are likely to kill off opponents key hitter before he kills your guys. I really think that problem are freezes and stat difference, in your case, your high ve got countered by priests. I just don't think this would be much of a buff to single-target, if any buff at all. On other hand I don't really see the reason for allied fights to be shorter than unallied, so I think it might be a good idea to equalize them, but I doubt such change would bring target-all and single-target onto more equal ground. Keep in mind that according to what you chose for fight, it will have effect on how long fight will last (if not ended by annihilation beforehand), so you have a slim control on how/when fight will end. But that is of course largely shadowed by more important stat boosts :D
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No one is quite close to right, it's 60 actions for alliance combat. 60 divided by 12 creatures is 5 rounds (round 0,1,2,3,4). Sometimes it's less, sometimes it's more However question is what exactly is 1 combat action. Nobody knows for sure. From my observation it varies greatly, and it seems not to take into account targeting types. Rather it seems to take in account ability types. It could also be the case that death of creature either nullifies the count of actions take by that creature until death from total count or it keeps counting it even though creature is dead. Another possibility is that some abilities count as less than 1 action. It's possible that temporary effects at start of round count as action too, there's possibility that freezes influence it as well. Very hard to tell what exactly is going on under hood. Ability costing less than 1 action could also possibly be bug, but it's impossible to prove if that's meant to be or not since this part of system is totally undocumented aside from 2-3 announcements from 2007. But on rare occasions I did see allyVSally 12creat fight where it went all the way to round 7. I was poking into this matter long time ago but couldn't make much sense of it, this is one of things that are more difficult to test. As for what I think about possible increase, well I think it won't take any effect on current gameplay because of trillions of stats. I also don't see why does 60 number of actions hurt single target creatures? If you don't have stats to fuel your punch, higher number of rounds is hardly your friend :))
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For example you pass through X scene, then you pass through Y scene. If you pass through X scene again after 50 minutes have passed since you passed through it last time, you will lower visc. If you passed through Y scene while 50 minutes haven't passed since you passed last time before, you won't lower visc. If you clicked any clickable inside scene after 50min passed then visc will drop but you still won't gain volition even though you passed through it after clicking clicky. If that's so, then your case is weird. But I wouldn't be surprised that server DB is in bad sync, weird enough things were happening in last "BHC" event when Krioni and samon dupped the head ball.
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Hmm, did you moved in LR 1h before that? If so, maybe at "every second" scene time haven't yet passed that would allow you to lower viscosity again. Currently it works like this that you gain volition only if you lower viscosity and if you move. Clicking on some stuff inside scene will lower visc but won't give you volition (reported bug, in my post above). Next thing to keep in mind is that, if you lowered viscosity in a scene you are unable to lower it until 50 or 60 minutes have passed (can't remember which one, check announcements). If you passed through one scene after that time passed you lowered the visc and gained volition, then you could have passed a little earlier than time elapsed in second scene and you wouldn't lower visc nor gain volition. This is probably what happened to you.
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This is sort of follow up to this thread. In which nobody could explain why sheath balance wasn't given even though requirements were satisfied. I've been trying to figure out how it works and it's been quite chaotic until now. I started noticing this accidentally. When I was checking honor gain of other players I was attacking. So I noticed that their gain was dropping, but nobody else was anywhere close to attack them, everybody was idle. I was the only one attacking, so I checked their profiles and noticed that they were getting Sheath Balances. Trick is... in my logs it says they got only Sheath. I TRUSTED THE COMBAT LOGS always, but it turns out THEY are the ones giving wrong information. So I checked the percentages and it works out, according to the official documented balance mechanics, they were supposed to get Sheath Balance. (0% vs 100% satisfies the 90% difference rule) In spoiler you will see some screenshots where logs are wrong. [spoiler] There should have been "X"s in "~L~" column, but there aren't. It says loser doesn't get fight counted as lost, but he does. [/spoiler] So far that's all I have. There are still some scenarios left to test that were brought up in other thread, so I'll be posting some more updates. So far I can only be sure that display of information is wrong. This brings up one very important thing to note, if combat logs are faulty at this, are they faulty at something else too? How are we supposed to learn the game and know what happened in combat if we can't trust combat logs themselves?
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Update. Another statdamage display bug. While you are in balance statdamage, statdamage applies only if you lose and other player gains any type of stats, you lose that same stat with amount of -1 (as I explained above). However in logs, both you and enemy get warning that you are in statdamage. This warning is shown only if outcome is Sheath Balance, but not if outcome is Sheath. While actually you are losing stats in both outcomes.
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Still, principles would be 5/3. MP3 is only capable of 3 :p
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No it's not the case, antifreeze! It would have many many problems if you reset their MP level and heat. In addition to those problems I mentioned in first post. People would go through story mode again, in order to get back to MP5. You know that MP3/4 story mode are percentage based boosts? If darky repeats storymode in MP3, ALL of his stats would get boosted by 2000%.(I don't know the exact end percentage, my point with 2k% boost is that boost would be huge) It's 8% boost per page if you wait 24h, if not then it's 4%. Boost is cumulative, meaning second page is actually boost higher than 8% since it uses new boosted stat value as base. Just like every sequential shop purchase gives you more and more stats. This means in just one repeated cycle, Darky/Eon would brake DB because numbers would be so huge. Everybody would want to get killed in order to multiply their stats. Grinding would become obsolete, because all you need to do is keep dying. In short this would brake the game on so many levels.
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MP3 can't join alliance mechanically wise.
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Exactly what I forgot to mention, that I see your idea as paralysis. No man, death in MD is type of death, not a paralysis. It makes you go to different state of existence, you are ghost that is bound by your corpse and we all know that ghost are chatty types who at least say "BOO". :p Yes my main problem is the way you label it.
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Sounds awesome. I can already see marketing for this. "MP5 too hard for you? Worry not, we will kill you and then you will have your drachs and stats so you can beat on noobs" [end-of-sarcasm] Lets start with how easy it is to get killed, it's really just a click away. Lets continue with: do you suggest this should replace the current resurrection mechanics? Or does it build on Princ's idea, or what? Then I must say it's very unfair if people go back to MP3 with their stats and without their creatures being reset. If you reset their creatures it's a bit more fair but still a problem. Moreover if you do this wins would go poof and you will have very pissed players who lost 10k+ wins on 20 of their creatures. You will have pissed off noobs who get killed with millions of damage in their first day. Getting back people to MP3 isn't an option. Resetting their creats and stats isn't either. Especially not since they can't prevent from getting killed, not even sitting in sanctuary prevents use of kill item and it's quite easy to get killed. The way I read it, it's nice story, but horrible implementation idea.
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Oh my Mur, where do I start complaining? This can turn into a huge post but I think I'll save myself trouble. Temporary kill? Do you hear yourself? Killed person just like that coming back to life after X period of time? VERY weird and unexplainable. Creatures come back to life due to their bond with YOUR lifeforce (vit and stats, mainly regen). To what are players bound to that would magically bring them back from temporary death and why it wouldn't be used for "normal" kill also? I find it... "interesting" that the first of MB abilities you suggest is actually an offensive one. Necromancy, I simply don't like how you envision it. Again we have temporary effect of something that would in common sense be permanent yet it has no RP/research/(Mur's) justification for being temporary other than mechanical balance. Just a short reply, because I don't like idea of witch-hunting every single sentence up there.
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Following error is displayed on top of PM window. This is happening only on my alt, he has no stored PMs and he has no PM shop features. It doesn't happen on Ary and I'm unsure which PM features I have or don't have. I'm assuming this has something to do with new work on PMs. This error is minor, doesn't seem to interfere with functionality. It's like the other error seem on top of combat logs.
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That means I'll build freaking castle on Island of Seclusion. You'll address me as His Majestic Fluffyness, Archduke Ary Endleg of Black Castle. (cheesy I know :P) But point is that there are no limitations, right? :D
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Read them from wikia, that way you will skip automated garbage. I assume that announcement has something to do with bushies and scene tools seen in LR.
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That's the thing I don't get. What exactly are you vulnerable from? Actually, what exactly is under threat from being damaged in current situation?
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Yes, this is something that is supposed to be new topic soon-ish derived from Combat Talk. In short honor system doesn't and CAN'T work because you have two types of wins and losses, one isn't recorded while other one is. This means players can manipulate outcomes and by doing that they can bypass the limitations the system imposes on them. If you were to remove second type of outcomes and only allow recorded ones(post is mainly talking about this scenario, then heat caps and finally closed by usual combat rant), then you will be facing another problem. Even though there is high boost in honor gain as opposite to higher loss, you will have imbalance issues flying around when players that ain't balanced leave. For example player has 1000 more losses than wins, he leaves the game. That means overall, you have 1000 more wins in circulation and so on as people keep leaving. Since every battle outcome is recorded to balance count. However that isn't actually a honor problem because even if there would be influx of one type of outcomes in circulation caused by game-quitting, there would still be relative balance, a point around which players would deviate. Since there would always be "stronger" and "weaker" player there wouldn't be a honor problem (plus the boosts for gaining positive honor). Instead you wouldn't have balance as it is now. In that case balance wouldn't be wins=losses. Instead balance would be the middle point between two most extreme player differences (player who gives the highest honor and player who gives highest negative honor), it would be automatically done thing that would work on it's own, a dynamic balance system. However you wouldn't be able to hardcode it so that you would be able to let the player know that he is balanced, because it's impossible to say who's active fighter/player and who isn't. It would be like capitalism, where supply and demand balance is in constant shift. It's a catch 22, you can't have both honor and absolute balance. This type of thing would make more sense because the player who wins is the one who gets creat wins and personal stats, while loser doesn't. However it's a bit late for putting this in action don't you think? It would also mean that current "balance/honor" restrictions aren't good, such as losses cap, skilldamage and so on. Because with this dynamic balance, it could come in case that players with wins do quit, then relative balance point could shift as well as -1000 losses, which is skill damage, it's not good. Extremes could also get separated as player pool grows into huge amounts and we all know what happens with super high bonus honor. Then you have problem of how to restrain this extremity expansion, because if I want losses I could spam attacks and lose while not get punished for it while somebody who wants wins could just be passive and gather wins in defense at no honor penalty. Like this meta game would change into attack-to-lose and everybody would be doing combo training because nothing else would make sense. Another problem which is much bigger than honor in case you implement cross-MP fights regardless of what honor system or it's replacement you chose is HEAT CAP! One hit from MP5 to MP3 and MP3 will be capped, just like that. In that case you would have to remove heat caps, yes, for all MP levels. As dst said with MP4s in alliances, situation isn't that bright and I assume that's the reason why MP4s are allowed to drop heat, because they can fight with MP5s. You see, with that small simple thing you want to change (or with any other combat change for that matter), whole combat system hangs on the edge of cliff. No matter how good solution/change you apply, effects would have big consequences and chain reaction which would very likely only make whole situation worse. Combat is ticking bomb, it will blow up sooner or later. Best thing would be to redo whole thing from the scratch while preserving everything players have accomplished so far (creats, stats, etc), but it requires a ton of work. I'll be bold enough to say that like this in 5 years you would be able to simply remove combat out of game and only complain would: "but how can we now get fenths". Because nobody would be fighting anymore. Even now, nobody plays this game for combat, everybody has some other reason, be it friends, RP, quests, research, politics or something else. It's funny that currently the most popular reason to train is "to get full glow achievement" seconded only by "to get stronger to be able to beat Molq guards". Combat is mostly a time waster these days, nothing competitive about it.
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What do you mean with land integrity?
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[log='Log']test[/log] Oh so the problem is if you leave the "option" field blank in popup window. Thanks
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As you can see in some other posts of mine, yes. But if log box isn't supposed to be working then why is it offered on drop-down menu in first place? I expected that it would have more "charm" (different formatting or such) than spoiler box, but it doesn't seem to work.
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Log box feature isn't working. I didn't managed to find any bug report for this case during my manual search so here I post. (Both words "Log" and "Box" are 3 letters long so search refuses to search for them.) [log='']log log log log log log log log log log log loglog log loglog log loglog log log log log loglog log log log log log[/log]