Jump to content

Elyssia

New Member
  • Posts

    15
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Elyssia

  1. I would also like one of these creatures please. Well done Ivorak!
  2. For me: Item 1: Anni creature 2022. Price: 25 plushies (limit: 1 p.p.) Item 2: Anni creature 2022. Price: 80 plushies (no limit) Item 4: Avatar goldening Token (can be used to make any avatar gold), Price: 200 plushies Item 5: 1 Wiiya. Price 5 plushies x2 Item 10: 10 creature slots. Price: 100 plushies (limit: 3 p.p.) ~~~~~~~~~~~~ Total: 415
  3. I think it'd be reasonable to make GWI give 100 attack and 100 defence, it's the stat imbalance that's the real issue here. This way you can learn plenty of things, ie two people using a 100% slider with one who has three aramors, and one who has a single aramor.. With the current setup this wouldn't work, but with a balanced territory bonus it would. The reason I'm against the bonus being too high is that for one it'd stop people leaving GWI as it'd represent too much of a loss.. 100 is still a lot of stats! At least to someone under a year activity. But, it feels like there's another issue here - if a newbie left GWI everyone is just stronger than them, getting wins would be very hard for the same reasons. Back in my day (hah, I'm old) we could use elementals to equalise that.. But MP3's have no such option now, and the environment is harsher.
  4. Just for clarity, could you explain what this is helping? I -think- you are suggesting this because mp3's on GWI probably struggle sparring each other since they have such high defence? Though would object to +250 land bonus, that seems a bit much, Ely has 284 active days and her total land bonus plus permanant attack is.. Also 250. The number just seems a bit high to me there! But from my experience as an MP4, sparring is not fun with so few players. There certainly needs to be something, if only a way to set yourself as attackable to lower MP levels.
  5. This is just by eye, but if you are looking for patterns- The split votes are all in the categories of competitive events, where someone was the winner. We can see that's also likely on the minds of those who answered via the comments, a number of players wanting to see more community/story-driven events. Knowing the history of MD that doesn't seem surprising, the realm was about story (and I don't necessarily mean RP but the interactions of players and the realm), and given that that is quieter at the moment it could be part of why.
  6. Right, lets give this another go, got a few good ideas. Dead Man's Whisper - '..Nobody has been able to understand it so far.' This feels like it is just.. Dying.. For something like Frogspeak or Silvertongue, ideally something inbetween, beautiful speech, but completely incomprehensible. Marind's Tea Cup - This one feels ideal for Ghostform given the story of Marind as a whole. Though the reasoning is a bit abstract so probably doesn't fit Mur's criteria. Bottle of Mist - 'collected from a foggy day, quite dense' Some form of misdirection, or changing the weather to 'Foggy' if possible, it's bottled weather after all. Rubber Spiked Knuckle - 'Most likely used for intimidation, otherwise completely devoid of effectiveness.' Attacklock, make someone too intimidated to attack.
  7. Lashtal mirrors my exact thoughts on this post, there are some conclusions you've drawn there Mur that aren't quite accurate though I can see how you've got there and why you'd feel fustrated. The Land Weapon is an odd one, and I've seen that some have appeared to get close, group and everything but were missing a single member. People were certainly trying. However, and this is a big however, MD has always been a territory vs territory game.. PvP. You can see that in the past easy enough, but it puts a certain thing in mind - Helping a land other than yours find a Land Weapon is disadvantageous. And the Land Rulers probably wont want outsiders knowing how. This gives a problem, the playerbase is too small to find an active group in that number in the same territory and playing in the same timezone. My own feeling is that people are interested in what you've built and the landweapons, but are waiting for their chance to create a group of their own land and find them. Whether we should be more cooperative with this is another question, and not one I'm going into here. Also yeah the magic item thread I took the same as Lashtal, plenty of people are interested and fascinated by them, as seen by the Focus thread. I think it just needs more time for people to brainstorm. Short Version: I believe the interest of players is manifesting in a way that you didn't expect. Land Weapons being for Territory vs Territory makes them currently a hard one to access.
  8. Oh, might as well throw a few things at this and see if anything sticks, after all magic items are fascinating! I have an item called 'Death Tea', being a teamaker and though it's a weakened version so it doesn't kill those who partake in the drink, it could well apply Ghost Form or Weakness, the prior seeming like a fun way to play on the whole dying-but-less part. The second item being the 'Kaleidoscope', this is a common item, but with how they are used to see the world in a new and broken perspective it seems to all but call for some spell that represents that.. I don't know of any, but things like calling night mode or something similar?
  9. Congratulations Chewett, and have an absolutely amazing wedding! Enjoy every bit!
  10. So given all the recent posts on here, I just had to try. My once in an account contribution, perfectly balanced, as all things should be:
  11. So this is a bit of a thought I had, and even if it doesn't fit, hope it inspires an idea or two! The Idea It's well known that one can store complex thoughts into a particularly permeable stone, though a rarer occasion is when circumstance weaves an illusion into a similar such stone, a temporary reality, that can simply be tapped. Fragile though they are. While these 'stones' can not be crafted (or maybe can by an MP7 with extreme difficulty) these are mainly meant for quest rewards. The most common form of these is a Illusory Creature Stone, and once activated binds a creature to the user that lasts either a specified number of days, or number of combats. The creature is represented by a border specific to illusory creatures, and can either be a creature that currently exists at any upgrade level, or one that does not - An entirely new creature that only exists as an illusion and is gone once its gone. This can either give the user an edge in battle, or even be the basis of a challenge/quest in itself, such as trying to upgrade it... And naturally they can't be sacrificed. The Reasons I've put this suggestion together for a couple of reasons, the first being that as I've seen veterans, most seem to have vaults of gold to the point that offering a single silver or gold coin as a quest reward holds limited value while meaning a lot still to new players. These stones would form another option of reward that veterans might be interested in - Ledah's bet has had more attention than I've seen on most things. Secondly this forms another way to test the creation of new creatures, or create ones that shouldn't be in general circulation. And if one is liked and balanced enough it can be moved to permanant play. If not, a one-off temporary reward isn't too disruptive. Finally, as mentioned it could fascilitate interesting quests or playing with new mechanics. A quest to upgrade a creature that only exists for five battles that requires a particular Mark to upgrade? Or a creature that only produces a certain resource after it gets five wins, but is actively detrimental to a ritual it's in? Or something entirely more simple than that. Anyhow, thoughts? Questions?
  12. Recently I went through Gateway Island as an alt account just to test and get an idea of exactly what it was and what it involved. This topic is just to compile the feedback I had as a returning player who did their best to perceive it from a new players point of view. Firstly I have to say that the island itself is good, and that the tutorial is hitting along a lot of the right tracks in terms of teaching the player to play, about puzzles and facets of the game. Where it stumbled is in the smoothness of the experience and the potential buy in. One of the main things that new players encounter is the tool mechanics, though the tools have a much reduced cooldown to ensure that newbies don't spend all day collecting the required resources, however this emphasises the fact that the inventory menu doesn't refresh itself. While a refresh button is presented in the window it blends in with the text around it and is very easy to miss, and this is especially true on mobile devices. The first solution a player may find is simply refreshing the whole webpage, and not a good experience. If it is possible to make the countdown of time at least happen in real time, and the refresh button was made a slightly brighter orange, this would be remedied. Or better if the panel simply refreshed itself when hitting 0 seconds left, though I assume there are technical limitations with that? AP Cost is an odd one here and has me somewhat confused. It seems that moving in the main handful of areas can be done even when on 0 AP, not sure whether this is a bug or intended. The other half of the areas however do require AP expenditure as per normal, except as you might imagine with only getting so few newbies the viscosity is usually around 20. Even with the Land Affinity bonus the usual AP for movement around the areas that cost it is roughly 18. Given a starter player has a bank of 200 and regens roughly 16 every 10 minutes this can get to be an issue especially since most new players will backtrack a lot as they try and put things together. This means they might start to get really excited about figuring things out... Only to find themselves out of AP and having to wait twenty minutes to move a single scene. It might be worth giving newbies more affinity for GWI to start with, or at least cap viscosity to being at max triple of the AP the scene would ordinarily cost to move to. IE if an arrow costs 1 to move, the max viscosity cost it can have would be 3, making the total cost 4. That would be much more palatable for the GWI, but probably its own discussion. Active Days to get off the island... I get why it's there, really. But the island doesn't necessarily take that long to solve, or to exhaust the possible actions on it (depending on the player, of course). MD is a community game and GWI more often than not at this point in time is cut off from the community. Someone there can't interact with the majority of players, and without that MD loses some of its appeal. I don't see all too many players wanting to stay on the island for that amount of time because it is limiting. Left there you can't explore or necessarily find more puzzles and this is before you are able to see the deeper lore of MD... Though, suppose there may be a way off the island with less active days, not certain but the majority I've seen require it. Finally - The Buy in. Back when I started MD you were greeted by the Story Mode, and it honestly inspired me. The story was the interweaving of lore and gave some snippet of how to think about the realm, it gave flavour and some rather odd context, the kind of thing that was utterly unique. That was what made me, personally, want to investigate and explore, it gave the curiosity to press on into the realm. That and the fascinating creatures and fights were my 'buy in', the point that I was invested enough to push through adversity or any of the rough parts of MD. This seems to be missing in GWI. There is the introduction with a fair few interesting mentions of what is possible, but it's not really inspiring, just informative. Then the first thing you are greeted with are the tools and collection mechanics which seems like an odd choice. Don't get me wrong the tutorial is good (though the wait for the map was a bit too long), but it's not something that is going to draw people in which is what you need to start with. I'd suggest start with a mystery, some hinting at the lore and have the mystery progress with each step to exiting the island. Meet the creatures and combat second, with a shade in each location to optionally fight. Then the tools. This way players can at least do something while waiting for things to process or AP to generate, because when most people start looking for a new browser based game, they're bored. Greeting them with a mystery and something to puzzle over as they go is not only more interesting, but also more authentic to at least how I see MD. Anyway, thank you for reading my thoughts. GWI seems like a very good place to start, it just needs that buy in and polish. But the hard part is done, it's intuitive and easy to understand for those who do not leave early. At least by my own reckoning. Hopefully my perspective helps to some extent!
  13. I think those with a killtool are simply on the side of not killing Ledah. Though could definitely be wrong! (My only complaint is I've yet to see this fabeled creature and want to know if its cute..!)
  14. Okay, this isn't my submission, but super happy with how it turned out as a beginner to Origami in general. Her beak is a bit messed up, but she found a shiny ring and so at least has that going for her. Probably going to be a while before anything submission worthy, going to take a while to figure out how to progress from following tutorials to actually designing my own Winderwild! But it's a start.
  15. Thank you, the quest was really fun to do! Took a while to get the hang of how it worked for the first few steps, but after that everything worked really well! Honestly I think it needs to be recognised how much the NPCs to chat with add to the realm, it really did bring things to life all the more, even outside the quest.
  16. Never actually participated before, so I'll throw my hat (and maybe head) in. For the experience at least!
  17. Oh, I like helping with typos! RP Reward Screen: game . -> game. baned. -> banned. Unholy Priest II desc: offering -> offered Remains desc: Defensive -> As a defensive Too Recently Attacked Prompt: YOu -> You it -> them only seconds -> seconds. Hope that helps!
×
×
  • Create New...