Popular Post No one Posted August 15, 2013 Popular Post Report Posted August 15, 2013 (edited) I've been told it is too long. I will try to split it. The entire initial post is still hidden here. But you'd better read below at it has been split and rearranged. [spoiler] Last night, don't ask me why, some ideas arouse between my ears: [spoiler]Log! [14/08/13 23:44] :Zyrxae waves to No one and dst [15/08/13 00:32] :No one raises a hand while sleeping [15/08/13 00:33] No one:hey there zyr * snori* [15/08/13 00:36] :No one sacrificed Animated Tree III [15/08/13 00:36] : No one collects fenths [15/08/13 00:43] :No one sacrificed Animated Tree III [15/08/13 00:45] :Zyrxae smiles at the snore [15/08/13 00:45] Zyrxae:Some good principles here.. [15/08/13 00:45] : No one collects fenths [15/08/13 00:46] No one:the principles don't really matter to me [15/08/13 00:46] No one:I am close to max with all of them [15/08/13 00:46] Zyrxae:Out-of-the-way-ness then? [15/08/13 00:47] No one:exactly [15/08/13 00:47] :Zyrxae nods [15/08/13 00:48] Zyrxae:Teamaking? other projects? [15/08/13 00:48] No one:aaa, in a few days we can do some tea [15/08/13 00:49] No one:and ... no, no new projects [15/08/13 00:49] No one:there is an issue related to water ... but we're working on it [15/08/13 00:49] No one:and ... more fenths :D [15/08/13 00:50] Zyrxae:hm..if you could have any new resource or combination of resources, what would you want there to be? [15/08/13 00:51] No one:here ? I already proposed bones for all altars [15/08/13 00:51] Zyrxae:I meant totally new to MD [15/08/13 00:51] Zyrxae: :P [15/08/13 00:52] No one:that is not really fair [15/08/13 00:53] No one:it is a complicated thing to put something useful [15/08/13 00:53] No one:and I am tired :P [15/08/13 00:53] Zyrxae:Fair enough, just thought you might have an idea for something you'd always wanted to have in the East [15/08/13 00:53] No one:it all depends on if you want to create something with it or not [15/08/13 00:54] Zyrxae:what would be the point if you couldn't create something with it? [15/08/13 00:54] No one:exactly my point [15/08/13 00:55] No one:that is why i prefer to start from the final product and reverse engineer to raw products [15/08/13 00:55] No one:I don't know, maybe some bricks [15/08/13 00:55] No one:and here it could work to get some clay [15/08/13 00:56] No one:--- to get the clay , use heat and make it clay [15/08/13 00:56] Zyrxae:combine with lots of heat and presto, bricks [15/08/13 00:56] Zyrxae:exactly [15/08/13 00:57] No one:ha, I know :D [15/08/13 00:57] No one:use bricks to build back viscosity :D [15/08/13 00:57] No one:Nad would love this idea :D [15/08/13 00:58] Zyrxae:hehe, suggest it to him and see what he says! [15/08/13 00:59] Zyrxae:and hey Syrian, you always seem to show up at the right time [15/08/13 01:00] No one:another thig : use goop & bones to build scary amulets --> each would grant 3 spells that can provide protection against any attack for about 10 minutes [15/08/13 01:00] Syrian:hi! [15/08/13 01:00] No one:yea, its the litte spy that sneaks and is always around :P [15/08/13 01:00] Zyrxae:Have you been holding onto that idea for a while? [15/08/13 01:01] No one:Hi Syrian [15/08/13 01:01] Syrian:hi No one! [15/08/13 01:01] : No one collects fenths [15/08/13 01:01] Syrian:i cant help it..i run around a lot.. [15/08/13 01:01] Syrian:and chase dots [15/08/13 01:01] No one:. [15/08/13 01:02] Syrian:not those dots silly [15/08/13 01:02] Zyrxae:Orange heat people.. [15/08/13 01:02] No one:stick with us, dots tend to appear [15/08/13 01:02] No one:oh :D [15/08/13 01:02] No one:why do you chace them ? [15/08/13 01:02] Syrian:map dots! i saw lots, and i was in NC [15/08/13 01:02] Syrian:so i came to see who was here [15/08/13 01:04] No one:there are lots more at GoE, but .. I guess you ve been there [15/08/13 01:04] Syrian:everyone is sleeping... [15/08/13 01:04] No one:I am tired and it seems I get some nice ideas :D [15/08/13 01:04] No one:good, when ppl is sleeping, it is a good time to steal some wins ;) [15/08/13 01:04] Syrian:and sometimes the more interesting things happen where there are fewer dots [15/08/13 01:04] No one:or loses [15/08/13 01:05] Zyrxae:Agreed with Syr about the fewer dots [15/08/13 01:05] Zyrxae:Seeing as nice ideas just happened *points to No one's past one* [15/08/13 01:06] No one:* water, branches, goop ---> dool [15/08/13 01:06] No one:* water, branches, goop, colored paper ---> vodoo dool [15/08/13 01:06] Syrian:i want a doll! [15/08/13 01:06] No one:the dool would grand efects like a burst [15/08/13 01:07] No one:the vodoo dool ... I don't know , the effect of intoxicated [15/08/13 01:07] No one:both granted as spells [15/08/13 01:07] No one:if I ever make one ... come to me, I will give you one ;) [15/08/13 01:08] Zyrxae:Use it like a regular voodoo doll: make it like a certain person and be able to cast offensive spells on them with it! [15/08/13 01:08] Syrian:i like dolls, thats why i have totems, they are like dolls, but creatures [15/08/13 01:08] :Zyrxae pictures making creature totems into stuffed animals [15/08/13 01:08] Syrian: ( *squeals* plush MD creatures!) [15/08/13 01:08] Syrian: (want!) [15/08/13 01:09] No one:@zyr: interesting idea, combining spells :D cool [15/08/13 01:09] No one:nnooooo [15/08/13 01:09] Zyrxae:..what's wrong? [15/08/13 01:10] No one:I don't think you'd want a farting grasan [15/08/13 01:10] No one:or an exfoliating one [15/08/13 01:10] No one:not even in plush [15/08/13 01:10] Zyrxae:Or a pimp of any kind.. [15/08/13 01:10] No one:exactly [15/08/13 01:10] Zyrxae:although..they have lollipops.. [15/08/13 01:10] No one: :D [15/08/13 01:11] Syrian:but they would be plush, or plush totems, and those are cute! [15/08/13 01:11] No one:indeed [15/08/13 01:11] Syrian: (it would also be fun to carve actual totems) [15/08/13 01:11] Syrian:(if you know...i could carve( [15/08/13 01:12] No one: :D as kid I did tried [15/08/13 01:12] No one:on sticks anyway [15/08/13 01:12] Zyrxae: (plush and wood creature totems in the Zazzle MD shop!) [15/08/13 01:12] No one:it requires high skills for carving [15/08/13 01:12] No one:so, another idea : [15/08/13 01:12] No one:---- put creatures to work, really work [15/08/13 01:13] No one:go to a work bench and allow LR archers to build bows [15/08/13 01:14] No one:bows would give 3x5 minute spells for enhance all archer attack :D [15/08/13 01:14] Syrian:out of lumber and/or branches? [15/08/13 01:14] No one:yea, i forgot to write that, you'll need the creature and the resource for it [15/08/13 01:14] Syrian:i like that idea, it seems like it could be fun [15/08/13 01:15] No one:the higher the lvl of creature, the higher the rank of spell : lvl 3 - 1 minute, lvl 4 - 5 minute, lvl 5 - 7 minute [15/08/13 01:15] No one:yea and should be easy to implement [15/08/13 01:17] No one:drachorns & 12 k heat jars -> fire [15/08/13 01:17] No one:fire to warm tea :D [15/08/13 01:17] No one:I know someone who would not like this idea [15/08/13 01:17] Syrian: *giggles* fire starter? [15/08/13 01:18] No one:fire + wood in a fireplace ---> charcoal [15/08/13 01:18] No one:Yea, him :P [15/08/13 01:19] Zyrxae:He'd still get a personal item [15/08/13 01:19] Zyrxae:Everyone else would have to share the fireplace [15/08/13 01:19] No one:fire + water + stone --> iron [15/08/13 01:20] No one:you could use iron to buy new armors and swords from the blacksmith [15/08/13 01:20] Zyrxae:I really like that idea [15/08/13 01:21] Zyrxae:especially since something was added at the Weapon Smith [15/08/13 01:22] No one:yes, or you can upgrade your existing armor up to 3 lvls (each doubling its previous bonuses) :P --- quite overpowered, but fun [15/08/13 01:22] Zyrxae:Doubling's way overpowered, but maybe +10% each time or similar [15/08/13 01:23] No one:yes --- i mean all would use the same fireplace, bench etc as clickies around MD [15/08/13 01:23] No one:10% - 20% - 50 % all details [15/08/13 01:24] No one:elementals & water (the cretures) using water and 1 herb of each kind would create on choice : [15/08/13 01:25] No one:a potion to increase regen ---- like tea & red candy & the item from shop --- not a good idea [15/08/13 01:25] No one:a potion to ... something, we can think of something later :P [15/08/13 01:26] Zyrxae:So many possibilities.. [15/08/13 01:26] No one:indeed [15/08/13 01:27] No one:angiens and something to create teleport to GoE --- should prevent somehow the creation of too many spells [15/08/13 01:27] No one:the taineted angien should create the send to chaos spell [15/08/13 01:28] No one:aaa .... I need to sleep [15/08/13 01:28] : No one collects fenths [15/08/13 01:28] Syrian: *giggles* maybe you should write this down first? [15/08/13 01:28] No one:it is not that easy [15/08/13 01:28] No one:the ideas come when you want to say it to someone else [15/08/13 01:29] No one:but I copied them all to a file [15/08/13 01:29] :Zyrxae did too, just in case [15/08/13 01:29] No one: :D [15/08/13 01:30] No one:if you want to post it on forum ... just split the reward , if any, with me [15/08/13 01:30] No one: ;) [15/08/13 01:31] Zyrxae:Nah, they're your ideas, you should post them; if you want I can send you the log, though I assume you've got most of it already [15/08/13 01:31] No one:I have it [15/08/13 01:31] No one:I use copy / paste :P [15/08/13 01:31] Zyrxae: *nods* Fair enough then [15/08/13 01:32] Zyrxae:We need more good suggestions.. [15/08/13 01:32] Zyrxae: (I gtg for a bit, good night if you plan to take your leave) [15/08/13 01:32] No one:ok, how to prevent over creation : [15/08/13 01:33] No one:just like Elu's create paper every 3 days, these spells / items would be created in a number of days [15/08/13 01:33] No one:you would not be allowed to work during a day on more then ... lets say 3 differnt items, each just once [15/08/13 01:35] No one:if you'd buy a shop item / 5 uses , would allow work on 8 items / day --- this will encourage spending money [15/08/13 01:35] Syrian:thats always a good idea! [15/08/13 01:35] No one:i know [15/08/13 01:35] Syrian:when i stopped fighting i havnt needed to use the shop at all, so i touwld be nice to have non combat related things [15/08/13 01:36] Syrian:i would like te support the game but not to the point of getting things i wont use [15/08/13 01:36] No one:indeed, that is a good reason [15/08/13 01:37] No one:* another good reason [15/08/13 01:37] Syrian:maybe we could even have timed boosters for gathering related things [15/08/13 01:39] No one:aaa, that could be possible but not fair --- maybe we should not go into details on this one [15/08/13 01:39] No one:you'd have to trust me [15/08/13 01:41] No one:no, during build , it should somehow require ppl to spend some time in a certain location, that would create the need / the job [15/08/13 01:41] No one:and that in turn could be used by those that don't gather [15/08/13 01:42] Syrian:building things would be fun [15/08/13 01:42] Syrian:its a bit, anti climatic if its instant [15/08/13 01:42] No one:that's exactly my point [15/08/13 01:43] Syrian:i built a hut! in one second! :D [15/08/13 01:43] No one:but is should not require more ppl, more cauldrons [15/08/13 01:43] No one: :) maybe 30 minutes --- while you buy all stuff [15/08/13 01:44] Syrian:wel lit could be faster to build with thers [15/08/13 01:44] Syrian:but possible to do it alone [15/08/13 01:44] Syrian:others* [15/08/13 01:44] Syrian:but i need to sleep now, its late :( [15/08/13 01:44] No one:maybe [15/08/13 01:45] No one:but I want a counter part for the work of the gatherers that work alone in remote locations [15/08/13 01:46] Syrian:i would like more things to use resources on, like, big things, projects [15/08/13 01:46] Syrian:not just..tea..and cake [15/08/13 01:46] No one:or course, that is the idea: more ideas :D [15/08/13 01:48] No one:yea, the more ideas I have, the harder it is for me to read & write [15/08/13 01:48] No one:I need to sleep [15/08/13 01:48] Syrian:me too! goodinght then! [15/08/13 01:49] No one:@Zyr: if your offer is still available ... can you please send me this places's log [15/08/13 01:49] No one:thank you [15/08/13 01:49] No one:good night [/spoiler] Now let me try to order them. New resources and locations - Clay (Eternal Toiler --- that looks like dried clay) - bones at each altar -- this could be understandable So from Clay adding some water and lots of heat --- creates bricks 3 clay, 1 water, 20 k heat ---> 4 bricks (of 1 use ) or 1 brick (of 4 uses) (for DB's sake) could be used to increase viscosity , lets say by 10, but not more then maximum viscosity Other recipes. This will combine the resource to new items which could turns to spells ... something like memory stones. goop & bones ---> build scary amulets each would grant 3 spells / uses that can provide protection against any attack for about 10 minutes (visible in trigger box, perfect for war, HC, BHC & MP3) water, branches, goop ---> doll grant 3 uses with effects like a burst colored paper, doll ---> voodoo doll water, branches, goop, colored paper ---> voodoo doll grant 3 uses with effects of intoxicating somebody (like the seed does) heat, 1 herb (important to be of any kind), a voodoo doll, a memory stone (3 uses) ---> enchanted voodoo doll on use of the v.doll, it will cast both the intoxicating and all the spells that were enchanted this could create powerful items by being able to enchant up to (lets say) 5 spells into one voodoo doll fire(see below at drachorns)+ lumber + heat ----> charcoal ----> i haven't though of a use yet as in tea recipe, a minimum of 10k heat is required (granting 8 seconds of fire) and will decrease over time. adding more initial heat will increase the time of fire you can add 1 lumber to create 1 charchoal --- with a cooldown of 5 minute (will limit the easiness of creation of this item) fire + heat + water + stone --> iron as in tea recipe, a minimum of 10k heat is required (granting lets say 8 seconds of fire) and will decrease over time. adding more initial heat will increase the time of fire you can add 1 stone and 1 water to create 1 iron --- with a cooldown of 5 minute (will limit the easiness of creation of this item) iron can be used to buy special armors & weapons from the blacksmith or to upgrade the current ones (Medusa Ceremonial Armour, Sun God Armor, Tribe's Man ...) by lets say 20 % up to 3 upgrades. 1 herb of each + water -> paper more to come Another idea is to put the creatures to work. I mean that some creatures (depending on groups / categories) can work on stuff and depending on their lvl, it could give more uses / better items. Also, creatures should not be able to work on an infinite number of items. They should be limited. An idea on that is like this : a lvl 3 creature can be used for lets say 20 items growing a creature to lvl 4, would multiply the number of items it remained to be created at previous lvl by a factor of 2(so a lvl3 with just 2 uses left, at lvl 4 would have 4 uses) growing at lvl 5, would again double the remaining uses at max lvl of 7, it would be a 20 x 2 x 2 x 2 x 2 = 320 items -> should be enough as incentive to grow a new creature to this lvl So, the creature could do this : archers (LR & heretics) + lumber ---> bows (no uses, out of a maximum of 100 uses) time to work ----> 3 days (1 lumber / day => 3 lumber / 1 bow) each bow usage would grant the archer's attack of 10-20% (new bow usage will just replace previous effect) like an aura would do a bow can be used if it has bows (no necessary if it is filled up). Each bow usage would decrease the number of arrow added to bow and the number of uses left) archers (LR & heretics) + 10 branches ---> arrows ( 10 arrows / day ) time to work ----> 1 day (10 branches / day => 1 branch / 1 arrow) to be used to fill up the bow until that one is used up --> will reduce the number of items in inventory & number of steps & checks in code drachorns + 12 k heat jars + 1 branch ----> fire time to work ----> 1 day elementals & water beings + water + 1 herb of each kind (in total 4 herbs) ---> would create on choice a potion a toxic potion ---> like intoxicate of seed a counter toxic potion ---> to stop & prevent intoxication for 10 minute a few other potions time to work ----> 2 days angiens & 4 paper ---> teleport to GoE (1 item - 4 uses) time to work ----> 2 days tainted angiens & 4 paper ---> send to chaos (1 item - 4 uses) time to work ----> 2 days lots more ideas can be added here as each creature can know to work on multiple recipes maybe a recipe can use the work of 2 or more creatures for a longer period - but cannot be used in more then 1 recipe at one time Specific work places - cutting table - to be used - steel anvil - to use with fire and iron (see drachors, iron, charcoal) - cauldron - for work with water, herbs (see the elementals & water beings) - saw-bench - for use with lumber, brenches (see archers) - luxurious table - to be used Also, there is also the required time to spend at one location that has to be thought of. You cannot create a sword in 5 minutes nor the charcoal / iron is created in seconds. So, each resource you use should have a "on use" time (for fairness should be half the time used by the shared items to gather it: water : ~4 minutes, stones ~33 minutes, and so on). So, combining 4 water items and a stone would require a total of 4x4 + 1x33 = 49 minutes. To create the atmosphere of teamwork, it could be created something like viscosity but on "work places". Meaning that if a workplace is used by one person in a period of 24 hours, it will decrease the viscosity by 10% for the next 12 hours. This will say that 2 persons can keep the "teamwork" there at 10% all day. 4 persons can get it to 20% and so on untill 70%. This "teamwork" would reduce the time needed for creating items by the percent of "teamwork". For example : 49 minute @ 50% ~ 25 minutes or real time spent. Above there are few concepts time spent on creation of items ---> this should add real value to item creation creation of items using creatures ---> would require that ppl would have to change their creatures from time to time, unless you can send them to a holiday before they are worn out :P workplaces ---> specific locations (work sanctuaries) required for creating of items that would allow "teamwork" to speed up combination between created items and resources or other items ---> this would open the realm for any number of recipes realm being affected by items (see the bricks) The working creature concept should open the usage of the "magic CTC" that would allow ppl to lend their creatures to others to be put at work. Warning: these creatures should not be able to be sold / upgraded / used in battles and should be transferred only to original owner. This "magic CTC" could be created when you as original owner "mark/unmark" next to CTC the "create MCTC". That could be done only if not already a MCTC of another user. MCTCs should not change on transfer allowing the recovery of the creature. Warning: creatures recalled while in the middle of creating of a recipe will make the recipe fail. [/spoiler] Edited August 15, 2013 by No one lashtal, dst, Nimrodel and 8 others 11 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 (edited) There are a few concepts used here : time spent on creation of items ---> this should add real value to item creation creation of items using creatures ---> would require that ppl would have to change their creatures from time to time, unless you can send them to a holiday before they are worn out :P workplaces ---> specific locations (work sanctuaries) required for creating of items that would allow "teamwork" to speed up combination between created items and resources or other items ---> this would open the realm for any number of recipes realm being affected by items (see the bricks) Also, the "magic CTC" can have a real use: The working creature concept should open the usage of the "magic CTC" that would allow ppl to lend their creatures to others to be put at work. Warning: these creatures should not be able to be sold / upgraded / used in battles and should be transferred only to original owner. This "magic CTC" could be created when you as original owner "mark/unmark" next to CTC the "create MCTC". That could be done only if not already a MCTC of another user. MCTCs should not change on transfer allowing the recovery of the creature. Warning: creatures recalled while in the middle of creating of a recipe will make the recipe fail. So, this is the table of contents for below: New resources and locations Recipes with just resources Recipes with items Creatures at work Working places Time spent at work for creating stuff Team work for creation of items Work load Edited August 15, 2013 by No one Blackthorn 1 Quote
Root Admin Chewett Posted August 15, 2013 Root Admin Report Posted August 15, 2013 Unlike many recent posts this is helpful , constructive and very interesting. I like it and will be looking into some of these ideas. Blackthorn 1 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 (edited) New resources and locations - Clay (Eternal Toiler --- that looks like dry clay; new locations can be placed wherever there is dirt or deserted land) - bones at each altar -- this could be understandable and has been told before - Edited August 15, 2013 by No one Blackthorn 1 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 (edited) 2. Recipes with just resources This will combine the resources to turn them to new items which could turns to spells ... something like memory stones. Also, multiple recipes can be allowed for same result. clay adding some water and lots of heat --- creates bricks 3 clay, 1 water, 20 k heat ---> 4 bricks (of 1 use ) or 1 brick (of 4 uses) (for DB's sake) could be used to increase viscosity , lets say by 10, but not more then maximum viscosity goop & bones ---> build scary amulets each would grant 3 spells / uses that can provide protection against any attack for about 10 minutes (visible in trigger box, perfect for war, HC, BHC & MP3) 1 herb of each + water -> paper water, branches, goop ---> doll grant 3 uses with effects like a burst water, branches, goop, colored paper ---> voodoo doll (recipe version 1) grant 3 uses with effects of intoxicating somebody (like the seed does) Edited August 15, 2013 by No one Intrigue, Blackthorn and Sir Blut 3 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 3. Recipes with items Some recipes can / should work with other items (resulted from other recipes) colored paper, doll ---> voodoo doll (recipe version 2) grant 3 uses with effects of intoxicating somebody (like the seed does) heat, 1 herb (important to be of any kind), a voodoo doll, a memory stone (3 uses) ---> enchanted voodoo doll on use of the v.doll, it will cast both the intoxicating and all the spells that were enchanted this could create powerful items by being able to enchant up to (lets say) 5 spells into one voodoo doll fire(see below at drachorns)+ lumber + heat ----> charcoal ----> i haven't though of a use yet as in tea recipe, a minimum of 10k heat is required (granting 8 seconds of fire) and will decrease over time. adding more initial heat will increase the time of fire you can add 1 lumber to create 1 charchoal --- with a cooldown of 5 minute (will limit the easiness of creation of this item) fire + heat + water + stone --> iron as in tea recipe, a minimum of 10k heat is required (granting lets say 8 seconds of fire) and will decrease over time. adding more initial heat will increase the time of fire you can add 1 stone and 1 water to create 1 iron --- with a cooldown of 5 minute (will limit the easiness of creation of this item) iron can be used to buy special armors & weapons from the blacksmith or to upgrade the current ones (Medusa Ceremonial Armour, Sun God Armor, Tribe's Man ...) by lets say 20 % up to 3 upgrades. More to come lashtal, Intrigue, Sir Blut and 1 other 4 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 4. Creatures at work Another idea is to put the creatures to work. I mean that some creatures (depending on groups / categories) can work on stuff and depending on their lvl, it could give more uses / better items. Also, creatures should not be able to work on an infinite number of items. They should be limited. An idea on that is like this : a lvl 3 creature can be used for lets say 20 items growing a creature to lvl 4, would multiply the number of items it remained to be created at previous lvl by a factor of 2(so a lvl3 with just 2 uses left, at lvl 4 would have 4 uses) growing at lvl 5, would again double the remaining uses at max lvl of 7, it would be a 20 x 2 x 2 x 2 x 2 = 320 items -> should be enough as incentive to grow a new creature to this lvl Lots more ideas can be added here as each creature can know to work on multiple recipes. Maybe a recipe can use the work of 2 or more creatures for a longer period - but cannot be used in more then 1 recipe at one time. So, the creature could do this : archers (LR & heretics) + lumber ---> bows (no uses, out of a maximum of 100 uses) time to work ----> 3 days (1 lumber / day => 3 lumber / 1 bow) each bow usage would grant the archer's attack of 10-20% (new bow usage will just replace previous effect) like an aura would do a bow can be used if it has bows (no necessary if it is filled up). Each bow usage would decrease the number of arrow added to bow and the number of uses left) archers (LR & heretics) + 10 branches ---> arrows ( 10 arrows / day ) time to work ----> 1 day (10 branches / day => 1 branch / 1 arrow) to be used to fill up the bow until that one is used up --> will reduce the number of items in inventory & number of steps & checks in code drachorns + 12 k heat jars + 1 branch ----> fire time to work ----> 1 day elementals & water beings + water + 1 herb of each kind (in total 4 herbs) ---> would create on choice a potion a toxic potion ---> like intoxicate of seed a counter toxic potion ---> to stop & prevent intoxication for 10 minute a few other potions time to work ----> 2 days angiens & 4 paper ---> teleport to GoE (1 item - 4 uses) time to work ----> 2 days tainted angiens & 4 paper ---> send to chaos (1 item - 4 uses) time to work ----> 2 days Sephirah Caelum, Blackthorn, lashtal and 1 other 4 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 5. Working places Specific work places - cutting table - to be used for cutting for example herbs, papers by angiens, popes ... - steel anvil - to use with fire and iron (see drachors, iron, charcoal) ... - cauldron - for work with water, herbs (see the elementals & water beings, popes and so on) ... - saw-bench - for use with lumber, brenches (see archers) ... - luxurious table - maybe we could build something from all that silver and gold we carry. The idea is to have specific locations to build some recipes. Why ? Because there are so many possible recipes. These locations should allow you to choose what recipe you'd like to prepare and to guide you through. Also, these specific locations would lead to the next to ideas : "time spent at work for creating stuff" and "team work". Blackthorn, Intrigue and Menhir 3 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 6. Time spent at work for creating stuff There is also the required time to spend at one location that has to be thought of. You cannot create a sword in 5 minutes nor the charcoal / iron is created in seconds. So, each resource you use should have a "on use" time (for fairness should be half the time used by the shared items to gather it: water : ~4 minutes, stones ~33 minutes, and so on). So, combining 4 water items and a stone would require a total of 4x4 + 1x33 = 49 minutes. The time spent on creating stuff and tying creation of items on specific places would force ppl to move to those places and to stay there for certain amounts of time. Also, having long times on item creation would give real value to items (time is money). Ppl might dedicate themselves to just creating items. That will require their time in a similar amounts as to the gatherers. Trade agreements could arise between ppl or groups of ppl. Sir Blut, Blackthorn, Intrigue and 1 other 4 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 7. Team work for creation of items Some item creation could require being in a single location for hours. To create the atmosphere of teamwork and thus to speed up the work, it could be created something like viscosity but on "work places". Lets call it "teamwork". Meaning that if a workplace is used by one person in a period of 24 hours, it will decrease the "teamwork" by 10% for the next 12 hours. This will say that 2 persons can keep the "teamwork" there at 10% all day. 4 persons can get it to 20% and so on until 70%. This "teamwork" will reduce the time needed for creating items by the percent of "teamwork". For example : 49 minute @ 50% ~ 25 minutes or real time spent. Intrigue, Menhir and Blackthorn 3 Quote
No one Posted August 15, 2013 Author Report Posted August 15, 2013 8. Work load In order to prevent an overload of MD with certain items, some limits can be applied. Like: during a day, a certain number of items can be worked on. Lets say 5. In MD shop, you could buy an item with about 5 uses that will increase the number of items that can be worked on a day by 5 meaning that you could work for 5 + 5x5 = 30 items a day. And that should be maximum (30). But you can also use those 5 uses like 1 per day allowing you to create only 10 items per day. during a day, you should not work 2 times on the same item or item type. Meaning that you would only be able to create just one set of "arrows" per day. Also, a list of items you are still working on should be available like this: Today's work (10 items allowed / 3 items worked on / queue is 4) 1. item X : 2/3 days - worked 2. item Y : 1/4 days - worked 3. item Z : 2/3 days 4. item Q: 1/1 days - worked - completed Menhir 1 Quote
Laphers Posted August 18, 2013 Report Posted August 18, 2013 I like it. The first thing that comes to mind is an idea about Torch Competition. What effect would it have to create your own torches before or during competition? Quote
Root Admin Chewett Posted December 31, 2013 Root Admin Report Posted December 31, 2013 I really like this, all of it actually (perhaps with some tweaks :P). Thanks to no one for bumping this idea (on a PM exchange) so i shall bump it publically. Specifically the "work places" bringing people together with teamwork. I really want to try and add a lot more recipies into the game so that resources are actually used. The recent item combiners makes recipes much easier (instead of having to do all the talking in chat you can just combine things and get an item) so this is on my list of "to do". I also love the idea of creatures working to do things. Makes sense when we have creatures that produce resources. Is there anything people think is a "really good" idea and that should be worked on first? This is a massive list and some items are going to take considerable amount of time I would quite like to do it all in some form or another. For me, the thing Im probably going to focus on first will be adding more recipes into the game using these new item combiners. Anyone else want to comment on the idea? I only see two people lol. Blackthorn 1 Quote
Rophs Posted December 31, 2013 Report Posted December 31, 2013 I'd like to see some viscosity control items being available via workship first Quote
Pipstickz Posted December 31, 2013 Report Posted December 31, 2013 (edited) 4, 5 and 6 are my personal favourites. I like the idea of actually being able to DO these roles, and creating economy and trade. I'm sure Kragel would've been the first to hop on the mining bus :D Edited December 31, 2013 by Pipstickz Quote
Ivorak Posted December 31, 2013 Report Posted December 31, 2013 This is great, No One, and I can't believe I forgot about it after first reading it. Two quibbles for starters: "Voodoo dolls", if implemented, should be called something else, perhaps"effigies". "Voodoo" is too specific to a real world culture. Some further thought might be prudent before implementing anything to do with having creatures labor. I remember Mur writing about how creatures were not physical beings (http://magicduel.invisionzone.com/topic/186-what-are-the-creatures-that-fight-for-you/) but a sort of spirit that we formed a symbiotic relationship with. Then again, the DracHorns in their lair look pretty real to me, as do the Empty Aramors clambering around Golemus Golemicarum (on yet another hand, I'm not sure of the relationship between Aramors and Empty Aramors). If creatures aren't physical, they can still possibly be treated as if they imbue us with the the skill or knowledge for crafting certain items, but sacrificing them should only yield fenths and not bones. Rophs, Ackshan Bemunah and Sir Blut 3 Quote
Root Admin Chewett Posted January 1, 2014 Root Admin Report Posted January 1, 2014 Some further thought might be prudent before implementing anything to do with having creatures labor. I remember Mur writing about how creatures were not physical beings (http://magicduel.invisionzone.com/topic/186-what-are-the-creatures-that-fight-for-you/) but a sort of spirit that we formed a symbiotic relationship with. Then again, the DracHorns in their lair look pretty real to me, as do the Empty Aramors clambering around Golemus Golemicarum (on yet another hand, I'm not sure of the relationship between Aramors and Empty Aramors). If creatures aren't physical, they can still possibly be treated as if they imbue us with the the skill or knowledge for crafting certain items, but sacrificing them should only yield fenths and not bones. If creatures are not physical, how can we gather skin from grasans and such? I would think this later addition, has changed the viewpoint somewhat. Quote
Ledah Posted January 1, 2014 Report Posted January 1, 2014 Perhaps the skin exists within the player and when the player transfers/uses the skin it is the same as 'sacrificing' a creature :) Or the viewpoint has changed. Quote
Ackshan Bemunah Posted January 1, 2014 Report Posted January 1, 2014 (edited) If creatures are not physical, how can we gather skin from grasans and such? I would think this later addition, has changed the viewpoint somewhat. Resources are not physical either...hence the lack of stacking. I think this came up somewhere too. Items, I'm not sure. It doesn't follow from both being nonphysical that creatures can strengthen resource presence...there has to be another justification. Grasan attitude does indeed cause one to have a good sense of the..."ferment" and "dried skin" of the world. Similarly you would have to justify a creature being able to directly help to create an item. Attitudes can lead to "items" but usually it's not direct, but rather facilitated by experience, input..."heat," I guess. From Ivorak: Then again, the DracHorns in their lair look pretty real to me, as do the Empty Aramors clambering around Golemus Golemicarum (on yet another hand, I'm not sure of the relationship between Aramors and Empty Aramors). If creatures aren't physical, they can still possibly be treated as if they imbue us with the the skill or knowledge for crafting certain items, but sacrificing them should only yield fenths and not bones. Since posting this idea in that thread, I've come to wonder why the drachorns specifically get represent in a scene, and the tiny men...Right now it seems to me like the "chained-down drachorn, held by tiny men" is indeed a part of everyone's heart, and a very important one. And even though finding a reason to harness the drachorn attitude can come from unleashing the drach, there is still always one that's tied down in the lair. Similarly, there is always an untouched angien egg, even when we find a reason to harness the attitude of the hatched angien. Edited January 1, 2014 by Ackshan Bemunah Ary Endleg and Maebius 2 Quote
Maebius Posted January 2, 2014 Report Posted January 2, 2014 If creatures are not physical, how can we gather skin from grasans and such? I would think this later addition, has changed the viewpoint somewhat. The way I see it, it's all about the Wiiya. Raw identity itself is a powerful force to make 'stuff' become mroe real, in the same way that Fenths are raw matter, using the energy/symbolism of a creature that we've imbued with our own history/fight/etc to become "stuff". potential to kinetic energy, in a sort of sense. But this is getting off topic! On topic, I do rather like the suggestions No One mentioned. Specifically the time-based ones. For Creatures making things, I always read this suggestion in the format of the current "Creature Totems" being used as spiritual effigies/fenths of that creature's energy pattern, and thus would be the actual ingredient for the recipe. So you'd need to Totemize the pattern into static form before utilizing it into a 'recipe'. Otherwise, it's too dynamic a concept, in my mind. (this relates to Ackshan Bemunah's comments above, in that in general There is ALWAYS an Egg on the angien shrine, a drach chained in the lair, etc etc. Using "crit energy" in a recipe might need us to cement it's form/function more "real") Ivorak and lashtal 2 Quote
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