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Tag Dispatchers - A new era begins

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  • Root Admin

The Tag Dispatchers have new features, that will completely reshape the future of things in MD.

Roles can be unlocked sequentially, you need to open them in order. You can only follow a single branch and once you picked one direction, the other options get locked.

Absolutely any data that exists in md can be used as unlock rule for a tag. We will be able to use all those fancy things such as the daily voting and a lot of other stuff that was there but was never used for anything.

At the "end" of the "tree", there will probably be insane rewards, such as god mode powers (you know them as A25 , but god-mode sounds a lot better right? 😛 )

 

Multiple option trees for multiple dispatchers are possible, so its not just a single one and a single path.

 

The tag structure editor is done and functional, its a super powerful tool that now needs to be put to good use.

I intend to collect the best of your suggestions and make them real in md .. so let me know what you think and what sort of tag structures do you can think of.

 

What i need:

- tag names and descriptions and a vague ideea of what they are supposed to unlock

- images 150x150px hand drawn md style

- tag structure suggestions, for example what sort of tags would a merchant role imply, and what choices (names to be picked after)

- places for tag dispatchers, where do you think they should be in the realm.

 

Sample tag dispatcher 'trees', the names are kind of random, just so you understand visually how these will look.

Screenshot (62).pngScreenshot (60).png

  • Author
  • Root Admin

Tag dispatchers are a "glue" that should connect existing features , not something to invent new ones. When making suggestions of what things the tags should unlock, please refer to existing things.

This is great; I'm super excited for this!

Before I start making suggestions had a couple questions for clarification:
 

  1. If one can only follow a single branch and completing a path unlocks great powers, then does the depth of that branch matter in regards to what the reward for that path is? For example, in one of your diagrams above "carto 2" is a depth of 5 whereas "asd resss" is a depth of 2; do they both unlock a similarly valuable reward? Or does "asd resss" unlock a lesser reward than the longer path? Or perhaps "asd resss" unlocks a similarly valuable reward but is harder to unlock to compensate for the lesser number of steps?
  2. Also, does being able to complete only a single path mean that certain abilities are locked off from a player forever, since they won't be able to complete the other paths?
  3. Regarding the "What I need" request, do you want suggestions for a complete tree structure and all the requisite parts for implementation (i.e., tag names, images, tag structure, and tag dispatcher locations)? Or is it helpful to make suggestions for an incomplete tag dispatcher structure? Or even everything but drawings, if I'm not much of an artist or don't have drawing supplies on hand at the moment?

Edited by Ivorak

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