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  1. 3 points
    Perhaps rather than total crits count the scaling would be set to count of a specific crit type. For example if I have 40 Walking Trees and just 1 Chaos Archer the cost of recruiting another tree would be significantly affected while archers still remained low cost. Ofc, the % scaling could be higher in such case. That way collecting different types of creatures wouldn't be affecting recruiting, while farming would indeed be lot harder to do. Especially if the scaling referred to % of player's max Wi. Even to a point where binding another creature of a specific type could cost over 100% of one's max Wi.
  2. 2 points
    Muratus del Mur

    Heat Veins Mapping

    Things we need to discuss: - How will be heat veins distributed, there are two ways. Initially i wanted them in a way that combines these two ways, but very fast i realized its not possible. Since then i set them up in a mix of these two ways, we need to discuss what is better and reset all of them accordingly. - Aelis needs to play with the tools and learn what to do and what he should do. For this he needs the tools (Azull, you will do the honors) but not before we talk with him about that. He will do Loreroot, a the veins there are easier to plan than the rest of the land. - Chew if you have any unclarities about the tools or the new thigbs thet support, let me know - Shem, Aia, i find you the most online and "friendly" so you will help Aelis with his first steps. You will also be the ones double testing if the veins where placed correctly once someone is done with an area. - We need to discuss who takes what area, i want deeper, less circulated areas taken by the most experienced of you, and the lands by their former kings (where the case) - Syrian, you have the tools for a very long time and you need to prove you haven't become a fossil with them..tool-fossil I am sure its no problem with that, but it still means you have to put some effort into it. More details in the throne hall meeting.
  3. 2 points
    I feel that the portal as it doth exist for most doth contain of much horizontal space, but find it rather odd that despite this, one needst scroll to access of chat-features. Furthermore, it seems that the scene artwork could be enlarged to take advantage of this for greater immersion within the scene, and also to allow for smaller, and therefore a greater number, of clickies within each scene. Attached were a mock-up of how I believe this may be improved; note that the scene artwork is scaled to 150% of its initial value, and the resolution were 1920x1080.
  4. 2 points
    A simple mathematical method of scaling would be to make the WInertia required simply scale with the power of the number of creatures of that species already possessed. If one should set the modifier such that WInertia required = 1.2^x, where X were the pre-existing number already possessed by that player, this should allow for very significant scaling, and diminishing returns on larger values of WInertia. For example, if a creature were to cost 2000 base points, the second would cost 2400 - a slight increase; but the tenth would cost almost 12400 points, and the twentieth a little over 76000 points. Thus, increasing of these points were still of benefit, and more were always desirable, but one thinkst that she must vary of her ensemble.
  5. 2 points
    i think a % can work if you making it a scaling percentage. so as you increase your max WI you can recruit a higher number of creatures. maybe that 30% would go down to 25, then 20, then 15, then 10, so it still rewards stat progression. if you have millions of WI to start with, making it a flat 30% is just going to feel punishing for having put in all that effort to get there and remove all sense of acheivement for putting in the grind. if it's 30% plus a flat number, then you can only ever recruit 3 creatures , however, if you have mililons of WI, it's going to take you MUCH longer to regenerate that 30% to be able to recruit another, than say a newbie with barely any. the solution to that would be to make WI regerenate as a % , but then again, then tha tjust removes the point of farming WI to begin with, and it might as well be the same fixed value for everyone
  6. 2 points
    Muratus del Mur

    MD Screen on big monitor

    Whatever solution i will find for this, needs to be something that works nice on any screen size. Having the bar on the right slide up and down when its already sliding left right, is not an option. I'll think of something, keep sending suggestions , i might see things from new perspectives
  7. 1 point
    Chewett

    art not loading/bestiary

    Flash is dead, so regardless its a bug
  8. 1 point
    Ungod

    Heat Veins Mapping

  9. 1 point
    Aelis

    Heat Veins Mapping

    The second way (flowing towards Deathmarrow) might make things easier when it comes to disambiguation of out paths, since we can figure out a way towards Necrovion (and therefore Deathmarrow) from most locations in the realm. As for the in paths, we'd make them point to heat vein sources at each land (should there be multiple sources for some lands?), is that correct? That way, in the GoE case, it should point out towards the Path of Loneliness (towards Howling Gates) and point inwards to itself (considering it as NML's heat vein source)?
  10. 1 point
    Chewett

    Heat Veins Mapping

    Doing that would create an interesting area which could then have the next "stage" of MD take place in. The balance between NC and the rest of the world, staying away yet being drawn to it.
  11. 1 point
    lashtal

    Heat Veins Mapping

    Very interesting concept, thanks for sharing it with us all! I can see an analogy between heat veins and the circulatory system: all lands except Necrovion behaving like "systemic circulation", while Necrovion can be seen like "pulmonary circulation".
  12. 1 point
    Muratus del Mur

    Heat Veins Mapping

    About the veins and how they could be set There are two conflicting ways of setting them up. Depending on what we decide about this, they will be useful for one or the other thing later. First i want to make it clear what they veins are, and i want you to follow their concept when placing them, completely disregarding any potential use. Any potential use will have to confront the way they are setup, and not the other way around, so forget about Darvin traveling them, or the needles or whatever. The first way - most practical Veins lead to a lands capitol when traveled inwards and to the lands exit when traveled outwards. Problems: This leaves some lands in confusion, as they have no capitol or a place that could be considered one. Also they might not all have an exit/entrance, mainly i am talking about NML. The second way - most beautiful This is the original concept, one i still like very much, even if not the most practical one. Veins originate at the edges of the world, and follow a path towards the Death Marrow in necrovion. On their way, heat veins transport fresh heat across the realm, and as these veins touch the realm inhabitants, they get dirty, like polluted water. In necrovion, as they reach Death Marrow, heat already has converted into liquid dust. Problems: this could mix well with the first way, if we consider them to originate in each lands capitol, and consider necrovion reversed polarity. This is probably the way i want it done, if you could plan a way to make sense. Having it done like this, also means there will be a disproportionate balance of forces between necrovion and the rest of the lands, but i am not sure what this means, if its an advantage or a disadvantage. Necrovion is closed and rule-less, so that would not be a problem, but it must make sense. You should consider veins as rivers. Some areas can only take you to the main stream and more streams would collide to take you towards the exit, or deathmarrow, or both (depending on what we decide). Again, never setup veins to support the functionality of a location from the perspective of vein aware tools, instead, they need to make sens from a concept point of view. Someone that will understand the concept first, should be able to find the right tools and "abuse" it if the concept allows, but the concept itself should be flawless. Also there are underground tunnels and very remote areas such as the prison. Consider _ALL_ places in the realm need to follow same heatvein concept...in some cases just mapping the veisn should reveal important secrets about the placement of those locations. I am glad i have all of you in this team, as you all seem fully capable people to come with good ideas.
  13. 1 point
    Chewett

    Heat Veins Mapping

    As previous King of Marind Bell, Alliance leader of Soldiers of the Inner Sun, Defacto King of Lands of the East, and Tyrant of the Gateway Island I offer my assistance and wish to learn how to use the interface.
  14. 1 point
    this is it for now: the menu thing ges too complicated, and the heat orbs i dont want to, maybe later if i find something better but for now no. The layout is available under the second layout option, i will teak it some more probably
  15. 1 point
    Ungod

    The absence of snow

    My avi looks really sad in this...funny, I never would've imagined it being like that. Awesome. Dhyone, can you confirm the scene, please? Tomorrow I'll end the quest.
  16. 1 point
    Chewett

    The absence of snow

    I havent had as much time on it as I wanted but I spent a load of time setting up my Wacom again, happy days. Its pretty terrible but I enjoyed making it so I am very happy with the result I coloured the flowers in red as I liked the idea that poppies were flowering and there was a late snow. If I had more time I would embellish the snow on the ground with more flourishes and probably colour in the road a different colour.
  17. 1 point
    You have some very valid points, i might change my mind about the change. However i would still like to fix the original issue that made me want this change, maybe you have ideas how to. The creature prices for old players are meaningless, this allows absurdly easy farming of crits. Filling your creature slots should be increasingly difficult, not easier. The advantage given by Wi and more creature slots should mean you can grow more crits, but not faster or at basically zero cost. The way it is now, it takes away the challenge, and creates exponentially faster growing creature farms, so to speak.
  18. 1 point
    If you want to do a % value, which I think is a bad idea, add a hard cap like some of the shop items give. So either 1000 + 50% or 25,000 total. I don't think it is a good idea though, balancing on percentages is impossible, check out any looter shooter....
  19. 1 point
    The way it (still) is, the player had to do some efforts to get to some bare minimum values in order to progress. With percentage costs, that effort disappears, so keeping a fixed value apart from percentage would be a way to maintain it - if we consider this approach for new players useful. 'Farming' would be a bit harder with percentage values instead of fixed ones, but vitality is not that hard to regenerate. The (ex) value points were always the problem, though. You could get to -1mil VP from a fight with someone and it would take weeks to get it back to 0. If we had some way to regenerate WI easier, the percentage wouldn't bother us much. Then again, how do you increase world inertia?
  20. 1 point
    Ungod

    The absence of snow

    Wait, that's 1 month from when the quest started (Dec 24th)! So it means there are only 4 days left 😱
  21. 1 point
    Syrian

    VE/VP isnt visible in new interface

    i think it's going to get registered as win-ertia in many people's minds, which might imply it's about winnin or victory
  22. 1 point
    as i was preparing work for this i named that file Winertia ... what do you think, is it a usable "original" word?
  23. 1 point
    If this is the new one: I like it!
  24. 1 point
    Muratus del Mur

    Shop changes and new items

    I would like some feedback on some things i want to add or change in the shop, to know if they are ok to be added to the shop, how deep, how many, etc. Please understand that my account is messed up with all sort of tests and changes and i might not accurately know what some items do or how they really influence you , thats why i need your feedback on this. stock changes are already in effect (id9) Bronze Avatar - removed for now, the interface no longer supports this (id20) Raw energy - loads 1500 heat, i want to change this to 1 heat stone (id21) Overcharged energy - gives 2500 heat, changed stock from 10 to 50, planning to make it give 4400 heat (max the erolin can hold active at one time right now), or load all heat orbs. (id30) Mechanical Movement Aid - change stock from 4 to 20 , planning to increase ap boost from 50 to 500 (id33) Goblet of energy - change stock from 2 to 5 additional heat slots (id25) Sack of Gold (gives value points) - change to give more vp but also 1 silver. (id24) Map Activity Overview - not sure what it does now after flash change, but i am thinking to make it show the online playerlist that is now scrolling under the map (id48) Map location of online players - does this work? (id54 - mp2) Mass Heal Creatures - heals 16 crits now - i plan to make it heal 40 (id53 - mp2) Illusion points - increased from 10 to 20 (id36) Sacred Goblet of Energy - gives heat slots, increased stock from 2 to 6 (id91) +50% AP Boost - increased stoc from 12 to 20 (id95) Token Removal Gel - increased stock from 20 to 50 (id8) Great Concoction of True Self - increased stock from 8 to 16 (id1) Vitality Elixir I - increased stock from 4 to 16 (id31) Gold Bottle of Learning - increasess skills by 3 permanent , stoc increased from 1 to 20 (id32) Bottle of Alchemic Gold - gives 800 max vitality pernament, increased stoc from 1 to 10 Regeneration Ritual of Youth , Regeneration Ritual of Vengeance - regenerates 8/16 crits and gives a modest boost, i want to make this percentage boost not fixed, for example instead of 60 attack, to give you plus 60% attack, its temporary aftrall increase tokens stock - changed to 20 I want to put enchanted stones in shop, i am waiting for suggestions, what would be ok (not to powerful but not to little) to have in shop? An other things i am planning to change, is the number of shop items you can see at one time. Right now the "slots" where designed to match 1 stoc items more, but over the years i added more and more items with multiple stoc, so i will increase the shop slots of items you can pick from , by at least 1 slot. (opinions?) Let me know what you think thanks
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