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Muratus del Mur

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Everything posted by Muratus del Mur

  1. I remember you, glad to see you back many.. many ..things changed, but even more things remained the same btw..i rushed a bit with the email campaign, it was sent out about 2 weeks too early The cool stuff just started to show up as there is a very strong A25 team now, and they are just getting the best tools. This year will be a heavy one.
  2. In other words, A25 has become my plan to create all tools needed for a player to expand md without any need of file access or coding skills. Right now the "A25 team" is a handful of players that have these tools and that use it. From time to time i allow someone new in, and give an other player the chance to play (and keep) god-mode tools for creating quests and stuff for the others to enjoy. Unlike chew said, no i am not naming any big change "a25" but instead i do that only for the things that are related to these tools or interfaces. I flag them so in the announcements, so that people having the tools will know they have access to that, and the others to know that those things announced are in the hands of those having the tools. While i put all the tech details in the "questmakers backpack" forum section, the announcements are written so that it should be clear for everyone what possiblities any new A25 tool opens. For example, if i say in the announcement that a A25 tool was made to create borken pattern type puzzles, you can expect such puzzles comming up in the next days/weeks, done by those that use these tools. I hope its more clear now, good topic btw
  3. Yeah..thats what i am thinking currently, best option Its a bit hard to prevent people from getting it twice however, thats my issue
  4. seeing playernames on the map, with their exact coords, means you can always know where someone is regardless is that person is trying to hide. Its true you have realms without map, where you can;t see the map YET, but eventually they will have a map too. I think this is a great advantage in many situations, thats why i voted for the way it is. However, this is a very cool feature that might keep many players around, players that would not manage to get the requirements if they are that great, so thats why i am still open to suggestions. An alternate solution would be to move this feat to wishpoints instead of shop, but it will still be deep. Lets see what the votes say first.
  5. I just want to say i find it beautiful that you do this with your "weekly coin", as you called it. This is so much in the spirit of MD that you give what you earn.
  6. sounds as they are cool they can become annoying. If someone keeps md in a background window, just to hear if anyone sais something in that scene (the chat sound), it will be frustrating to have to listen to whatever song there is there, or to stop it each time they visit a scene with sound. I intend to keep just very few scenes with sound, as a reminder that there is a use of the voice spell that could speak onto someones computer without them clicking anything, great for spooky interaction for some quests over the years sound proved to be a major element in keeping player in a scene, or away from it. Having this in all scenes will make all players either decide to stay or to leave, and eventually what is too much is not good, so they will at least keep md on silent, missing important sounds such as trigger activation, pm, or why not, chat.
  7. Ok, now that you voted, i can tell you this Its done by the same person that drew most of the md scenes , he is a webdesigner now..a good one actually ...how times change
  8. Maybe it helps to picture them in terms of up and down on terrain. Water will always flow down, leaving whatever is in the opposite direction as up. Of course there could be multiple ups and downs, but in reality it can at most be equal, lower, higher. One even older thing in md, was that i always put action id 1 on items taking you deeper in a land.. not 1,2,or 3, just one. I want to keep same qay of thinking when setting heat veins, one way matters the other is just the opposite. This influence of ap cost, or if a path is closed by a gate, makes no sense for me when thinking of heatveins. You can put a dam on a river to stop the water, (water=heat analogy), and the river bed is the heat VEIN. Dont mistaken veins for the flow, what flows on the veins is sonething else than the veins itself, and here we are setting up the veins. Thats wverything i have to say on the subject unless specifically asked. Maybe its enough time to reach a decision by this weekend? I don't rush anywhere, i just need to know a plan, and if it requires voting (if you cant reach a decision) or unanimous decision (would be awesone) If you need a month to debate, also fine, just lets set a deadline to avoid stretching infinitely, i have other interesting activities for you after
  9. Any location in the realm has (at least) one way towards deathmarrow. Heat can be mapped like that, because verything else is the opposite direction. Gates being closed or open should have no influence on heat flow, on the contrary, heat should remain the same so that it can be used as alternate secret travel way to bypass normal pathways and reached locked areas. Being forced to limit veins to two options is a point you totally miss, try to understand its implications...they are at least creative. LR-DM has 2 path maybe, more, many places have more, but if you take a single location it has one path always. If you need to go somewhere you may have multiple options, but you always take one path. Heat is a permanent thing, should not be subject to decision, the decision part happened before heat emerged heat as a result is just fuel without decision. (I am still open to this debate, i just replied to what you said, maybe there are better points to argue)
  10. I got someone to do a new frontpage for MD Please share your opinion on the layout, if you like it or you don't Thanks
  11. studying heat veins should reveal this concept that liquid dust is a transformed version of heat, like a reversed polarity heat. The veins cross entire realm and reach Deathmarrow (that visually represents the emergence of liquid dust). You could set the veins towards Deathmarrow and forget about reversing them in nc, if this helps, because it still makes sense to consider the transformation to happen at the Deathmarrow and not over entire Necrovion territory. I am not even sure if liquid dust is available s a resource yet ..but i know the plan for it very well, it should be something obtainable from Deathmarrow only, with one exception in NML via a side quest. As a resource, this should be very rare, maybe with expiry date or other special properties , usable to taint creatures ...and..players. Tainting creatures is something initially tested on angiens, but could be extended to any (if we ever get the artworks done), and tainting players is something that becomes more and more possible, considering the Darvin experiment and nightmode. The are plans scattered over 15years of changes, apparently i am much better at such things than knowing what i did yesterday update: there are only 4 items with a name related to liquid dust so its not implemented yet, we can go on with the plan
  12. Like i said before, don't focus on current uses of veins, traveling was just a potential use i experimented with. Focus on the concept. If the concept is flawlessly represented, the rest will adapt to it. You have all the time you need to plan this right.
  13. You need to remember i want these in only two directions, in and out, this means that in places where you have multiple roads in and out, some will only take you there, but the location itself will also have just one way out and one way that it considers in. For example if you considers the gazebo, you need to decide what the main flow is, and where the gazebo will consider the vein to be in/out, even if all adiacent locations will consider the gazebo as in or out. I do not want multiple inputs and exists on the same location. This is a restriction that will lead to interesting things, and research possibilities. The underground, in many cases if not all, integrates great with this, as the underground belongs mostly to Necrovion. Lets allow enough time for planning. Its the most important part of this task, regardless how long it takes. Setting the veins is just a matter of writing two coords in each location, but planning is what all this is about.
  14. 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.
  15. 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.
  16. all approved I will summon you first to discuss all this, its not as simple as it seems, and there are aspects i am not sure of that we should clarify first. i updated the application list with details, pls check -- no more new participants --
  17. I like this too, crit cost will be dependent on how many of that type you already have, you will have to pay the price for all similar creatures already in your inventory for each new crit you want to get of that type. Thank you for your suggestions
  18. Heat Veins Mapping I want to change/fix/add heatveins information on _all_ md scenes. A25 medal holders have priority, followed by ex-kings an queens as counselors. There is a secret pattern that veins follow, and each land has it slightly different. I will assemble a team for this purpose, provide new tools and more instructions once a team has formed. Veins are the key to traveling impossible places, and to discover secret locations that can't be accessed by other ways. Darvin will is able to travel on heatveins, but right now he escaped GWI and reached the gazebo, where they veins are not fully configured yet. Trying to fix that, i discovered that i also forgot the secret locations accessible by heatveins only, so its time to get a map of that, for internal a25/questmakers use only. Please submit your application here UPDATES: heat veins are editable in a25 now, but dont use it till i explain how i want them setup, its more complicated than it looks. Current list Azull - approved - both as ex King of Necrovion and A25 Master Chewett - approved - as ex King of Marind Bell and apprentice of the A25 tools Aelis - approved - as apprentice of A25 tools, you will get additional task later to prove you learned how to use the tools. limited travel permit. Shemhazaj - approved, you will help Aelis learn about the tools first Syrian - approved, you will get additional task later to earn your medal Aia - approved, you will help Aelis learn about the tools first
  19. And thanks for the suggestion, it was really helpful!
  20. 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
  21. 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.
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