I was going through a little book on Leonardo Da Vinci and found an interesting passage written by the man himself; it concerns water:
I thought it a very good description - with the rhythms of poetry, yet thoroughly scientific; raising questions, adding various concepts, suggesting relationships with other elements.
The four elements are also present in MD and I was thinking maybe the concept should be expanded? Is this ancient Greek system still intriguing or has become boring? How expansive is Leonardo's description? Could we write something as good for all of the elements? (I sure can't, but when you combine thoughts...)
If there is a mild interest in this, we could make a small group and produce a paper.
I have been thinking about this for awhile. Mainly because I came back to the game with the avatar feature already being unlocked. I remember it being the FIRST thing that I really wanted to get, because it individuated my account. In those days, your avatar did not get sent back to the vault after inactivity (otherwise I'd have a really cool avatar, I don't remember it, but it must have been really cool).
Something I realized while playing on my alt is that it is hard to get to the avatar option (unless he's been buying in the wrong category...). He has spent probably 11 credits with the sole purpose of moving through unique features to get to the avatar option. He still isn't there. Granted he has hasn't spent any money yet.
This is important because choosing an avatar is one of the greatest ways to increase fidelity of a player to a game. To make that player invested in the game. I literally helped a friend write his Master's thesis on this. In his experiment he had taken a basic MMORPG game (with the help of some coder friends). He had (I think his n for each group was like 30) 30 people play the game without selecting an avatar, and 30 play with selecting an avatar. I can't find his published thesis. But I do remember that he got statistically significant results that the people who selected an avatar answered the survey saying that they were interested in playing longer. Now I think his alpha was .05, so it was a typically lenient study. However I think that says a lot. Now, since I couldn't find his study, and I don't have free access to psychology journals anymore, this is the only study I could find. https://cyberpsychology.eu/article/view/4340/3412. It supports the same hypothesis from my friend's master's thesis. Though we can draw multiple other conclusions from the results of this study, such as perhaps letting players choose their border (such as Chewett unveiling the old "dark border" might actually be worth an investment, ie letting player's pay in shop for changing color schemes might actually be something people would want <I really think they would want this, if for no other reason than their screenshots look different from everyone else's>)
Now all of this to say is that I think that when players unlock that 5 credit bonus on GI, that an avatar should be one of the first things they should get. No, I don't think they should unlock it within that 5 credits. But I think having it be one of the things they can SEE at the bottom of the page and it plainly says "Avatar" on it (I don't know because I still have yet to unlock it) might give them something to strive for. Then they might either use free credits (which helps the game even if they quit), pay (same outcome but better), or do both and keep playing (obviously the better outcome). Putting the avatar option in sight might be a good choice.
TLDR: Move Avatar option up in shop so new players can see it, not buy it at first. Click the hyperlink, scroll down to the conclusion section of the paper and see why. Answer the poll as well to see what MD community thinks. If you select other, please explain in your post why. Better yet, explain in a post about your choice regardless, give voice and more depth to your answers.
Long introduction above to serve as base for the question: 'Do you want lands to be more closed than they are now? Do you want borders/walls or do you want more inclusion?'
I'm asking because I remembered my 6-year old idea about buildable gates and I wonder if that is a good idea. It would make lands more 'closed' and create centers of authority once again. Is it good to build walls or should we wait for enlightenment in a global village?
I was thinking the other day that if quests are to be a constant part of MD, there's a need for a system. I don't know what is the plan for that, so I'm just forwarding my idea for it and hope it doesn't conflict the plan.
Q. How does one create quests?
A. One completes a form with two fields: one specifying the quest details (and if there is addressed to someone in particular) and one explaining why the quest should be accepted (meant to convince the reviewer). The form is reviewed by a Quest Ranger, who then either declines or accepts the quest. Accepted quests are posted on the Quest Page, which serves only as a bulletin board if the quest is not intended to all.
Q. Does a Quest Ranger have to explain his/her decision?
A. No, although they can send a message with the reason (too many quest points given, not suitable for the role etc). If you created a quest and it was declined without a reason, you can ask a Quest Ranger for the reasons.
Q. What are the rewards for completing quests?
A. A reward is the ability of developing your role, both as quest-giver and quest-accepter. This is also the right way to justify the quest in the second field. Apart from that, I was thinking of quest points. A quest-giver includes the number of quest points awarded for completing the quest and will also receive half of that number as a quest-giver, when the quest is completed. The quest points are automatically charged into the account.
Q. What can you do with quest points?
A. Buy unusual rewards. Trade will still happen and 'unofficial quests' rewarding creatures, coins and items, the same. However, quest points will give you the chance to buy something that is not 'normally' obtainable e.g. a mirrorrit cast or one-time access to a location like Champions Challenge or Oak Tower int. or Accursed Growth int. etc (for example, 100 quest points can buy a key, which is a 'move_to_loc', disappearing after use).