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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

 

 

Edited by Muratus del Mur
application ended

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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.

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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 --

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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. 

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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.

 

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Spoiler

 

(Even if I'm not participating, I hope I can still reply in this topic? safely, I mean :D) 

The first way is more conceptually challenging, as some lands (MB, for example) have many exits. If you consider the Wind's Sanctuary as the 'spring' of the streams, then you end up with 'power spots' on the map. That may collide (or converge??) with the concept of lands having scenes where 'territory power' is higher.

So I like the second way, albeit more difficult to set up. This way, capitols are simply 'pools' of heat, not originators. And if I'm not mistaken, capitols have higher territory power, making it easy to gather heat there, so it's marrying the concept of heat veins well.

 

I can't wait to see if the heat veins will have an impact on viscosity

 

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2 hours ago, Muratus del Mur said:

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. 


If this were the case for No Man's Land, one could consider, mayhap, that the veins lead from the Gazebo of Equilibrium outward and towards the Capitols of each respective land; in concept, imagine that the Gazebo were in perfect balance (hence, equilibrium) betwixt the lands, and that a slight push in any direction should cause one travelling along the heat-veins to then flow toward the respective capitol. In this sense, the "entrance" were the Gazebo itself, and the exits were the respective entrances to each land, for a continuous flow toward each capitol, and that each scene towards each capitol were representative of greater influence of that land, such that the capitol were the most influential site within each land. I suppose that this were somewhat inspired of the second idea, but a solution if indeed one must consider No Man's Land and its many gateways.

 

2 hours ago, Muratus del Mur said:

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.


If this were so, and contingent on Necrovion being closed and free from rulership, then should all assume that there is no possibility of Necrovion ever becoming open, or of one ascending of its throne? One thinkst that should such political upheaval arise, that the relative advantage or disadvantage should have been considered when mapping of these veins. In example, if such heat veins all did flow toward Deathmarrow, one could consider merely to taint of certain heat and release it along the vein to cause of change in Deathmarrow; Necrovion's capital may thus find itself the centre of the interplay betwixt lands seeking to spread of certain influence.

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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".

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Heat veins a rivers or kind of twisted cardiovascular system. I like that idea.
And it would look great on an actual MD map.

I like the idea of capitols being sources and Deathmarrow a sort of power sump, but then there is the issue of actual map edges. Like for example Loreroot back entrance would on both sides lead out?
Such places could have veins leading undsrgroud, but probably most of them don't have direct underground locations.
Also locations underground themselves pose a challenge. Do they reflect the heat vein pattern of the locations above or have own unique sources and exit points?

Sorry if my points are vague, I'm just trying to grasp the concept instead of how it'd be done.

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8 hours ago, Muratus del Mur said:

- Chew if you have any unclarities about the tools or the new thigbs thet support, let me know

I appear to not have A25 access, I thought I did before, has something changed in requiring it?

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7 hours ago, Muratus del Mur said:

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. 

I would have said NML has a capital of GoE surely?

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7 hours ago, Muratus del Mur said:

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.

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.

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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. 

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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)?

 

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52 minutes ago, Aelis said:

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)?

 

this was my thought too after reading mur's last post, not as considering it to be NML's heat source, but it's a very "confusing" place, in that i

t would be hard to decide in which direction to travel, if one option is possible, but the option is null. there are too many routes to be able to decide. maybe the flow is too great to actually move against it in that case, too much turbulance

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I'm butting in again, sorry. 

For practical purposes, instead of starting from each capitol and going towards Deathmarrow, can't you go backwards, from Deathmarrow to the 'edges of the world'? Of course, it all converges in Necrovion, but reverse the perspective and it all originates in Necrovion.

 

 

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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.

 

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This is a mad, mad idea. These 'veins' will make the cube alive, but there's nothing to compare them to irl...in a body, the brain sends and receives information along nerves, but Deathmarrow is no brain. The heart distributes blood, but Deathmarrow is no heart for the cube. Comparing them to the systems of Western medicine is misleading, it's better to compare them to the meridians of Chi from the traditional Chinese medicine, since those deal primarily with electricity and heat circulation in the body. 

But then, the veins and nerves and invisible Chi meridians all follow the body structure and the way they are arranged show the role of the body parts. In the case of this cube, if it all converges into the arbitrary point of Deathmarrow, what is the role of this point for the existence of the cube? And what kind of cube are we talking about, ultimately, with such a 'centre of gravity'? The GoE is irrelevant...

This is too heavy for a Monday, but at least I can confirm this is madness.

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On 1/26/2020 at 1:34 AM, Muratus del Mur said:

if we consider them to originate in each lands capitol, and consider necrovion reversed polarity.

 

On 1/26/2020 at 1:34 AM, Muratus del Mur said:

Veins originate at the edges of the world, and follow a path towards the Death Marrow in necrovion.

I was thinking that most capitols can seen as close to edge of the world due to how high they reach (see the Gateway mountaintop, for example). From that point of view, it makes sense for them to be the heat vein origins, making the heat flow from the borders towards Deathmarrow, which due to NC reverse polarity would in turn reach the borders again, but now "expelling" liquid dust. Does that make sense?

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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 :)

 

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      storeitems#needs=Piece of Cake;howmany=12;processtime=3600;info=Assamble a big cake;whenused=removeitems;scope=player; optional: scope=player  will count items per player, ignoring progress of other players loading this item optional: reset=true will clean up the storage giving back all loaded items.     Heat is useful as a measurment of activity too. 'Problem' with heat is that is gets lower every second..but there are jars and heatstones and spells, and fighting and sacrificing and so on, basically nearly everything in MD influences heat a bit , lowering or increasing it. Heat is something that can be controlled on your own, or with help (in a team). Let them decide how, and face them with a challenge related to heat, using this command   heatload#size=10000
      helper commands to consider: apboost, scatter, moveto, alert
        Situation based triggers can also be used to unlock a checkpoint, or a side feature of the quest. You could plan group challenges where a team needs to work together to complete the task and move on, or be cruel and just one of the team members moves on...depends entirely on your design. the tools allow you to activate something remotely by a group of people, each holding an item at a certain location. There are advance parameters and usage scenarios for this. It could be used to stage wars and clan fights if needed, or even setup a burgler team with some watching over and other stealing the others team treasure. ...its really just your imagination that should go wild , the command is powerful enough to face anything .   Its also a great trigger to check online players in a certain place...or to build a land weapon of your own design, all in one powerful but simple command.   itemsatlocation#items=Test Key 1|8_dockpathtree_1,Test Key 2|8_dockpath_1;mode=all     Remember HEADS COMPETITION? Well there is a tool to use that part of md in a more creative way. A dangerous way if you ask me because i don't remember what happens if the actual ancient heads competitons starts again while people are under the "influence" of this head ripping tool...but i guess it will just be more interesting With this tool you can check the number of heads on a player to do whatever other action you want based on that. Heads are obtained through fighting so this is ideal for a more intense fighting based quest/challenge   hasheads#minimum=100;maximum=-1   Heads system has been enhanced to be usable in a specific area and group, without the realm-wide heads competition to be on. This is currently used as a way to exit the island , as an example of its use.   Note: Expanding the realm through branched stories and new scenes Oh yes, that is also possible now quite easy. I will not go much into this here, but i just want to mention it. You could create your own locations, just like the rest of the realm scenes. All you need is a perfectly fit drawing, an good reason to convince me or whoever will play with A25 tools to help you upload it. Do you remember when an entire Labyrinth section was uploaded overnight, well, thats part of these same tools , 3 clicks to add new scene. Only if artists like Sushi where more easy to find     Passing the checkpoints   To access a checkpoint you need to complete the challenge from the previous one, get the checkpoint to give you a key, or item, or trigger, or anything else possible through the commands, that will be required at the second checkpoint. In addition, the second checkpoint needs to ask for its own challenges to be completed in order to pass. In this way, each checkpoint has a requirement to be accessed, and a requirement to be passed.   Use trigger activation to configure when something becomes activated or not. The activated state of an item allows you to show a different image of it, make it do different actions and so on. Any of the possible commands can be set to be available only in the items activated state. By simple not setting an image in its normal state, you can hide the item entirely and have it appear only when the requirements for its activation are met.     Trigger (activate when..) isfilled checkheat#item=item15;loc=1_0x0_1;heat=10000 checkheat#heat=10000  checkheat isonline#who=Playername;where=1_0x0_1 isonline#who=Playername istrigger#key=summon_plainsguard;count=4;mode=countplayers istrigger#key=forge;count=4;mode=countclickies  istrigger#key=justthekey
      itemsatlocation#items=Test Key 1|8_dockpathtree_1,Test Key 2|8_dockpath_1;mode=all hasitems#items=Hot Air Balloon|1,Balloon|1,Wings|1;mode=any
      hasheads#minimum=100;maximum=-1 activedays#minimum=7;maximum=300 waitinplace#delay=120
      istriggergroup#key=forge;group=1/4,3/4,1/4
      istriggergroup#key=forge;group=a,d,e,c;mode=inorder
      haskeys#keys=quest-key1,quest-key2,quest-key3;mode=existing;
      haskeys#keys=quest-key1,quest-key2,quest-key3;mode=missing;
      itemsatlocation#items=Test Key 1|8_dockpathtree_1,Test Key 2|8_dockpath_1;mode=all  
      Linking the checkpoints   Link the checkpoints!!! One should point to the other, and provide needed items, keys or triggers to access it. there are many ways you could give the participant something to take with him in order to open the next door/checkpoint. Be careful not to make these things more interesting than the rewards themselves. Their usage should be limited to activating the next step in the adventure, and only that. IMPORTANT: Consider to begin with easy to pass checkpoints, for all the participants, and slowly make it harder, or even have "boss levels".
      Double check the access and activation of each checkpoint, keeping track of how their access is interconnected through keys, items, or triggers obtained from the previous checkpoint, You need a map of your quest, and a logic plan... and someone to help you test and double test everything.
       
      You could use these commands to link checkpoints
      Method 1: Give and take. Checkpoint A gives you something, Checkpoint B requires you that something, plus something else in order to activate. Just the item from the previous checkpoint is obviously not enough unless its time delayed, otherwise your participants would storm from one checkpoint to an other without restriction.
      Use these, combine on one and the other checkpoints, and use  "activatedaction" and "activated when" and "show if key" , "show if item" and so on. You should read about them or check the interface for all these goodies.
      giveitem#item=bushiewine;qty=1;uses=60
      trigger#key=opensecretgate;param=4;t=3600;msg=This message is visible when trigger is activated. Param can be anything unique not just 1/x but also 1, 2 etc
       
       
      Intermediate rewards for progress
      If you cascade the checkpoints, allowing access to one only after passing through the previous, you should assign them a small reward, proportional to how difficult it is to reach that place. Design rewads in a flexible way, or a creative one. Think that it is stupid to give stuff to people that already have stuff...so don't give powerful crits on checkpoints that require crit fighting, or actionpoints on checkpoints that require access through high ap gates...
      In such a way you could allow for unexpected turn of events, powering your participants where they don't expect.
      You could use the following commands to configure these clickables (just example settings, use your own, and check out the exact and updated syntax in the doc: Action on clickable Items:
       
      apboost#points=1000
      giveskill#skill=cartography;points=1;msg= %s increased by %s point.
      (special use) givehiddenskill#skill=tester;points=1;msg= %s increased by %s point.
      giveitem#item=bushiewine;qty=1;uses=60
       
      Traps and side challenges
      This type of checkpoints could be very well be used anywhere in the quest, at the beginning in order to begin, or at the end as the main final event of your quest. Commands that affect all the online players in that location are good for this. Also, you could manually oversee the event and handle things more organized if you have time and wish.
      The scatter command pushes away towards predefined locations (random from a list), and can keep some in place (you or an organizer for example). 
      Its only a matter of interpretation how you can use this feature. You could make a scarecrow ..or Playercraw   ..or a bomb, or a wind related event where a tornado takes all the participants far far away....use your creativite mind.
       
      scatter#locations=1_0x0_1,1_2x2_1,1_-2x1_1,1_-1x3_1,1_-3x-3_1,6_-4x4_2,7_borderviewstairs_1,7_mansiondoor_1,7_melodystairs_1,7_tribunalview_1,7_walkway_1,6_1x2_1,4_1x2_18,3_1x3_19,3_1x3_17,2_0x2_1,1_4x4_1,1_2x-4_1,1_0x-2_1;anntype=individetailed;exceptions=1028;announce=%s was thrown to %s
       
      Riddles are also a great way to challenge participants. Riddles are fully functional but they are limited to the available pool of riddles. You can use them like this, or add to the pool by submitting a request for this. It takes longer time and your riddles must be well themed (md style, no sci-fi, outerworld, etc) , not only quest specific howoever, because once added to the pool they will be available randomly to anyone using this command in his quests.
      Depending on the reply you can move them to an other checkpoint, or take them on an other path, or anything really, ad this is one type of command that supports nested commands for correct and wrong answers.
      question#delay=500;valid=6000;seed=1;repeatpool=no
         correct: moveto#loc=3_librarytunnel_1;forced=yes
         wrong: alert#msg=This is a message
       
      Negative events are also welcome, to punish those that fail, or plan surprise events and challanges. Imagine he eats a poisonous mushroom and speaks nonsense a long while after, instead of being able to CAST THAT SPELL he needs so much.
      trigger#key=pubdrink;toadspeak=I am very dumb;t=60 (say "i am very dumb" a couple of times and then silence) 
       
      You can use triggers in many creative ways as they are responsible for very many things you could do in MD. Triggers cast some spells, power weapons, unlock things, ..most importantly they are temporary effects that can work together regardless who or where "triggers" them.
      trigger#key=summon_demon;param=2/5;t=100000
       
      You can mix triggers with pickable items, or use just pickable items to implement a quest if you wish. Pickable items can be in turn activated to do something, or mixed in combiners, etc.
      Remember that all items, pickable or not, access keys and so on, all these can and SHOULD be set to become visible only when the quest starts for that person, and they will all vanish when the quest ends. It is possible to leave all these in the participants possession, if your scenario is of this sort, but you need to consider the consequences of this happening in a quest that is always available to new players and participants. I prefer to use pickable items only in the context of that quest, but its possible to create a quest that represents a source of certain items or resources in the realm (!!!),
      For example: "in search of running rocks", could ask players to find rocks with personality, scattered across the realm, and such a quest could be the only source of such items forever.
       
       
      Final Step Rewards
      The end of the quest is important , but not as important as the quest iteslf.
      The reward here however, will be the attractor that motivates players to compete. The flavor and style of the quest, is what determines the quest success, not its reward.
      The rewards are in general sponsored, or in this case generated, so you won't lose anything from your own account. If you overpower the rewards, you do MD a great harm. If you let them too low, you will dissapoint the participants.
      Untill i will find a way to set reward values automatically based on quest designer reputation or somehow, you should check with me or with some other veteran to see if the rewards are acceptable or not. 
      It is essential to keep your quest rewards themed to the quest and not to clone existing items or ideas. Please put an effort in this. It is a sort of an art to determine what a good reward is, don't disconsider this step.
       
      Automated Rewards
      You can set a clickable in a restricted place that one could only access with the key received from the last checkpoint, or by activating it somehow, or with a collection of keys, etc.
      On this clickable you should place the reward script, and a congratulations message. 
      Keep in mind that you should close the quest for that player once he gets the final reward...it will be harder to get them to click a preconfigured clicky to remove keys and such AFTER he gets his reward
      The reward giving commands are many, because most of the things described till now have one way or an other to be used as reward systems. To reward something you could  give a shop item, access to a locked place, skill points, secret skills, credits, creatures, resources. 
      Interactive rewards
      Hand picked rewards are the best, the most fun, but they are not instant. You could of course give him a series of points or items throughout his entire journey
       
      Ending the quest
      If you wish to reset the quest and remove all its influences in the realm (except rewards that are permanent by their nature), you can use this command. It is also the command to use mandatory at the final clicky of the quest, where the big reward is. 
      resetquest#key=quest-autumn2050;who=all/self/onlinehere;nosound;nomsg;msg=Quest based on key xx was reset for yy;relocate=here (or coord, or 'no'); announce=Resetting quest keys[[%s]] for %s;resetmode=reset-everything/reset-pickup/keep-pickup
       
      Cleaning up after a participant is important, because that player will want to play in other quests and the map should be free of interference with other quest items and triggers! 
      This last command is also very powerful and has lots of interpretations. You could use it for example to organize a competition where the winner stops the entire quest and takes the win.
      By changing its parameters, you can configure it to do much more. Do you want to throw someone in jail if he fails the quest, or send him in a dark dungeon as punishment, also with this command, using the 'relocate' paramter.
       
       
      Pfew...done...i hope i put in here enough ...there is more in the command docs for those that i will grant access to that, depending on your level of interest.
      I am just a man, and chew all the same, this amount of work is nearly impossible without a huge team, so..thats what i am dreaming of...
      Till next
      --Mur
       
      Ps, i said at the beginning that there are no rewards in here..well if you reached this far, i think you can imagine that whover will be involved enough in such a megalithic project, and will actively implement quests, and decide permanent rewards, or plan and shape md, will have his obvious benefits and eternal legendary status  We are basically talking of an other level of playing md, by creating it ..its something some of us are doing for a long time already, and its very interesting next natural step im the evolution of this ...online experience.
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