Sunday, April 30, 2006

New Clan and Town Changes

We have decided upon the final clan changes! Thanks goes to all who sent in feedback and helped move this change forward. This change will make clans strong again and help towns be strong as well. It is a change that will affect every aspect of playing Medievia in a positive way. All clans will be real clans now, and that simple fact changes the game in very positive ways for new players, old players, casual players, and power players.

CLANS:

1) We will no longer allow any clan to exist that does not achieve a rating of 25 on SHOWCLAN R. Note that this is NOT your RANK as compared to other clans, it is the RATING. A rating of 25 is very simple to achieve if you have players who play a few hours a week. Starting in one week, clans who do not have a rating of 25 will be charged gold on a daily basis. The amount is 1 million times 25 - your rating. If you have 24 the charge is 1 million. If you have 10 your charge would be 15 million. This is the big squeeze to force inactive clans off the game space.

2) We disband clans that owe more than 100 million in taxes for more than 1 day. We simply do now allow clans to amass large debts with no fear any longer.

3) New clan costs will remain the same, but you must have 25 players ready to join. This means logged in at the same time, in the same room, all swearing allegiance to this new clan. We do not expect many new clans to be made from here on out unless they are serious. Vryce now approves every new clan made and he has to be talked into it each time.

4) Each clan must be in a town. Clans are to be disbanded if they go just 10 days with no town. There are no clans that do not belong to towns.

5) This week until the end of Sunday the 7th, sistering and unsistering will be free. This will ease the transition and be an incentive for everyone to make their moves sooner rather than later.

6) If a clan's members show gods that the leader is inactive and most of the members agree on who should take over, we will now quickly make these leader changes. Clans are not owned by the leader, even if he/she payed for it. Clans belong to the players. All leaders must now feel the pressure to be semi-active and to actually LEAD the clan. Where before we sided with leaders with this, now we side with the members, and the game will be better for it.

TOWNS:

1) Towns that go 30 days with just 1 clan will be removed. Towns MUST have 2+ clans. A town is a big thing, right? We do not call them villages, do we? The upcoming townland features demand towns be stronger. This is a hard change, but we will live through it.

2) Town clan limit will be 4 instead of 5.

3) Starting next week, the rank each clan gets for their town zone size will now be multiplied by the number of clans in the town. A town with 4 clans will have a better town rating than one with 3 clans if their zones are the same size. This is a slight incentive for bigger towns. Some upcoming changes will have incentives towards larger towns. I suggest towns be 3 or 4 clans to get the most out of townland.

The gods should make some memorials in popular spots for any popular historical Medievia clans that are disbanded. There are downsides to this plan. Nothing is black and white when it comes to game design. Overall though, this will be an awesome and much-needed change back to what works and what was more fun.

Thanks again to the 300+ players who have helped with feedback over this week as we evolved a solution to our problem. We rule when we work together!

-Vryce

Sunday, April 16, 2006

CPK Changes

CPK is changing for a month or so. This is a change desired by many and approved by the political leaders. We all know CPK will never be perfect when it comes to the rules. We are all too smart and find little ways to do things that others complain about. Players never stop complaining about CPK rules so we are changing the code so political leaders of the future will be able to decide this stuff every month. One of the things that will be settable will be the change this month:
- Where will not work in CPK
- Who -z will not work for CPK
- Who -n will not work for CPK

In the end we will have a dozen CHAOS and ORDER game settings your political leaders will be able to change per term. This month is just Vryce's way of easing everyone into adapting to a changing PK Gamescape.

When PK changes, people complain. When PK doesn't change, people complain. When Vryce changes PK people complain. When elected players change PK people complain. Complain if you want, just don't let Vryce see you do it
on a global channel unless the statement made is just dripping with respect and honor for the game.

Changing PK is not Vryce taking a red hot poker and pressing it onto an open wound you have on your chest.

Changing PK is simply what will happen from now on. The players of the future will have control of this stuff and we are predicting that they will change it often, through voting and through basic desire for change. Please start to get used to it.

Make an audio tape and play it as you fall asleep......PK will change sometimes..pk changes..pk changes back and forth...adapt or die....pk changes...

Tuesday, April 04, 2006

Treasure Chests

Ship treasure chests are in. In the hold of every ship is a treasure chest that only the captain can open. When the DM awards a player on the ship gold, the treasure chest gets an additional 10% of that. When a player successfully snags
serpent meat, the treasure chest gets 30,000 gold. The chest also gets 6,000 gold for each fae crab killed. The gold is saved across restarts. Note that when the captain opens the chest, anyone can take the gold. It is up to the captain to
keep the chest closed and to protect its contents. Soon the DM will make Khrait attacks from afar. The treasure chests on the Khrait ships will hold a lot of gold and priceless secrets.

Saturday, April 01, 2006

Ship Changes and Additions

The final phase ship goto plan has been implemented.

Now SHIP GOTO only works when:
  • You are in the ship's clan.
  • You died on that ship within 12 minutes.
  • The ship is docked and within 50 rooms.
  • The game restarted within 12 minutes.
Otherwise you must CALL a dragon and fly to the ship via FLY SHIP SHIPNAME, example: fly ship high seas.

Ship cargo has been implemented. Now special items are saved across restarts. These items cannot be moved off ship or picked up. You must use SHIP DRAG command and drag items one room at a time. For now the only items are Mobfaction corpses. Soon treasure chests will be found on ships from afar with secrets to make islands that will require your ship to have different mixes of mobfaction corpses. For now Aquoderms, Searams, Emerald Kah, Firesticks, Kraken arms, Sea Griffins, Sea Termites, Ruby Kah, Firemoths, and Nightsirens will leave dragable and storable corpses upon death. We suggest ships try to have 10 of each stored at all times. Most of these items will det very fast when not below deck. The sizes of these corpses range from 1 to 6 with most being 3. Every ship room can hold 15 with a ship hold room holding 5 times that amount and guns 40% of that amount. Serpent meat will work this way as well but will not be done this way until worker run docks and ship trading is in.

Seadragons are in. HELP SEADRAGONS for more information. Seadragons move ships quickly from one area to another the same way dragons move players.
Free Web Counter
Free Hit Counter
Counter added 7/27/05