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A shift of power and values

You are probably aware of the announcement regarding my current project, the evo shop. This location will allow customers to spend the evolution points that they have gathered through various activities and events. Though the shop may seem like it will only bring a small change to MD, it will actually bring about a much larger change to that community than at first thought.

What the evo shop changes

In stage 17, the announced direction is towards chaos. Chaos is the womb of creation. Many of the things that you are used to will change in some way.

These super rare items will become more common, while other unique items will become more easily accessible to the general public. The essence of these valuable items has shifted from collectible coins and stamps to personal items that people own themselves, like the Forge device.

Getting heat slots was difficult and rare, not to mention spells that turn heat gathering obsolete, such as heat and heatboost spells. Now these things will become slowly more common.

The forge has been tweaked to no longer give out single use items; such an item is likely to have a constant inflation of its value over time. While the inflation of items was a necessity to the system as a whole, adjustments to such values were necessary.

The area has enough to offer to keep those that deserve it and to maintain their advantage over those that don't try so much. It was surprising to see how much of the area of MD is not really reachable.

Many things were designed with specific custom roles in mind and many things require users to perform truly difficult to do chores. The evolution points system is important in that it appears to have changed this direction.

The evo shop will unfold a lot of MD, but give you a limited choice. While the points are grindable, their use is not.

You will not be able to buy everything within the evo shop. Every stage of the shop is a choice that you will have to deal with for the rest of your character progress.

That is why, even though players of evo points can use their resources to purchase items such as the summon spell, super rare creatures and spellbooks created for specific roles within the game, each decision that is made by the player will have consequences for other potential choices for the player.

Why the paradigm shift

MD was designed to have the human factor as the final decision layer. This is a good plan still, but the number of people in MD does not allow it to function properly.

There must be ways for everyone to convert effort into achievements and most importantly, ways to reach the highest levels in MD through these ways.

The way things were designed so far

  • Players do whatever they can, human in charge judges and grants abilities, and the chain continues with people having more altering the lives of those that have less.
  • Natural, but stuck for single player mode.
  • Many worthy players never ever got what they deserved, and the leaders where impossible to contradict and overthrown.
  • Society never self balanced, it always needed a leader.
  • Anomalies truly changed the realm, but limited to how much the leader(s), me, believed in that direction.
  • A central decision factor shaped the world and kept it true to a set of core concepts.

The way things will be now

  • Evo points system. Players can turn effort into benefits through the evo points system, and this together with active days counts for their raw activity.
  • Forge analysis. Their actions are carefully analyzed by the forge and turned into usable items, and these realizations count for their personal direction and role.
  • Role creation. Evo shop turns raw activity into tools, forge items plus tools create a role.
  • Tag dispatchers. Tag dispatchers allow unlocking of curated roles that the entire realm believes.
  • Absolute truth. The forge considers tags as an absolute truth, same as leaders were supposed to.
  • Society self balances without needing the top leadership.
  • Anomalies will emerge, but they will shape the realm.

In this process, Core concepts might be ruined but central decision factor will be used to compensate for its loss. central decision factor refers to myself, though also others who have been granted full powers on numerous instances, allowing them to replace my decisions when needed.

I tried to delegate this power many many times and define myself more as a tools architect than a community leader but this worked only on a few occasions. Hopefully with more freedom and chaos, things will rearrange in more interesting ways for all of us.

The new rarity measure

If all of these options are now available to me within the game, then how do we determine what is rare? The rarity of an item in the game has been determined in the past by the items that only I could create, the items of standard rarity as determined by the deep shop branches of the shop tree.

In the new system, rarity will be more defined by the role items you create using the forge, since the forge always creates unique stuff, always tailored to your character. Even when you dont like it, and thing it's not matching your character, the issue is not the forge.

The depth remains the pool of rarity in the evo shop as well. You will get awesome stuff the deeper you get, but anyone getting there will have the chance to get the same.

So it's more about how you craft your role with the stuff that you get, in such a way that the forge will be able to create you the unique stuff you deserve.

If the tag and description of the server says that you are able to shut it down, the AI will provide tools or do it for you. I have always been a fan of premeditated chaos and risk.

Enjoy,
Mur

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