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User:Aperio

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Revision as of 16:49, 19 May 2011 by Aperio (talk | contribs)
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Work-In-Progress

==T3 (EARLY and END)

  • SEARCH - Founder (Test of the Archaeologist)
    • Clearing House for trading Relics for Test Passes
  • Silk / Thistle Expert
    • Created FIRST Diagram for Thistle Creation
    • Created Online Thistle recipe Solver (based upon finding voids with pre-existing Thistle.xls)
    • Thistle Trainer (chat me to discuss; personal reference Sun-Aj)
  • Genetics Researcher
    • Vine Focus
      • Mutagens - Ariella / Eldrad?
      • Flowers - Ariella
      • Flax - See Tedra
      • I know I'm forgetting a few
    • Developed "Media:Aperio - Solvent Distributions" technique for genome research and validation
    • Genetics Resource (chat me to discuss)
  • Aperio's Diabolical Thought Puzzles
    • I feel my Tomb of the Immortal was one of the best in Egypt and wish that test had survived to T5. I hate the silly dot puzzle...
  • Gemming Guide and other ramblings
  • Wanderers Guild - Inherited

==T4 (EARLY)

  • Wanderers - Inherited (Abandoned and Quit T4 - chat me to discuss)
    • Designs to be a leader in Egyptian Research AND be a Mentorship Guild could not be supportive and often seemingly at cross-purposes (shortage of effective leaders)
    • Provided guild-activities and resources, like Kits, Mentorship, and Walkthroughs for many principles in the early game
      • Enjoyed leading efficient weekly Initiation into Worship; 2 sponsors & 2 candidates (most resources are reusable/renewable)
      • Managed Empty Hand Tower Kits for a quick pass, accelerated skill acquisition, and an obvious reciprocal task for new players (replenishing the kits to gain access to more advanced Kits for other tests)
  • Obelisk Guild (Failed but Elegant & Viable - chat me to discuss)
    • PHILOSOPHY: Build Queues are flawed; Anarchy is manageable with dedication
    • APPROACH:
      • MEMBERSHIP: Members/Candidates build & maintain an increasing reserve of materials
        • To Demonstrate readiness to build (none of this, "Is so-and-so ready?" nonsense
        • To Clobber "Queue-jumpers" (more on this BELOW)
      • SELECTION: Lottery among all candidates (First-Come; First Serve is inefficient and unfair)
        • We numbered each candidate's "tickets" and had each candidate quickly throw out a number (3 second time limit) which we hashed against the pool to select a winner
        • A candidate has 1 ticket + 1 ticket for each lottery in which they were not picked (there would be some bloat so this could be improved)
        • Ensures candidates are active, knowledgeable, and prepared on schedule
        • Fairly distributes build chances amongst even new members while slightly favoring players who have been waiting longest
        • The other side of the coin is that it reduces the reward for a competitive build from disenfranchised players who would otherwise have been shut out of a cooperative build by an entrenched (and un-managed) build queue.
      • ENFORCEMENT: Guild automatically overbuilds any "queue-jumpers" and candidates re-supply material reserve
        • Distributes overbuild risk among all hopefuls
        • Creates a disincentive to compete by putting the will of a group again the will of an "individual(?)"
        • Draconian; yes. Provides an effective compromise for a cooperative Obelisk pass; unproven but superior to "oral tradition"
          • If you think me the "bad guy", though, look to yourself first and you might learn something

==T5 (LATE)

  • Newly Returning (Could use materials help - chat me to discuss; SEE BELOW)
    • Genetics Researcher
      • May produce a Flax product first since current strains do not match Tedra's work and it would be a fresh challenge
      • Vines secondary; but could be persuaded to focus here instead
    • Thistle / Silk resource (chat me to discuss)
      • I've forgotten / misplaced some of my work products
      • Being newly returned, I have limited motivation to do silk until I can produce it unassisted (level 28ish?)
  • Tests
    • I don't much care. I just want to achieve the levels necessary to resume my T3 genetics research service as I found that most rewarding.
  • Materials
    • I'm trying to avoid unnecessary grind so I can become productive for the benefit of Egypt.
      • No digging/metalworking so I can use help here (I don't think I even have ore extraction)
        • TEPPY - Seriously... make mining OPTIONAL and offline-able. If a skill is essential, don't make a mini-game out of it (reference Bartle's book; he references you <grin>). Instead, reward players who indulge in the mini-game with gems and increased production (like offline-able crops) and consequently break their mines to sink their materials (the cost of gemming).
        • No glassmaking - Charcoal is the biggest hit and in of itself manageable. But digging up limestone, growing flax/papyrus/leeks, and additional vegetables as supporting activities is a whole subculture of activities I don't have time for and I've NEVER been able to make thermometers... far too twitchy for my connection and arcade abilities, I suppose. I need a healthy amount of glass products but fortunately those needs are finite. However...
      • ... Shrooming (for genetic mats) is my mission-critical game cycle and it already forces me to schedule my RL activities around the game timer and forces me to log in odd places loaded with mats when I can't sync up with the game server. I enjoy shrooming (and Body Tests) but stand-around tasks, grind accumulation, and offlining tasks isn't even viable much of the time unless I'm prepared to plop down a storage basket when I log just-in-case.

(more coming)

==Preliminary Materials Wishlist (stuff I can't quickly obtain or is otherwise distracting from main tasks)

=== Highest Priority

  • 1x huge quartz
  • 1x huge ruby
  • 1x huge topaz

=== High Priority (HUGE time-sensitive OPPORTUNITY)

  • 7x nut's essence
  • 6(12?) thermometer
  • 1x yellow alabaster marble
  • 3x mud alabaster marble
  • 2x oyster shell marble

=== Medium Priority

  • 2x cucumber seeds
  • 2x eggplant seeds
  • 2x pepper seeds
  • 2x watermelon Seeds

=== Low Priority

  • 8x knife blade