Recently created topics in GameLayers
1-20 of 102 topics
  • 3 Replies 3 Followers

    PMOG extension in FF3 Last reply on June 19, 2008 00:48.

    anyone know if the pmog extension will work on FF3? maybe it's time to give up on my little PMOG adventure.
    db0 db0 asked this question on June 18, 2008 10:59. It's tagged firefox, and extension
  • 3 Replies 1 Follower

    Preparing bookmarks and links for PMOG missions Last reply on June 18, 2008 16:02.

    Reviewing all my course bookmarks to see if there are any tags that contain enough interesting links to turn into PMOG missions
    db0 db0 started this conversation on June 18, 2008 09:49. It's tagged missions, and tags
  • 8 Replies 2 Followers

    How do I quit a mission? Last reply on June 18, 2008 16:17.

    Sometimes I take missions that aren't interesting at all and I just want to kill them so I don't see the Lightpost popups any more. Can I just say I don't want to finish the mission so they stop popping up?
    Voyagerfan5761 Voyagerfan5761 asked this question on June 18, 2008 09:19. It's tagged lightposts, and pmog
  • 6 Replies 3 Followers

    Assignments through PMOG missions Last reply on June 16, 2008 16:07.

    @melmcbride I love PMOG for educators. Maybe we can brainstorm about making actual assignments.
    db0 db0 started this conversation on June 15, 2008 19:12. It's tagged assignments, and missions
  • 0 Replies 1 Follower

    Allow custom badges

    I think there is space for more user content on PMOG other than missions and I think a way to achieve this and gain more popularity as a result it to allow custom badges from the players themselves.

    Any player should be able to create a new badge and set the rules for it (perhaps PMOG can provide a tool to create such, like with missions). The player would be responsible for providing the artwork as well.

    Depending on the capabilities of the tool created, there would be more choices for the badges but initially even a simple option to provide the number of visits and the timeframe they need to happen could work.

    (Optional) Make badge creation require some kind of new tool. Possibly create a new class (Tinkerer?) or assign it as high level item, possibly to Pathmakers or Benefactors.

    Custom badges, I believe, should be hidden. That is, there should not be a list for them on the codex and their description should not explain how to achieve them. Perhaps only a hint on what website they are related to should be enought of a tease but even that might no be necessary.
    This wouldn't stop people who created them telling how they work but people finding them on a profile would be more prone to check out the related site and or attempt to coax people to tell them (Bribes? Role Play? Possibilities).

    Once a person achieves a hidden custom badge, how he achieved it should be mentioned and the creator should be informed as well, to enhance socializing.

    (Optional): Limit the number of badges a player can create. Possibilities are
    * One custom badge per 1 or 3 levels.
    * One custom badge for each official badge you've achieved
    * A set Limit of X custom badges.

    (Optional) Allow badges to be limited in number. That is, the creator can create a limited set and claim that only X number can be won which might trigger a rush for people to get it.

    Discovered/Awarded custom badges could be placed on a new tab in the badges part of the profile. Thus they would not have to be standing out like the official ones but people can choose to see them.

    (Optional) Provide a link to the creator which links to the badge description. This way people can give it to friends to display it exists and tease them to get it.

    {Optional) Provide a DP reward to the creator each time their badge is won from someone. Alternatively, provide a reward to the one who won it.

    (Optional) Allow people to rate custom badges. A badge that receives a lot of low ratings stops working

    Why would this increase PMOG visibility? I can already see people linking to PMOG and telling people that they can achieve a nice badge by visiting the page. Instead of a standard link to PMOG, people could be linking through their badge artwork. Suddenly you might find that a lot more online places might be willing to link to pmog in order to have their readers gain a shiny new trinket.
    db0 db0 shared this idea on June 12, 2008 17:50. It's tagged user content, badges, and custom
  • 1 Reply 1 Follower

    Import contacts from Twitter? Last reply on June 12, 2008 05:53.

    It would be good if PMOG could pick up your contacts from Twitter, kind of like Brightkite will do at the moment - just type in your Twitter user name and password, and it could give you a list of the people you follow who are on PMOG.

    I'm sure there are other sites apart from BrightKite that do this, doesn't seem to hard..?
    yonderboy yonderboy asked this question on June 12, 2008 00:14. It's tagged twitter, and import
  • 1 Reply 2 Followers

    Stashing Crates says no mines Last reply on June 11, 2008 22:29.

    Whenever I try to stash a crate, it says that I don't have any mines.. This is true, I don't have any mines, but that shouldn't affect dropping stashing crates. I get the same message when I try to deploy a mine (that I don't have). I can do portal, and lightposts no problems. It is only crates that I can't use.
    ghotir ghotir reported this problem on June 11, 2008 22:27. It's tagged crates, toolbar, and mines
  • 0 Replies 1 Follower

    Another take on levels and associations

    Currently the system works by changing your associations every three days depending on how many missions you took and tool you used. As a result your associations are constantly in flux and it doesn't really fit with the "Develop a rich user profile passively, just by surfing the web." aspect of PMOG.

    What I would like to propose is an alternative way to work with levels and associations which should really make your profile represent the way you use the web.
    The idea is this:

    * Each player can have levels in all associations and these levels can differ. Thus a player could be a 6th level Benefactor / 4 Level Destroyer / 3rd Level Pathmaker. You accumulate xp for each association by taking missions associated with it and using tools, as is the current style but instead of having those xp "reset" after three days, they accumulate and define your level in that association.

    This of course creates a problem on how to deal with the generic XP/DP you gather as you're surfing the net. If you just tally them to your higher current level, it means that it would be difficult to switch it as it would always be one step ahead. Possible solutions to this include
    1: Have the "surfing DP" count for your three top associations in the form of 50%/30%/20%. This way your DP help you advance levels in your current choice of assocs.
    2: Have the "surfing DP" count towards either a neutral level, or a whole different association (that has something more to do with simply surfing and possibly taking missions, say "Mission Runner")

    * You can buy items from all associatons but the cost of them is reduced by how hight a level you have in that association. That way, nobody is stuck if they decide they want to work with different tools, but they might have a larger problem bying them. Of course, the differences in price might make the market an even better place to be and having the top level in your association would allow you to trade well.

    * Provide new and special tools for characters who have reached a high enough level in the association of their choice. This would act as more of an incentive for people to stay on their association as well as give another dimention to trading.

    These are, of course, basic thoughts on the concept. I could expand further with more ideas but for now I'd like to hear your opinions.
    db0 db0 shared this idea on June 11, 2008 12:18. Inconstant Reader liked db0's idea. It's tagged levels, and tools
  • 0 Replies 1 Follower

    Lock Acid

    Further to my previous idea, I'd like to suggest another tool, this time for destroyers.

    Since Benefactors will be able to create locked chests, it is only appropriate that destroyers should be able to brutally open them somehow, and this is what this tool would do.

    When a destroyer stumbles upon a locked chest, he can use the Lock Acid to melt the lock and get to the contents without having to bother with passwords.

    Of course, this tool, like the one before, should be available from level 8 and up.

    Also, in case Lock Acid is not good. Another name option would be: Plastique Explosive
    db0 db0 shared this idea on June 11, 2008 11:32. suprspi liked db0's idea. It's tagged chests, destroyers, and explosives
  • 1 Reply 3 Followers

    Locked Chests Last reply on July 07, 2008 18:37.

    There should be an option to have locked chest available for buying. The concept is quite simply that the player that lays such a chest can demand that a special password be enterred before the chest is opened and possibly he has the option to provide some descriptive text before it's opened (in order to provie a hint for example).

    These chests could then be used for missions or generally for more interesting stuff.

    In order to make them more interesting/rare (so that not everyone has them). Perhaps allow them to be bought only by benefactors or level 8 or more.
    db0 db0 shared this idea on June 11, 2008 11:26. Spring Mywell joined db0 and 1 other person who like this idea. It's tagged chests, lock, puzzle, and benefactors
  • 2 Replies 3 Followers

    Create tools for making puzzle missions Last reply on June 11, 2008 16:19.

    There is certainly a demand for puzzle missions but currently players have to rely on workaround in order to get it to work (i.e. tinyurl to block the next step until the hint is found).

    These workaround don't always work (personal experience) and don't give as much options as possible.

    So I would like to suggest that specialized tools are provided by PMOG to make such puzzle missions. Examples are:

    * Roadblocks: Allow the player to place a roadblock between their lightposts that the mission runner must work around. Perhaps the roadblock will open a page in pmog with instructions (written by the mission author) to the player.
    * Crossroads: These allow the mission author to split or merge the mission paths at this point. This would allow alternate endings or dead-ends
    * Finish Lines: A special type of lightpost that will give a reward to anyone who finds it. This would allow the mission author to provide rewards to runners without having to rely on crates which may be found by random people and cannot be refilled easily.
    db0 db0 shared this idea on June 11, 2008 11:03. suprspi liked db0's idea. It's tagged missions, lightposts, crossroads, roadblocks, puzzle, and pathmakers
  • 4 Replies 3 Followers

    Change the way missions affect associations. Last reply on June 11, 2008 17:17.

    It seems there are enough people that think mission having such an impact on associations is a bad idea (at least the current implementation of it). Generally the issue as I see it, is that PMOG is supposed to create the "character" of the user depending by how he uses the net and PMOG but with the associations so fluid, that does not work in the expected way

    Perhaps this can be changed so that either missions do not affect associations that much or that associations can be somehow "locked" at the player's will.

    The ways that have been proposed until now to alleviate this are:

    * Make association unchangeable unless the players makes an explicit choice to reset his association. This could, for example, turn him into a shoat for a 3 days (until enough actions to determine associations are gathered) or perhaps simply start the 3 day counter (as is happening now)

    * Make associations change only when the cumulative uses of items and missions from the start of the players character "life" have been changed. Thus someone who put many mines for most of his PMOG life, would need to start placing a lot more crates to turn into a benefactor.
    In order to allow this to happen, allow the items in the shoppe to be open to everyone but at a discount to associated classes.

    * Make associations lock if the user selects an appropriate option. This would allow people to take missions without having the association change every other day.
    db0 db0 shared this idea on June 10, 2008 11:54. Parker liked db0's idea. It's tagged missions
  • 0 Replies 4 Followers

    Let's improve the "Crate Looted" notification messages!

    As a Benefactor, I leave a lot of crates around the internet. The feedback I receive from those is very important to me, so I can become better at gift-giving. I wish the "X just looted your crate" message would tell me exactly which crate got looted, because it could be any one out of a hundred I've hidden. I like to keep some crates perpetually stashed in certain locations, and there's no way for me to know when it's time to replace them unless I check manually. It would also be nice if the notification message included the text of the message I put in the crate, as well as the tools inside it.
    Parker Parker shared this idea on June 09, 2008 23:04. suprspi joined Parker and 2 other people who like this idea. It's tagged notification, message, and url
  • 0 Replies 4 Followers

    Suggestion for making badges more passively obtained, in hopes of staving off extremely unpassive behavior.

    Take away the description for a badge away.
    Even take away what URLs you have to visit to get those badges. Some are quite obvious like the Perez Hilton one, if you've ever seen 'that' face on TV or anywhere. Some are quite obvious such as the Murloc for WoW and on and on and on...

    Let's make this game a little more Passive when it comes to the LEAST of all Passive features here.

    Yes, some will be painstakingly obvious what you have to do to get them, once someone gets one and declares it, such as hitting the 250 mine mark or some such landmark. The browsing ones will be a bit more ambiguous though.

    I think the badges would be cool as a social tool "Hey, you are an xkcd addict too!" or "Hey, hey, what server do you play on?" or "What's your xbox live name?" so on and so forth...

    How many "thumbbusters" do we have that don't even have a game system? How many people have the XKCD badge that have never heard of the semi-spontaneous meeting in a park at certain coordinates in Boston back on that fateful specific time and day?

    It just seems... so false. So fake. Such lies.
    nieman nieman shared this idea on June 09, 2008 21:56. Peter Stoinov joined nieman and 2 other people who like this idea. It's tagged pmog, and badges
  • 0 Replies 2 Followers

    Team up with other online services

    I'd love to see PMOG team up with other web services in order to allow
    PMOG players to hit two birds with one stone and also have more of an
    incentive to contribute in those services.
    For example:

    * Allow people who play in the Google Image Labeler to gain Dp for doing so. Eventually grant a badge for it.

    * Allow people who tag artists in last.fm, to gain Dps for it as well. Grant badges about it.

    * Allow stumblers who perform reviews or tag pages to be rewarded somehow.

    * Find some way to track commenting on blogs. Reward people who take the time to leave comments somehow. I know it should be possible since already cocomments tracks comments via a Firefox extention. Provide badges based on this.
    db0 db0 shared this idea on June 08, 2008 15:24. suprspi liked db0's idea. It's tagged blogs
  • 0 Replies 2 Followers

    Reward taggers/labelers

    * Give points to people who tag other people, say, 1Dp per tag. In
    order to avoid abuse, make each tag that is removed, cost the tagger
    5dp. This will give an incentive (albeit a minor one) for people to
    help categorise

    * Give 2dp per mission tag. Allow some way for people to mark tags
    as irrelevant (and punish if possible the same way as above) so as to
    avoid abuse. It's generally a good idea to help with categorising
    missions

    * Provide a Badge for 100/200/400 tags that have not been deleted.
    db0 db0 shared this idea on June 08, 2008 15:22. suprspi joined db0 and 1 other person who like this idea. It's tagged labels, and datapoints
  • 0 Replies 1 Follower

    Badges for Quality

    * Badge for 3/6/9 4-Star Missions achieved (after 7 days mission
    inactivity I guess, since the rating is always changeable)

    * Badgee for 2/4/6 5-Star Missions (ridiculously difficult atm)

    * Badge for 10/20/30 4-star and above forum posts

    * Alternatively, just provide one badge for each of these
    conditions (so as not to fill the place with them)

    * Provide badge(s) for a number of mission reviews.
    db0 db0 shared this idea on June 08, 2008 15:21. It's tagged missions, and rating
  • 0 Replies 2 Followers

    DP Rewards for highly rated portals

    I would like to see some kind of reward for people that create high quality portals. For example a dp reward based on the rating the person who took it gave.
    Thus a portal that is rated as 4 could give 2Dp to the opener, while a 5-starred one could give 3 or 4. Lower rating (average and below average) should not give a reward

    Possibly punish 1-star average portals somehow to reign in spamming
    db0 db0 shared this idea on June 08, 2008 15:18. Peter Stoinov liked db0's idea. It's tagged datapoints
  • 0 Replies 1 Follower

    Give mission DP based on the rating.

    This idea is so as to give an incentive for people to put more effort into their missions and so that those that do, get rewarded for it.

    Currently each mission run gives the player 10Dp. I would like to see it changed so that each mission run gives the creator 3Dp per star rating the runner gives. This way people who just throw a few random pages together and hope for random clicks, will not be getting a lot out of it while high quality missions can get up to 15Dp per run.

    Alternatively, reward people who make consistent quality
    missions by increasing their rewards:

    Lets say that everyone starts with 10dp gain per run on his
    missions. After 3 missions created, you could change the DP gained per
    run to be relevant to the average rating of all that person's missions
    until now. For example:

    o Average rating 2-stars:5Dp per run

    o Average rating 3-stars:10Dp per run

    o Average rating 4-stars:15Dp per run

    Of course, it might be even better if you allow your algorithms
    to work with decimals, in the background, for a bigger scale, but
    that's not so important.
    Alternatively, take only the average of the last 5 missions so
    that someone who starts off with bad missions can eventually try and
    make his average better (by making his newer ones of more quality)
    without having to nuke his profile and start all over.
    db0 db0 shared this idea on June 08, 2008 15:12. It's tagged datapoints, rating, and missions
  • 1 Reply 2 Followers

    Mission lightposts don't work on URLs containing colons Last reply on June 08, 2008 15:28.

    I am trying to add the URL http://en.wikipedia.org/wiki/Image:Lu... to a mission; it lets me lightpost it from the toolbar, but I can't add that lightpost to a mission. I suspect this is because the URL contains a colon, and therefore that it would affect all Wikipedia system pages and Wikimedia/Commons pages as well.
    kostia kostia reported this problem on June 08, 2008 06:47. It's tagged colon, wikipedia, and lightpost
next » « previous