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Patch 3.9 Addendums: Fixes And Qol

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Hail, LotC. Your feedback was listened to and changes were made accordingly. Now that the initial release is behind us we will begin to focus on the secondary features related to this plugin. It is hoped that the following changes will be agreeable.

 

Chat:

  • Can now use a 'nameless' emote by prefixing your chat message with [!], similar to using the asterix (*) for a named emote. Players may hover over the '[!]' icon to retrieve your username and character card, so don't worry about trolling :D

 

Personas:

  • /setage should now allow you to select ages down to 5 years old (creating a character already allowed ages between 5-1000, the command is just consistent with this now.)
  • Autoaging has been turned on, and all Personas that have opted in for the feature will have their age increasing by 1 come snow's maiden.
  • /realname (aliases: /nick, /name) will let you search for a username from a Persona name. As you use this feature keep in mind you can also hover over chatnames for the same information.
  • First personas should now properly modify your display name to the new Character name.

Death changes:

  • Death heads brought back, and should work in proper sequence
  • Being revived will now open you up to a 'lethal' period of 10 minutes, in which subsequent knockouts result in a direct kill. (revival by your killer showing mercy will not subject you to this period)
  • period of Slowness added on revival.

Racial Soulstones:

  • Will be handed out shortly. Both races and subraces can have a unique soulstone location that slot 0 will bind to. (although apparent races as changed by a GM's /setrace do not affect this). If you do not want your Personas to use their racial homes, bind soulstone slot 0 to your favorite spawn location now.
  • If you are a (sub)racial figurehead and want to discuss the location of a racial SS spawn, please send me a PM with an easily identifiable subject such as 'race soulstone'.
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...first

Being revived will now open you up to a 'lethal' period of 10 minutes, in which subsequent knockouts result in a direct kill. (revival by your killer showing mercy will not subject you to this period)

^explain to me what exactly this means, please.

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Heya, thanks for the updates love them~

 

Though quick thing for racial soul stones, is it possible for one to be set up for the race known as "Monks" now I know that monks are not a race, though if we do not have a home SS pillar, than they will have a harder time getting to the cloud-temple. Is this possible by any chance? Just for player monks? Is that possible! Or only death? >_>

-

Also is it mandatory to have racial spawns? I know everyone suggested it but if you are lets say a elf wanting to be in the alras kingdom, you will always have a SS at the elves but not Alras? Or a better example, A honorary orc as a elf, they are a elf but they live at the orcs- what side happens here still having the SS at the elves or is it possible to switch them?

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...first

Being revived will now open you up to a 'lethal' period of 10 minutes, in which subsequent knockouts result in a direct kill. (revival by your killer showing mercy will not subject you to this period)

^explain to me what exactly this means, please.

If you go down and are revived by your team, the next time you die you will not be knocked out, but simply die normally.

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Very nice! Now when can we expect the skills to come out?

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...first

Being revived will now open you up to a 'lethal' period of 10 minutes, in which subsequent knockouts result in a direct kill. (revival by your killer showing mercy will not subject you to this period)

^explain to me what exactly this means, please.

 

So.

 

If you get killed and then revived, for ten minutes after you will insta-die if you're killed again.

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Are we going to be forced to age our characters now?

 

No, autoaging characters just get XP bonuses to offset the fact that their lifespan is limited (and thus their progress will one day be undone by death)

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No, autoaging characters just get XP bonuses to offset the fact that their lifespan is limited (and thus their progress will one day be undone by death)

 

Only if they're a human.

I strongly urge you to reconsider the use of any sort of levelling system. It provides a whole boat of OOC influences on RP that fly in the face of what would make sense IC: people not PKing when they otherwise would because they don't want to grind their skills up again, mirror characters with the same gender and race to once again avoid the levelling. Older characters will be at the cap placing new players at an immediate universal disadvantage impeding their ability to find work. Levelling is a terrible, terrible mistake for something such as LotC. "Character progress" of this kind (higher stats) is not something that is beneficial to LotC. I would go as far to say we are better off with no skill plugin at all than one that uses a levelling up system.

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While pleased with many of these changes, I still question the necessity of having a minimum age. Is there some issue with RPing children under the age of five? Wonderful RP has stemmed from it, and frankly... how do characters even have children anymore, assuming the plugin's age requirements are followed? Two characters have a child in RP... but the child simply doesn't exist/isn't RPed until the age of five? One or two years old is when they cease to be helpless infants and start learning to walk and talk, and are past the stage of being carried around constantly like the wool blocks they tend to be represented by until that point. What about all of the characters who were under the age of five beforehand? Fixable by modreq, but in the long run? Five years in game is two and a half months in real life. That means nearly three months after conception before your child can actually be RPed by anyone. Again, that's assuming people will follow the age requirement, which I've already seen has been largely ignored, and I think it will continue to be, even if an official rule was put into place, as that would either arbitrarily force people to age their child characters several years, or force PK on them.

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Only if they're a human.

I strongly urge you to reconsider the use of any sort of levelling system. It provides a whole boat of OOC influences on RP that fly in the face of what would make sense IC: people not PKing when they otherwise would because they don't want to grind their skills up again, mirror characters with the same gender and race to once again avoid the levelling. Older characters will be at the cap placing new players at an immediate universal disadvantage impeding their ability to find work. Levelling is a terrible, terrible mistake for something such as LotC. "Character progress" of this kind (higher stats) is not something that is beneficial to LotC. I would go as far to say we are better off with no skill plugin at all than one that uses a levelling up system.

I agree with you here, Lago.
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Only if they're a human.

I strongly urge you to reconsider the use of any sort of levelling system. It provides a whole boat of OOC influences on RP that fly in the face of what would make sense IC: people not PKing when they otherwise would because they don't want to grind their skills up again, mirror characters with the same gender and race to once again avoid the levelling. Older characters will be at the cap placing new players at an immediate universal disadvantage impeding their ability to find work. Levelling is a terrible, terrible mistake for something such as LotC. "Character progress" of this kind (higher stats) is not something that is beneficial to LotC. I would go as far to say we are better off with no skill plugin at all than one that uses a levelling up system.

 

Yes only if they're human age spawn is irrelevant for other races.

The levelling system was already considered to bits, and the conclusion that it was the best option was drawn from people's treatment of magic: People simply don't consider things everybody else can have worth having, but they also don't want a system where experience must come from RPing with specific people. Levelling combines the two.

 

And the new player argument is valid, but thousands of games use levelling yet are able to keep drawing new players for at least half a decade, despite the head start new players have to catch up on. Frankly I can think of bigger turnoffs for new players currently at play.

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