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mmat

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When you put your own entertainment before others, i.e. the people who have to hide behind walls. Why can't we all just be friends and play Halflings  :crys:

 

Walls aren't the issue at hand. I don't think many people here have issues with walls. The problem comes with traps that don't make any sense in rp or are just exploits of MC.

 

Removing traps entirely would be a bit overkill, but I would certainly support taking away the overpowered traps. Limit anklebiters to a couple blocks long at most, and require all other traps to be fully piston-based. Maybe one-time-use in some cases.

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Me saying I'm White Rose isn't a card to prove I'm right, it's a card to prove I have experience in this aspect of the server. My name has a backing to my claim that the quality of war is poor right now, yours on the other hand, I can't say I've even seen you in any battle. I've grinded many hours into war RP, and they've been extremely great, but as of late, it's been lacking. 

Just because I'm not in your specific clique of warmongering, doesn't mean I'm a virgin to LotC War. I could go on to say that I'm a Aegis Vet, Dread Knight, Nieric, Salvus Shield, Chief of Clan Thrago, and Hellsheart Mercenary. I've fought for Dwarves, Orcs, Humans, and Elves. Want to hear a little hint? No one truly cares. I was even the General for that one server that everyone figured would replace LotC. 

 

But onto the real point, complaining over and over and making the Skygods protect your form of RP because Johnny here has put hours of work into building traps and learning how to construct various defenses makes him a bad person. The Cult of the White Rose shall have it's RP! It no one shall have RP!

 

(I actually love WR, I was a Darkie during the height of your power, much fun RP. Much complaining OOC.)

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Just because I'm not in your specific clique of warmongering, doesn't mean I'm a virgin to LotC War. I could go on to say that I'm a Aegis Vet, Dread Knight, Nieric, Salvus Shield, Chief of Clan Thrago, and Hellsheart Mercenary. I've fought for Dwarves, Orcs, Humans, and Elves. Want to hear a little hint? No one truly cares. I was even the General for that one server that everyone figured would replace LotC. 

 

But onto the real point, complaining over and over and making the Skygods protect your form of RP because Johnny here has put hours of work into building traps and learning how to construct various defenses makes him a bad person. The Cult of the White Rose shall have it's RP! It no one shall have RP!

 

(I actually love WR, I was a Darkie during the height of your power, much fun RP. Much complaining OOC.)

Exactly...your RP experience with wars are clearly outdated. This **** started happening in The Fringe I believe, and it's gonna transition to 4.0 if it isn't prohibited.

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Bucky_24 go home, you're drunk, stop talking so much, you haven't contributed to the original post whatsoever, instead, you've created a flamefest. Please, just stop spending your time here, you talk so much about having a life, and you just spend an hour sitting in your chair arguing over the internet. You're causing a rukus for no reason. 

 

Can we please get back to the origonal idea of this post. Talk about whether we agree upon the idea that the abuse of MC mechanics and OP forts are a pain in the arse, and if we agree upon the rules or not.

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I for one will agree once more to this and restate why. Why? Because the new way of fort building abuses mcmechanics by making it impossible to siege, makes the game unfair and adds new definition to powergaming by abusing these mechanics. There should be a limit on traps, for example, overflowing lava that ceases to end. I never knew that burning oil could flow indefinitely without ever running out (sarcasm). I think it would be nice, actually acustom the RP of pouring burning oil making it so that you activate the lava, let it flow for 10 seconds, then turn it off and then you can't use it anymore. The lava will stay on the ground for quite some time, and is pretty realistic. It just means you'll have to use it when they bring the battering ram and not at the start to end of a battle. There are a few important rules that the original author stated that can help fix some of the issues regarding unfair advantages in raids/sieges exc.

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No.

 

Why?

 

Let's just kill every inch of engineer rp. let's just blacklist redstone so we can't do anything at all but shoot arrows at people. 

 

If it's someone's homeground you're going to be fighting a serious battle. Bring siege weaponry if you can't break in (and GMs, you need to be active in RPing said siege weaponry or we just get infinite battles.) If you remove traps entirely then it's literally just clickyclickypvp with not an ounce of interesting fortifications. Just LWC'd doors. Traps are a part of combat, choose your battles wisely.

 

Terrible idea, I don't even...

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Well a lot of these are pretty good rules to add

  • Do not allow upward facing lava traps (dispensers on the ground)
  • Do not allow 'oil' traps from above which flow indefinitely during battles, a gm should use a bucket to simulate the trap running out of oil after about 20 seconds or whatever (10 seconds will be long since it takes forever for the lava to disappear)
  • Do not allow excessive amounts of buttons to be placed on walls to prevent laddering up.

These rules, seem logical and are things that should almost be a no brainer for adding to the rules, but when it comes to the others there are exceptions

  1. I don't mind ankle biters. I think they're clever, and a good blend of MC mechanics and real strategy, but this can be easily abused.
  2. "Do not allow instantly retractable floors/falling traps" Retractable floors and falling traps are nice, unexpected and one of the stereotypical thoughts that come to mind when you hear, 'Trap!'. But this as well can easily be abused. Making the fall distance be some 40 blocks deep. I feel like retractable floors should only be allowed if there is a way back up, unless it was painstakingly obvious, so that players should have avoided the falling altogether. I would like to see a retractable door that at leads into a jail cell at the very least, or into some kind of dungeon/prison like Matt suggested, it would add RP, and should be a big enough advantage to the defenders by separating the offensive force. If the defending force has to rely on anything more than besides dividing the enemy force then there's something wrong (unless the numbers are horribly out of their favor)

Kalen I do have something to propose though, since you state that players should RP things, GM's will not be there 100% of the time during a raid, and thus some of these RP options aren't viable. Every fort has to be possible of taking over, within the means of MC mechanics, without aid from a GM and without breaking blocks. That's why I proposed a GM always do a sweep of forts to see if they can be taken, or to see if there are any unnecessary traps so the GM can tell them not to use them, or what their limitations are.  That would have been the case if there were a GM online, if not every fort SHOULD have the possibility of being taken over using mechanics.

 

I'm surprised the staff isn't taking a closer look at this and supporting this, this is obviously the opposite of RP, by abusing mcmechanics, avoiding realism and making things frustrating. Some of these are gimies, and some of these should have restrictions put on them.

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Trying to ban specific types of traps is pointless, that is a long path to tread and people will always keep building new types of traps to get around the rules.

The way I see it is it is all or nothing, you either ban all traps from being used or you don't ban any.

 

Also, stop the flaming.

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Trying to ban specific types of traps is pointless, that is a long path to tread and people will always keep building new types of traps to get around the rules.

The way I see it is it is all or nothing, you either ban all traps from being used or you don't ban any.

Also, stop the flaming.

A fix for traps? Make teams forfeit the warclaim if they hide behind anklebiters/traps of any kind for longer than X minutes. Battles are meant to be fought with swords on open fields, not behind unreachable cubbyholes that are anklebiters.
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A fix for traps? Make teams forfeit the warclaim if they hide behind anklebiters/traps of any kind for longer than X minutes. Battles are meant to be fought with swords on open fields, not behind unreachable cubbyholes that are anklebiters.

Battles are meant to be fought on open fields, not sieges. It is illogical to force engineers and builders to build subpar fortifications when ICly they would do everything in their power to protect their families and property. I personally think Anklebiters are a great invention that I've never seen on any other server, but what is stopping you from firing arrows? Using siege weaponry to go around the big scary gate, or even just digging under the wall. Yes, armies used to use what is called Sapping. Why hasn't anyone tried this in MINECRAFT? I agree with many others. Ban all or ban none, and it doesn't make much since the ban all.

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Battles are meant to be fought on open fields, not sieges. It is illogical to force engineers and builders to build subpar fortifications when ICly they would do everything in their power to protect their families and property. I personally think Anklebiters are a great invention that I've never seen on any other server, but what is stopping you from firing arrows? Using siege weaponry to go around the big scary gate, or even just digging under the wall. Yes, armies used to use what is called Sapping. Why hasn't anyone tried this in MINECRAFT? I agree with many others. Ban all or ban none, and it doesn't make much since the ban all.

I agree with bucky one hundred percent. 

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Engineer RP, what a load of absolute bullshit. Nobody RPs building traps as an engineer. Don't pull the 'm-muh RP' card when it's obvious that approximately 0 people RP it anyway.

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Because this is both a narrative and a game. In character, they're doing the best they can, out of character, we restrict things that hamper the game's enjoyment and in many ways outright break it. Why does the Death Star have that thermal exhaust port?
 

Using siege weaponry to go around the big scary gate, or even just digging under the wall. Yes, armies used to use what is called Sapping. Why hasn't anyone tried this in MINECRAFT?

Siege weapons we lack a plugin for and GM siege weapons if not controlled so tightly by rules that an algorithm could do it are an unmitigated disaster. Digging under the wall is impossible due to regioning, and MC pickaxes can tear through stone in seconds, rendering forts completely pointless. Go full MC on forts and you'll end up with a defence that's mostly obsidian and looks nothing like a fort.

People want to assault and defend castles, not mine down the roof into a murderbunker or other massively unRP defence or hide behind an LWC door for two hours yelling "victory to us by default". To get these battles and still give people the freedom to build their own castles and forts we need rules, both mechanical, plugin and GM enforced.

 

 

 

Traps have their place, the problem is invincible, impassable traps. The craftbook dropbridge that's the only way in and deletes every soldier to cross it, the LWC door that opens instantly for one side and is stronger than a starship bulkhead for everyone else, the firetrap that can be toggled over and over...

The traps need to fire once and once only.

 

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Has it crossed anyone elses mind that you guys are complaining about raiding, not seiges?  There hasn't been a real battle in a while.  Raiding isn't effective against fortified cities, and it shouldn't be.  If you want to break/destroy their traps, have a real battle.

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You wanna know what engineering rp is? Repairing walls, repairing siege weapons, placing ladders, building siege weapons, making sure your defenses aren't breached already before a battle that's engineering rp. Not building mc impenetrable traps. It's no fun. It's stale and boring.

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