comanderbly^ 499 Share Posted August 12, 2014 The activity check should be monthly, one can go on vacation or be busy with school for a couple of weeks and then the people who actually live there, lose the region? Once the region is claimed, let's say 50% of the region must be active during the activity check. If it's a one person plot then that person needs to be active. Link to post Share on other sites More sharing options...
oblivionsbane 714 Share Posted August 12, 2014 <script While nations will have their hidden diamond blocks to get a head start on pillar-crafting, independents will have to put in some effort before they can craft a pillar. I like how that's a thing, just accepting the harsh truth that you won't be able to find all of them. :P Link to post Share on other sites More sharing options...
Narthok 10416 Share Posted August 12, 2014 I like how that's a thing, just accepting the harsh truth that you won't be able to find all of them. :P This right here.. the fact that they will probably have five pillars on the first day and go around annexing the independents Link to post Share on other sites More sharing options...
talewoods 0 Share Posted August 12, 2014 Een goed humeur! That's very important. Link to post Share on other sites More sharing options...
Space 2335 Share Posted August 12, 2014 Remove crafting times. Link to post Share on other sites More sharing options...
Blundermore 2741 Share Posted August 12, 2014 Nation RP is very boring to a lot of people which is why some choose not to associate themselves with them. Especially when nations keep changing their views and opinions on things as often as twice a day. They're just not as stable as they used to be are are very prone to swinging their big beating sticks at people for little reason other than boredom. Causing those caught up in the nation to be thrown into the same ring as well, for better or worse. People have been actively avoiding joining nations for reasons such as this (there are more, I haven't even gotten into villains here), I said yesterday that this penalizes people who happen to have to be away for more than a couple days generally because it was late but now that I've had a good think about it I must say I have a bit more to say on the subject matter. This idea of pushing people together at the moment, though it sounds good on paper simply restricts others. Some people don't like the nations or the RP they bring with them, forcing them to rejoin the nation simply won't change that, in fact it may cause increased animosity between these people and the nations, whom have proven in the past, do not take anything with a bit of grace (rubbing salt into the wound when they can). What about groups that actively depend on being a neutral element independent from the nations? The nations are certainly not everything, I can assure you of that right now. Quite a lot of important RP comes from groups that are independent, and I hope they will continue to be that way (because nation RP seems to be quite messy a lot of the time whenever I've encountered it) but I just can't see this continuing once a couple of weeks or months have passed in 4.0. I mean lets fastforward lets say, six weeks, everyone has settled down, everyone has committed to their respective town pillars... How do independent groups recruit new people if nearly everyone is already committed to a nation town pillar? Can people jump ship? Can people have more than one commitment? Then comes the other problem, if you can only commit to one, and can jump ship, what happens to race nations that suddenly have a dramatic drop in activity as people get tired of the **** nations keep throwing at one another, gets tired of the people running the nation etc? Would that mean that nations are also at risk of becoming unclaimed land? And if so, does that mean that other nations could be claimed by others? Or do nations get special treatment as usual? There's a lot more I could talk about but I don't have the time at the moment... 4 Link to post Share on other sites More sharing options...
Supremacy 3361 Share Posted August 12, 2014 Then comes the other problem, if you can only commit to one, and can jump ship, what happens to special groups that suddenly have a dramatic drop in activity as people get tired of the **** special groups keep throwing at one another, gets tired of the people running the special group etc? Would that mean that special groups are also at risk of becoming unclaimed land? And if so, does that mean that other special groups could be claimed by others? Or do special groups get special treatment as usual? Take care of your own playerbase and you don't get this problem. 1 Link to post Share on other sites More sharing options...
Blundermore 2741 Share Posted August 12, 2014 When I see hate threads popping up Kalenz, it's rarely to do with independent groups, it's usually the **** throwing contests between the nations that people get tired of getting involved in. Remember that. 1 Link to post Share on other sites More sharing options...
Narthok 10416 Share Posted August 12, 2014 Nation RP is very boring to a lot of people which is why some choose not to associate themselves with them. Especially when nations keep changing their views and opinions on things as often as twice a day. They're just not as stable as they used to be are are very prone to swinging their big beating sticks at people for little reason other than boredom. Causing those caught up in the nation to be thrown into the same ring as well, for better or worse. People have been actively avoiding joining nations for reasons such as this (there are more, I haven't even gotten into villains here), I said yesterday that this penalizes people who happen to have to be away for more than a couple days generally because it was late but now that I've had a good think about it I must say I have a bit more to say on the subject matter. This idea of pushing people together at the moment, though it sounds good on paper simply restricts others. Some people don't like the nations or the RP they bring with them, forcing them to rejoin the nation simply won't change that, in fact it may cause increased animosity between these people and the nations, whom have proven in the past, do not take anything with a bit of grace (rubbing salt into the wound when they can). What about groups that actively depend on being a neutral element independent from the nations? The nations are certainly not everything, I can assure you of that right now. Quite a lot of important RP comes from groups that are independent, and I hope they will continue to be that way (because nation RP seems to be quite messy a lot of the time whenever I've encountered it) but I just can't see this continuing once a couple of weeks or months have passed in 4.0. I mean lets fastforward lets say, six weeks, everyone has settled down, everyone has committed to their respective town pillars... How do independent groups recruit new people if nearly everyone is already committed to a nation town pillar? Can people jump ship? Can people have more than one commitment? Then comes the other problem, if you can only commit to one, and can jump ship, what happens to race nations that suddenly have a dramatic drop in activity as people get tired of the **** nations keep throwing at one another, gets tired of the people running the nation etc? Would that mean that nations are also at risk of becoming unclaimed land? And if so, does that mean that other nations could be claimed by others? Or do nations get special treatment as usual? There's a lot more I could talk about but I don't have the time at the moment... As someone who tried to get involved in nation rp.. It just ends up being so boring and static for the average player if there isn't a big battle coming up nation capitals are usually empty. The big four need to have more festivals, celebrations put on a play for your common people have a joust! The possibilities for medieval rp are endless but it seems that we can't get around to doing any of that because of the preoccupation with beating the other guys with a stick for no reason. 1 Link to post Share on other sites More sharing options...
Stevie 1598 Share Posted August 12, 2014 Sounds like a typical liberal vs. conservative argument. The Nations have worked to establish themselves as significant powers, both politically, militarily, economically, and population-wise. They have, through all these factors, maintained their power, and I feel are deserving of these "special" treatments you cry so much foul over. It's not easy to run a nation, no matter the size. There are many factions that you have to deal with and decisions to make. Of course, your special groups too witness these problems, but the nations do it on a grander scale (And not even you can deny that, Blundermore!). Earners get rewards. #HardcoreConservative. And to respond to Narthok. From what I've seen from you, you've been around for most of the Temporary maps. I've been through four of them so far and I can tell you that nothing significant ever really gets done on a temp map. There's no point in planning balls or festivals on a map that we're going to leave in a few weeks. Just silly! Link to post Share on other sites More sharing options...
Sporadic 2844 Author Share Posted August 12, 2014 hate to keep trying to poke out flaws, but it's best to have this ironed out before it gets abused - say you and your friends disband the plot, drop the town pillar, and give it to someone else. Then, that other person claims the plot, and once again, disbands it. Then, that person gives the pillar back to you, and you make the plot once again. would that not restart the buffer for activity? How long after you claim a plot do you have to get the required amount of citizens? Still not sure how the different stages work. It's a good point. We put in an accumulating blacklist but it might get annoying. Mostly I worry people will not be aware of the penalties and still put their pillar down too early, only to be greeted by a nasty and irreversible surprise. Link to post Share on other sites More sharing options...
Draeris 3124 Share Posted August 13, 2014 I am confused about one thing. When your region gets unclaimed due to inactivity, can people walk in and reclaim it for their group (with all your buildings?) Secondly, does an unclaim region mean its allowed to be griefed in? Link to post Share on other sites More sharing options...
Narthok 10416 Share Posted August 14, 2014 How about more regions while were at it Link to post Share on other sites More sharing options...
overlord2305 202 Share Posted August 14, 2014 How do I claim a Nexus-Region? To found your own town with the help of Nexus-Regions, you will need the following: A town pillar A prospective, nexus-compatible and unclaimed strip of land Some pioneering-inclined comrades to settle the town with you Een goed humeur Does this mean the high elves are not allowed to make towns Link to post Share on other sites More sharing options...
Dante 206 Share Posted August 14, 2014 How exactly do you measure activity? I've been spending hours in my nexus plot thing and I have no idea if my presence has made an impact towards being defined as an active member, honestly. Is it based on how long one spends in the area or how much RP they do? Does the plugin favor doing RP over the span of a week or is it indiscriminate in when you actually do the RP? I like what you're doing here, don't get me wrong. I'd like regions to be interesting and active, but setting a quota for how much I need to interact puts me off just a little bit. I'd be a lot less nervous if you helped us with understanding what activity is to you. Link to post Share on other sites More sharing options...
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