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Dohvi

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The annoying is that we have a OOC thing restricting our RP, I could understand if the Emperor of Oren came to us and said "Here is the land you get, do not expand it any larger." but in this case we have a system that is saying that OOCly and the leaders of nation in character are apparently supposed to accept that the land they OWN cannot be built on except for a farm plot and a few small plots to live on.

 

The tiles were planned out just perfectly, most of the borders conform. That is actually something we have done since at least Asulon. In Asulon we also tried this charter system, and all it does is force people to build things right up to the border, square and tall to make up for the missing space. But in Asulon there was at least an expansion system for settlements and fiefs.

 

And aswell, something that has been bugging me, is that the charter system is set up properly for a kingdom, but Oren(An Empire) is a 3 teird system, not 2 like the carter system is. Duchies are basically kingdoms in it of themselves and the charter system treats them and their capitals as if they were a small upstart hamlet.

 

 

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There's manpower regulations, and they aren't enforced or maintained.

There's punishments for manpower lacking, and they aren't enforced or maintained.

Being unable to give a simple person a horse ranch home out in the plains where it would make sense, without wasting a fief plot, is stupid.

 

Manpower Issue:

 

I had asked when we were told about expanding if we (Nation Leaders) would be getting a weekly/bi-weekly/whenever activity is checked count of our manpower. Simply because we should know before we make decisions on expanding what the GM/Admin team sees as our activity/manpower so we can make proper decisions.

 

I never want to be in the position where I /think/ I have X manpower and promise a settlement or fief to someone only for the following week the GM/Admin team to say that my manpower isn't what I thought it was, and the expansion I just approved is taken away, not just from me but the players I promised it to.

 

That is why I've been so hesitant with Sutica's expansion. While we're told 'don't worry your extremely safe, your plenty active, your a large hub atm' I want concrete numbers. This way should there be a discrepancy of manpower I can say 'I was told I have X amount of Manpower' not 'oh I was told I was safe'.

 

I've yet to get a response on this other than, 'we'll get back to you'.

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It's absolute doo-doo that has removed builds from an interest of the server. Everyone tries to squeeze out the most out of a 70x70 plot, often making square (ugly) castles, or a fence for the perimeter. We cannot finish our build in Lorraine because half of a hill exceeds the 150x150.

 

fief plots: 70x70 = 4 900 square blocks to build upon

settlement plots: 150x150 = 22 500 square blocks to build upon

capital plots: 500x500 = 250 000 square blocks to build upon

 

Capital plots are x11 larger than settlement plots, and over x50 than fiefs. The system's limitations are over-zealous and actually hurt people's ability to actually meet the activity requirements. I like the activity checks, and I feel those that fail to meet them should be made to give the build to ET, but these building limits are too much and really just are impossible to justify IRP. I would advise staff to simply review builds on the build servers nations use if they're that stiff.

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I got to say, having to pay 10k minas as well as having the manpower (which is not checked to my knowledge) is a wee bit off to me for a fiefe plot, especially if i want to build a road side tavern. Just a little suggestion, make man power worth ?x? plot area, so instead their plot is based off of active man power, a drop in man power means less people in a settlement and as such their region shrink, however if they get more people, then their plot grows, like a real town. so start with a base size, i.e  the current fiefe man power is the new minimum man power, for every like what? 5 people? more tat they get they get another 15X15 added to their area (maybe more, these numbers are bad i know but its just an example!) and then simply have it that if for some reason a settlement gets enough land/man power then their plot switches to the requirements of a capital. or if a capital drops, then their plot gets changed to a settlement as clearly the rp hub elsewhere should have become the capital.

 

I would also be interested, if you would be so kind, to know how you get the current 'manpower' are you using a custom plug in for it? I would sincerely hope you are not going by how active the people on my /rg info are because people can be added to farm and not actually be there for any other reason, which doesn't aid my rp area. and if your going to do a random activity check, how do you know my players timezones. Now there is always the option that you just tell me when your doing an activity check and i get my inactive people on for that 1 day. This issue just really concerns me as I am looking to start up a fiefe plot with some people and man power has to do with staying in control of that plot. or are you going to simply say "we have not started checking manpower yet"? 

 

just my two cents, don't bully anyone that i wouldn't

 

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This system effectively failed to do what it sought out to do, which was limit and moderate the amount of settlements to consolidate roleplay.  What I feel it accomplished was making settlements more accessible and thus, more people can create their respective settlements for a small fee.  Merely the fact that there is a system dedicated to this encourages roleplay to be spread out.

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What birdnerdy said exactly. If I want a fief plot to support me and my people, I can't build even a road leading to it. I can't make a bridge that leads towards it, or clear the forests to make a path to it. If I want farms in my fief, I can barely have any buildings since wheat takes up so much room, and the plots are so damnably small. Not all is bad, though.

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It should be up to the Nation governments to not allow too many settlements to spring up.

 

Guild plots should have more lax rules so small groups of players who don't really need a fief but want a place for their group to RP should be allowed one.

 

Let the towns spring up.

Let everyone have their bit of fun.

Ghost towns will eventually form, once they do have them be turned into ruins.

RP re-consolidates itself.

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If you pay for a tile and have the manpower, region the entire tile and give the region ownership to the person who paid for it. 

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58 minutes ago, bungo said:

This system effectively failed to do what it sought out to do, which was limit and moderate the amount of settlements to consolidate roleplay. 

 

The nation leaders failed to use the system properly then.

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6 minutes ago, Messenger of the Darkness said:

 

The nation leaders failed to use the system properly then.

Nations can only expand by taking tiles which correlate to building fiefs and settlements.

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I'd sincerely like to inquire as to why guild plots cannot be judged on a guild-to-guild basis; examining the contents of this guild and then taking it from there on out. For example, the Assembly, which is composed of almost 30+ members are confined to a 150 x 150 plot which doesn't fit the scale of how we would like to execute things; plotting each individual guild a short distance from another's guild, therefore providing each and every participant guild with their own space. That said, it isn't exactly a huge request that's being requested; the charter system could merely split the region and divide it, naming it under one ultimate owner overall even still.

 

That said, I still ponder on why exactly we cannot judge guild plots on a guild-to-guild basis, all it genuinely requires is a tad more effort from those using the charter system.

 

If I could get a reply on this, I'd appreciate it. 

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Just now, Tsuyose said:

I'd sincerely like to inquire as to why guild plots cannot be judged on a guild-to-guild basis; examining the contents of this guild and then taking it from there on out. For example, the Assembly, which is composed of almost 30+ members are confined to a 150 x 150 plot which doesn't fit the scale of how we would like to execute things; plotting each individual guild a short distance from another's guild, therefore providing each and every participant guild with their own space. That said, it isn't exactly a huge request that's being requested; the charter system could merely split the region and divide it, naming it under one ultimate owner overall even still.

 

That said, I still ponder on why exactly we cannot judge guild plots on a guild-to-guild basis, all it genuinely requires is a tad more effort from those using the charter system.

 

If I could get a reply on this, I'd appreciate it. 

 

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8 hours ago, Tsuyose said:

If I could get a reply on this, I'd appreciate it. 

So the Assembly is like an amalgamation of smaller guilds that operate semi-independently from each other, but are being treated by the system as one single guild? With Ever putting together guild stuff, my focus had been making the nations part less restrictive. If you want to PM me, we can try sort out something for your guild's situation though. Might be able to include some guild stuff in my proposal if we work things out nicely. 

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I don't really get the rough point of it. If you're an aspiring tavern owner, and you want to build your tavern in the middle of the unclaimed wilderness, heck, even make your own little 'tavern nation', you should have that right WITHOUT having to pay fees to the Skygods. In roleplay, what would you do? You'd start chopping down trees, clearing rocks, planning your tavern, and you wouldn't have much money with which to pay the exorbitant fee to the skygods for the land. Then, it should have stricter nation rules, but on a much smaller scale. Realistically, a tavern inbetween Oren and, lets say, the Wood Elves wouldn't attract so much business as that it's literally bustling with 15 ppl every day; It might be 2 here. 5  here. and a few others here, but the tavern would still get business. I always think back to the Red Lotus back on Athera; Brilliantly placed, attracted a lot of RP, but wasn't in a nation or a settlement. Some dude decided to start a business, and they were going to do it right there. Also, on the neutral territories; If the nation has the playerbase to colonize such territories, there isn't much standing in their way to waltz right in and build a small outpost, and then a town grows around that outpost, and the whole ordeal spirals out into a full blown city.

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Moved to The Great Library. It shall be sorted into the appropriate category shortly.

 

If you feel this is a mistake, please contact myself or any FM and we'll restore it. 

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