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The State of Good v Evil


Panashea

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The playerbase tends to enjoy campaign based events. 

 

Ex:

Undead taking over city by city in Aegis.

Playerbase fighting through the red realm.

 

 

We need a new expansion map. Aegis had  the nether. Anthos had the north, red realm. 

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I think one of the biggest problem is that the community needs to stop attempting to force all minority groups into a rail-road of what they THINK these characters SHOULD be. 

 

"Grr spooks shouldn't attack people randomly"

 

"Grr spooks shouldn't have casual conversations or make relationships with those around them."

 

"Grr spooks should do something other than attacking people, like have casual conversations and have relationships with others."

 

No, **** you.

 

(Not actually you sempai.)

Also wards are so passive that there is no point in even attempting to interact with them. I don't know though, maybe nothing will ever matter so long as the power to affect the world lies only in the hands of a few certain players that get to make decisions in certain skype groups. 

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Quote

every city has a golden barrier before it preventing those from entering.

 

Just wanted to address this first, while I'm returning to the server from a very long break and may not understand much about the modern dynamics of Lotc I need to ask is this legit? There's a villainy blacklist right, like one that deals with peoples constantly harassing Nations, towns, ect? Why is something so rp inhibiting (If this is true) so widely spread? I can see certain holy areas but many cities having legit "magic" walls preventing any sort of spooky people (Wraiths/undead/ect.) in sounds like an ooc **** storm/cop out waiting to happen. This map is built to support cliques enough and something like damn magical holy walls must only accentuate a the problem, right?

 

Speaking on the balance of the two I've always thought good guys should have the advantage as long as it doesn't completely stomp out roleplay with undead/necros/whatever. In my old days I nearly exclusively played villains as well as a dread knight and I simply expected to lose/die in battle or confrontations as personally I view the villains job as a sort of conduit in expanding others stories and ensuring the other parties fun over the villains personal character development or power gain. Why not focus on creating fun and entertaining stories for the majority instead of maintaining winning and power plays as key (which sounds like an issue seeing as it's leading to ooc confrontations)? Someone already mentioned it but why not collaborate with "good" groups and try and make fun events for the most people, I mean the overall goal here is to have fun. The holy dudes could also throw the opposite side a bone once and awhile as goodie two shoes stomping evil every which way can lead to some dull ass rp. Just as an ending note while plain good and plain evil are fun and arguably necessary it would be cool to see some groups (both holy and evil) focus on morally gray complex characters instead of one note ponies, hell what made some of the old Undead so cool was that it had some fantastic gray backstories.

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55 minutes ago, KBR said:

You're joking right? That's literally what the whole Brasomthing branch of Xionism is about, you basically are a necro druid.

 

That's only if you move life-force from place to place in order to mimic balance. Xionism is an ingame antitheist practice, it does not equate to proper morals. Proper morals dictate that all Necromancers are wrong on a moral levels -- hence the term "Necromancer."

Don't get uppity with me young man, I taught you much of the magic. 

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58 minutes ago, Silver Vandal said:

 

That's only if you move life-force from place to place in order to mimic balance. Xionism is an ingame antitheist practice, it does not equate to proper morals. Proper morals dictate that all Necromancers are wrong on a moral levels -- hence the term "Necromancer."

I mean...Does a necromancer always need to kill the person they are absorbing life force from? Don't quote me on this since I don't know **** about dark arts,but I remember a lich that once 'asked' my character if he could 'borrow' some of his lifeforce. That moment became one of my most memorable rp moments,since the lich left my character with just enough lifeforce to live after my char accepted the lich's request out of fear.

I always thought that was pretty neat,since the guy could have simply killed me,but he spared me,leading to my character changing his opinion of dark beings,thinking that perhaps maybe some of them could be reasoned with. Can't dark beings do that? Sparing the victims by not fully draining their lifeforce so they can recover,maybe even offering them some sort of recompense or asking a friend?

 

I'm **** at formating sorry

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You need to realize there are so many different kinds of spook, monster, troublemakers and evil-doers that as the people who have to fight off every single individual group, we can only take it seriously for so long.

 

Honestly, if you want things to improve then there needs to be more communication, more planning and depth into RP goals, and less types of evil groups who all attack or trouble settlements on their own, draining settlements of any desire to deal with any of them due to the sheer frequency of incidents driven up by the sheer numbers of different special snowflake evil groups.

 

Those wards aren't up because of specific people coming back over and over (although that's part of it), they're up because there are simply too many different groups of special spook and evil-doer to handle individually without getting burnt out. They all want their individual slice of conflict RP, and they all come to us. They only deal with one group, the defender. We, the defender, deal with every single one of their groups.

 

quick edit: the frequency of spook intrusions into Linandria has improved notably lately and I thank the respective group leaders for that. I'm just speaking on principle now.

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As the leader of a holy order, I'll go ahead and say that wards are highly flawed in their current state. Setting up one very-specific ward over a holy base makes sense, but putting multiple wards over multiple settlements is not only bad for roleplay, but unenforceable. This was one of the major gripes that gets told over and over by the dark arts groups and I completely get the reasoning, which is why we're reworking Ascended wards. It's a small step in the right direction.

 

I'll also go ahead and agree that Gold being a magical 'anti-evil' metal that hurts anything 'corrupted' makes no sense and is a fragment of outdated lore. It needs a reassessment desperately, because seeing gold literally everywhere is tiring.

 

 

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19 hours ago, 吳憾戰士14 said:

Those wards aren't up because of specific people coming back over and over (although that's part of it), they're up because there are simply too many different groups of special spook and evil-doer to handle individually without getting burnt out. They all want their individual slice of conflict RP, and they all come to us. They only deal with one group, the defender. We, the defender, deal with every single one of their groups.

 

Hmm.. I understand where you're coming from and I wonder why said evil people aren't spreading the love more? Surely the Wood Elves aren't the only group on the server that could benefit from these groups rp.

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On 12/31/2016 at 5:20 PM, zaezae said:

I think one of the biggest problem is that the community needs to stop attempting to force all minority groups into a rail-road of what they THINK these characters SHOULD be. 

 

"Grr spooks shouldn't attack people randomly"

 

"Grr spooks shouldn't have casual conversations or make relationships with those around them."

 

"Grr spooks should do something other than attacking people, like have casual conversations and have relationships with others."

 

Sorry for the late reply, but I completely agree with Zae. Personally, my ghoul character doesn't like to be a bad guy. Of course, (most) people see him as a bad guy as soon as they see (smell) him. My morghuul is constantly eating small animals and receiving life force from his necromancer. He lives in a town and gets along with people just fine as long as they don't **** with him. He helps out, lets people into the city, and he attempts to stop any conflict that occurs. As long as my ghoul is well fed, no one provokes him, and he isn't picked on, he doesn't so much as snarl in a mean way towards someone. The thought of "all spooks are evil" is just so tiring and I can't help but roll my eyes into the back of my head every time I get a sarcastic "your ghoul is awfully nice" in my pms. Smh. Just let people rp and leave good/evil stereotypes behind unless your character has a genuinely good reason to believe in such stereotypes... Anyways, that's just my quick little rant about the subject. 

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8 minutes ago, Brokenhelix said:

I get yelled at and get called a bad leader for being friends with a few friendly ghosts.

Only IC, OOC'ly it's been pretty cool. Brings some different dinamics to the town, and different outlooks on spooks. Though after spooks try to kill one of the biggest family in town, IC you'll be called a bad leader =P.

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

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