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Pay-for-LC Update + Other News


Ever

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51 minutes ago, TheDarkIsEternal said:

Why was status updates removed from the forums?

 

While that is irrelevant to this thread, they were being used to crash the forums I believe.

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Question. Does the region kill you as you enter Johannesburg over time? Like a time limit or something?

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3 minutes ago, Slothtastic said:

Question. Does the region kill you as you enter Johannesburg over time? Like a time limit or something?

 

Every 5~10 (I believe) seconds, you'll take a tick of damage. Outside the city you'll receive a half heart (or perhaps one full heart, I can't remember) of damamge. Just outside the wall you'll receive 3 hearts of damage, and inside the city you'll receive 6 hearts of damage. Enough time to rush outta there!

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Terrible update to the system. Insanely over priced. Nearly impossible to get any decent amount of mina. 

You've implemented what would be a "good" idea. But offered no answers to anything else. How is a player base supposed to earn 25-50k when voting is down? When you've got to grind a skill to get items to sell? You're stopping the development of roleplay and claim this is a survival server. Although the server was different in Aegis, LotC has moved away from being a basic survival server and many average cities since Aegis have been built using creative mode. LotC was fun back in Aegis. But I honestly find the way the server is these days is for the better. You seem to be wanting to push us into something we once were. Not what we currently are. We should move forward and not strive to be "how we once were" previously. We should focus more onto the RP elements of the server rather than the building. The LC allowed for large scale cities and groups with more than 25+ players to have a city in less than a day. Now you're making it more of a month long affair. Possibly more or less.

We definitely are not a survival server. Not even close to one anymore. 

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Its a good update! But we really do need more minas first and foremost, it's pretty hard to make minas now.

 

What are the challenges in bringing back GM shops? I remember a thread about it. And did your economy survey thread provide any conclusive statements?

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46 minutes ago, shimmeringbliss said:

Its a good update! But we really do need more minas first and foremost, it's pretty hard to make minas now.

 

What are the challenges in bringing back GM shops? I remember a thread about it. And did your economy survey thread provide any conclusive statements?

 

The biggest challenge is balancing how much you get for what you put in. For example, let's say a log is worth 1 mina. Player A can cut 2,000 logs an hour. Player B can cut maybe 300. In five hours, Player A makes 10,000. Player B maybe breaks 1,500. Obviously a player that puts in more time and dedication can and should be able to make more money, but I don't want singular people being able to completely destroy an economy in a single day. Iron is a good material because you can only collect so much of it / it's not as easily as obtainable as logs, but then we reach another problem of everyone being a miner because there's reason to be a lumberjack, fisherman, hunter, etc. 

 

I do sorely want some more ways of introducing money into the economy. Mobs would be a good start but not everyone enjoys mobs, even if they are the equivalent of a mina pinata. 

 

3 hours ago, Cloakedsphere said:

Terrible update to the system. Insanely over priced. Nearly impossible to get any decent amount of mina. 

You've implemented what would be a "good" idea. But offered no answers to anything else. How is a player base supposed to earn 25-50k when voting is down? When you've got to grind a skill to get items to sell? You're stopping the development of roleplay and claim this is a survival server. Although the server was different in Aegis, LotC has moved away from being a basic survival server and many average cities since Aegis have been built using creative mode. LotC was fun back in Aegis. But I honestly find the way the server is these days is for the better. You seem to be wanting to push us into something we once were. Not what we currently are. We should move forward and not strive to be "how we once were" previously. We should focus more onto the RP elements of the server rather than the building. The LC allowed for large scale cities and groups with more than 25+ players to have a city in less than a day. Now you're making it more of a month long affair. Possibly more or less.

We definitely are not a survival server. Not even close to one anymore. 

 

It's a struggle trying to appeal to everyone at once. I can firmly say that everyone is here for some level of roleplay- perhaps someone came to roleplay privately with friends, or someone else joined with the intentions of playing the markets to become the richest there's ever been. Others yet prefer noble or military roleplay and even others yet just log on with no goal other than to explore and see what the new day brings them. Every update that I work on personally, my goal is to appeal to and assist as many people as I possibly can with enjoying the server. Some people DO enjoy the economical or market roleplay- it's a bit harder to do with a disheveled and not-quite-there economy but it can and is done. Some people enjoy being expert boat builders or city planners. 

 

I have to be careful. I have to make sure I don't kill an entire way of playing the game (yes- we are a roleplay server but you are still playing a game) trying to appeal to certain players. Deny or dislike it but we are still a survival server. Providing free build for very little drawbacks hurts the economic side of the server (a bit silly, I know, since it's hurting enough on its own, but still). I have to try and balance things to appeal to everyone without hurting anyone. 

 

You guys need to understand that I implement systems like this to make life easier on players. A year ago, creative was not readily available for players. I don't even think it was a feasible thought in most player's minds. It's only ever been available for start-of-the-map capital building and event or event team related projects. Someone requested it and I saw that it had some merit so I rushed to devise a system that was 1.) not abuse-able, 2.) made life easier for people, and 3.) didn't literally crap on the rest of the server.  It was mostly successful but not as good as it needed to be. This is another test run for a system that I feel helps people quite a bit but... again, it needs to not ruin professions, economies, item gathering, etc. 

 

I'm not an admin because I get paid. I'm not an admin because I like the in-game powers it gives me (even though I don't actively roleplay). I do it because I want to help people enjoy the server as much as I possibly can. It's hard to make everyone happy though I do try. That's all I want; for my players to be enjoying their time on the server as much as possible, just like how I did when I first started playing. I still believe this system is great- better than the last, even- but I want people to fully understand how it works. I believe I failed to properly explain the system and people are misinterpreting how much it can and will cost- and, as always, if anyone has any feedback or ideas other than "ever this is stupid and you're stupid", I'm always open ears. Even if I can't use your idea 1:1, it can at least give me ideas that work better than what we're currently doing.

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4 minutes ago, Ever said:

 

The biggest challenge is balancing how much you get for what you put in. For example, let's say a log is worth 1 mina. Player A can cut 2,000 logs an hour. Player B can cut maybe 300. In five hours, Player A makes 10,000. Player B maybe breaks 1,500. Obviously a player that puts in more time and dedication can and should be able to make more money, but I don't want singular people being able to completely destroy an economy in a single day. Iron is a good material because you can only collect so much of it / it's not as easily as obtainable as logs, but then we reach another problem of everyone being a miner because there's reason to be a lumberjack, fisherman, hunter, etc. 

 

I do sorely want some more ways of introducing money into the economy. Mobs would be a good start but not everyone enjoys mobs, even if they are the equivalent of a mina pinata. 

 

 

It's a struggle trying to appeal to everyone at once. I can firmly say that everyone is here for some level of roleplay- perhaps someone came to roleplay privately with friends, or someone else joined with the intentions of playing the markets to become the richest there's ever been. Others yet prefer noble or military roleplay and even others yet just log on with no goal other than to explore and see what the new day brings them. Every update that I work on personally, my goal is to appeal to and assist as many people as I possibly can with enjoying the server. Some people DO enjoy the economical or market roleplay- it's a bit harder to do with a disheveled and not-quite-there economy but it can and is done. Some people enjoy being expert boat builders or city planners. 

 

I have to be careful. I have to make sure I don't kill an entire way of playing the game (yes- we are a roleplay server but you are still playing a game) trying to appeal to certain players. Deny or dislike it but we are still a survival server. Providing free build for very little drawbacks hurts the economic side of the server (a bit silly, I know, since it's hurting enough on its own, but still). I have to try and balance things to appeal to everyone without hurting anyone. 

 

You guys need to understand that I implement systems like this to make life easier on players. A year ago, creative was not readily available for players. I don't even think it was a feasible thought in most player's minds. It's only ever been available for start-of-the-map capital building and event or event team related projects. Someone requested it and I saw that it had some merit so I rushed to devise a system that was 1.) not abuse-able, 2.) made life easier for people, and 3.) didn't literally crap on the rest of the server.  It was mostly successful but not as good as it needed to be. This is another test run for a system that I feel helps people quite a bit but... again, it needs to not ruin professions, economies, item gathering, etc. 

 

I'm not an admin because I get paid. I'm not an admin because I like the in-game powers it gives me (even though I don't actively roleplay). I do it because I want to help people enjoy the server as much as I possibly can. It's hard to make everyone happy though I do try. That's all I want; for my players to be enjoying their time on the server as much as possible, just like how I did when I first started playing. I still believe this system is great- better than the last, even- but I want people to fully understand how it works. I believe I failed to properly explain the system and people are misinterpreting how much it can and will cost- and, as always, if anyone has any feedback or ideas other than "ever this is stupid and you're stupid", I'm always open ears. Even if I can't use your idea 1:1, it can at least give me ideas that work better than what we're currently doing.


I am not saying your idea is stupid when it comes to updating limited creative. But the people before you have put in plugins and other means to hinder roleplay more and more and this idea just seems like another way to hinder roleplay once more to a lot of players. Players DO know what they are signing up for. For a player to come onto LotC's website and decide to apply just because they want to build a house and play it as if it were an actual survival server is almost comical. People put in the effort on their applications (albeit, some more than others obviously.) to join the roleplay community. We're a roleplay server first and foremost. No one should ever be mislead into thinking we're a survival server with roleplay elements. 

I think your rework can work. But you've pushed the rework at a horrible time and I think you just do not see that. LotC as a whole has slowly degraded into a grinding fest ever since nexus was released. Nexus could be a great plugin. Yet it hinders roleplay and will take players away from roleplay for days, weeks and even months. Just ask venomoo... (lol) 

You've brought along these high costs for limited creative for such small plots at a time where literally 35-40% of the server are homeless thanks to the stunt at Johannesburg. Which isnt an issue, but it comes at a terrible time where your voting plugin no longer works and nexus is forcing people to grind for their supplies or mina. People have a choice. You are correct about that. But why are you forcing players to make that choice? Why cant we stick with the way LC was for just another month so everyone can finish their new capital? 

I think you should introduce or rework the way minas are being pushed into the system currently before keeping your rework on limited creative. Minas should be the focus at this point since we've not had a really steady and great way of earning them in the first place. Bring the amount of mina dropped by higher tier mobs back to the 35-45 mina per kill it was before. Make their spawns at a medium level. Put something different in place. 

A lot of people are just stating that you've pushed the rework to the system at a terrible time. So you should understand that a good portion of the coalition will and are upset at that fact. 

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This update would be really good paired with one like this:

 

 

I know it's not directly related, but any chance this is something being considered for the near future? Sorry if this was addressed, I won't lie I haven't read everything posted in the thread, though I saw some complaints about difficulty paying.

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On 24/01/2017 at 8:28 PM, Ever said:

The closer you are to the ruins of Johannesberg, the more damage you will take. Chests can be looted but they will not be mass unlocked- you'll have to smash-and-grab under moderator assistance. I would like to plan for expeditions and scavenging runs into the city itself in the future, but those will be more like mini-events rather than requested-via-modreq. Entering the city without proper protection WILL kill you quite quickly- if you value your life, I suggest staying away.

This erm... Until these sort of events come about, what's the point in having people pop? There's already mobs running around attacking people that prevent world RP as is. I mean the damage just seems a little bit silly, especially considering so many creatures IRP wouldn't be effected by Thanium at all, at least that's how I feel being a disgruntled Wraith who's just been on 5 expeditions to go and desperately try to save his items from mechanics that don't correlate with my character's lore... And had them despawn.
I don't expect this to be adjusted to every niche player type but if its purpose is to create dynamic RP then it should be... Dynamic. When asking for a GM's help at the time I was also promptly informed it kills people in God mode too, which I'm just kinda scratching my head about at this point. 

Ability to RP and not be pugsied by a region > Mechanical killzone

At least that's my two cents.

 

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4 hours ago, Valmir said:

This erm... Until these sort of events come about, what's the point in having people pop? There's already mobs running around attacking people that prevent world RP as is.

 

 

Is it designed to be a dangerous zone that few-to-no people can enter. It's meant to be an irradiated wasteland; the only thing left is death and cold.

 

4 hours ago, Valmir said:

 

 I mean the damage just seems a little bit silly, especially considering so many creatures IRP wouldn't be effected by Thanium at all, at least that's how I feel being a disgruntled Wraith who's just been on 5 expeditions to go and desperately try to save his items from mechanics that don't correlate with my character's lore... And had them despawn.

 

The outside flags deal very little damage; the city, yes, does a lot but, as far as I'm aware, most people had already packed up and left due to the on-going war efforts. Whether bomb or rebel siege, the city was going to be taking lots of damage in the near future. There also weren't any damaging flags on the region for the entire weekend allowing anyone to return and grab items that were left behind. Aaand additionally, I saved some chests from the city in-case very important items or hard-to-replicate things (such as books, for example) could be saved or returned. If this applies to you, shoot me a message and we can work something out.

 

4 hours ago, Valmir said:

 


I don't expect this to be adjusted to every niche player type but if its purpose is to create dynamic RP then it should be... Dynamic. When asking for a GM's help at the time I was also promptly informed it kills people in God mode too, which I'm just kinda scratching my head about at this point. 

 

Ticking through godmode is something I didn't anticipate. I believe we can still work around that by providing a regeneration buff to players instead of godmode. I'm sorry that you can't explore the city via your in-character immunity but that's a technical issue that I simply can't do anything about. If it still proves to be an issue in the far future then I could maybe see how difficult it would be to implement some immunities to certain sub-races (though I'd prefer that it not happen). 

 

4 hours ago, Valmir said:


Ability to RP and not be pugsied by a region > Mechanical killzone

At least that's my two cents.

 

 

I appreciate the feedback. You do have a legitimate concern but I'm still a fan of how it's set up now. If we didn't have damaging flags then anyone and everyone could hang out there- which, in my book, isn't a huge issue. Not everyone is going to roleplay everything as they should. While unfortunate, that's not the end of the world. It would make the icy wasteland a bit less special or mysterious, however.

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On 26/01/2017 at 10:29 PM, Ever said:

 

Is it designed to be a dangerous zone that few-to-no people can enter. It's meant to be an irradiated wasteland; the only thing left is death and cold.

 

 

The outside flags deal very little damage; the city, yes, does a lot but, as far as I'm aware, most people had already packed up and left due to the on-going war efforts. Whether bomb or rebel siege, the city was going to be taking lots of damage in the near future. There also weren't any damaging flags on the region for the entire weekend allowing anyone to return and grab items that were left behind. Aaand additionally, I saved some chests from the city in-case very important items or hard-to-replicate things (such as books, for example) could be saved or returned. If this applies to you, shoot me a message and we can work something out.

 

 

Ticking through godmode is something I didn't anticipate. I believe we can still work around that by providing a regeneration buff to players instead of godmode. I'm sorry that you can't explore the city via your in-character immunity but that's a technical issue that I simply can't do anything about. If it still proves to be an issue in the far future then I could maybe see how difficult it would be to implement some immunities to certain sub-races (though I'd prefer that it not happen). 

 

 

I appreciate the feedback. You do have a legitimate concern but I'm still a fan of how it's set up now. If we didn't have damaging flags then anyone and everyone could hang out there- which, in my book, isn't a huge issue. Not everyone is going to roleplay everything as they should. While unfortunate, that's not the end of the world. It would make the icy wasteland a bit less special or mysterious, however.

A very reasonable response. Sorry if it looks like I was flaming, was just disgruntled about muh pixels at the time. If there's nothing you can do about it then I can't expect things to change, thanks for getting back to me though!

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I don't understand why you would completely contradict your own Nexus plugin (which upon release was meant to make communities depend on specialists) with something that completely hops over that. No longer would you need a lumberjack, miner, woodworker and mason to complete a build, you just pay and that community goes out the window.

 

The Order I'm a part of had us all collect materials rather than use a paid creative or anything of the sort. This brought us a bit closer together, as we had pairs of lumberjacks go to the resource island and chill out and a fleet of miners to do the same. The nights of grinding out resources and laughing OOC brought our community together, and seeing something as disgusting as a paid creative mode completely spits on the idea of partnership.

 

Remove this, for real.

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I'm pretty OK with these changes. The one think I got a gripe with is that mossy cobblestone is blacklisted.

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May as well hide this. You're gonna have confused players getting lc and then not being able to pay due to this system no longer being used.

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