Ixli 1472 Share Posted June 27, 2017 Solution A, however tahn may be way too big for our sized community and maybe we go finding the land devastated, like parts of it just completely gone and fallen in the ocean, and this can add on some lore! Link to post Share on other sites More sharing options...
_Elrith_ 4525 Share Posted June 27, 2017 29 minutes ago, Gargled said: Solution A, however tahn may be way too big for our sized community and maybe we go finding the land devastated, like parts of it just completely gone and fallen in the ocean, and this can add on some lore! I was actually thinking of this earlier. Like we have some kind of magical or aengul-daemon catastrophe that wipes out parts of the map. Most likely leaving important RP areas and place with activity and getting rid of unneeded land and ghost towns. Link to post Share on other sites More sharing options...
Wyvernbane 252 Share Posted June 27, 2017 I know most of you weren't around then, but the smoothest map change we've ever had in my memory was Anthos-Fringe. A portal opened on Anthos that went along with server lore and events that were going on during this time. The portal led to Fringe, and both Fringe and Anthos were accessible for a time. Solution C, from my experience, is 100% the best option if modeled after Anthos-Fringe transition (minus Fringe being free build) Link to post Share on other sites More sharing options...
sergisala 3451 Share Posted June 27, 2017 Solution C is the way to go. Solution A is not the way; because first of all 1/3 of Tahn is corrupted by JBurg's explosion and then there is no terrain to held the many land that there is currently in Asul and Ceru. Also, as the player of Asul that I am, I must say that moving my current keep would look weird in Tahn, because my keep as most of the keeps is adapted to the terrain of the location and we wouldn't know how the terrain of the place of Tahn would be, etc. Perhaps the main part of my keep which is not adaptable to the terrain would fit well in Tahn in any terrain but; the rest of it wouldn't unless the terrain is very specific. So my vote goes to Solution C. :) Link to post Share on other sites More sharing options...
Ricky 321 Share Posted June 27, 2017 I feel solution A, B or C would be perfect to trial run ideas for the next map but it would seem C is an inevitability. Although if this option wins (which by the looks of it, it will) I do not want to see us rush into it without full thought on the matter. The communities opinion on the matter is not really that important, looking back at what was wrong/right with all other maps, rules etc. is the key here. The community by nature are selfish to their own needs, a smaller map gives power to RP, making land subject to such but also alienates the basic desire of most players to have their own abode and character significance. It also makes players subject to their community leaders and military strength. The Pros and Cons of each need to be thought out in detail because a simple yes and no does not cover that. Link to post Share on other sites More sharing options...
func_Soap 410 Share Posted June 27, 2017 If we go for a variant of option A (either option A or the reverse of it) the rules about giving out land need to be made stricter. I understand that a lot of human political RP is about securing rallies by giving land to people who themselves hold a rally, but most of the human nations are dotted with tokenist cities, towns, settlements, castles and keeps. Condense the pro Orenian Tahnic nations into one city, perhaps a town or one or two villages, one or two castles, one or two smaller keeps. As the anti Orenian forces are spread amongst other races that wouldn't feasibly move into one nation, they could be moved into a town, a castle and one or two keeps. The excess land can then be lopped off by seismic activity that also damages inactive RP hubs in the land that isn't being removed for some fun adventuring. Conditions should be discussed with both sides first ofc, but a fractured Tahn could give a pretty cool thought to why Asul and Ceru are separate; Axios is an unstable land mass. Another bonus is that it gives us reason to want to leave; it's dangerous with the tremors. Another bonus is that 6.0 could be styled around one of the older land maps, possibly fractured like Axios, possibly sunk into the ocean, possibly raised, though the ruins would give so much more flavour to the land; there was nothing quite like exploring the Dreadlandic ruins near Courland. TLDR: Condense Oren into smaller space, condense rebels into smaller space, earthquakes split Tahn and/or Asul+Ceru, destroy unused land and damage unused settlements. Link to post Share on other sites More sharing options...
Ducklingator 795 Share Posted June 27, 2017 14 hours ago, 吳憾戰士14 said: Tahn has the wood elves. Yes, as I said, the wood elves are the ones with the most activity in Tahn. Link to post Share on other sites More sharing options...
Dry Crackers 268 Share Posted June 27, 2017 8 minutes ago, SuperDuckyGamer said: Yes, as I said, the wood elves are the ones with the most activity in Tahn. 1 And that's distressing Link to post Share on other sites More sharing options...
Ducklingator 795 Share Posted June 27, 2017 Just now, Dry Crackers said: And that's distressing brING OREN BACK Link to post Share on other sites More sharing options...
Sky 0 Share Posted June 27, 2017 8 minutes ago, SuperDuckyGamer said: Yes, as I said, the wood elves are the ones with the most activity in Tahn. *cough* Druids *cough* Link to post Share on other sites More sharing options...
Ducklingator 795 Share Posted June 27, 2017 1 minute ago, Sky said: *cough* Druids *cough* thats a turtle that's not tahn tahn isn't a turtle sky Link to post Share on other sites More sharing options...
Sky 0 Share Posted June 27, 2017 1 minute ago, SuperDuckyGamer said: thats a turtle that's not tahn tahn isn't a turtle sky It's on the Tahn map, so if the map is deleted, goodbye Bertha. So- We are the most active within the Tahn map. c: Link to post Share on other sites More sharing options...
Ducklingator 795 Share Posted June 27, 2017 Just now, Sky said: It's on the Tahn map, so if the map is deleted, goodbye Bertha. So- We are the most active within the Tahn map. c: Doesn't change the "Within Tahn" part, does it now :^) Link to post Share on other sites More sharing options...
Zacho 2177 Share Posted June 27, 2017 Lmao, half of my rp is at sutica which is basically Ceru at this point, the other half of it is anywhere else where im looking for it, asul is dead as ****, rid of it, half of tahn can sink ffs because its so goddamn useless with these empty plots that never rp, simple a s that Link to post Share on other sites More sharing options...
Chef891 232 Share Posted June 27, 2017 I feel Solution A is a good choice but at the same time I would hate for all the builds that multiple people make and grind out resources for go to waste. I know that I spent alot of time grinding resources to build some of the biggest structures on the map and it would be a shame if all that hard work was deleted. Now if that was the case there are several aspiring nations on Ceru and Asul that have builds in which their groups still rp in. they arent inactive completely and it would crush some players if there wasnt any compensation for their groups to just up and leave and have practically nothing on tahn or no real area to set up for themselves. there is a ton of land on tahn that isnt even usable and doesnt meet the citeria for certain groups. And places that do meet the citeria for groups are already claimed with no real stucture/ group on them rping. Some questions now: If we did move to a temp map what, if any, things such as profession levels, mina, items would be brought with? I feel that mina should be brought over and profession levels be brought over. however the mina would be used as a fee to retain land for your group/nation/aspiring nation. For example if leadership of one group has 100k mina before the change they should be able to at least purchase land big enough to make a capital for their nation to start the rp off in. Then as resources are gathered they are traded in for land else where to add settlements for said group. Now spiraling off the mina transfer, if we would to go into 6.0 I feel that the same idea would be a good one so that players arent super rich when they start off on the map, yes they should be able to devote that mina to land and proper resources to get things built to start active rp. Not like how things were when 5.0 started with the pre-builds and the op of extremely high prices for resources, which allowed for the rich players to get richer and not allow smaller groups any way to build up. also if we do switched to a new map, I feel that players who took the time to grind up their professions to were they are at now should be able to get a little compensation rather than starting from mid tier ranks. for example miners have hard time leveling up compared to lumberjack. you have to mine so much of one resource to get a lot of levels to increase your rank where chopping trees certain wood gives you more xp to level up faster. Yes nether quartz gives alot of xp when mining but at the same time it's one of the more dangerous things to mine for, for the chance of dieing in lava. Were chopping trees has very little chance of death. Silent_Slayer asked this already about pre builds if its possible and stuff relating to it but here is another idea to add to it like the mina idea i have above. If your nation is allowed a prebuild it should be built based on the mina that you have before the end of the map, but not just one person holding all the mina, like each nation is allowed to have 2-3 players holding mina for the nation so that not one person holds it all. Please feel free to rip my ideas to shreds but you wished for feed back and here is some Link to post Share on other sites More sharing options...
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