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Your View: Regions, and such.


Sky

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Hello everyone, I am part of the ‘Region Team’ and am here to talk about all things regions. Now it’s part of my mentality as part of said team, to make things as good as they possibly could be and to do so, I need to know where the community sits with the whole system. Basically I need your opinions on all of the topics down below, would be very helpful if you format your response in a readable fashion (IE. Separating topics and paragraphs). Now I acknowledge that not everyone has to deal with all of these topics, and some people may be curious with some questions, so if you have any about how the system is run right now then ask away. Otherwise I am looking for opinions on which things work well, what needs improving, and how you believe it should be improved. Thank you.

 

Primary Region Owner:

 

Nation Charter:

 

Land Charter:

 

Travel Charter:

 

Limited Creative:

 

Tiles:

 

(Generally speaking, looking for your thoughts on how they are obtained, how they are implemented, costs, applications, limitations, concept, etc. Of course if you have other thoughts on each matter don’t stop, this is simply to give an idea of what it is I am looking for.)

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Eh, I mean I can offer a general idea that land =/= city where rp would be divided.

 

Hide outs where RP isn't expected to happen much shouldn't be factored into the calculations of 'how many cities is too much?'

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Nation Charter: Nations should not be allowed to purposely slap each other on the opposite sides of the map just to avoid being neat other nations when a map starts, as well new nations should not be allowed to be placed extremely far away and existing nations should not be allowed to preform massive land grabs for no reason. These behaviors do nothing but create inactivity.

 

Land Charter: Guilds and other settlements should be exempt from the nation proximity rules because I need places to hide all my sketchy spooky dooky.

 

Tiles: Delay availability of tiles upon the new arrival of a map to prevent land grabs and promote settlement density, and thus RP density.

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tbh i enjoyed minimal regions with free build. those were the best times that i had on this server.

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Increase the cost of acquiring land, continue to monitor activity even after a nation passes fledgling status, and actively and routinely announce what settlements are routinely having roleplay.

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20 minutes ago, ski_king3 said:

Increase the cost of acquiring land, continue to monitor activity even after a nation passes fledgling status, and actively and routinely announce what settlements are routinely having roleplay.

0
 

Interesting points, I agree with the statement to announce where the RP is, yet I do not quite agree with increasing the cost of land, for increased land costs could negatively impact groups that are looking for a place of their own yet do not have much in the way of minas (Like the halflings, for example)

 

If the costs of land were to be increased, maybe it could be that only the cost of tiles are increased? While land charters do spread out RP and can take away from the RP in cities, the main issue is the metric ton of baronies, forts, strongholds, etc that are often spread out about a nations lands.

 

 

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half the region owners are apes that want to jerk it to giant empty metropolises. Walk around lotc randomly checking each city and maybe two to four will be sufficiently populated as to be able to sustain rp. Old cities were nice because they had a **** ton of things going on at once nowadays its pvp grinder X and horde of goons with associated tavern owners and such. While more 'hardcore' rpers such as druids, varieties of undead etc have their own hidden elite clique plots. I remember when I was a young ***** walking into a big city and randomly having a dark elf knight or a lich beat the **** out of me. You don't see much of that anymore.

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2 hours ago, Narthok said:

half the region owners are apes that want to jerk it to giant empty metropolises. Walk around lotc randomly checking each city and maybe two to four will be sufficiently populated as to be able to sustain rp. Old cities were nice because they had a **** ton of things going on at once nowadays its pvp grinder X and horde of goons with associated tavern owners and such. While more 'hardcore' rpers such as druids, varieties of undead etc have their own hidden elite clique plots. I remember when I was a young ***** walking into a big city and randomly having a dark elf knight or a lich beat the **** out of me. You don't see much of that anymore.

1
 

 

I agree, we need less land and less plots. If everyone were condensed the resulting conflict would create proper activity.

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Primary Region Owner:


No real issues.
 

Nation Charter:


No real issues.
 

Land Charter:


Inactive land needs to be rolled back and taken over by wilderness. From there, turn the areas into ET regions (Which can be reclaimed) that actively spawn bounty creatures.
 

Travel Charter:


Dislike Fast-Travel in general. That said, horses are a pain in the ass to get thanks to Nexus.
 

Limited Creative:


It's good stuff. Should be pretty expensive, given the potential use.
 

Tiles:

These are way too cheap. Too many nations own tiles they don't occupy or have the numbers to occupy. Seeing useless abandoned forts every which way to delay warclaims is old as hell.

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Remove region and charter systems like this in their entirety and return to the only system which actually effectively allows a concentration of roleplay into hubs and forces player interactivity. LotC continues to ignore what it's repeatedly done wrong and refuses to acknowledge where things worked better - region and charter systems should not have any place here.

 

Frankly, I fully advocate a free-build system being established with the only regioned areas being a) racial capitals (not any player / breakaway cities) and b) main roads with a 10 block radius also to protect the side of them. 

 

You give everybody regioned plots and everybody goes to those plots and doesn't travel. People don't like the idea of not getting those regions but that's just tough. 

 

Use GMs to watch the landscape and ensure nobody is building hideous buildings, ruin them if they are. Watch inactivity, ruin it. Introduce systems that make being in the wilderness dangerous e.g. higher mob spawning, higher levels of villainy.

 

Roleplay concentrates into capitals when this system is in place as they're the only safe location to be - building in wilderness is a risky strategy and accordingly roleplay tends to move away from it.

 

It's a system that's engaging for new players but also avoids dispersion of roleplay and city building due to the risks involved.

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7 hours ago, ski_king3 said:

Increase the cost of acquiring land, continue to monitor activity even after a nation passes fledgling status, and actively and routinely announce what settlements are routinely having roleplay.

0
 

 

Absolutely do not do this. The halflings had their entire village griefed, their soulstone taken off them, and were banned from having a fast travel simply because when an admin flew over he didn't see anyone there. A shameful period of the servers history that should remain in history. I don't know which genius thought the way to remedy inactivity was to destroy everything an entire group of people owned and spent time creating.

 

In my opinion regions on this server are completely topsy turvy. You region everything and then try to create little pockets of freebuild. It should be freebuild everywhere to start with, and then region what is necessary (race capital, big cities etc)

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Personally, I think that the issues with charters, and the decentralization of RP that stems from it could be solved by doing one thing:  Removing fast travels.  If roads are actually used for travel, not only does road RP spike, settlements will be less inclined to found themselves in the middle of nowhere.

 

Removing fast travels, or at the very least severely restricting their use, seems like a solution that would fix many of the issues seen with inactive settlements and ghost towns.

 

But that's just my two cents.

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51 minutes ago, ForeverGinger said:

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100%. Fast travel systems are a symptom of poor map design. A well designed map (which hopefully is what we're going to have) should have its key locations within easy and quick access from spawn, max fifteen minute journey to the furthest, else it's too dispersed and roleplay spread too thin. Having a map built on that premis eliminates any need for fast travel and encourages centralised roleplay in the cities and on roads. We don't have a community sizeable enough to fill a space any larger. 

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