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The New Map


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1 hour ago, A Moongazer said:

Please tell me why you want huge landscars all across the map and please tell me how you think that allowing players to build whatever they want whereever they want, bring rp to the main rp hubs/capitals. It will not.

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As I explained in previous posts, that's the opposite of what a freebuild map creates and is an issue that emerges from restricted freebuild instead. Effective moderation is the answer to such ills along with carefully planned mechanics to make wilderness building risky. Let's not misunderstand the proposal here.

 

16 minutes ago, joey calabreeni said:

>complaining about there not being enough rp

>wanting a larger map

 

choose one

 

>wanting freebuild

>not wanting 500 empty towns

 

choose one

 

no matter what people will play on it, enjoy it for 3 months until the server goes stagnate into another oren vs dwarf/antioren screamer war and then we beg for a new map and ask over and over and make 600 threads about how anthos was good and the current map is **** and why cant we go back to axios and who is shiftnative? i hear he makes maps that are very nice

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Wanting freebuild =/= empty towns as explained earlier. The only way it can is through lazy and poor moderation. If done correctly (as outlined in previous posts) the system results in a dynamic world that is more engaging and immersive.

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wrynn with all that free rep jneaiorfnaeijnaef

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@Wrynn

Can we please get a 3-D view of the map with maybe a better resolution so we can see and understand the topography of this map?

 

Also, from what I understand, the map being 'free-build' means that only nation capitals will have region protection to stop just anyone from building in them, while the the wilderness of the map will be open for anyone to build?

 

If that it is so I can understand the thinking in that this will centralize RP in the nation cities that have protection, as people want to live in a place where they have a level of security to keep their home protected and their belongings safe from being stolen. Now while this will worked to some extent, I'm sure you understand that this isn't entirely accurate to the behaviour of the players, as people always love having a secret little base somewhere in the wide world where they do whatever, often an underground grinding hideout where they have crafting stations and tons of chests filled with items.

 

Now it's a well known fact that throughout the server's lifetime there are people on the who use X-ray specifically for the purpose of finding these underground bases and raiding them for everything they can. Now in the past, before the EULA changes, not everyone could lock their own chests, so players would build these bases hoping they wouldn't be found, which is why the Aegis map is so goddamn massive despite all the cities being inside a 4km2 area. This is because players would go huge distances into the wilderness to make the odds of their base being found as low as possible. This is no longer a problem though, as everyone is now able to lock their own doors and chests, and the maps are limited in their size.

 

The problem I see with this type of freebuild is that players can build their homes and bases out in the wilderness, without having to worry about their items being stolen even if someone breaks their walls down and walks in. Even if the person has lockpicks, they can't steal that much out of the chests, so its not much of a worry for most people. The most simple way I see of solving this problem of everyone littering the landscape with these little bases is to make players unable to lock anything in the wilderness. On top of that, the wilds need to be overrun with monsters and event creatures that actually go after these little cabins in the woods, so players understand that building away from civilization is dangerous and likely to end in their death. These things together should discourage most people from building silly little shacks and bases out in the dark and dangerous lands of [insert new map name here].

 

 

On top of all that I have an idea for how settlements should be created and expanded. Now if a group of players want to move out of their nation capital and go build, let's say a small village, out in the wilderness they have to pass a few criteria and trials.

  1. First, they must have a sufficient number of active players who will be living in this village.
  2. Second, they must gather from the lands they wish to settle enough resources to build their village and sustain it, however if the area they wish to settle in is devoid of any such resources, they must have a safe supply route that can supply them with what they need.
  3. Third, to ensure the settlement can survive the dangers of the wilds, they must survive a sort of monster raid event where only the players who are part of the settlement group can participate. They have to fight off and survive a certain number of attacks by mobs, and finally defeat the creature (ET member) that rules that area of the wilds.

Once this is completed, the village is given a small region of protection in which they can lock their doors and chests. Should they wish to expand the region, they will have to first wait a minimum period of time, and complete further criteria and trials.

Should the settler group fail in any of these steps, they will lose their progress completely and have to wait to try again. Depending on how they failed, they will have to wait longer. If they were unable to keep the minimum active number of players, they will have to wait a week before trying again. If they failed to gather enough resources and sustain themselves, they will have to wait two weeks to try again. Should they fail to defeat the monsters and the creature that rules that area of the wilds (a majority of the settlers are killed), they will have to wait 4 weeks before trying again.

 

Well, this has been my ramble for these subjects. If you think they can be implemented or changed/compromised let me know.

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Not this one, but as a point of reference for sizes:

 

yXzQSsy.png

 

Vailor (blank, with the third continent) and Athera in all their glory. To my understanding Tahn alone is as long as Vailor was wide.

 

So if this map is going to be 8k x 8k, it's still going to be quite big. Assuming the 8k x 8k includes the ocean. So no fear for room, there should be plenty.

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4 hours ago, God Emperor Bipolar said:

fyi Aegis had peak server population because minecraft was still big then, its a dying game now.

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That makes me wonder, who are you though to claim that? I mean, I agree to some extent, but you made this account two hours ago.

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Just now, Godwein Stafyr (Z3r05t4r) said:

 

That makes me wonder, who are you though to claim that? I mean, I agree to some extent, but you made this account two hours ago.

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Bipolar_Juice probably better known as Bael. Got really bored, came back to look at how things were going and couldn't access my old forum account.

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Just now, God Emperor Bipolar said:

 

Bipolar_Juice probably better known as Bael. Got really bored, came back to look at how things were going and couldn't access my old forum account.

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Ah. Seems about right. Going to come back to LotC, given you aren't active right now? With the new map that is.

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Just now, Godwein Stafyr (Z3r05t4r) said:

 

Ah. Seems about right. Going to come back to LotC, given you aren't active right now? With the new map that is.

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Idk, its the start of uni break so I'm really looking for something to do for a month but the news of a new map sort of put me off

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10 hours ago, Silent™ said:

- snip -

 

The idea behind free-build is indeed the centralisation of roleplay that stems as a consequence of it being implemented in connection with other mechanics and systems to ensure said centralisation occurs. The other major benefit of it is what it provides to players, that being the ability to actually play Minecraft. We offer a platform for players to play a character within Minecraft and consequently we need to offer both experiences. Roleplay is centralised via an antagonist that can attack anywhere in the wilderness, at any point. GMs need to ensure they work regularly to watch building styles and works in the wilderness, ensuring there's no non-rp (e.g. underground tunnel bases) and destroying them if found. Also, relaxed villainy rules and the ability to take much more in said areas helps. The result is a dynamic world where players can interact with what's around them, but one that is filled with structures that meet our roleplay expectations, are actively used and where dwelling so far out is discouraged in favour of the much safer central areas where roleplay is then found. It works, it's worked before and will work again.

 

Personally, I stand entirely against any further regioning other than racial capitals on the basis that I still stand of the view that should be no more than one official nation per race because we do not have the playerbase to meet what that requires. Only scenario where it should be extended is if there is a substantial, substantial playerbase in a settlement and even then that settlement must be in the central map area and will not get the same benefits and protections as capitals. People won't like it but sometimes that's just tough luck. 

 

4 hours ago, God Emperor Bipolar said:

fyi Aegis had peak server population because minecraft was still big then, its a dying game now.

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It may well be true that Minecraft was larger then, but the impact of this on us should be minimal if we manage the server correctly. We have a huge ex-playerbase that if we take the right action we can re-engage and we can offer a unique experience to the wider Minecraft community if we just start doing things right instead of constanly repeating the same mistakes.

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I have to agree, freebuild certainly seems like it could work, as long as there is some effort put into consolidation.  As Silent said above, it seems like the best route to take on a freebuild map would be to ramp up the dangers of going out alone.  Mob spawning and events designed to threaten opportunistic pioneers would need to have impact, and occur often enough to showcase the benefits of city living.

 

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13 minutes ago, ForeverGinger said:

I have to agree, freebuild certainly seems like it could work, as long as there is some effort put into consolidation.  As Silent said above, it seems like the best route to take on a freebuild map would be to ramp up the dangers of going out alone.  Mob spawning and events designed to threaten opportunistic pioneers would need to have impact, and occur often enough to showcase the benefits of city living.

 

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100%. I don't think anybody would advocate freebuild on its own. It has to be managed carefully via the mixture of mechanics discussed in this thread. It's essentially indirect forcing of rp ino central map limits whilst still allowing that risky freedom of Minecraft gameplay. 

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please obliterate that mesa

 

thank you

 

19 hours ago, joey calabreeni said:

>wanting freebuild

>not wanting 500 empty towns

 

the fringe had fewer towns than this godforsaken 100% worldguard protected pay-for-charters primary region owner shithole map

 

it had a lot of small homesteads but the RP hubs in the fringe were considerably better than the ones we currently have

 

let's face it the reason there are 500 towns is because everyone and their dog gets to be "duke of whogivesashit" and gets a massive swath of land for their 5-man afk grinding noble house, and nobody checks on them or even pays attention so long as they show up every saturday for the big warclaim

 

the courland screamer rallying machine is the root of all evil on lotc and you know it

 

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