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Aeus

What are your thoughts on these proposed changes?  

302 members have voted

  1. 1. Should 6.0 be free build?

    • Yes
      59
    • Partially free build
      145
    • No
      96
  2. 2. Should fast travels between settlements in 6.0 be removed?

    • Yes
      180
    • No
      120
  3. 3. Is nation status too easy or too hard to get?

    • Too easy
      98
    • Fine how it is
      145
    • Too hard
      57
  4. 4. What are your thoughts on the current charter system?

    • Needs major improvement
      188
    • Fine how it is
      112
  5. 5. Should we do activity checks on nations?

    • Yes
      241
    • No
      48


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2 minutes ago, PoliceAli said:

But if there were to be staff endorsed nations again, which by the way please don't, then the only consistently active actual human nation would be Norland (Wouldn't that be weird to have norland endorsed by staff, what a f*cking twist)

Oh my void, if you are going to staff endorse nations, then every nation must have that kind of treatment. Last map we all saw how the Emperor and his entire guard got their assess handed to them when 4 assassins entered the capital. And yet despite rping AND killing the emperor in pvp, he pretends like it didn't happen, and the staff looks the other way. That is what dropped the player base to such a low point not even that long ago. The server is still recovering from that community backlash. Never again should it be allowed to happen.

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I'd like to see the charters be harder to get and the map smaller so groups are closer together. Mostly so @Malimom will let me go play in the fields with my friend @Wrynn.

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2 minutes ago, L0rdT0mas said:

Oh my void, if you are going to staff endorse nations, then every nation must have that kind of treatment. Last map we all saw how the Emperor and his entire guard got their assess handed to them when 4 assassins entered the capital. And yet despite rping AND killing the emperor in pvp, he pretends like it didn't happen, and the staff looks the other way. That is what dropped the player base to such a low point not even that long ago. The server is still recovering from that community backlash. Never again should it be allowed to happen.

 

I mean of course the staff didn't do anything lol PK clauses are not enforcible by staff that's clearly said in the rules been that way for as long as I can remember

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Things that should be regioned:

 

Capital cities (Human, Elf, Dwarf, Orc, and Halfling)

The main road (but the region should end close enough so that people can still build by the road)

Major towns that grow naturally through freebuild and earn the right to a region

 

Freebuild:

 

Everything else

 

This is not to say the map will forever be a free for all unregioned mess. With freebuild, towns will naturally grow and they will earn the right to be regioned. This is a tried, tested, and successful method. If LOTC wants to keep new players and grow as a server, this is what we should do.

 

If not, you're staring down the barrel of a 7th map, scratching your head and thinking 'what did we do wrong yet again?'

 

Also, absolutely DO NOT do activity checks on nations. 2 years ago the GMs nearly destroyed the halfling race. An admin flew over and 'didn't see anyone there' and decided we didn't log on enough.

 

The solution? Destroy everything they own. Grief the village, ban them from having a fast travel, ban them from having a soulstone, ban them from even having a REGION. This is one of the (pretty much) original races that was dished out shabby treatment by people who didn't care. Shameful from the GM team and never an apology. Don't do the same to anyone else.

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The way charters work currently isn't realistic. Having people "sign" a post on a forum saying they support something doesn't actually show how active they are in the settlement, or if they even participate in the settlement at all. Plenty of times I've seen people that have no affiliation to a group other than being an OOC friend to sign a charter that's meant to show actual player activity. 

 

Small charters shouldn't really be a thing. Have players be involved with the nations. Have them request land from nations so RP remains within nations. If you can't get a nation to give you land, try another one. If you still can't, maybe there's something wrong with your groups premise. 

 

If nations say they don't have space, have the group offer money to the nation to purchase more land. 

 

If a large enough people actively speak to staff and say they wanna branch off and try to make a settlement on their own, that should be handled separately and should work in a tier system where they start off small, like a village. Then, as they pass activity checks and have a visible need to grow and expand they can become Towns, Settlements, Citys, etc.

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When it comes to regions, I personally enjoy the way Nations are now.  A region owner, or a coalition of owners is given a big ol' swath of land, and are able to parcel it up into smaller regions as the need arises.  That being said, I am also in favor of freebuild outside of nation plots.  The trick here is finding a balance between the two.  If we are having freebuild next map, nation status is going to have to be much, much more difficult to obtain:  Otherwise, all the open areas will be claimed within a month.

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18 minutes ago, Fyrste said:

Things that should be regioned:

 

Capital cities (Human, Elf, Dwarf, Orc, and Halfling)

The main road (but the region should end close enough so that people can still build by the road)

Major towns that grow naturally through freebuild and earn the right to a region

 

Freebuild:

 

Everything else

 

This is not to say the map will forever be a free for all unregioned mess. With freebuild, towns will naturally grow and they will earn the right to be regioned. This is a tried, tested, and successful method. If LOTC wants to keep new players and grow as a server, this is what we should do.

 

If not, you're staring down the barrel of a 7th map, scratching your head and thinking 'what did we do wrong yet again?'

 

Also, absolutely DO NOT do activity checks on nations. 2 years ago the GMs nearly destroyed the halfling race. An admin flew over and 'didn't see anyone there' and decided we didn't log on enough.

 

The solution? Destroy everything they own. Grief the village, ban them from having a fast travel, ban them from having a soulstone, ban them from even having a REGION. This is one of the (pretty much) original races that was dished out shabby treatment by people who didn't care. Shameful from the GM team and never an apology. Don't do the same to anyone else.

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The halflings currently don't have a nation, and are under Sutica. These nation activity check would be for those who have received full nation status from applying, or from having it since last map. That would give us an idea of what to do for next map regarding giving out land.

 

(also, I wouldn't destroy the halflings, they're cute and I love me some halfling RP)

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Just now, Malimom said:

The halflings currently don't have a nation, and are under Sutica. These nation activity check would be for those who have received full nation status from applying, or from having it since last map. That would give us an idea of what to do for next map regarding giving out land.

 

Correction Reedsborough (In sutica) is no more, The Halfling pops left there (Headed to Lorrain I think) and about a month back the land was evicted and is either gonna be cleared or redone for a smaller something or other.

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Resistance to server-sponsored nations is inevitable but frankly it's the only feasible way to consolidate a dwindling player-base into nations sizable enough to enable them to thrive. Once player-count increases thanks to a successful 6.0 you can then begin to spread to other nations but only when the players exist to sustain that. Having multiple nations per race rn is one of the most moronic things I've ever heard. Yes it might be nice for rp politics, etc but for current and new players alike all it does is ensure rp is too widely dispersed to be successful. Learn from our mistakes and realise we can't handle a thousand bloody nations.

 

21 minutes ago, Fyrste said:

Things that should be regioned:

 

Capital cities (Human, Elf, Dwarf, Orc, and Halfling)

The main road (but the region should end close enough so that people can still build by the road)

Major towns that grow naturally through freebuild and earn the right to a region

 

Freebuild:

 

Everything else

 

Pls. Again I repeat, learn from our mistakes. Those opposing freebuild fail to realise that it is of course going to fail when implemented in isolation but rather that it needs to be implemented in unison with mechanisms that discourages external roleplay and centralies the playerbase.

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Just now, SeventhCircle said:

 

Correction Reedsborough (In sutica) is no more, The Halfling pops left there (Headed to Lorrain I think) and about a month back the land was evicted and is either gonna be cleared or redone for a smaller something or other.

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Ah, I didn't know. So in the future, do you think it should be easier for smaller groups like this that are trying to get activity up by charters or regions, making them cheaper ect. or does freebuild bypass all of this?

1 minute ago, Danny said:

Resistance to server-sponsored nations is inevitable but frankly it's the only feasible way to consolidate a dwindling player-base into nations sizable enough to enable them to thrive. Once player-count increases thanks to a successful 6.0 you can then begin to spread to other nations but only when the players exist to sustain that. Having multiple nations per race rn is one of the most moronic things I've ever heard. Yes it might be nice for rp politics, etc but for current and new players alike all it does is ensure rp is too widely dispersed to be successful. Learn from our mistakes and realise we can't handle a thousand bloody nations.

 

 

Pls. Again I repeat, learn from our mistakes. Those opposing freebuild fail to realise that it is of course going to fail when implemented in isolation but rather that it needs to be implemented in unison with mechanisms that discourages external roleplay and centralies the playerbase.

0
 
 

What could we do as GMs and as the region team to discourage external roleplay?

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Anthos had a smaller map, which allowed people to go from one region to the next, it created so many actual rp hubs, it was awesome. It doesn't matter if the 'distances are not accurate', this is an rp server. I have seen it several times if the regions are too far apart, the realm dies. 

As for creating your own settlement and whatnot. It happens all the time that a nation with more land than it knows what do with is requested by a faction to create a settlement, or fortress or whatever, but the nation says no unless you can give 10,000 mina, and stacks of iron. It is a ploy that players in power (*cough* the Emperor *cough*) use in order to keep everyone except their OOC friends from getting anywhere. Arguably a good strategy would be to set a universal price on land, so rulers can ask no more, and perhaps no less, than this price says. These transactions should be monitored by the staff. 

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1 minute ago, Malimom said:

Ah, I didn't know. So in the future, do you think it should be easier for smaller groups like this that are trying to get activity up by charters or regions, making them cheaper ect. or does freebuild bypass all of this?

 

The problem with making cheaper charters or regions for small groups is it creates our current problem with lots of towns/cities etc that are quite empty. I think everyone generally can agree at some level our goals should be centralization. Tbh Charters should really be a last resort that is really expensive and are hard to obtain to really attempt to push groups towards nations while still allowing groups who really do have the numbers, funds etc who can really have some kind of group outside a nation that opportunity. I'm not really sure how freebuild fixes a lot I personally feel like it just leads to pop up towns that draw way folks I know in the past that's happened but freebuild as done some good. I'd be willing to see it tried in somewhat limited areas that are relatively close to everything but just not the WHOLE map everywhere.

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4 minutes ago, Malimom said:

 

What could we do as GMs and as the region team to discourage external roleplay?

0
 

 

I point you back to my original post. A systems introduced whereby the further you delve out of the central area the higher spawning and stronger mobs get, the more relaxed villainy and theft rules get and the higher chance of antagonist attack is. Make it almost unbearable to live on the outer areas of the map, but still possible. The outcome of this is a centralisation of players in the areas where they are safer and in less danger, the capital cities. Also increase some form of benefit in the centre of the map, based on the blessing of the monks, along the lines of a health buff, idk. Make the most appealing place to be the capitals via providing them with exclusive benefits for their status and ensuring particular mechanics are only available there e.g. shops etc. 

 

What this means is that the most appealing place to be is in the capital cities but that players are still provided with the familiarity and freedom of Minecraft itself. Affordable housing and nation-based roleplay in the capitals with guards, traders and bullders etc enables roleplay there to be the most active and through exclusively providing nation status to these capitals there is no wide spread across the map until there's a community large enough to sustain that. 

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49 minutes ago, Narthok said:

There is literally nothing more demoralizing than walking into a city that could house 100+ people and see two people sitting afk in a tavern. In my opinion the majority of LOTC settlements are built far too ambitiously and need to be downsized to fit their playerbases (or ideally be slightly smaller than the needs of their playerbases to create demand) instead of being used to fit the fantasy of X generic feudal lord.

Yeah it's very annoying to see that every new town/city just pops up fully-built and large enough to fit dozens more than will ever realistically play there. What happened to the days when people just started off with a small village or keep as the basics and built up the rest around it as they had the need? Cities used to grow so much more organically and it made the world feel alive rather than just like a dollhouse.

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43 minutes ago, AnotherDay said:

@Malimom if a city is deemed inactive via activity checks, the et build team could go over and turn it into ruins.

 

These could be reclaimed by the previous owner or with the previous owner's consent with a new charter or a specific new charter format for this specific thing.

 

It'd be nice for rp and aesthetic purposes rather than empty and inactive settlements remaining perfect and brand new in looks.

 

I am willing to speak further about this idea but meh this pretty much sums it up.

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We actually had this proposal made in the Region team chat when we were discussing freebuild on the next map. It's something that should be looked at and a good idea in general, A counter argument was that then roleplay would feel forced because they don't want their city ruined. Thoughts?

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