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BETA: Plugins that white people get turnt to


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25 minutes ago, Sporadic said:

Try getting on your orc char and stealing them from some whiny Rivia humans as they pass by the crossroads

I'm sorry to point this out but just wanting to mention It wasn't my fault the guy got bandited off the llamas. It wasnt up to me or my choise. I wasn't the one to suggest it or lead it. Sorry ?

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39 minutes ago, bad and brayboujee said:

This is all very geared towards nations around these regions (A to B). If you're from somewhere distant, this becomes a lot more troublesome. I would keep the one trade route, see how it does, and perhaps establish others in other locations to keep it from being camped.

 

Which it inevitably will. 

Depending on how this beta-test goes we will pick a final set of trade routes. How many of them there will be and how long they will end up being I cannot predict. It all depends on player feedback and on how players interact with the system. If it ends up being a source of grief we will end up with 0 routes, but if its a good dynamic of road RP we will have many.

 

16 minutes ago, MyLittleUnicorn said:

I'm sorry to point this out but just wanting to mention It wasn't my fault the guy got bandited off the llamas. It wasnt up to me or my choise. I wasn't the one to suggest it or lead it. Sorry ?

 I am on your side. The Llama caravans were always meant to be raided and people who trade will have to accept that risk. Maybe in the future the GMs will bring out rules regarding banditry for these cases, but right now anything goes.

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44 minutes ago, Sporadic said:

It's mostly a placeholder name. I've made 5 items and named them 1 through 5 because I have 0.0 creativity. So say hello to Unicum Deutrium Tritium Quadrium and Quintilium until me and the lore lads can figure out some cool regional resources that gel well with world lore and the properties we require of them.

 

It's just that... Unicum sounds dirty, in a way that I do not think is appropriate for the forums. You'd be better off thinking of a different placeholder name. Also, congrats, for using the name of an actual material (Tritium) for a placeholder name.

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Only issue I have seen so far is that when caravans touch the llama trains will randomly magnetize, swapping or giving animals to either side. Easy to grief with, but also easy to do on accident when using the road. I think that's an issue with Minecraft itself, though.

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leads are janky af, people can just go into your llama inventory or run away with your llama, and it took me 3 IRL days to find two llamas

 

fix the first two and this is a great idea, fix the last one and i wasted three days...

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There is an extreme amount of problems with the current way things are set up, not only to mention the fact that you put up a single trade point which is setup inside the largest nation on the server making them essentially have full control over it. Will there be people who camps the trade points if there were say 2 or 4 of them? Yes there would but atleast it would take a lot more coordination and time to control it, a lot more people and it would also open up opportunity for people to partake in this without being slaughtered. Right now this is essentially a onesided Renatus grindspot where they can make as much money they want and control whoever gets to participate.

 

Also to clearify I don't blame Renatus for any of the stuff currently happening, had the staff put a golden goose in my lap i'd done exactly the same thing. @Sporadic

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I believe people are envious of the exposure and fun RP this brought to Belvitz, but I personally think the route is too short. Having the trade points give you several roughly equal routes between nations to choose from, rather than a highway straight between a town and CT, I reckon would equal out the focus that these trading points give to settlements.

Also, raising the possible profits (temple_monk demand!) from trading for a few hours or a day would be a fun idea for server events.

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I mean apart from unicornum this'll make Goldhand rp a lot more IMMERSIVE

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Move it way farther from belvitz it's way too close to ct and putting directly in a nation's territory just stops anyone else from really using it or even bringing in the roadside rp / banditry / raiding of these caravans when it's directly in a nation's territory. 

 

 

Go put it near warhakes or where the renatus tile is or well was since it's gonna be removed on the 5th ; Northern nations need some love too and moving that there could increase the frequency of players there

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Thanks for all the feedback so far.

 

I think the complaints about the trade post location are justified. We will tweak this in future versions. Indeed, there's many factors that have to be taken into account when we first picked a point, mostly to do with the ability for people to take detours, business of the road and likelihood of RP encounters. In the end, the unfair advantage it gives to some nations over others is also important, and in a final version this will be considered carefully.

 

A likely solution for us is to push the current trade route back further south to make it much longer (and more profitable). This will make it hopefully go through a greater set of nations with the ability to avoid a few if necessary. It's likely there will be an equivalent northern trade route ending somewhere within the Mesa cliffs close to the Warhawkes. Both will still end at CT, but at least their direct opposition will make it hard for a single nation to camp both.

The roadspeed plugin isn't working as expected right now. In all likelihood we will upgrade it to give a significant walking speed boost for people traveling on roads versus off-road, and a penalty for taking llamas off-road (which is generally tougher already due to bad AI). This is to stimulate people sticking to the roads instead of using sneaky routes to avoid RP encounters.

 

The Llama AI complaints are a bit harder to address but definitely workable. Custom entities used to be a specialty of Teegah but I avoid it religiously because it is very messy/hacky from a technical standpoint. As such, the grief you've had with Llamas is not exactly easy to avoid. However, we can still think of solutions together. If nothing else, we will come up with some sort of Pet protection plugin so you can bind a Llama to yourself and ensure a decent profit that can't get easily stolen. Other issues with llamas and water might take longer.

 

That being said, i rather like the solutions players have drafted for their caravans. Right now people are teaming up, often coming together to protect a joint caravan. This adds the social aspect to trading that I've been looking for all along, so I'm not disappointed with the current gameplay. It can still use tweaking, though.

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3 hours ago, Sporadic said:

Thanks for all the feedback so far.

 

I think the complaints about the trade post location are justified. We will tweak this in future versions. Indeed, there's many factors that have to be taken into account when we first picked a point, mostly to do with the ability for people to take detours, business of the road and likelihood of RP encounters. In the end, the unfair advantage it gives to some nations over others is also important, and in a final version this will be considered carefully.

 

A likely solution for us is to push the current trade route back further south to make it much longer (and more profitable). This will make it hopefully go through a greater set of nations with the ability to avoid a few if necessary. It's likely there will be an equivalent northern trade route ending somewhere within the Mesa cliffs close to the Warhawkes. Both will still end at CT, but at least their direct opposition will make it hard for a single nation to camp both.

The roadspeed plugin isn't working as expected right now. In all likelihood we will upgrade it to give a significant walking speed boost for people traveling on roads versus off-road, and a penalty for taking llamas off-road (which is generally tougher already due to bad AI). This is to stimulate people sticking to the roads instead of using sneaky routes to avoid RP encounters.

 

The Llama AI complaints are a bit harder to address but definitely workable. Custom entities used to be a specialty of Teegah but I avoid it religiously because it is very messy/hacky from a technical standpoint. As such, the grief you've had with Llamas is not exactly easy to avoid. However, we can still think of solutions together. If nothing else, we will come up with some sort of Pet protection plugin so you can bind a Llama to yourself and ensure a decent profit that can't get easily stolen. Other issues with llamas and water might take longer.

 

That being said, i rather like the solutions players have drafted for their caravans. Right now people are teaming up, often coming together to protect a joint caravan. This adds the social aspect to trading that I've been looking for all along, so I'm not disappointed with the current gameplay. It can still use tweaking, though.

Nice to hear back so soon and good to see you take in a lot of the critique, it isn't really the distance from CT that is the issue so much as the fact that there is only one trade route and that it is controlled by a nation. I'm certain adding longer trade routes could be an option to test and see what it does, but really i'd suggest either pausing the current monopolized trade route or adding in temporary trade routes that aren't going to Vrakai. Like i've said before Renatus isn't to blame here but the fact is also that they are getting a huge advantage atm, until you guys get other trade routes in motion Renatus has essentially single access to a gold mine which I think should obviously not be considered fair. The fact that the route is still operational or that other routes haven't been added yet to fix this issues is extremely bad, in one day if coordinated correctly Renatus could easily make 300k mina. This number will be nowhere close to what attempted competition would be able to garner from the route. I was able to make 10k and that was after about 20 hours of attempted efforts, I suggest as stated prior up above to either pause the route or implement one or three more routes bringing the total to 2 or 4 though i'd believe 4 would be the fairest. 

 

Otherwise the people who have control over the current route will make 90% of the profit until you do so, that shouldn't be allowed to happen the server isn't a beta test the server is the place where things should only take place when polished and fair. If you want to test the routes further put it up on another server, your test server and get people to test it. I'm rather certain we already got any needed information from the day this trade was operational. @Sporadic

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Interesting... but... Unicum? Is that... nevermind...

 

Real question though @Sporadic do you have to take your lama on the main roads? Is it allowed for you to take a longer, but safer and unseen, journey that isn't on the roads?

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Obviously if this thing is going to be a long term plugin, we need to have more trade routes than just the current one. The current trade route is fine and all, but it centralizes all of the action in one area and gives the locals of the area either a massive advantage from the trading or a massive disadvantage from all the raiders and bandits suddenly at their doorsteps.  

 

Also, I agree that unicum needs to be named something different. I'm just going to suggest a few things here

Copernickum

Californium

Seaborgium

etc.

 

Just take a random element that is more obscure and use it for the trading

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Let us hope that the banditry RP is more than "llamas or die" *stabs throat*x4 ((okay, too many people so pvp

 

a neat idea though

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1 hour ago, UnBaed said:

Let us hope that the banditry RP is more than "llamas or die" *stabs throat*x4 ((okay, too many people so pvp

 

a neat idea though

The bandit RP I've seen is more like taking potions in the split second someone isn't on a llama and breaking or instantly selling them at an endpoint, and then acting dumb or new in LOOC and in rp.

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