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I for one think this is a great idea/change. One thing in my time here, albeit not all that long in the grand scheme of things, is that new players have an issue finding or making it all the way to Fenn when they create a snow elf character. When we try reaching out to the new players, they accept help a decent portion of the time, or ignore it completely, however there is a decent proportion of them that will log out on the way to Fenn or we encounter a bandit and soon after the player will log out. I would imagine that having the monks working to help players get to the cities that their race would likely live in would help combat this, as it will be easier for bandits to tell if it is a new player and leave the duo (or more players) alone, as well as hopefully helping with ease of joining and navigating as well as hopefully eliminating the possibility of being creep-ed out by a random player messaging them right after they join.

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At least the layout is better, but I think it's still a bit too messy and confusing for new players. Also sucks that everyone is cutting the iron price way low as usual.

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The new temple looks great, way more enjoyable to be around. The world developer team did some good ****

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8 hours ago, 501warhead said:

That’s all for now, keep an eye out for additional posts on the monks if you’re interested in joining and know that you’ll be expected to be nice, and really who wants to do that?

 

is this "nice to new players" nice or nice nice 

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4 hours ago, Sporadic said:

 

These mobs are gonna make Dark Souls look like a ******* joke.

They're all pretty easy if you use a bow(bows are for cowards), but fighting the golems was one of the few genuine moments of fun I've had in a while on the server.

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20 minutes ago, Dreek said:

They're all pretty easy if you use a bow(bows are for cowards), but fighting the golems was one of the few genuine moments of fun I've had in a while on the server.

 Glad you enjoyed. I'm attempting to balance it such that its not a profitable grind to overuse the arrows. Fine to do that during events though.

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6 hours ago, Jaeden said:

Why were these changes so late in production?

I can answer this one.

More or less two things played a role in why we first had the CT we did and why the new CT arrived when it did. The first one being our original goal with ct was to focus players onto the main roads as quickly as possible and make everything that was a side thing like the Ct SS pillar out of the way. So there could be no confusion on where to head. Now that design was flawed certain and was only made worse when the need for CT admin shops was brought in and we needed to add the stairway that went down. All of this more or less made an already flawed design a terrible design that was broken and did the exact opposite of it's intended goal.

 

Now in terms of why it took so long/why it happened now. This is mostly down to a change in scope. The administration set about to redo ct in late March after discussion on whether small changes could be made to ct to resolve its issues or whether a full redo was needed. The project originally started with a complete rework similar to what happened with Axios but it was already taking longer then we wanted so the scope what changed and the call was made to redo large portions of ct but keep a lot of existing structures like the Cloud Temple, The tavern library etc. So certain it should have happened sooner but as with all projects it involved a lot of readjustment and changes that ate into that time.

 

Tl:dr original plan didn't pan out wasn't great to start with and got worse with nessicary changes. New Plan took time implementing due to changes in project size.

 

And in terms of the main point of your post the miscommunication/great community involvement I'll bring it up in director chat if there's something we can do as a whole to help push player retention.

 

Hope I answered at least something for ya.

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My friends and have have really enjoyed the new additions so far, it has restored our hope in the server!

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16 hours ago, 501warhead said:

Hail friends of the Dominion

uhhh, friends????????????????????? sir u r mistaken

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Not really sure how much I like the idea of the CT being a RP hub like on Vailor, and that's sort of what it's becoming. There's nothing wrong with that, and I really love the CT, but in a way it could kind of drain from city RP and takes away a lot of opportunities. 

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+1 for the CT.

-1 For Friends of the dominion. I am ONLY a friend of Malinor TYVM.

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3 hours ago, Unwillingly said:

Not really sure how much I like the idea of the CT being a RP hub like on Vailor, and that's sort of what it's becoming. There's nothing wrong with that, and I really love the CT, but in a way it could kind of drain from city RP and takes away a lot of opportunities. 

 

The simple answer is that it's up to the cities to make themselves appealing to the players. The staff can't forcibly shove players places, it's up to the players to take the actions necessary to secure a steady flow of RP.

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I genuinely think that if a magic plugin were introduced, like the beautiful one shown here, designed for LOTC:

 

then our activity and retention would have a massive increase. I think perhaps even a very limited magic plugin, but one that makes people explore, find places, learn from people or experiment (things that can all be done with the server as it functions now) would be extremely beneficial. When I first joined the server long long ago, I remember being so excited when I learned about the /cast sear spell, and when I learned that there were other plugin spells I could learn. I think a gradual replacement of many of magics with plugins would be incredible, and I know it would be something I would very much enjoy participating in myself. Here are some cool ways that would be fairly simple to code in such a plugin that would stay in line with established LOTC Magic lore:

~Basic combat spells like in the video above (fireball, lighting, etc.)

~Basic particle spells that are harmless but enhance rp (like puffs of smoke, snow, growing plants, etc.)

~Spells that cause effects on you and other players (nausea, blindness, speed, regeneration, weakness)

~Spells for illusionist magic (like spawning npc's for a short period of time that look like you to fool an enemy)

~Spells for defense (colored glass shield bubbles for arcane shielding)

 

This is not a meme post, and I think if the server really wants to step up their player retention, and reduce the insane amount of current frustration with dealing with rp magic, then a magic plugin should be implemented (and maybe rp magic can be left as well? But that's a separate debate, as I think that both can easily coexist as they did many maps ago.)

 

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12 hours ago, L0rdT0mas said:

genuinely think that if a magic plugin were introduced, like the beautiful one shown here, designed for LOTC:

It's a lovely Idea for sure, but let's not forget that there are a few things magical that are perks for very designated roleplayers.

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7 hours ago, Kef said:

It's a lovely Idea for sure, but let's not forget that there are a few things magical that are perks for very designated roleplayers.

True, but I think that a magic plugin should be open to all the players.

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