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[Community Review] Current Raid Rules Draft

Raid Poll  

93 members have voted

  1. 1. Do you agree/disagree with these rules? (Please read the rules thoroughly first, as it will effect you!)

    • Agree
      20
    • Disagree
      73


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Hey there!

On the GM team at the moment, we've all sat down to review the raid rules in their entirety before we go ahead and fully implement them onto the server. However to us it's important that we make sure the community is on the same page as us, and we're of course opening up the vote to you guys too. The poll above is a simple agreement/disagreement to the raid rules listed below, and of course the replies will be open so that you guys can address any issues you still feel the new rules don't address or any issues that they have.

 

Tentative Raid Rules Rewrite 0.7

Section 1.0 Raid Procedure

1.1 To initiate a raid the leader of a raiding party must modreq one hour in advance of the raid

The handling GM must then provide a warning regional broadcast to the target. The raid will arrive one hour from the broadcast not from the posting of the modreq.

 

1.2 Raids must be launched from an established base

  1. A base being henceforth defined as a Major Freebuild or Nation. You may not launch raids from random freebuild huts or dirt holes. RP cave hideouts are fine but must be of an appropriate scale.

 

1.3 Characters involved in a raid must have demonstrable allegiances

  1. One day raid characters will not be tolerated. Your character must be rped to some degree to participate in raids.

 

1.4 Any individual that is downed during the duration of a raid (within the confines of the raided settlement and its immediacy) may be captured even if they are popped or D40. To do so make a modreq while providing a screencap of the individual being downed, ideally accompanied by a timestamp.

  1. If someone is executed or bleeds out during the raid they may not be captured / tped back.

 

1.5 Any individual that is downed during the duration of the raid (within the confines of the raided settlement and its immediacy) may have their head or body taken without consent.

  1. NPCS may be made of an individual to represent them having been executed. Or a head can be requested of a moderator without the need for player consent.
  2. The victim who’s body or head has been taken must be alerted.

 

1.6 Launching a raid negates any raid cooldowns you have immediately. You are fully vulnerable to being raided.

 

1.7 A raid will last for an hour after it begins as defined above. After an hour raiders shall be removed from the city and given a victory.

 

Section 2.0 Raid Mechanics

2.1 A raid ‘begins’ formally once the raiding party enters the region of the targeted settlement. Or for freebuild settlements, are within 50 blocks of the outermost wall or structure of said settlement.

  1. Once the raid has begun the supervising moderator will alert both sides that PvP is now ‘on’. PvP remains ‘on’ until the moderator specifically alerts the leadership of the offensive and defensive party.
  2. The supervising moderator must alert both sides as to the statuses of the opposing side to minimize confusion.

 

2.2 Ladders must be placed vertically, in a continuous realistic fashion.

  1. In a regioned area your supervising moderator will place the ladders for you
  2. In a freebuild area you may place the ladders yourself
    1. Troll ladder placements will be met with a blacklist.

 

2.3 Battering Rams may be purchased at the Cloud Temple for (20000 minas for heavy or 10000 for light).The Ram comes in the heavy (with arrow shield) or light (without shield) variants.

  1. A Battering Ram must be deployed at a gate
    1. A gate is henceforth defined as an entry point to a settlement generally formed in an arch a minimum of three blocks high and two wide. The gate is formed of iron bars or any variety of wooden fencing.
    2. In the absence of  a ‘gate’ any ‘citizen’s door’ may replace the ‘gate’.
  2. The Battering Ram must be operated by punching the sign on the back of the Ram. (resembling the existing trebuchet sign)
  3. For the defenders to disable the Ram they must break the 5 iron blocks at the core of the ram.
    1. All the iron blocks in the core must be mined out to disable the ram.
    2. The Ram may not be repaired by replacing iron blocks. You may not replace the iron blocks that were mined nor may you place new iron blocks. Once an iron block has been removed from the Ram it may not be repaired period.
  4. Rams are reusable if they are not disabled.

 

2.4 Raiders may attempt to remove anti ladder buttons. They must provide the appropriate emote, while supervised by the supervising Moderator. A roll of ten will break a button. A raid party may roll ten times.

 

2.5 You cannot construct "Instant" Death Traps.

  1. "Instant" being traps that lock you into place and kill you without any interaction.
  2. Traps which cause more than five hearts of damage are prohibited.
  3. All traps are required to give the trapped individual the ability to escape, including utilizing the lockpick plugin.
  4. Pathways of escape cannot be able to be blocked off.
  5. Lava, and magma blocks are prohibited within any trap.
  6. During PvP instances trap interactions do not require emotes.
  7. Outside of PvP instances trap interactions must be emoted.
  8. Gates are not traps
  9. Anklebiters are not traps

 

Section 3.0 Types of Raids

3.1 The Offensive Raid, the first type of raid, this raid is the basic raid conducted by aggressors.

 

3.2 The Retaliatory Raid, should the defending party succeed in repulsing the aggressors they may choose to retaliate.

  1. A retaliatory raid must be launched within an hour of victory being declared (by the GM via broadcast) and requires a modreq.
  2. A retaliatory raid may not be retaliated for the sake of not having endless fringe tier raid cycles.
  3. Retaliatory raids will ignore cooldowns.

 

3.3 The Rescue Raid, for the purposes of simplicity the rescue raid will act like a retaliatory raid.

  1. The faction launching the rescue raid must demonstrate rp knowledge of a kidnapping.
  2. A kidnapping is where an individual was actually captured not someone that wandered into the settlement and bothered the guards.

 

Section 4.0 Cooldowns and Caps

4.1 There is no limit on numbers for any offensive or defensive raid action.

 

4.2 If the aggressors are victorious the settlement’s raid cooldown shall be Forty Eight Hours from the beginning of the raid.

 

4.3 If the defenders are victorious the settlement’s raid cooldown shall be Fourteen Days from the day of the raid.

 

4.5 If the defenders are victorious in both repulsing the first raid and in the retaliatory raid then the settlement’s raid cooldown shall be Twenty One Days.

 

Section 5.0 Preemptive Defining of Terms and Clarifying of Blurred Lines

5.1 A raid is defined as a hostile action committed by an organized group, launched from a point of origin.

  1. To secure the benefits and such of a raid the above definition must be fulfilled and overseen by a Moderator.

 

5.2 Defenders are victorious if they hold off the raiders for one hour. Victors are victorious if they defeat all the defenders or force them to flee or hide.

 

5.3 A group of Villains operating within the walls or the immediate surroundings (50 blocks from the walls) will be considered an illegal raid if their numbers exceed four.

  1. All instigators of illegal raiding shall be Villainy Blacklisted. The leader / high ranking of the party shall receive a double sentence.
  2. Villains are defined ‘foreigners conducting malicious actions with the intent of doing harm to residents or peaceful visitors of a region’.
  3. Actions of locals against locals will never fall under the umbrella of villainy no matter the number. As long as those involved are locals. In the event that there are some foreigners among the locals a majority threshold of locals will be required on both sides of a conflict for this clause to persist.

 

5.4 Emotive combat is not raiding

  1. Trying to twist an ‘emotive combat’ scenario into a raid or a mechanical resolution is raid baiting.
  2. If the attacker is trying to ensure 10+ individuals are present this will be deemed raid baiting. Guards responding to rp would not be held as raid baiting.

 

5.5 Raid Baiting shall be defined as the practice of non residents acting in a manner clearly intended to compel the guards of the settlement to attack the visitors as to avoid raid rules.

  1. Trolly RP with no basis or compulsion in rp will not be tolerated. Troll rp is far too broad a category to properly define. Thus defining this shall be left to the supervising GM’s discretion. We all know what trolling is and you will not be hiding behind minutiae or pedanticism to continue trolling.
  2. Roads within 30 blocks of the settlement will for the purpose of enforcement be held as within the jurisdiction of the settlement and therefore subject to the above rules concerning Raid Baiting.
  3. Banditing on roads is not raiding as long as it is beyond this radius.

 

5.6 Raidlike scenarios resulting from dynamic rp shall for the purposes of dynamism not be considered to be a raid. A Raidlike scenario being defined as the presence of invited guests which descends into conflict through rp.

  1. These shall be determined on a case by case basis by GMs
  2. Raidlike scenarios do not trigger CDs

 

 

Thanks, have a good day!

Wrynn 😄

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Again, numbers and cooldown are garbage, imagine if the entire Empire of Man decided to raid a freebuild, that’s over 100 people for a raid. With these changes, **** like that is possible. Broadcast is stupid too, do 20 min at most. Plus all the broadcast is going to do is tell the people being raided to just ss out or log off. 

Edited by Stack Loot

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Not sure how many times we have to keep repeating the same objections that u just keep ignoring but it's getting pretty annoying

 

1.1 Personally I'm opposed to any broadcast, but if we're really going to do it, it should be 20 minutes ahead of time at the absolute max.

1.2 Restricting where raids can be launched from is dumb and contrary to roleplay.

1.3 This is very subjective, and I guarantee it'll be over-enforced in some scenarios, and not enforced at all in others.

1.4 Sounds like a good way for nations to get around cb rules by raiding and executing every NL they can get their hands on.

1.5 You're going to have so many repeats of the same individuals' heads/bodies, and it's going to make no sense. Never has been a good explanation for what happens when someone sees their own body/head, which is why any taken bodies/heads should be vague generals instead of individuals (ie. a dead orc, instead of the dead body of khorgak the orc).

2.3 Battering rams are a **** idea that discourage defenses. The argument used to be that if a settlement wanted to protect its roleplay from raids, it actually could through valid means. You've now removed that and made every settlement penetrable. Keep that **** to warclaims and stop trying to make raids something they're not.

2.5 All of these trap limitations are aggressively dumb. You're discouraging innovative defenses. As long as a trap doesn't have a chance to randomly ensnare/kill randos (ie. has to be activatable) and is realistic (can be explained in-rp), it should be allowed.

4.1 Uncapped raids are cancer and unrealistic. Once again, mini-warclaims. Stop trying to make raids something they're not. Nobody wants to get swarmed by 50-100 raiders that's literally just a warclaim lmao

4.2 A 2 day cooldown for uncapped raids (victory or not) is absolute aids seriously who wrote this

5.3 Unlimited 4-man raids is absolute cancer and whoever thought of this is delusional. Should be 2-man at absolute most. This is going to be massively abused.

5.5.1 **** subjective rule, scrap it

 

These rules are absolutely terrible. There was literally nothing wrong with the old rules, and they were generally well-liked.

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Raids are a sudden attack on an enemy base. It defeats the entire point if the defenders get an hour warning in advance. Its stupid. Ill give a full response later but im on mobile atm.

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no no no, I like how you raised the minimum amount of people till a raid is 4 and you defined raid baiting and all but like I don't want battering rams, I don't want an hour advantage. Like I was fine when people would stall rp till more people rallied instead of giving people an hour heads up. They shouldn't even get a 20 minute. It should be 5 minutes tops. I don't think the excuse for an hour heads up is that they had scouts, then have somebody scout in character instead of that being the reasoning for an hour advantage

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Uncapped raids every 48 hours would be a disaster for activity.

This would be throwing the majority of the playerbase under the bus for a vocal minority of pvpers.

 

The broadcast/modreq time for the raiders could be lower though, tbf.

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1 minute ago, Unwillingly said:

Raids are a sudden attack on an enemy base. Not sure how its stays a raid if the defenders have an hour to prepare. Its stupid. Ill give a full response later but im on mobile atm.

I 100% Agree, As will I give a more detailed response later.

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There's a lot here I'm happy to see, and some things I'm not so glad to see. My own opinions aside, I do think this bit seems a little confusing.

"1.4 Any individual that is downed during the duration of a raid (within the confines of the raided settlement and its immediacy) may be captured even if they are popped or D40. To do so make a modreq while providing a screencap of the individual being downed, ideally accompanied by a timestamp. 

If someone is executed or bleeds out during the raid they may not be captured / tped back."

Seems like it's saying "If you kill someone, and prove it, you can capture them." only to go on to say "If you kill someone, you can't capture them."

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1 minute ago, Skraag said:

There's a lot here I'm happy to see, and some things I'm not so glad to see. My own opinions aside, I do think this bit seems a little confusing.

"1.4 Any individual that is downed during the duration of a raid (within the confines of the raided settlement and its immediacy) may be captured even if they are popped or D40. To do so make a modreq while providing a screencap of the individual being downed, ideally accompanied by a timestamp. 

If someone is executed or bleeds out during the raid they may not be captured / tped back."

Seems like it's saying "If you kill someone, and prove it, you can capture them." only to go on to say "If you kill someone, you can't capture them."

Not to mention, it should be the raiders jobs to keep this person alive anyways, as it has always been. Really not a fan of this section.

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Whoever wrote this is a raider and wants a easy time to destroy small rp groups.

 

**** the trap rules, anything should be able to be used in a trap, just have to be made on activation and no insta kills, magma blocks should be allow since you can sneak on them and youll take no damage.

**** the 2 day cool down, make it 7

Im ok with the uncap if the two above charges are allowed.

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5 minutes ago, Hiebe said:

Whoever wrote this is a raider and wants a easy time to destroy small rp groups.

 

**** the trap rules, anything should be able to be used in a trap, just have to be made on activation and no insta kills, magma blocks should be allow since you can sneak on them and youll take no damage.

**** the 2 day cool down, make it 7

Im ok with the uncap if the two above charges are allowed.

Nah, raiders tend not to want to destroy groups, it means less people for them to raid and pvp, as well as i don’t think raiders would like to raid a place with 30+ people. 

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1.4 Nope, they should keep them alive if they want to capture them, if they pop then they died in rp.

 

1.5 I don't like it, i don't see a reason to change it from what it was before, plus people would be using private skins for nps without the approval of the creator of such skin. Also some characters don't leave a body when they die, like mine that turns into ashes.

 

4.2 Make the cooldown 7 days if the defenders lose, 2 days is too little if the raid is uncapped.

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