Mickaelhz 3751 Popular Post Share Posted October 7, 2020 LOTC on peaceful mode ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- See, I'm not the smartest dude but these new conflict rules are rat. It’s not rocket science. In the past, I lead mostly conflict based groups and when i made a group that was centered around conflict i had a 60 man rally in a week… which is more than most nations. This proves quite a few people love conflict. If you don’t know what i’m talking about, recently a new set of rules were put in place, and with this some exciting new conflict rules too. Before i say anything, it’s important to know that i was a big face in the bandit scene and that banditting has been dead for about a year and a half now. The new conflict rules are bigger fun-killers than dingo’s eventline and yet no-one’s complaining about them. A bunch of friends and I were preparing to start banditting again next map, seeing as the art has been left in the dark for ages.. praying for some conflict rules that wouldn’t cuck us for once. The rules got announced and completely prevent any sort of road conflict that would be impactful in any way shape or form. Here’s why; First of all — and probably my biggest issue with the new rules — the rules were altered so that any villainous action on an entire tile will be considered a raid. Even though sometimes this is 200-300 blocks away from the closest city, it will still put the entire tile, city included, on cooldown. The entire point of banditting is to force nations to build powerful militaries so that they can keep the roads clean. People make pacts, legions have stuff to do and there’s an actual reason to have a militairy. I was the main military leader of Urguan, leader of the Hangmen and i’ve never felt the actual need to train my people on more than standing in a line and shouting “aruu”. There is now no physical threat as the roads are empty. Now, I'm sorry for rambling a bit I’m just chimping about these rules, but hear me out. I dont want to hear the excuse of “just start a war and work with the other nation leader to make some fun conflict rules : D!” I’ve been involved in quite a few war chats, leadership talks, and was the leader of the last coalition that was fighting against Oren. THE GIVE AND TAKE MENTALITY WORKS EXACTLY 0% OF THE TIME. When discussing terms, skirmish dates, raid rules, anything war related.. it always comes down to both sides going full gorilla mode baiting each-other for a funny screenshot prior to moderation giving a set verdict. A war between the 2 ENORMOUS groups ( Warclaim numbers were 127 oreners and 152 people my side rallied) was defaulted to basic raid rules and banditting rules. sooo…. 10 man raid cap in a 300 player war. So, it was already bad, but now moderation wants to test some new rules. Nothing can be tested because no-one wants to bother with the burden that is dealing with these rat rules.. so who’s testing them? like i said.. lotc on peaceful mode. Ok enough time spent just typing, time to bring some structure into this. Here’s what i think are the main fixes that the rules should get. Banditting / villainous activity shouldn’t put a tile-wide cooldown, if it’s done within proximity of the city sure. However, in my experience during wars people just bait a cooldown and feel safe for the next couple of days even though they’re 500 blocks away from the city, but still in the tile. I get that it’s minecraft and people shouldn’t be bullied off the server by bandits camping infront of their city 24/7 but when there’s a world war going on i think it’s stupid that people can have a villainy-proof cloud temple safezone of 1000x1000 around their main rp hubs for 24 hours cause Mark2282 and BB00N killed a single peasant. Continuously attacking the same nation/settlement/lair immediately following cooldown expiration while out of wartime may result in increased cooldown times at the discretion of Moderation and punishment on the raiding party for violations of our Roleplay Standards. What in mama mia’s name does this have to do with roleplay standards? This rule is entirely up to interpretation of what “immediately” is. This only helps the stressful stalling that is war, it only helps rule benders and people who take this game wayyyyy too seriously. if people believe they are raided too often / banditted too often, instead of taking it to a mod manager, maybe they should take it to their leaders in roleplay and look for a solution together, some better gates or adjust their route when travelling between cities to avoid common bandit spots. I applaud the old Renatians for this — when we banditted the roads we were always sure we’d get a fight since they had an active and strong guardforce who were trained to try anything they could to make sure their roads were clean. This is why bandit rp should exist. not because i miss combat loggers, not because i miss my noob times but because i miss seeing competent military leaders come up with smart ideas to keep their people safe. Thank you. If needed, i’ll even personally train military leaders and nations leaders on what to do against banditting. Slowly trying to ban the act is not what the server should be going towards. Let me sketch a scenario for you to wrap this lazily written post up. You’re enjoying your time banditting the roads to Urguan with 4 other friends (5 total) before a halfling in a wheelchair and 5 golems (6 total) come to stop you. with the new rules you can be locked in an 11 player CRP session (since pvp default is 12 now) facing 5 golems and hey maybe the halfling an air bender water bender whatever. After hours of typing emotes hoping that they don’t call you out for power gaming.. you lose and now have to wait (5 times 12 hours because u had 5 dudes) 60 hours before you can give another shot at beating them. Yeh.. not a fan… i’d rather roleplay around a campfire hoping noone comes in and tries to take the 2 ST-signed items i have in my inventory who were handed to me by the local pocket st. Before you respond to this post, this is not me whining about losing something i loved, this is me trying to show you what impact good road villainy could have and what follows out of it. Medieval roads shouldn’t be safe highways between happy hippie dens. If you want me to prove bandits can be good, i was able to keep 240+ people from putting a raid cooldown on Oren for weeks, give only me and my group decent banditry rules for next map (you can take it away when the social experiment fails) and i’ll show you it won’t lead to the server lighting on fire and the player count dropping to 5. I’ll even report anything i do to moderation. @whoevercoulddothisforme Please before the new map starts, consider that noone testing the new raid rules isn’t a good thing and conflict on a medieval rp server is more than essential. Yours truly, Mickaelhz 68 Link to post Share on other sites More sharing options...
mika1278 2640 Share Posted October 7, 2020 i miss bandits, they really made it hard for me to keep my gates opened, meaning i had to conscript more guards to either take them on or make them do more gate duty. right now i can leave the gate open with only the minor risk of two guys entering and trying to cause a bit of a ruckus while easily dealt with and usually them lacking proper motives to do anything alike. the current system doesn’t give good roleplay, it takes it. we need good villainy without too much rules limiting them so that i can once more try to find solutions of how to deal with them. doing CRP combat with 9 people is already really painful, i do not want to imagine what 11 would look like without a moderator on site trying to stop powergaming, false accusations or general toxicity. it is inevitable in CRP where both parties do not want to lose. 7 Link to post Share on other sites More sharing options...
Orlanth 3478 Share Posted October 7, 2020 Honestly, not all the new rules are even that terrible. The main one that I find to be problematic is that banditing a road on a tile puts that entire tile on raid cool down rather than just the city. 5 Link to post Share on other sites More sharing options...
Hanrahan 2882 Share Posted October 7, 2020 you’re so right the one thing i’ve really really missed is pvp goons interrupting my RP for no greater reason than to upset people 8 Link to post Share on other sites More sharing options...
Unwillingly 10838 Share Posted October 7, 2020 u know i fk w this We don’t have any good villainy RP or bandit RP anymore imo because staff don’t allow for it to happen. It’s like that **** with the no-macro’ing where you couldn’t copy and paste halt emotes as a bandit, yet, they were also expected to type quality halting emotes in the time a player MCly sprints past them I’m not saying that the job 100% falls on staff, because it doesn’t, but like I said in my recent similar post, the responsibility of making good RP comes down to the average player too. Like, be the change you want to see in villainy or banditry or w/e 7 Link to post Share on other sites More sharing options...
JokerLow 1189 Share Posted October 7, 2020 45 minutes ago, Mickaelhz said: See, I'm not the smartest dude i know Edit: After actually reading the post, i can say that I couldn't agree more on this matter. I want lotc nations to have an actual military. Wouldn't that be crazy? I'm tired to see military trainings only having formations and some tussling between soldiers, people need more of a challenge and the road is the perfect place to strenghten up a military, cuz they wont use formations after the countdown goes off, but experience they've earned through previous interactions with actual enemies. 4 Link to post Share on other sites More sharing options...
Mickaelhz 3751 Author Share Posted October 7, 2020 2 minutes ago, Hanrahan said: you’re so right the one thing i’ve really really missed is pvp goons interrupting my RP for no greater reason than to upset people That mentality coming from a single bad experience with a player who’s probably banned already doesn’t give you the right to generalize the entire bandit community. Also if you go into a banditting situation with that mindset it should come as no suprise that you get upset. Since you were already prepared to be annoyed. Lastly, what you’re talking about isn’t a a reason why the rules on villainy should be stricter... you’re talking about an attitude/behaviour issue. 14 Link to post Share on other sites More sharing options...
Orlanth 3478 Share Posted October 7, 2020 2 minutes ago, Mickaelhz said: That mentality coming from a single bad experience with a player who’s probably banned already doesn’t give you the right to generalize the entire bandit community. Also if you go into a banditting situation with that mindset it should come as no suprise that you get upset. Since you were already prepared to be annoyed. Lastly, what you’re talking about isn’t a a reason why the rules on villainy should be stricter... you’re talking about an attitude/behaviour issue. This is true. Players exist that are genuinely good at bandit RP. I’ve been on the receiving end of these players and lost but at the end of the day it’s just a game and conflict is a fun part of it that progresses the stories of players and nations. 4 Link to post Share on other sites More sharing options...
Mister_Gavin 287 Share Posted October 7, 2020 Based. I don’t share your view of Bandit RP as a lost art (Lord knows I got exasperated with it at times) – but I do think the new rules are ****. Rather than dealing with some of the problems related to Bandit RP (repeatedly bushwhacking the same people/town over and over again, poor RP on both sides, and meta rallies and moderation scuffles) they seem to have decided to go for the lazy approach and just eliminate it – which is a damn shame. Bandit RP was and will almost always be rough around the edges and painful when you’re on the wrong side, but you are right – it stimulates RP and gives military nerds something to do rather than faff about in a town square in a pretty skin waiting for the next war claim, so there is potential to it. 6 Link to post Share on other sites More sharing options...
sneakybandit 1463 Share Posted October 7, 2020 I miss the days when there were no shits given, one of my best noob memories on this server was getting my ass handed to me by a group of bandits right outside urguan’s capital. #bringbacknotgivingashit 11 Link to post Share on other sites More sharing options...
argonian 12826 Share Posted October 7, 2020 anyone else noticed there’s literally a competition or festival every single day now because they’re the only things even slightly competitive or notable that happen anymore i can have drinking contests irl; why would i want to do it daily in minecraft? idk about you guys but i joined the server because the idea of a co-operative story, creating our own history together and each providing our own part to it, however small, seemed really ******* cool. but there’s no story now. nothing happens, nothing changes. look at old wiki pages and it's people being assassinated, losing wars, facing rebellions, starting schisms. countries rising and falling. what happens now? the #2343634785489468943th tea making competition of the week. epic. edit: @Anore leave my posts alone you actual control-freak. there was literally nothing wrong or rule-breaking in it. 18 Link to post Share on other sites More sharing options...
Mickaelhz 3751 Author Share Posted October 7, 2020 1 minute ago, argonian said: anyone else noticed there’s literally a competition or festival every single day now because they’re the only things even slightly competitive or notable that happen anymore i can have drinking contests irl; why would i want to do it daily in minecraft? idk about you guys but i joined the server because the idea of a co-operative story, creating our own history together and each providing our own part to it, however small, seemed really ******* cool. but there’s no story now. nothing happens, nothing changes. look at old wiki pages and it's people being assassinated, losing wars, facing rebellions, starting a schism. countries rising and falling. what happens now? the #2343634785489468943th tea making competition of the week. epic. I agree man, before i could excuse it because the TPS was rat and the server was laggy, but now that the server is back on track people should start up the fun things again... realize there’s more to lotc than sitting around a campfire or a table talking about the next time you can have a walk on the beach together. 5 Link to post Share on other sites More sharing options...
Anore 2006 Share Posted October 7, 2020 Just a heads up, I’m hiding all one sentence/ meme only posts. I literally want valuable input from this thread, not jokes and excuses to stir drama. Put some effort into your post because I know you got more to say. 7 Link to post Share on other sites More sharing options...
fluffycop 276 Share Posted October 7, 2020 (edited) - Edited July 22, 2021 by ddddddddddddddddddd 6 Link to post Share on other sites More sharing options...
ronin_champloo 5950 Share Posted October 7, 2020 The more that you try to control or limit something, in regards to RP – you’re dampening people’s creativity. Villainy Applications were seen as abhorrent, horrible and an unneeded gate in RP, something that’s similar to this, that’s been debated before. I believe Raid CDs to be a similar thing, now that it counts any villainy – no matter the number, nor placement – as a raid, henceforth allowing nations to have easy CDs. It’s a limit that prevents dynamic RP. Nothing’s more poor than being told to leave – or worst, receive a temp-ban – due to an arbitrary gate, that protects incompetent nations who chose not to invest in a proper guard-force. It may not be the intent, but it’ll be the effect of this. Conflict, mental and physical, is the life-blood of the server. It’s, what I personally believe, makes things interesting as shown in Event-lines and Day-to-Day RP. Dark magics, and arts, are going to be drastically affected by the rules. 1 hour ago, Mickaelhz said: the new rules you can be locked in an 11 player CRP session As for above, I’ll give you this just to give you a taste of future CRP; The main problems about the Rollplay CRP is that it doesn’t account for anything. It doesn’t care if you’re using a weapon with further range, nor if you’re covered in platemail – It’s a predetermined ‘you’re injured’, all relying on luck. It borders on a reason why I somewhat dislike PVP as people will use it to win conflict, that they have no chance of winning IRPly. Why bother preparing, learning how to wield a weapon and carrying items on you if a random person can kill you with a dagger – just due to luck? An alternative, I’d suggest, is the roll deciding if the action does what it intended to do. Etc, I move to slash at a guy. I roll a 18, for that – The attack lands on him, but the affect relies on what he’s wearing. If he’s wearing full-plated armor, perhaps it doesn’t avail to much and if he’s just wearing a shirt – it lands a severe injury. Just my thoughts. 15 Link to post Share on other sites More sharing options...
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