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14 minutes ago, Llir said:

This initiative focuses on additions to the server which give players something to do. As opposed to professions systems of the past, these plugins will be purely additive to the vanilla experience, giving immersive functionality to enhance roleplay. This initiative has some larger projects within it, and is expected to be completed sometime following 10.0 release

I feel like these plug ins (fishing and star gazing) are fun for a week or two after release and then fade into irrelevancy. They dont really provide much function beyond dropping items with descriptions which is cool for a short amount of time. LOTC feels more like a patchwork of one off projects then a cohesive system. I think it would be nice if these plug ins contributed to crafting mechanical stuff like armor, weapons, and actually work together. 

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Why is new player guidance not ONE of the main focuses? I feel like it's a bit more important :((

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26 minutes ago, Tabby64 said:

I feel like these plug ins (fishing and star gazing) are fun for a week or two after release and then fade into irrelevancy. They dont really provide much function beyond dropping items with descriptions which is cool for a short amount of time. LOTC feels more like a patchwork of one off projects then a cohesive system. I think it would be nice if these plug ins contributed to crafting mechanical stuff like armor, weapons, and actually work together. 

 

That is the intent long-term, if you look at the initiative on Github you will see a bunch of plugins under it. Star signs was kind of a standalone passion project, though others such as fishing, farming, and animal husbandry will build a foundation for things like brewing and cooking. Although I know there are people in the community who would like to see the return of proper professions, the majority sentiment is that these things should only be additive to the roleplay experience, not inhibitive of it.

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11 minutes ago, Tabby64 said:

I feel like these plug ins (fishing and star gazing) are fun for a week or two after release and then fade into irrelevancy. They dont really provide much function beyond dropping items with descriptions which is cool for a short amount of time. LOTC feels more like a patchwork of one off projects then a cohesive system. I think it would be nice if these plug ins contributed to crafting mechanical stuff like armor, weapons, and actually work together. 

completely agree. the focus of the server is roleplay and though yes, alot of players usually no life and instead of roleplaying afk minigame - it isnt an attraction or use toward the majority of the server and imo a waste of time to work on. 

I'd prefer to see plugins incorporated that'd aid roleplay, for example - why dont we have a prolonged effect from potions? Why is it only 3 seconds of nasuea when every other rp server has a plugin that literally influences how you type and feel nauseated for an amount of time? 

Hookah is a good example. Hookah is barely used. On my way to use cactus as a drug (that i cant edit to use btw so its just plain cactus) and then be high for 2 seconds, or have a bad trip for longer.

Aeso's architecture plugin is the only recent plugin imo that has been an actual use 

besides my yap, good work tech team glad to see yall speaking to the community 😄

EDIT: DO NOT ADD FOOD EXPIRATION 

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5 minutes ago, lemonke said:

Why is new player guidance not ONE of the main focuses? I feel like it's a bit more important :((

 

The new player guidance plugin is the top of the backlog, though requires some other pieces to be in place first. The tutorial island plugin will be the launch point for this, completion of the CTs project will enable the connections with nations, and the Wayfinding plugin will be used to guide the players. With all this, it is high priority, so it will be worked on shortly after, or for 10.0 launch.

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1 minute ago, Llir said:

 

That is the intent long-term, if you look at the initiative on Github you will see a bunch of plugins under it. Star signs was kind of a standalone passion projects, though others such as fishing, farming, and animal husbandry will build a foundation for things like brewing and cooking. Although I know there are people in the community who would like to see the return of proper professions, the majority sentiment is that these things should only be additive to the roleplay experience, not inhibitive of it.

Question is
Will these plugins not add a mechanical minigame that detracts from roleplay more than it adds?
Don't get me wrong, the fishing plugin is very cool, but while you're fishing, you cannot at the same time roleplay because you'll have to engage with the minigame. 

If similar minigames for farming and animal husbandry are in the works, leave it be. Similarly with cooking and brewing, there really doesn't have to be a plugin for that when players are already perfectly capable of making their own food and drinks through the rename plugin. 
I've no problem with farming having random fluff item drops like fishing, but adding more to the mechanics usually detracts from people's rp

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Big if true

AD_4nXcoBV3VdWfPTgD6APnX1HUi9f7AUMg5JCBgiDKAxW8JMdfvA9YoOJsXb4LeSjVuXCfE-MIc3QEwLGi6Zr1Z3hhXVv43wY3yY_a5u4_7seFN-7uw0bjDde0Dm0dM_fatVQ?key=7B-Jg6SWPVFZidNL16qmWQ

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This is such an easy request, but I also think we should prioritize the astrology plug-in so I know if I'm a pixel Gemini or a Leo

 

Quote

 

 I tried to send a bird to three people yesterday with information about their characters. There is a FIVE minute cooldown between sending letters at an aviary. It took me 15 minutes of sitting next to a mineman bird head to get information disseminated to THREE people. How is this conducive to role-play and somehow going to encourage someone from sending a letter instead of just sending a discord message?

 

Here is a chart showing the times it would take to send letters to a select number of players, for your reference:

 

Players Time at Aviary
3 15 Minutes
4 20 Minutes
5 25 Minutes
6 30 Minutes
7 35 Minutes
8 40 Minutes
9 45 Minutes
10 50 Minutes
11 55 Minutes
12 60 Minutes
13 65 Minutes
14 70 Minutes
15 75 Minutes
16 80 Minutes
17 85 Minutes
18 90 Minutes
19 95 Minutes
20 100 Minutes
21 105 Minutes
22 110 Minutes
23 115 Minutes
24 120 Minutes
25 125 Minutes
26 130 Minutes
27 135 Minutes
28 140 Minutes
29 145 Minutes
30 150 Minutes
31 155 Minutes
32 160 Minutes
33 165 Minutes
34 170 Minutes
35 175 Minutes
36 180 Minutes
37 185 Minutes
38 190 Minutes
39 195 Minutes
40 200 Minutes

 

#ReduceAviaryCooldown

 

 

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16 minutes ago, FlemishSupremacy said:

If similar minigames for farming and animal husbandry are in the works, leave it be. Similarly with cooking and brewing, there really doesn't have to be a plugin for that when players are already perfectly capable of making their own food and drinks through the rename plugin. 

 

No, those plugins won't be a minigame, just custom crops, drops, etc. Though those plugins are far-out at the moment, and will be getting a full technical design prior to launch. If you'd like to be involved in the discussions around them when it comes time for design, join our tech team discord :) https://discord.gg/aWBMkPfT4a

 

@CharmingCavalier https://github.com/Lord-of-the-Craft/tracker/issues/515

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When rollback fix :(

image.thumb.png.100f7660876f252b0024334ba24bd115.png

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1 minute ago, Cheese said:

When rollback fix :(

image.thumb.png.100f7660876f252b0024334ba24bd115.png

 

Rollbacks broke as part of the 1.21 update due to an issue with WorldEdit. They will be fixed in the future (hopefully with 1.21.5), though any current requests will not be able to be processed.

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