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Food Expiration is Gone (and other Tech news)

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Daisy

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2 hours ago, trinn said:

why is settlement issues  only the purview of implementation team

this seems more like a moderation discussion as well

 

Shut up Trinn

35 minutes ago, PanicZealot said:

@DaisyCan it be explained why the dwarves making a settlement app have to wait for subjugation to be over for our app to be reviewed? It's not a rebellion or anything, just people moving. We made our app before the dark elves and snow elves. It doesn't really make sense, and I'm looking for clarification.

 

I am no longer the Imp lead but the general desire was to disallow groups to immediately make settlements or nations after a conquest. It defeats the purpose of wars of conquest if the entire population ups and moves 45 minutes later. It's not perfect, but it allows for consequences of RP instead of just "My team lost, so I'll take my ball and go home". Stops isolation of playerbases.

But that's my opinion and how I did it. This is not the official answer.

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2 hours ago, Kaiser said:

But that's my opinion and how I did it. This is not the official answer.

 

this is the official answer

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6 hours ago, Daisy said:

While food expiration for vanilla foods had some interesting design concepts, we feel it ultimately doesn’t align well with our roleplay culture or the overall player experience.

 

"We feel"? Most of the community hated Tech trying to push an unwanted food expiration system, especially in the way that it was put into practice by affecting all food items. People were complaining about it even last map when this map's release was initially delayed until food expiration would've been somewhat ready. People continuously voiced their opposition despite the insistence by Tech that it would proceed because of a certain vision, and it wasn't until the plugin broke that people were able to feel relief that this arbitrary hassle wasn't being forced on the community anymore, even if temporarily.

 

It's good that Tech is acknowledging that something needs to change, but this really should've been done earlier because of the vast community feedback oppositional to this as seen here for instance before it was even introduced where it was apparent that most people who answered did not want a food expiration plugin and a significant amount of people explicitly noted that if it was introduced that it would dampen their enjoyment and that it would hurt RP having to more regularly gather food. Something that would become a reality when the plugin was added and it wasn't long before free food chests meant to be a convenience for people focused on roleplaying became chests littered with expired food.

 

Don't pretend that people in Tech involved in this reversal came to some wise insight of their own accord, because the overwhelming negative feedback was there since the beginning.

 

6 hours ago, trinn said:

why is settlement issues  only the purview of implementation team

this seems more like a moderation discussion as well

 

 

It's interesting how commonplace it is for Tech to try overstepping into what would ordinarily be within the scope of or include the involvement of another team... it makes you wonder...

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I think food probably had decent potential long term, but I think the cart was really put well before the horse. I'm not sure why, if expiration was meant to tie into a wider plugin, it was released piecemeal in a way that only inconvenienced players without any of the cooler features intended with the plugin. I think it's fairly safe to say the server has a bit of a bad history releasing unfinished or piecemeal plugins and this is just another instance of that. There was nothing positive added via this change and as a result it's kind of tainted what may have come from it in future.

 

At the end of the day, we were only given the objective downside of this plugin, with the good part coming at an indefinite time in the future. It's probably not too surprising it wasn't well-received.

 

I also think some communication about what the actual end vision of food plugins was would have allayed a lot of the scepticism. The huge red flag for me that staunchly turned me against this idea was Admins positing this was going to be a feature to shape war/pvp/raids without really going into detail as to what extent or, more importantly, why.

 

 

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It is a sad day to see Staff members caving into pressure from the LOTC public on removing what was an incredibly interesting plugin. 

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Thank you

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23 hours ago, Epicethan4 said:

It is a sad day to see Staff members caving into pressure from the LOTC public on removing what was an incredibly interesting plugin. 

 

unless you enjoy paint drying on the wall, there was nothing interesting about an unfinished plugin rotting food stores 💀 

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On 4/13/2026 at 9:08 PM, Kaiser said:

 

Shut up Trinn

 

I am no longer the Imp lead but the general desire was to disallow groups to immediately make settlements or nations after a conquest. It defeats the purpose of wars of conquest if the entire population ups and moves 45 minutes later. It's not perfect, but it allows for consequences of RP instead of just "My team lost, so I'll take my ball and go home". Stops isolation of playerbases.

But that's my opinion and how I did it. This is not the official answer.

That's a cool answer and all, but Subjugation applies to the Realm, NOT the playerbase. There's nothing in the written redlines that prevents players from just LEAVING and starting something new

You can't force players to be somewhere they don't want to be.

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12 hours ago, PanicZealot said:

That's a cool answer and all, but Subjugation applies to the Realm, NOT the playerbase. There's nothing in the written redlines that prevents players from just LEAVING and starting something new

You can't force players to be somewhere they don't want to be.

There is nothing preventing the playerbase from just leaving! They just can't immediately go off and build urguan 2.0. Don't be silly!

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20 hours ago, Borin said:

There is nothing preventing the playerbase from just leaving! They just can't immediately go off and build urguan 2.0. Don't be silly!

Except they JUST SAID we have to wait for Subjugation to be over before we can make a settlement. Read before you comment.

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7 hours ago, PanicZealot said:

Except they JUST SAID we have to wait for Subjugation to be over before we can make a settlement. Read before you comment.

??? You just repeated what I said you silly bollocks. The individual players are not somehow bound to having their own settlement before they can play the game, individual dwarves can potter about. Or even little groups of dwarves could run around, like a flock of geese. You just cant immediately go off and make urguan 2.0 and pretend nothing happened. Perhaps think a bit more bud.

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