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Asulon Rules, ( Aegis 2.0 )

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I am very interested in the *not aloud to log on with two accounts simultaneously*

I have two account which are brothers.

If I can't log on simultaneously with both account they can never meet or trade items or even really communicate except for letters/notes.

I don't really think it would be possible to use/controle both accounts at the same time for pvp right?

My second question is if I have two accounts can I use either account for my character as long as I change the name and skin or does an accepted character have to stay on the same account?

I would say no as people could get confused as to who you are.

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How about, when you schedule a fight the defending team is never told weather it is a siege, or a pillage merely a fight.

Sure they could still move their loot, but this whole thing could be RP'd that the monks need to know, so that they can heal the wounded as needed. If they don't know about the fight, they can't heal the injured

I would have to disagree with this native as the type of battle generally dictates the type of outcome that can be agreed upon. Example: if someone is pillaging then it would be necessary for the opponent to agree on what the winner would receive for winning. Or with a Seige it would be necessary for them to discuss and agree on what would be won if one side lost or won.

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Benefiting from another account of yours could be considered powergaming in many situations, its one of things you have to allow or deny. We can't expect people not to abuse it

I guess I did forget to take skills into consideration for this one. Meaning if my characters did switch MC accounts he would have different stats and essentially not really the same character.

So this would also mean only one character per account yes? I have noticed a lot of people Rping as two or more characters on the same account and I had always thought this was against the rules.

Also can you explain, if you have time, why 2 accounts logged on at the same time is against the rules? I can't think of a reason because cheating never comes to mind for me but you ShiftNative always seam so open my eyes on why rules are the way they are.

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Well how about this: Only the leaders of the two involved parties would discuss the conditions (with maybe their constable or whatever present) OOC, and they are simply trusted to not meta it to death...shouldnt be too much to ask of decent rp'ers and our nations' leaders, eh?

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I would have to disagree with this native as the type of battle generally dictates the type of outcome that can be agreed upon. Example: if someone is pillaging then it would be necessary for the opponent to agree on what the winner would receive for winning. Or with a Seige it would be necessary for them to discuss and agree on what would be won if one side lost or won.

Aye, well we know what sieging and pillaging are for, now skirmish could be used for those types of wagers, where they decide upon rewards & circumstances

thoughts?

keep in mind, that compromise was for gaius's post

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Concerning the entire problem Gaius has with sieging, I have some opinions.

When an attack is declared, you all know 100% of the towns citizens are going to get their valuables out of the city. If it is declared, there wont be any good items to take when you pillage, due to the fact that people meta and remove items.

I think a regularly updated thread for each city, containing the names of their guards, their guard schedule and patrols, list of town citizens, and list of allies should be required and updated weekly. This would stop towns from getting random people that they do not know ICly or are not allies with to help them. Any people not on that list would be removed from the battle.

We made charters so we could make a Town Directory, we will be doing similar things aye.

Also, in the time leading up to and during the battle, tells should be turned off. This prevents people from sending tons of birds to allies that will come instantly. They would have to send messengers around Azulon to get their allies.

We can't do this, especially to specific players. Perhaps in regions, but that would have to be some kind of world guard addition.

I also think that for this, if not permanently, tells should be given a time delay. Birds should not be instantaneous, flying thousands of miles around in seconds flat. Maybe five minute delays on tells would be best, making it more realistic.

Aye this was mentioned in the past, that would be an interesting way to combat them. We'll look into it!

Since Native says we cannot just attack at any time due to the lack of people online, why don't you set a certain period during the day for attacks? Pick the time when the largest amount of players are usually on. This means that you would not have to tell the defender when your attacking, still giving you the element of surprise, whilst a fair amount of players are still there.

I don't know about that, seems unruly many problems arise from these things, especially a lack of RP.

Maybe even instead of giving a specific time, tell them the attack will be sometime over the next two days? Or on this day we will attack, but not telling them the time.

This is an interesting idea, however I think that it should be more like anytime with a three hour time period.

Some of the fun of warfare is being removed with the current rules.

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SIMPLE SOLUTIONS TO WAR

1. Both leaders online.

2. An amount of players on the defending and attacking side such as they have to have a certain amount of players to attack them.

The current war rules don't seem right you can't really ambush and it will just be a shitload of Metagamming. I once played on a nations server that had these rules, etc there needs to be 7 players in the town/settlement your attacking.

Yes, this is stupid simple but it worked very well.

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SIMPLE SOLUTIONS TO WAR

1. Both leaders online.

2. An amount of players on the defending and attacking side such as they have to have a certain amount of players to attack them.

The current war rules don't seem right you can't really ambush and it will just be a shitload of Metagamming. I once played on a nations server that had these rules, etc there needs to be 7 players in the town/settlement your attacking.

Yes, this is stupid simple but it worked very well.

This is what we have currently and it is evident that is does not work how it should due to people abusing it. This new system will allowed for both organisation and moderation to occur for all battles.

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Can we enforce the rule

All bases can be accessible from the outside without the attackers having to break blocks/tower?

Because its unrealistic that all bases are just a wall of cobble. There has to be a way to dispose of sewage and let water flow in.

I really want this rule to be implemented, because i'm tired of not being able to sneak into a base without using enderpearls, which should be addressed as well.

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No, you know exactly when.

The two factions decide upon a date.

You just don't know if they're trying to destroy your encampment, pillage it, or just slay your inhabitants

(keep in mine, we're debating this. To find out together, what is best.)

Yeah, telling the exact time is needed. Most players are on in the evening EST and if a GMT town was attacked around that time, say 6PM EST, the leaders would need to know the time because they might even be about to go to bed when they're attacked.

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No, just the things that would allowed you to revenge kill or anything of that nature.

Shift said you forget everything in the last 20 minutes. I personally think you should forget everything got to do with your death but remember everything that is completely unrelated.

EDIT: Sorry for the double post

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I personally disagree with the no simultaneous account rule. Both of the mini events I staged in and around Galahar hinged on both of the accounts being used simultaneously. They can't be actively used at the same time, as Minecraft does not allow you to run two windows at the same time, so you're at a PvP disadvantage, not advantage. If you get two seperate people on two seperate computers, it's no longer simultaneous account use.

I understand the reasoning behind disallowing this, that it can easily be abused with item/minas sharing and metagaming. But this can and does happen with two seperate player accounts. Any benefit to one is to the detriment of the other. Two accounts of the same person has effectively less potential for abuse than two seperate players in a TeamSpeak channel.

Also, how does one enforce wolf/livestockicide? Your wolf and sheep don't log out with you, how do you know OOC who butchered them when you were away or offline?

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I personally disagree with the no simultaneous account rule. Both of the mini events I staged in and around Galahar hinged on both of the accounts being used simultaneously. They can't be actively used at the same time, as Minecraft does not allow you to run two windows at the same time, so you're at a PvP disadvantage, not advantage. If you get two seperate people on two seperate computers, it's no longer simultaneous account use.

I understand the reasoning behind disallowing this, that it can easily be abused with item/minas sharing and metagaming. But this can and does happen with two seperate player accounts. Any benefit to one is to the detriment of the other. Two accounts of the same person has effectively less potential for abuse than two seperate players in a TeamSpeak channel.

Also, how does one enforce wolf/livestockicide? Your wolf and sheep don't log out with you, how do you know OOC who butchered them when you were away or offline?

Well one could very easily use one character to get a certain skill up and then use another account to get a different skill up therefore having two different sets of skills that could be maxed out.

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