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Hiebe

  

161 members have voted

  1. 1. Should Mines use a Multi verse plugin?

    • Yes
      125
    • No
      36


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I'm a seasoned world-painter, the advantage of rendering it first is so it's much easier to get a scale of things whilst acquring all the biomes and things ~

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I'm a seasoned world-painter, the advantage of rendering it first is so it's much easier to get a scale of things whilst acquring all the biomes and things ~

Agreeable ;) I just live the biome brush now lol

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Shouldn't we put together a build team and begin working on the new world ASAP? Because we could have a three day or one week event where we all travel by boat on armaluna to this new continent. And then the people that went get trapped there. Meanwhile the other people in Asulon stay behind until they die. And when they die they appear at this new island. It would be awesome survival for both parties of people, and the races would have to work together. And if you die, you'd be forced to re-roll.

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I don't think we will start working on it till native gives the go ahead. Building will take lots of time. Lore will be made. Secrets to be held. Lots of goodies left inside for people to find ;)

Also I would never force someone to.kill their character off.

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However, if you want you could maybe begin creating dungeons in SSP that you could then build on the server if we ever get to that point. Make sure to use the most recent snapshot allowing books and tripwires!

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Updated yet again. Also if you have a poll question I shall post it

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It would be great if we have Aegis back.

It will be like;

Some leftover monks will clean up lands and kill Undeads with help of Ascended, and nature will renew it with full of green lands and shrubs and such.

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I personally dont want to move. But if we do I will go with it. As long as a. Orcs stay the same. b. My character doesnt have to die.

If that is met, then happy days. Well, more like happy moving.

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my questions is would people be ok with change? Like orcs living in a whole new inhabited area? I wounder what costal or water dwarves would be like XD

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my questions is would people be ok with change? Like orcs living in a whole new inhabited area? I wounder what costal or water dwarves would be like XD

The races would naturally flock to the regions they are used to. The orcs /would/ go to the desert, elves to the densest forest, dwarves to the highest mountains and the humans to probably the plains.


Now, Danny been doin' all of dat thinkin' stuffz.

These are my personal opinions on various parts of a 'new map'.

Landmass

Asulon's map is a lot bigger than Aegis'. The nations are more spread out, and there's towns and villages randomly speckled everywhere - it's annoying for most players. People don't travel because of these giant distances. However, in Aegis - we didn't really face such problems - we were able to walk from place to place without crying 'cause it'd take so long. The long distances don't particularly add to roleplay as far as I can see, and instead actually hold back roleplay because players don't want to travel. Therefore, in 'LotC 3.0' we should ensure the distances are good. That means - not Asulon length, but also not as short as Aegis. Maybe a small amount longer than Aegis had - then we'd be able to actually have people travelling on the roads.

Working off of the two maps that have been posted here (Native's one, and Map 4 or whatever you's are calling it), I've came up with a small 'mapped' idea of my own - in relation to the land. As you can see most of the land is formed into one large central mainland, however there are various islands dotted around, and a rather large one not far off. This large island far off to the side (as labelled on the map) is the Kharajyr island - as we need to remember they're a race that doesn't socialize with other races.

The Map Itself.

A1ejw.jpg

Map with Race Labels.

qDTe2.jpg

The distance between nations shouldn't be small small, or big big - if we can find a distance that is actually perfect - then we should use that. Obviously, we can't please everyone - but we can try.

Region Specific Resources and Resource Regeneration

Resources should be specific to regions - encouraging trade, and allowing (during wartime) resources to be blockaded, which can be used for political roleplay.

A quick 'plan' of suggested resource regions:

  • Humans - wheat, melons, pumpkins, livestock (in general food). Humans have the most fertile land for growing crops, and are very good farmers. Some wood, however mainly birch wood. Not a large supply of wood, and it takes a long time to regenerate.
  • Elves - wood obviously. The elves aren't the kind to really cut down trees, but it's a resource they could earn a lot of money from. Plants however, there should be a lot of - plants can be used in medicine, food etc.
  • Dwarves - stone and ores. The dwarven race is known for it's ability to mine and smith ores.
  • Orcs - sand, sandstone? Tribal 'jewellery' or clothing. The orcs are less likely to be willing to trade, considering they're a lot more isolated than other races.
  • Kharajyr - The Khara have a lot of wood on their island, however I don't think they'd cut it down. They're a very isolated race so I doubt they'd trade. I can't really think of a resource that they'd be able to use.

Now - in regards to regeneration of these resources, and how the region specific resources would work:

Vaq would need to do some coding for us here. However, before that - whilst we're making the map - we'd need to generate areas of resources during the process. The dwarven lands should of course be filled with ores and stone. The orcs should have access to a lot of sand and sandstone, as well as desert plants. The elves should have a lot of trees and plants placed around their lands, which could in-turn be traded. The humans should have large areas of plains, with a lot of long-grass, to gather seeds for the large farms. Kharajyr should obviously have their large tress (jungle biome) and rainforest plants - so, densely packed rainforest area, with a lot of ground-plant-life.

Then we have Vaq code us up a plugin which allows the regions to regenerate over time - times vary depending on the resource regenerating. Suggested times:-

  • Human trees - 3-4 years IG.
  • Elves trees - 1-2 years IG.
  • Khara trees - 4-5 years IG (due to their size).
  • Elven plants - 1/2 year IG.
  • Khara plants - 1/4 year IG.
  • Human long-grass - 1/4 year IG.
  • Orcish desert plants - 1/2 year IG.
  • Orcish sand to sandstone formation - 1 year IG.
  • Dwarven ore generation - 3-4 years IG.

These times would be defined in the same way the date plugin works - however, obviously they'd be set to do regenerate at the times specified. However, this would not all happen at once. Hopefully, there'd be a way of it being defined so that there's various chances for various regions to regenerate at different times, and the regeneration would take a little bit to do - as if we had all of this regenerating at once - we'd end up with extreme lag.

Rivers

Rivers are something we don't see enough of in LotC. How epic would a giant river be, that spanned the whole island, going down hills in giant waterfalls, before reaching the sea? We need something like this, running from the mountains straight down through the lands. A river that isn't just some long line of water of course.

These rivers would need to have various features which rivers in-real life actually have, e.g. meanders, tributaries, deltas maybe? - instead of the water just sliding into the sea without any form of geographical 'show'. Having flood-plains near the river banks would also be pretty smart.

Mountains

Due to the fact Asulon was worked on and released before the new height limits - we don't have giant, epic mountains! We'll need to make huge mountains, with snow at the top etc. Instead of just having regular mountains, that are just pointy etc - mountain ranges would be made, featuring real mountain-features - corries, hanging valleys etc. Obviously, due to Minecraft something's ain't possible - but even if it isn't possible it's worth a try, isn't it?

Most of the mountains would be situated in the dwarven lands, however as you can see from the map I went and made - some would sit in the center of the map - where there's also a volcano. icon_e_geek.gif

Races

I can't see there being a change in races. Going to a new world doesn't change us to another type of race, however, I do not want to see anymore races or subraces being introduced with the new map - we don't need them.

Locations/Landmarks

The areas where the races will settle should not have been settled in yet - we can consider this a brand new land, inhabited only by animals. Any human-like race hasn't been here before - the lands are fresh.

Natural landmarks are a must have. I've got some already thought up actually...

The Orcish Canyon

We all know of the Grand Canyon in-real-life. It looks awesome. The orcish desert needs to have a giant canyon like it - just because it does.

The Elven Mother Tree

The Elves will need to have some form of giant tree, that's literally huge. How we explain this via lore? - I don't know - however, it'd be the equivalent of an 'elven palace'.

The Dwarven Kings Mountain

A mountain that reaches the very sky limit, and has a massive width. It'd operate as the main dwarven city most likely, and have some pretty awesome tunnels inside once the dwarves make them.

The Human Plains

A giant expanse of flat land, that has extremely fertile soil - and is perfect for growing crops.

The Kharajyr Rainforest

Self-Explanatory.

The Giant River thing

A river that runs the entire expanse of the mainland, featuring everything a real-life huge river would.

Map Creation

Map Creation would be done in multiple stages.

  • WorldPainter - the land would be painted from bedrock layer up, so that we could have the region specific resources without needing to hand-place them.
  • The Hand Details - adding the details to the landscape - the plants to the lands, underwater secrets, the mother tree construction, adding snow to areas, all other details that would be needed.
  • The Regeneration - setting up the areas for the periodic resource regeneration.
  • The Regioning - regioning all that needs regioning.
  • The Release - the event moving us from Asulon to 3.0.

A Greater Evil?

Lots of people are indeed calling for a great evil to return. In 3.0 we could have such. See that empty island in the top left?

I said the mainland had never been inhabited - what about that island though?

We could have a threat equal to the Undead that resides on that island - in some form of keep, or... thing.

Nation Unification

Yes. Humans should = one nation. Dwarves = one nation. Orcs = one nation. Khara = one nation. Elves = one nation, however a divided one due to the High Elven traditions.

Charters

Charters should stay - however they should be extremely strictended - meaning the chances of you being allowed to make a town are very small. We don't want thousands of little villages, with two people in them. We want it to be like it once was - like Aegis was.

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Well if and when we do move I think that we should have alot of prep work that will change game. For example I heard word a while back that Vaq was going to make a custom launcher so that we could have mods. I feel that when we move to the new land there would be a new flora and fona. This way all of the new creatures can be smoothly implemented. I have also heard from many that they would like a physical currency, since last move we had a money wipe why not do it again and use say emeralds since that is what they are intended for in vanilla. They we could have a couple new a rp procedures such as function banks and bank robbers. Just some ideas off the top of my head.

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