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Server 3.0 Info Dump

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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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In 3.0, I want pretty much everywhere that isn't near a town, city, road, fort or anything like that to be unprotected, like in Aegis.

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As if new players won't take advantage of this, destroying our world? we can hope... keeping the world unprotected is a bad idea.

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Along with any '3.0' I think a lore reset would be nice. A lot of it could be carried over, but the stuff, specifically the availer made creation stuff needs to be rethought.

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I kinda agree with Bipolar, but we should be allowed to keep characters.

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I see your point, still think pvp shouldn't entirely be agreed upon however

don't believe Mori=dark elves on a biological level, perhaps somebody could enlighten me?

"wilds" on mainland would be interesting and useful, could have "barbarians" and the sort, somewhat agree with most everything other than a city/fort/road being unprotected, perhaps must simply be harder on people trying to enter server when it comes to griefing

really don't mind Kha, it's that they spend the vast majority of their time secluded and not interacting with the rest of the server, minor issues with how rigid their lore can make their behavior/views, but meh

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Could you explain why you don't think PvP should not be agreed on? I'm trying to get a sense of what the argument is.

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This server is has RP in the name for a reason, and the amount of PvP is insane.

Most PvP stems from wannabe villains, or n00bs thinking they can kill someone and take their stuff. If Rp was used they could come to an agreement that makes both parties happy. Currently the rule is only one side has to agree and have some sort of warning, etc. PvP is also weighted heavily upon the stuff you have on and your skills, which I find a bit unfair.

Realistically a thug in iron armor would easily beat a lowly farmer, and the farmer probably wouldn't fight back. But with RP the opposite side has a chance to respond, I.e fight back ,run, call for help, But PvP is a click fest that lasts a few seconds, and in the end no one in happy resulting in Ban reports and strikes. ((And RP fights/robberies with criminal are much funner.))

Although I hate PvP to its core sometimes bigger fights ((In my opinion more than 4 on each side)) that the RP would be to weird and hard to follow, causing power gaming, etc. So let's say your having a big war, instead of a huge wall of RP fighting PvP would solve it quicker and have a better outcome. All in all it depends on the situation at hand. But I still say PvP should be agreed on by both parties... and if this halts criminal activity then they've been doing their job wrong. Because Criminals are their to enhance experience, not keep you in the slums.

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LotC has always had Pvp ever since it has began. There is no sense of trying to get rid of it completely, because it will never happen. Just 'cause we call it a RP server doesn't mean it doesn't have other aspects to it.

And if you say that it doesn't make RP sense, that it is just about who is a better minecraft pvper or not, think of it this way. If you pvp as a character a good deal on the server, you should be getting better at the actual minecraft mechanics. If you don't pvp that much on the server, and you create a character that's a master swordsmen, then obviously your gonna suck at pvp.

Sorry for the rant, but I've seen soooooo many of these anti-pvp things and they are just so annoying.

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Could you explain why you don't think PvP should not be agreed on? I'm trying to get a sense of what the argument is.

largely because it would open the door for people to flat out deny fights/crimes if they had to say "yes, you can le beat my face" that or metagame in forms of getting themselves armored and armed to the teeth for the "ambush" that was to occur on an uneventful excursion outside their home

I've lived by the lifestyle mantra of "going places you've never been, then getting killed there" rping as a doctor with no pvp skills or villainous behavior, can imagine the number of times I've gotten pegged by bandits and unpleasant guards

can't say I appreciate it all the time, but it's part of the world, would like more fights to be RP'd though, silly that the long legged elves wearing no armor can't outrun the heavily armored dwarves/humans/orcs

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When we eventually move to a new map, scratch that, IF we move to a new map, this kind of land mass structure in my opinion would be better.

City's Marked in Black Dot's

Town's marked in Green Dot's

Village's should just happen naturally, so I did not mark them.

As you can see, there are 5 cities, and 7 town's.

Now, how many cities and towns did we have in Aegis?

1 City and 1 town for the elves

1 City and a few villages for the orcs

1 city for Alras

1 City for the dwarves and 1 town (2?)

2 Cities for the Humans, and 3 town's (Only 3 were populated, halflings included in count)

Now let's add that up:

6 cities and 5-10 town's (Don't remember which town's were populated)

This is a rough estimate of settlements in Aegis; and also remember, nearly a whopping 1/4 of us lived in the wilds.

So, in short, I believe this is the perfect number of city's and towns for our current player base.

tl;dr

Japan Style Landmass System

5 Cities, one for each nation

7-10 town's

Villages crop up through our current charter system

post-22756-0-25999900-1344993950_thumb.g

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I have an idea. Be honest, I think it's a cool idea but I'm sure others will think it's absolutely stupid and insane.

End everything.

End history as we know it (obviously long in the future from now). That's right, create a huge disaster, man-made, natural or evil, that will destroy the dimension of Aegis & Asulon.

All is lost, except for a few gods and such. A new dimension, a new plane of existence, a fresh start.

One thing was not lost, however. Books (or tablets, whatever sounds cooler).

Not just any books, books that contain the history of Aegis-Asulon, and were transferred into the new plane by an unknown source. These books would be much like Daedric artifacts.

Huge wars would be fought over the books, to uncover the history of the lost realm. Legends have it that the books would bestow great power and such. Huge keeps and deep ruins would be built to house the books and protect them.

Much like Lord of the Rings. Just my idea on this, thought it would be cool to share. A fresh start. Again, this is only a thought that came to mind!

jBx8x.jpg

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I'm all for a new map. I really liked the look of Asulon at first, and many of the structures are beautifully built, but after a short while I realized how sterile it was in many places. I prefer the more natural land of Aegis. Thing is, Aegis looked like settlers chose where to set up, and cities naturally grew, whereas in Asulon, we had predestined plots assigned to races or nations. We're starting to break that hold, but we've had to rely on fast travel to do it. I really enjoyed my trips between the Cloud Temple and Alstion or beyond, and that kind of thing can't really be found here.

That said, I'd like for a bit more freedom in regards to protections and gathering/crafting mechanics (but mostly the former). I always liked playing the woodsman and simply strolling into the woods to collect logs for the mayor, or to sell. There was much more potential for random encounters while my character practiced his trade. Just as well, I feel like each character had their own lives outside of constant interaction. Finding out that your friend is off collecting wood, or at the farm felt very realistic. That's pretty much impossible now, as everything has become very, very limited. As for the crafting, it doesn't feel intuitive anymore, and seems unnecessarily clunky.

I like the map printed on the OP, at the moment, too. It looks solid and substantial, whereas Asulon is very thin and broken up. Again, I prefer the continental span of land that Aegis seemed to have, though I really like the idea of parallel continents (as shown in the map) if they are substantial enough. Sailing across the ocean, or crossing that great bridge could be interesting, making for legitimate port-cities and the like. However, there needs to be a snowy north. I love the cold!

I pretty much miss the old ways to death.

EDIT: As for mining, I do like seeing the mines right there, in the world, but if it causes issues, that plugin could be useful. That said, it would be good to keep an aesthetic standard of creating a visual mine that a character would have to travel through for a little bit before they teleport into the real mine. That way we have an idea of what the mine should look like which is tangible in the real world and we have a standard to uphold in the mining world that we can fix when it either goes wrong or needs to be regenerated.

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I have many ideas and thoughts on the subject, but as it is midnight where I am and I have three hours left to sleep, I will say simply this:

Consolidate the major cities for each race into one. Move those cities closer together, thus condensing player saturation in the in-between zones. Remove all villages with active populations under fifteen, replace them with roleplay "locations" such as ruins and groves. Take all towns with active populations over fifteen and move them into the areas surrounding the major city of the dominant race in the town. Allow no more towns/villages to be built without extreme need. (note: when I say "areas surrounding," I mean distances similar to the distance between Arethor and Ager in the Oren Empire.)

This would serve to both bolster the population of the major towns and cities by adding all the small village populations, but also increase player saturation between the towns and cities of each race, by making them close together. As well, this would simulate a more natural town growth, since towns usually develop around major hubs, as extensions of sort of a city.

For resources, there could be specially zoned "mines" and "forests" and the like wayyyyyyyyyyy far away from the cities, so loggers and miners would join companies, and make expeditions by boat or cart to these far-off areas rich in resources, and then tote back great loads of supplies.

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