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Hiebe

  

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

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See thats where NO ONE would attempt to attack the dwarves. Oil isn't a weapon but Mythril (diamonds) can become one. Not only would more people like to be a dwarf for their riches there would also be a lot more resources for them to make armor and weapons to arm an army easily and fend off the enemy. Not to mention the amazing advantage they have in the dwarven caverns. You would either "get along" with the dwarves and answer to the ridiculous prices, OR you can attack them with your leather armor and stone swords.

Thats how it should Be. Dwarves would craft the best armor and weapons which could sold to merchants or humans who wish to fight off bandits. Dwarves would sell to the highest bidder and even the dwarf army could be bought. Surface wars do no concern the dwarves !

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I do not know if this has been mentioned yet but once we do move I believe that the Mori would stay behind because they are too defensive of there land.So how about adding one new race that would be a native of that one land?I would personally pick trolls to be that race but any race would do.People could rp that they have been living on these new lands for a long time.There could be a war between the natives of the land and all of us new people coming to it.It would be like the discovery of North America :)

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Thats how it should Be. Dwarves would craft the best armor and weapons which could sold to merchants or humans who wish to fight off bandits. Dwarves would sell to the highest bidder and even the dwarf army could be bought. Surface wars do no concern the dwarves !

dwarves having some bonus to their crafting would be neat and all, but I stress again, they shouldn't at all be given something so critical, which will in turn make them overpowered

make dwarven items have strength 1 or protection 1, that or RP them developing steel, giving them a monopoly on diamonds would be far too overpowered

after that, what would the elves, humans, and orcs do to compete with the suddenly ridiculously overpowered dwarves? you say the dwarves wouldn't bother with surface wars and conquest, but that's human nature, leaders and so on would find their reasons

course, could make it to where they by server law just don't engage in warfare, but that's RP restricting and another thing I'd hate to see is static nations/powers

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I never said they couldn't fight. Rply we would b like hey stay out of our caves and think highly of ourselves. We can all get a bonus. Dwarf smithing is better, there is our bonus humans have numbers and farming. Orcs would be great hunters or have a damage buff. Elves would be faster and use bows better there are ways ti buff everyone and so it gives better rp and a reason to be a said race.

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People would have to make business with the dwarves to aquire said metals. I agree that dwarves would be a bit overpowered, BUT! Dwarves don't have much of a food source in caverns and such, making humans or even elfs to trade for their precious metals. Dwarves can be greedy but I think they would rather stay alive and poor than die with soon to be stolen fortune.

Dwarves should be a bit overpowered too, being so small and often in wars with the fiercest of races 'the orcs'. Dwarves would almost never trade with the orcs, so then the humans would be the ones to spread the joy of all these precious metals everywhere them being the richest in minas and food (most of the time).

Dwarves having all the diamonds would make it quite fun, so much more RP and conflicts it would make you really need to be dependent on others not to mention the realism in it.

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I never said they couldn't fight. Rply we would b like hey stay out of our caves and think highly of ourselves. We can all get a bonus. Dwarf smithing is better, there is our bonus humans have numbers and farming. Orcs would be great hunters or have a damage buff. Elves would be faster and use bows better there are ways ti buff everyone and so it gives better rp and a reason to be a said race.

yes, dwarven smithing is better, thus would be their bonus, don't see how diamond monopoly connected to that, give dwarves protection/strength 1+

orcs can get a hit point boost

elves can get bow improvements, perhaps a speed buff (long legs, already RP that)

humans... dunno, giving them farming or population is a bit silly, a lot of them, but about as many elves which are supposed to be few in numbers due to infertility, if we keep the skill system (don't like it but you know...) perhaps they could start out with a bonus number of skillpoints for "human versatility" which seems to be in almost every fantasy setting ever

don't think dwarves need to be buffed up all that much, recent orc attacks haven't been all that successful to begin with

think farming is a bit silly, since people everywhere will always find a way to farm enough to feed themselves one way or another

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Everyone can be buffed. Doesn't matter of war or how we are doing. The war is actually 50/50 and I'm talking bout for the rest of the servers time. What can the Humana have then. They have the most players.

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Everyone can be buffed. Doesn't matter of war or how we are doing. The war is actually 50/50 and I'm talking bout for the rest of the servers time. What can the Humana have then. They have the most players.

yes, difficult to think of what the humans would really get

farming is all well and good, but I doubt food production would be a real issue for anybody, initial skillpoints would lose significance over time

perhaps a higher skillcap? or a bonus to productivity(extra items produced from crafting)?

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@Hiebe, @All the dwarves.

I get that you all want your race to have huge benefits (I'm technically a dwarf, too) but you see, that just wouldn't be fun for the other races. Dwarves having all the diamonds = dwarves taking over the world easily = no fun for everyone else.

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@Hiebe, @All the dwarves.

I get that you all want your race to have huge benefits (I'm technically a dwarf, too) but you see, that just wouldn't be fun for the other races. Dwarves having all the diamonds = dwarves taking over the world easily = no fun for everyone else.

I never said we get a massive bonus. I'm just throwing ideas around on how to kill self sufficiency. I never said the dwarfs get ALL the metals, I said dwarfs are the only one with access to diamonds as they live so far underground and have the best miners, and even then, I want diamonds to be mega-rare, I want the King of Oren to have a suit of diamond commissioned for tens of thousands of minas which would take a RL week to aquire all the materials for. Everyone else still gets access to iron and I did invite all of you to think of ways to make the other nations rely on each other, I can only really speak for the dwarfs and humans as their the only races I've ever played as.

Dwarves having all the diamonds = dwarves taking over the world easily = no fun for everyone else.

You're still assuming that I want diamonds to be common.

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Skill ideas:

Humans:

major agricultural buff; livestock abundance; horses (the mod api that will hopefully come out will allow for these); cap of the following skills raised to 105: Lumberjacking, Fishing, Stealth, Herbalism, Axe mastery, Blacksmithing, Excavation (not Mining), Wrestling, Archery; cap of the following skills raised to 110: Swordsmanship, Farming, Cooking; cannot climb vines

Elves:

Speed bonus; can climb vines (yes I think this should be regulated. It is ridiculous for any orc, or any full-grown human, or any fat dwarf to be able to climb slender vines); herbalism skill cap raised to 120; bow skill cap raised to 120; stealth skill cap raised to 110; sword skill cap raised to 105; Farming skill cap raised to 105 (I also see alot of superiority of elven weapons in books. When I say "Elven blade" or "Elven bow" you automatically assume that it is somehow superior to normal swords or bows. I am not sure how to make mechanics for this in minecraft); Axe Mastery cap lowered to 80; Wrestling cap lowered to 75;

Dwarves:

Monopoly on diamond (I do agree with this, but still do not make it common for them. Make them have to mine DEEP for it, and have some nasty overpowered custom mobs down there (thinking nasty like a miniature balrog)); Blacksmithing cap raised to 120; Axe mastery cap raised to 120; Mining cap raised to 120; Wrestling cap raised to 110; farming cap lowered to 75 (also make it impossible to grow wheat and melons underground); speed lowered; stealth cap lowered to 80; swordsmanship cap lowered to 90; cannot climb vines

Orcs:

Axe mastery cap raised to 130; Swordsmanship cap raised to 115; Wrestling cap raised to 130; Excavation cap raised to 105; wheat grows SLOW in the desert, and melons and pumpkins do not grow in the desert at all; Archery cap lowered to 90; and of course Jabbernaks and Scaddernaks as custom mobs;

Stealth cap lowered to 90

I think I may have been a bit hard on the orcs, but that's all. :D

OOPS I forgot the Kharajyr and the Mori, who are slightly different than elves...

Kharajyr (sorry if I couldn't think of much...):

Wrestling cap raised to 150 (cant really think of anything else to give them...); Stealth cap raised to 120; speed buffed (slightly less than the elves' speed); Fishing cap raised to 125; Swordsmanship cap lowered to 75; Axe Mastery cap lowered to 75; Archery cap lowered to 90

Mori'Quessir:

Swordsmanship cap raised to 110; Archery cap raised to 120; Mining cap raised to 105; Stealth cap raised to 130; Herbalism cap raised to 110; Wrestling cap raised to 110; (nothing to debuff); speed increas equivalent to surface elves; (anyway I have the same weapon forging problem here, I personally think it should be buffed for these guys even more than for the elves, but not exactly sure how that fits in skill-wise)

ideas:

Dwarves get all the diamonds, but cannot produce much food on their own right, and must rely on the outside world for assistance.

Humans are really good at farming, and are all around fine. They'll get by in war, and have adequate tradeable resources.

Elves should be very rare. There should perhaps be a restriction on elven applicants, specifically that only rp child positions can be filled by new elven rp'ers, and only the best applications should be accepted to them. They also get wood and extra plants and such.

Orcs should have a few good mines, nothing like either the Dwarven mines or the Mori mines. They have some tradeable goods, but what others they cannot acquire would be gotten by virtue of them being the strongarming, raiding, bandit-filled, warmongering brutes who need the resources that they can't very well get themselves, and must trade those few that they do have, or "convince" other nations to hand their things over.

Kharajyr should have an abundance of charcoal, wood, fish, and... yeah.

Mori'Quessir should excel at mining and forging, and can turn out such items as iron and gold chestplates more readily than others. (because they live underground... duh). Perhaps they should get limited access to diamonds... (OOH a war between the mori and the dwarves -- poor mori)

Combat ideas/ reasoning behind my skill point allotment:

Humans epitomize adaptibility. That is all I have to say there.

Elves should be inhibited from engaging in all-out war with other races on the offensive side, but should be readily able to defend themselves from within their own territory. If an offensive war ever occured, they could have a chance by outmanouvering their foes by using their speed and stealth.

The Kharajyr should have a difficult time trying to wield weapons without highly-developed opposable thumbs, but should outmatch everybody in wrestling skill (Have you seen kitty cats pummel things into submission?). If war ever came to their lands, they could fight guerrila style by using their immense propensity for stealth, agility, and speed.

Orcs should be a force to be reckoned with by everybody, including the dwarves, who could be easily outmanouvered. They have the best ability to learn every melee weapon and use it effectively, and are second only to the Kharajyr in their ability to "beat somebody up."

Dwarves have the diamond armor and weapons. Dwarves have their fortress-like caverns, full of easily exploitable bottlenecks. They are beasts at wrestling and axe combat. But... they are SLOW.

Mori'Quessir are different from elves in that they are truly more adapted to survive, and thus, should be far superior militarily, and still benefit much from their inherent elfness. Being much like spiders, they should have the ability to become very stealthy in order to ambush others with ease in a battle situation. If they make a new underground city in Asulon 3.0, then they will have the same tactical advantages as the dwarves when it comes to bottlenecks, flanking, pouring death from above etc. in their underground homes, while on the surface, their mobility would be SEVERELY limited by their aversion to light.

There you have it XD lol

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Humans:

major agricultural buff; livestock abundance; horses (the mod api that will hopefully come out will allow for these); cap of the following skills raised to 105: Lumberjacking, Fishing, Stealth, Herbalism, Axe mastery, Blacksmithing, Excavation (not Mining), Wrestling, Archery; cap of the following skills raised to 110: Swordsmanship, Farming, Cooking; cannot climb vines

Elves:

Speed bonus; can climb vines (yes I think this should be regulated. It is ridiculous for any orc, or any full-grown human, or any fat dwarf to be able to climb slender vines); herbalism skill cap raised to 120; bow skill cap raised to 120; stealth skill cap raised to 110; sword skill cap raised to 105; Farming skill cap raised to 105 (I also see alot of superiority of elven weapons in books. When I say "Elven blade" or "Elven bow" you automatically assume that it is somehow superior to normal swords or bows. I am not sure how to make mechanics for this in minecraft); Axe Mastery cap lowered to 80; Wrestling cap lowered to 75;

Dwarves:

Monopoly on diamond (I do agree with this, but still do not make it common for them. Make them have to mine DEEP for it, and have some nasty overpowered custom mobs down there (thinking nasty like a miniature balrog)); Blacksmithing cap raised to 120; Axe mastery cap raised to 120; Mining cap raised to 120; Wrestling cap raised to 110; farming cap lowered to 75 (also make it impossible to grow wheat and melons underground); speed lowered; stealth cap lowered to 80; swordsmanship cap lowered to 90; cannot climb vines

Orcs:

Axe mastery cap raised to 120; Swordsmanship cap raised to 110; Wrestling cap raised to 120; Excavation cap raised to 105; wheat grows SLOW in the desert, and melons and pumpkins do not grow in the desert at all; Archery cap lowered to 90; and of course Jabbernaks and Scaddernaks as custom mobs;

Stealth cap lowered to 90

I think I may have been a bit hard on the orcs, but that's all. :D

OOPS I forgot the Kharajyr and the Mori, who are slightly different than elves...

Kharajyr (sorry if I couldn't think of much...):

Wrestling cap raised to 150 (cant really think of anything else to give them...); Stealth cap raised to 110; speed buffed (slightly less than the elves' speed); Fishing cap raised to 125; Swordsmanship cap lowered to 75; Axe Mastery cap lowered to 75; Archery cap lowered to 90

Mori'Quessir:

Swordsmanship cap raised to 110; Archery cap raised to 120; Mining cap raised to 105; Stealth cap raised to 130; Herbalism cap raised to 110; Wrestling cap raised to 110; (nothing to debuff); speed increas equivalent to surface elves; (anyway I have the same weapon forging problem here, I personally think it should be buffed for these guys even more than for the elves, but not exactly sure how that fits in skill-wise)

This sounds great. One thing I'd change is giving the Kharajyr a bigger buff to stealth. I mean, they are cats. Dem felines are sneaky.

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#Monopolyofdiamondsfordwarves2013-2014

I'm not even a Dwarf and I have no intentions of making one but it just seems like so much fun.. I just believe Mythril (diamonds) should be much more like a legendary ore that you hear in the tales, "The champion of Oren wore the finest mythril armor that blinded with its brilliance., punishing the impure beings."

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