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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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For the most part, this is what Aegis was originally like, though I'm not sure I agree with having to travel for a long time to do something simple like chopping down trees. I'd rather stick by my chosen town or, at least, stay relatively close. It's simpler that way and you're still within the reach of civilization so that people might find you and see you working. It's very satisfying, RP wise, to see workers do their thing in the distance, while you pass by.

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For the most part, this is what Aegis was originally like, though I'm not sure I agree with having to travel for a long time to do something simple like chopping down trees. I'd rather stick by my chosen town or, at least, stay relatively close. It's simpler that way and you're still within the reach of civilization so that people might find you and see you working. It's very satisfying, RP wise, to see workers do their thing in the distance, while you pass by.

Of course, that too, but my idea was more of an option to solving the problem of all the resources around a city running out.

Perhaps entering the close-by city mine should instantly warp you to the mine "interior," in a cave system far far away? That way, whenever the minerals run out, a GM could just switch which cave system the warp goes to.

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Of course, that too, but my idea was more of an option to solving the problem of all the resources around a city running out.

Perhaps entering the close-by city mine should instantly warp you to the mine "interior," in a cave system far far away? That way, whenever the minerals run out, a GM could just switch which cave system the warp goes to.

In the case of resources, it was always the gatherer's duty to make sure the resources in question would be restored, like replanting and such. In the case of trees, there was the etiquette of not logging directly outside of town unless it was a particularly forest thick area, and even then, it was wise to leave a good amount of the trees standing unless you had bonemeal.

As for mines, this whole multi-verse thing could be useful. We've always relied on regenerating mines to allow the allowed miners to continue their work, and I'm sure the same would go for the multi-verse plugin.

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I would not a mind a new continent, although I would like to see more central RP off of a major road such as the King's Road.

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I would not a mind a new continent, although I would like to see more central RP off of a major road such as the King's Road.

Your wish will absolutely be granted, I built the kings road back in Aegis - I loved it too my friend ~

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The one thing I didn't like about Aegis is that it was very messy, there were abandoned places everywhere, random blocks, flowing water, that kind of stuff. Nonetheless Aegis offered the king's road which was perfect for lotc, like Wizard said.

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If we were to make a new continent, I think it should be naturally built this time. For one thing, resources would have to take longer to collect (to reduce the urge to over-build, so that we don't create huge towns for only a few people), and the peoples of the world would have to be organized by their leaders and led to slowly collect resources and build new shelter and accommodations. Though the buildings would have to be monitored to ensure a proper style is maintained, the growth of settlement to town to city to capital would happen naturally, each building with a definitive purpose, and each bed holding a person. The nations would grow only if they had the enough of a player base to be able to collect enough resources to grow, thereby removing the possibility of a single wannabe "King" with lvl 100 in lumberjack and mining from performing a marathon spree of gathering, and then building a town all by himself in the middle of nowhere. At best, a day of marathon gathering all by yourself would maybe get you enough for a small, one-floor house. Also, due to the desire for resources, the people of each nation would have to stick together to defend themselves from the other nations, rather than spreading out across the map into the wilds.

Just some thoughts, hastily laid out. I realize there are a lot of problems with this, but I think in the long run it would result in a much better distribution of the players and settlements.

Also, another major change would have to accompany this to give LOTC the "epic" feel again, some major problem or conflict that the leaders of each nation would have to deal with. That way, it would be interesting to see how they divide their nation's efforts between improving the infrastructure and homes, and fighting the problem.

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@Arthur_Gideon

really, really not liking that idea, would like limitations on junk structures and abandoned settlements, but many people including myself are displeased enough with the present mechanics that limit resource gathering and such

already dealing with most of my friends won't come on at all because of the current mechanics, despite their RP backgrounds

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The one thing I didn't like about Aegis is that it was very messy, there were abandoned places everywhere, random blocks, flowing water, that kind of stuff. Nonetheless Aegis offered the king's road which was perfect for lotc, like Wizard said.

In the first few months, Aegis was pretty cleaned up. Most of anything that didn't belong was simply swept up if brought to the attention to the proper authorities. This even extended to towns, for the most part. Even with relatively low amount of towns, nobody wanted more except for the people building them.

Then, I had to concentrate on college when that first summer ended. When I came back, it was undeniably messy. I don't know what happened in that amount of time, since the number of active players seemed to stay relatively the same, but somehow we all dropped the ball and let the place get cluttered. We just have to keep the standards of those first few months and we should be right as rain, once again.

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In the first few months, Aegis was pretty cleaned up. Most of anything that didn't belong was simply swept up if brought to the attention to the proper authorities. This even extended to towns, for the most part. Even with relatively low amount of towns, nobody wanted more except for the people building them.

Then, I had to concentrate on college when that first summer ended. When I came back, it was undeniably messy. I don't know what happened in that amount of time, since the number of active players seemed to stay relatively the same, but somehow we all dropped the ball and let the place get cluttered. We just have to keep the standards of those first few months and we should be right as rain, once again.

There were no regions along the road, delegating free-land in minecraft is insane - We just couldn't keep up with everyone's desire to build their forts & shops along the roads. We hope to merry the two extremes by providing scattered plots of free-land and or harvesting areas at clever locations with the intention of providing roleplay. Settlements will have more freedoms, but we will have to regulate just how many settlements the map can hold. Aswell as providing a route to the "Wilds" that doesn't take four minecraft days on foot

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the big main road seems to be a primary concept, so I'll throw in my 2 cents on it

think the weird gravel paths that go in every direction that are in Asulon are both a bit of an eyesore and part of the general problem with getting anywhere and finding things

recommend a simple highway, perhaps it could be some ruin from previous residents, though I understand a lot of distaste is had for most "previously inhabited" new worlds, probably because of it being used to pull races/cultures/magic and so on out of a hat with unoriginal lore writing

would think having the territory around the highway regioned would largely prevent clutter, of course there is the counter-argument that settlements and so on would likely build up around nodes in the highway, but that would be solved with village/town/city applications

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have been tossing around ideas for what the best map would look like, somewhat would like to prerequisite the thing as having two or more major landmasses, causing ports and so on

don't want it to be so stretched out along an axis like Japan which was suggested, Japan is an amazing piece of geography, but with the ends of the land so far apart, it would likely cause distance issues

much as I hate it, currently thinking about the stereotypical British isles format, two major landmasses with a few minor ones, but I'll be searching around for something better and more unique

[edit]: found this after about 2 seconds googling, do enjoy the manala/lotus kind of look to it, though it'd need editing to actually match population, also I'd want something more "solid" that Asulon, the landmass is all snaky and thin, spreading things out further

12 kindoms map:

703px-The_Twelve_Kingdoms.png

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There were no regions along the road, delegating free-land in minecraft is insane - We just couldn't keep up with everyone's desire to build their forts & shops along the roads. We hope to merry the two extremes by providing scattered plots of free-land and or harvesting areas at clever locations with the intention of providing roleplay. Settlements will have more freedoms, but we will have to regulate just how many settlements the map can hold. Aswell as providing a route to the "Wilds" that doesn't take four minecraft days on foot

Can't really argue against what you're saying. Everyone wants their own mark on the land and, while things were relatively clean back in the day, it was no doubt the passage of time that lead to the great many messes that dotted the land. That said, it did seem as though we could have removed many of the structures that were unnecessary or otherwise vestigial. The area around Galahar is a pretty good example of building pollution. We would just have to keep a really short leash on construction projects. Simply walking out the door and harvesting the land or seeing others do so was one of my favorite things about the server. It was also one of the big things that made the roleplay so realistic and believable.

Perhaps constructing anything without a permit could just be considered illegal by server standards and destroyed, either by plainly dismantling it and moving on or through roleplay. Sure, there would be people breaking this rule, but its worth it if everyone can accomplish the simple, yet integral act of interacting with the land. Speaking for myself, I've felt increasingly isolated from the naturalism of the world as time goes on. Having said that, I think a good amount of people feel similarly.

I guess what I really want to say is that I don't think it's too much to ask that we be responsible and hold ourselves accountable when we're in the wrong (specifically about polluting/scarring the world). Maybe we just have to successfully taboo the subject, like leaving floating trees. In all my time chopping wood in Aegis, I only came across maybe five floating logs which I quickly dispatched. The same should go for unecessary/unwanted buildings.

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@Arthur_Gideon

really, really not liking that idea, would like limitations on junk structures and abandoned settlements, but many people including myself are displeased enough with the present mechanics that limit resource gathering and such

already dealing with most of my friends won't come on at all because of the current mechanics, despite their RP backgrounds

Point taken. Perhaps the process of creating a new town needs to be much more monitored and tough, OOC-wise, through applications and reasoning and such instead?

Also, I would suggest a "naturally" formed geographical highway, instead of one built by mortals. Perhaps a wide, flowing river? That was generally how it worked back in the day.

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Point taken. Perhaps the process of creating a new town needs to be much more monitored and tough, OOC-wise, through applications and reasoning and such instead?

Also, I would suggest a "naturally" formed geographical highway, instead of one built by mortals. Perhaps a wide, flowing river? That was generally how it worked back in the day.

hmm it certainly was, though it starts the issue of why would everybody settle primarily along a single river?

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I think when we do flee from Asulon it should be a forum broadcasted event, ((So we get as many people as possible)) then when we arrive at this new land have nothing there... at all, nothing just the natural land, and form 7 groups ((The Monks, the Elves, the Orcs, the Dwarves, the Mori, the Kha, and the Humans)) to go out and explore the new world... the 7 groups would find a place to settle and all work together to make their homes, and no map of the world would be provided to show what the land looks like, so no one can meta... and throughout the map have a few rp hazards ((like a dragon that inhabits a mountain the Dwarves want to build their capital, etc. or a creature that runs around and eats sleeping campers...)) And the whole highway thing, after everyone builds their capital how about we hire a group of 10-20 or so people lead by the path maker? ((Shiftnative)) and rp'ly begin to build the highway?

Diamond in the rough idea hear, just woke up so it may be a little rambley ...

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