Jump to content

Alec's Progress Report: Submit Soulstone Ideas~

 Share


Alec

  

186 members have voted

  1. 1. How should we go about the Soulstone Pillar System?

    • Able to bind to One Soulstone pillar at a time.
    • Limited Unlockable Soulstone pillars throughout world, depending on donator rank.
    • Infinitely Unlockable Soulstone Pillars throughout the world. They're accessible after they've been unlocked.
    • Other, I'll post a comment of my brilliant idea.
    • None, I dislike Soulstone Pillars


Recommended Posts

I first off want to thank Lirinya for the forum post for last night. If you haven't read it yet, I suggest you do so.

A lot of you adore character cards. A lot of you dislike the way Soulstones are being treated. I'm here to address that.

-Character Cards-

What do you guys think of having multiple character cards? Like the ability to have spaces in your names? How do you like possessive emotes, and using an apostrophe after a *?

Character Cards are playing a massive Role in the furtherance of LotC, and we'll constantly be updating the plugin to include things like racial traits, more emotes, easier access to chat channels, etc. :)

For your convenience, here's a handy dandy list of commands to access Character Cards.

/card

/card <cardname> - loads a card

/createcard - creates a card

/removecard - removes a card... clearly

For the following, it will set that value for your currently selected character card.

/setname <name>

/setage

/setgender

/setrace

/setinfo

/addinfo

/setcolor

Constructive feedback and suggestions are always welcome.

-Soulstones-

This is where I need your opinions. I've received many complaints about soulstones being broken, and frankly, I don't know what why that's happening. But I will find out even if it means I have to recode the entire plugin from scratch!

Soul Pillars are useful to everyone. It provides as a static location set by the staff in which players can bind to and return to at any time. They also make nice gathering spots, or are pretty fun to find deep within secret areas...

You can retrieve your soulstone by typing /soulstone. It will also provide some simple usage.

K2unP.jpg

FLENc.jpg

jEy6X.jpg

As you can tell, soulstone pillars only require three emerald blocks. They are then activated by a staff member. When a player uses their soulstone on a pillar like this, they'll bind to it. They can then teleport back at any time using the left click. The right click function will take them to wherever they used /setsoul.

Two things I need your feedback for on this thread specifically:

1) The design for Soulstone Pillars are extremely simple. If anyone could come up with a neat, unique design for them using any block or any unique idea, please post a picture or description of it here!

2) Vote for your favorite Soulstone Mechanic idea, or make a reply and share your thoughts. And no, sorry, Reag and I will not be implementing multiple /setsoul positions.

Thanks everyone!

Link to post
Share on other sites

I'd like the Unlimited Soulstones for Specific Areas. Such as Capital Cities. If Capital Cities have these + the Cloud Temple. It will clearly bring more RP to specific places then more people will be at those areas. It's actually a good/smart solution that can fix the problem with many places that are wastelands. There's also a reason to live at a Capital City.

Link to post
Share on other sites

Soulstone pillars help concentrate RP amongst areas of soulstone pillars, such as cities. So I like the idea and would go with unlimited.

Link to post
Share on other sites

One of the biggest problems I had with our previous soulstone system is that it was too easy to abuse, and there was really a good way to get back to spawn, or a static location set by the staff, like the cloud temple. This makes room for that.

I personally am voting for infinite unlockable locations. I think it'd be best.

Link to post
Share on other sites

Yah, in all honesty, the other soulstone system was a lot easier. Also, if we really are only limited to 2 soulstone positions, that will be ridiculous. I love what you're doing, but that is a really major reason as to why I think a lot of people donated. I think we should err on the side of more places to set one's soulstone, not less. Especially for people with alts, having multiple soulstone locations is pretty much a necessity on this server.

As far as character cards, love the changes!

EDIT: So apparently you're advocating for infinite bindings to these pillars, but not for general places, but I still think that doesn't make a lot of sense. The old soulstone system wasn't completely broken, and I don't see a point in changing it if you're going to get rid of the positive portion of it, the multiple customizable locations (if you donated). Instead, why not try to set these two systems in conjunction to one another. It makes a lot more sense to me.

Link to post
Share on other sites

I'm generally opposed to there being more than one soulstone set location. It really takes away from the RP to instantly teleport to other cities. It is detrimental to the economies of towns that depend on foot traffic and takes all the weight of a journey off entirely.

Some of my greatest memories and experiences in Aegis was during my traveling in-between cities. The journey truly is an adventure in and of itself and I think having the ability to just teleport instantly takes away from a lot from the economy and potential RP (As back then going to another city was no small task and was something generally planned).

Link to post
Share on other sites

I'm generally opposed to there being more than one soulstone set location. It really takes away from the RP to instantly teleport to other cities. It is detrimental to the economies of towns that depend on foot traffic and takes all the weight of a journey off entirely.

Some of my greatest memories and experiences in Aegis was during my traveling in-between cities. The journey truly is an adventure in and of itself and I think having the ability to just teleport instantly takes away from a lot from the economy and potential RP (As back then going to another city was no small task and was something generally planned).

I agree, it is going to be really annoying for people roleplaying as bandits as well, people will be teleporting like crazy and in the end, it will be like asulon, no ones uses the roads, 1-2 soulstones should be enough and the other system was better in my opinion.

Link to post
Share on other sites

I'm generally opposed to there being more than one soulstone set location. It really takes away from the RP to instantly teleport to other cities. It is detrimental to the economies of towns that depend on foot traffic and takes all the weight of a journey off entirely.

Some of my greatest memories and experiences in Aegis was during my traveling in-between cities. The journey truly is an adventure in and of itself and I think having the ability to just teleport instantly takes away from a lot from the economy and potential RP (As back then going to another city was no small task and was something generally planned).

My two main problems with this are the lack of taverns, inns, towns, and general RP along the roads of Asulon, and alts. If an alt is living in a somewhat out of the way location, but another character lives in a capital city, then I think it is unfair for someone to have to make a distant non-RP trek between the two. In my perfect scenario, each character card would be allowed two set soul locations, one for a general area like the cloud temple, and another for where they're living, plus additional locations for donating. Anybody found abusing this (switching cards briefly to get extra locations) could be temp banned to stop abuse.

Link to post
Share on other sites

Multiple Player cards. AMAZING!

Link to post
Share on other sites

I took a simple design I believe Zane made a while back for a lamp post. The materials are easily replaceable with a pretty sound design.

w5G3K.jpg

Edit: Also, building on the idea of material exchange, we could bring in that depending on architecture the material chosen for the stairs would be different, though the emeralds would stay the same, as they could hold the main properties for the magic to happen.

Link to post
Share on other sites

My two main problems with this are the lack of taverns, inns, towns, and general RP along the roads of Asulon, and alts. If an alt is living in a somewhat out of the way location, but another character lives in a capital city, then I think it is unfair for someone to have to make a distant non-RP trek between the two. In my perfect scenario, each character card would be allowed two set soul locations, one for a general area like the cloud temple, and another for where they're living, plus additional locations for donating. Anybody found abusing this (switching cards briefly to get extra locations) could be temp banned to stop abuse.

Lack of taverns?, there where lots of taverns and shops along the king's road.

Link to post
Share on other sites

Can we fix the server before we try adding more things to it? It's a major pain dying to lag outs and chunk errors. Walking back to meet with others met with a lag death by a mob or a chunk not loading followed by a long walk back resulting in another death trying to get back is turning into a chore and making playing on lotc not fun.

Soulstone-broken

Fast travel-broken

Please fix these before changing them please. I know trying to change or fix someone else's code is really a pain. But I'm getting the feeling you guys didn't copy auslon and TEST on your own server before messing with his codes. Best of luck I know you two have a long road ahead of you. Please fix these two things first before trying to make new things please.

As for the main topic you two had it right with permissions and not being able to set soulstone in areas that you werent a resident of, keep to that.

Link to post
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...