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shiftnative

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Posts posted by shiftnative

  1. 6 minutes ago, Unwillingly said:

    Recently one of the videos from the LOTC tiktok account went viral and has garnered close to 200k views. From it we saw a wave of new players that joined, upwards of I'd say close to 30 per day logging on, and multiple submitted applications per-minute, many of which were actually well-written. Not sure if this is something u were aware of but when one of Treshure's videos showcasing LOTC builds got on the front page of r/Minecraft, it got removed for advertising when he very vaguely somewhat implied it was part of an online server in response to a comment. real shame but tiktok has since then saved our loss of noob revenue

    Love to hear that! LoTC has always lacked promotion..

  2. 18 minutes ago, Adelemphii said:

    im all for small settlements #startingoutsmall #letsgodude #copeandseethemegabuilders #smallfryriseup #itsokaytostartsmall #we'regrowersnotshowers

    A huge benefit to starting off modest is that other/new players see the potential for growth and/or refinement, inspiring them to potentially make their mark. Seeing the world and it's settlements evolve also is a huge component of immersion for me.  I understand that starting with nothing can change how people roleplay considerably but there's gotta be a happy medium to starting with a huge city that will only change slightly over the length of the map.

     

    Those hashtags tho.. 😂

  3. Looking great..! From what I've seen this is  one of LoTC's most promising maps. I'm personally interested to see how the main road will be laid out and land is distributed. I REALLY hope y'all make a proper, cheesy video like this one (shout out Alectriciti) to post around online and spread the LoTC gospel - something like this taking off on reddit could attract a ton of new players..

     

     

  4. More rules, more problems.. combat on this server has needed to be simplified for over a decade. The more you add to the list of rules, the more often players will have to break character to acknowledge them. (Or get into disputes over them.)

     

    The rules should be clear, concise and at most 15-20 lines long. If people can't come to a conclusion in combat they should leave eachother be. If a player routinely becomes a problem or uses this policy to avoid conflict at the benefit of their character that would fall under power-gaming.

     

    Make things clear, give players some autonomy and lead by example. (Please!)

     

     

  5. 1 hour ago, B7W4 said:

    Another complaint that I have is that these rules are incredibly complicated, situational and long, if you thought me rules lawyering for the Nordengrad warclaim was cancerous, (which I guess it was because you made up a new rule to accept the war.) Just you wait.

    I agree, conflict should be done on a case by case basis where the players decide by agreeing upon a scenario that gives both parties the opportunity to enjoy themselves – nothing less, nothing more. LoTC is cooperative story-telling, not a tabletop game.. !

  6. 7 minutes ago, Pyro™ said:

    Absolutely massive, I'd like a map larger than this if I'm honest, it just requires an excellent fast travel system

     

    3 minutes ago, The Beast mod Orodreth said:

    Absolutely massive map where we start with a small portion of it and reclaiming the other 90% of the map will be done through events. Then again, thats too much work.

     

    How long would you fellas expect it to take to sprint from edge to edge? 30 minutes? (10-12k width)

     

    And fast travels, where would they take you? Directly to the settlement? Or some neutral place nearby?

  7. I've been making maps for all sorts of servers over the past few years and I've been racking my brain around what the perfect size map is.

    (for 150-250 players online)

    How long do you think it should take to sprint from east to west, north to south on your ideal map? 5 minutes? 10 minutes? 20?

    (assuming the map is surrounded by water)

     

    **5k blocks takes roughly 12 minutes to sprint across**

     

    Obviously people like to explore things but at one point is there so much to explore that people are too spread out?

     

    Or how many blocks do you think a map should be? (Example: 4k x 5k, 2.5k x 2k, etc.)

     

    Thanks and look forward to some discussion ?

     

     

     

     

     

     

  8. 1 hour ago, Krism said:

    After thinking about this for some time i think i will put forth my conclusion on the MMORPG genre.

     

    The reasons most of the listed games, WOW, Runescape and so on became popular was at that time they were new and cool and just overall THE games to play. This is no longer the case, MMORPG' is an old concept and there are many new concepts out there people would rather try.

     

    At the same time, i think most people without knowing it, go into new MMORPG' expecting to feel that special feeling, the way they feel when they think about the early 2000 of classic WOW and Runescape in the good old days, that feeling that make those games and memories seem special when thinking back. But that feeling, really is just nostalgia, and memories of not just a different time in the gaming community, but also in peoples own lives.

     

    I think a new generation of gamers, who did not experience those starting MMORPG', is needed for the new games of the genre to be successful.

    I think nostalgia may play a small part in some cases but you gotta admit, those classic games were certainly more punishing and less hand-holding than modern MMO's. They also paid more respect to interaction between players and it's importance. (No "queuing", more reliance on others, etc)

     

    Everquest (1999-2002) for example has certain implementations that I haven't seen paired together since. Many of which are what make the game what it is and kept people playing for so long. (All dungeons are public, gotta return to your corpse naked and defenseless after death, loss of exp on death, no in-game maps, epic quest for each race.. etc. refer to project 1999)


    I would like to think MMORPG fans are starting to want games with much more consequence, exclusivity & social interaction - like the older games, but we'll see =p

     

  9. Just now, Krism said:

    Will there ever be another Ultima Online, Everquest or World of Warcraft?

    Forgetting Runescape, i am insulted.

     

    But honestly i can't imagine a future for MMORPG'. I really don't know what would be needed to save the genre.

    You're 100% right, adding runescape & yeah - things certainly seem bleak =/

  10. Hey LoTC,

     

    In an age of over-saturation, players seem to still be waiting for something new & memorable. There has been so many mmo's come and go over the years, each with their own bit of promise but none have really lived up to games that birthed the genre.

     

     

    Will there ever be another Ultima Online, Everquest, Runescape, Eve Online or World of Warcraft?

    (These games were made 10+ years ago yet still stand as the most impactful, profitable and long-lasting.)


    If you could help make an mmorpg, what elements would you find most important and would expect to see?

    (The more specific the better)

     

    ----------------------------------------------------------------------------------------

     

    Here's one to start,

     

    I think that loot shouldn't be so heavily based on "level" you should be able to find/wear super powerful loot early in the game if you're lucky enough to have it drop.

    (Lots of iconic/fat loot with super low drop rates)

     



     

  11. 17 hours ago, Salvo said:

    Why are you letting shiftnative build the map when there's literally dozens of much, MUCH more skilled map-makers around PMc who could make an amazing, decent sized map for literally 30$?

    Agreed, I hope they don't use the rough map I made (It was pretty much just terrain, "Why" added foliage/etc) - The community should create a blueprint and have someone from PMC produce some gold :watchout:

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