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Everything posted by Hiebe
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Tile improvements are a investment into your nation or independently owned land. Tiles will be assigned a primary type and sometimes a second type. Based on these types you'll be able to build certain improvements. Each tile and improvements will cost the owner of the tile, nation leader or independent leader, a weekly upkeep. This cost can and will change as needed. Tile System Improvements will be restricted to certain types Generically there will be 4 times of resources in tile improvements than in the hubs. Node Cooldown: 2 hour Tile Improvement Cost and Upkeep: Upfront cost for a tile improvement is 2,500 mina. 50 minas weekly per improvement. Collected weekly. Tile Expansion Cost and Upkeep: Upfront cost of 10,000 mina. Each tile will have a upkeep cost of 100 mina each. Collected weekly. Upkeep Deferral: If maintenance is not paid, improvements and tiles will be shut down one by one until there's none left. To re-enable your improvements and tiles you'll have to pay your late maintenance fees. Bankers and Auction houses: Upfront 1000 minas for a bundle deal or 500 each. Soulstone Pillars: Green Soulstone pillars are only given out at nation capitals and independent settlements (limit of one). Red Soulstone pillars can be created and upgraded with Soulweaving tomes purchasable at Cloud Temple. Capital Tiles 4 improvements granted for free. This would be farming, ranching, capital mine, and a lumber camp. (Or their choosing) Territory tiles Limited to 2 improvements. Primary Tile Types: Plains Mountains Hills Secondary Tile Types: Volcano Coastal Desert Swamp Frozen Forest Tile Improvements include: Ranches Farms Mines Lumber Camp Clay Quarry Ground Quarry Sand Quarry Terracotta Quarry Prismarine Quarry Nether Quarry Ranches: Improvement limited to plains and hills. Passive mob spawning disabled globally, enabled on tiles with the improvement. Will also buff the spawns of wild animals like boars and bears. Farms: Improvement limited to plain tiles. This will be a custom flag with Vortex. You CAN vanilla farm anywhere but on a Farm Tile Improvement you can grow Vortex crops like cotton. Lumber Camp: Improvement limited to forest tiles. 128 wood nodes 64 leaf nodes Mine: Improvement limited to mountain tiles. Capital Mines 64 - cobble 64 - stone type of choice 32 - Iron Ore 32 - Coal 16 - Quartz 16 - Redstone 16 - Lapiz 8 - Lead 8 - Gold 8 - Copper 4 - Obsidian 4 - Tin 4 - Nickel Tile Mines 32 - cobble 32 - stone type of choice 16 - Iron 16 - Coal 8 - Redstone 8 - Lapiz 8 - Quartz 4 - Lead 4 - Gold 4 - Copper 2 - Obsidian 2 - Tin 2 - Nickel Clay Quarry: Improvement limited to swamp and hills. 256 clay Ground Quarry: Improvement limited to plains, swamp, and hills 256 gravel 256 dirt 256 podzol Sand Pit: Improvement limited to coastal and desert tiles. 256 sand 256 red sand 256 sandstone Prismarine Quarry: Improvement limited to coastal tiles. 256 prismarine shards 128 prismarine crystals Terracotta: Improvement limited to desert and mountain tiles. 256 terracotta Nether: Improvement limited to volcano and mountain 128 netherrack 128 soul sand 128 glowstone Frigid Quarry: free to frozen tile 128 snow 64 Blue Ice 64 Packed Ice 64 Ice Following will be Rare Nodes, will be set up by World and Tech team. Bone, Slime, Carbarum, Platinum, Ruby, Topaz, Emerald, Opal, Amethyst, Sapphires, Silver, Phosphorus Nation Info (Ill format later, just wanted to get the Info out)
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I see your frustration. I wish you wouldve reached out or made a worldreq. Ill be having the world team make a small nether pit in a hub. Please remember nations can also buy improvements as well that will have 4 times the amount of resources hubs have for its type.
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Thorin Grandaxe (meanking) Puppeted the human kingdoms, elves, and pacified the orcs. Godfrey (mog) Through shrewed means (late night teamspeak meetings) conquered all human kingdoms and made the first empire of man. Dwarf boogeyman.
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Modular mineshafts have been added to all hubs. Will be adding more cobble, some copper, and various other nodes tonight and tomm.
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According to Llir you can go down to .01
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Good Evening Players I've already posted most of this in the LOTC Discord but I wanted to let those who don't use discord know what the info is on minas and 8.0 The economy has set a finite amount of mina. This'll be stored in the central cloud temple bank (admin bank). All mina will come from this central bank until it runs out. Voting for mina is still available, currently 2 mina a vote. Voting consecutive days will reward an additional 3 mina. Future mobs will drop mina. Admin shops will sell unobtainable items and buy certain items. Contests still have mina rewards. Future mina creations will be added that are tied to vortex. Once the finite mina runs out players will get other rewards for voting. Player carry has been limited to 500 mina on your persona. Every player who has played in the last 90 days will have 100 minas on their most recently used persona (alt accounts will not have mina). Players will be charged a 3% weekly interest on minas in their bank account when their balance is over 500 minas (it will be charged on every mina above 500, so for 600 mina balance, the fee would be 3 mina) Nations will have a dedicated treasury account that the PRO can manage, including addition addition players as managers to the account. Tiles and their improvements will each cost 100 mina each to upkeep every week. If a nation defaults on their upkeep tiles will start to "fall apart" as in you'll no longer be able to build on it and if there is a tile improvement on it you'll not be able to gather from it. 100 mina x # of tiles owned + 100 mina x # of tile improvements. Tile improvements will cost 10,000 mina to create. Nation tile expansion will be 10,000 mina. Settlement start up cost will cost 10,000 mina in additional to their application. Lairs do not currently cost money to create. Economy team plans to meet weekly and go over the data of what's happening in regards to mina, vortex, and the health of the economy. If we see changes are needed we will add more mina into circulation, buff or de-buff vortex nodes, and work with the techs on quality of life improvements. Please keep in mind we are working towards a system of mina exchanging of hands and circulating rather than sitting banks not being used.
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39
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I think late nexus was better, took time to get better. Always bumps
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Designed specifically for you to go get your mats, craft your gear, and go back to your slice of life rp/whatever rp you enjoy.
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Someones already made a simple easy guide.
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Shoulda rolled a dwarf, we never have these problems. Goodluck in the future.
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Almaris Transition: Maintenance and Temp Map Info
Hiebe replied to Venomous_Voop's topic in Announcements
Not enough do better. -
Dwain frowns as he looks to his important stack of Doogle Docs. He begins to burn them.
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Hiebe Irongut lore inbound. (At work will rewrite)
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Dwain reads and mumbles. "If I were still a justices I woulda lopped off an arm for good measure"
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Wish i could do more for such a great builder of the world team. +1
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Dwain remembers Anvilaxes raiding Holm and their "king" falsifying their heritage to Thoak Goldhand. "Yemekars sees all and will judge them. Finalleh da dwed of Urguan will see who des anvilaxes realleh areh"
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I meant the dark days of pedos being outsted, vaq pulling a power trip and kicking availer out, the removal of mog and the fallout, **** like that.
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Now do the dark days of lotc
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Rename "THE Kingdom of Norland" and "THE Grand Kingdom of Urguan" subforums
Hiebe replied to argonian's topic in Miscellany
A rule for thee but not for mee -
Dwain reads and agrees. He writes “In the past, multiple kings and lords have shielded the Kha and their people in times of strife. Dwarves should always respect the Kha race and protect them when they can. The taking of their pelts is a grave injustice. As it is not as bad as a taking of a beard, their holy fur and or hair is of religious and personal self worth.”
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Types are evolving, I was thinking about some changes today so we shall see.
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its not gambling i swear
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8.0 Economy Teaser Hello LotC’ers and welcome to a short teaser of the economy system planned for 8.0 The main part of the economy system is tied to tiles and what I like to call Tile Improvements. What is a Tile Improvement? Think mines, nodes, resources, ability to farm and raise animals. Each tile in the world will be regioned and given a specific primary and possibly secondary type. Primary types include plains, forests, and mountains. Secondary would be desert, underground, and coastal. These are just examples and more will be added as needed. Tile Improvements would be limited to certain types of tiles. You will also be limited to 1 type of each type of Tile Improvement per tile. Example, you cannot have 2 mines on a tile. Tile Improvements will eventually be able to be upgrade, more nodes to harvest etc, however that will be added later in 8.0 Tile Improvements include: Ranches Farms Mines Lumber Camp Clay Quarry Ground Quarry Sand Quarry Terracotta Quarry Prismarine Quarry Nether Quarry ‘More to be added in the future’ At the start of the map the Capital Tiles of all races will have 4 Tile Improvements allowed in their capital tile. This would be ranches, farms, a capital mine, and lumber camp. Capital tiles will be allowed to have up to 5 Tile Improvements. Other tiles will be limited to having 3 improvements. A Tile Improvement will cost a lump sum of mina to create and the World Team will then create their Tile Improvement using Nodes! Yes that's right, nodes are back. Each World Improvement will have a certain number of nodes that will be hand placed in the area selected by the tile owner after being purchased. Nodes will have a PER PLAYER cooldown. This means no more worry about one guy camping all the cooldowns of the nodes. Each player will be able to harvest the nodes. Tile Improvement Info (subject to change) Node Cooldown: 1-2 hour Why so long? The idea is for players to go harvest their resources and make their way back into town to craft and roleplay with those items. We would rather like to see players interacting and roleplaying than sitting in a mineshaft waiting every 10 mins for the iron node to regen. Ranches: improvement limited to plains and forest tiles. Passive mob spawning disabled globally, enabled on tiles with the improvement. Farms: improvement limited to plains tiles. This will be a custom flag with Vortex. You CAN farm anywhere but on a Farm Tile Improvement your crops will grow faster and easier. Lumber Camp: improvement limited to forest and mountain tiles. Lumber nodes will be set up in a tile that has that improvement. 64 wood nodes and 64 leaf nodes per tile. Mine: improvement limited to mountain tiles. Capital Mines 64 – Various Stone 32 - Iron Ore 32 - Coal 16 - Quartz 16 - Redstone 16 - Lapiz 8 - Lead 8 - Gold 8 - Copper 6 - Silver 4 - Emerald 4 - Obsidian 4 - Tin 4 - Nickel Tile Mines 32 – Various Stone 16 - Iron 16 - Coal 8 - Redstone 8 - Lapiz 8 - Quartz 4 - Lead 4 - Gold 4 - Copper 3 - Silver 2 - Emerald 2 - Obsidian 2 - Tin 2 - Nickel Clay Quarry: improvement limited to plains and forest tiles. 32 clay Ground Quarry: improvement limited to plains and mountain tiles. 32 gravel 32 dirt Sand Pit: improvement limited to coastal and desert tiles. 16 sand 16 red sand Prismarine: improvement limited to coastal tiles. 32 Prismarine (will drop shards) Terracotta: limited to desert and mountain tiles. 32 terracotta Nether: limited to underground all tiles 16 netherrack 16 soul sand 16 glowstone Following will be Rare Nodes. Bone, Slime, Snow, Carbarum, Platinum, Phosphorus Mina Mina is a big focus of the economy team and the technical team. We have decided to remove voting to earn mina and move it to a mob drop. You can also gain mina from completing dungeons. Mina through contests and community will still be around although their amounts will be subject to be changed. We are looking into a physical currency system and a way for nations to make their own currencies as well. We have gold sinks and ways to spend your money. These include Tile Improvements, Tile Improvement Upgrades, Settlements, and Nation Expansions. More will be added as the Technical Team creates them. Voting will now give players casket keys which they can then use to trade with the Oddity Trader to open caskets relating to a certain profession. Professions We are working hand in hand with the Technical Team to adjust nodes, mina, and professions to make the economy something to enjoy but not pull your hair out. Professions have a HUGE impact on the economy and we are glad to see it will not be restrictive but will be focused on adding to your ability to harvest and make items better. Everything stated here will be adjusted as needed to fit the professions system and the ability for players to enjoy the economy. Special thanks to Nick, Llir, Grool, Zemos, Edelos, Esterlen, Safety Admin Noobman, Zindran, and Xarkly for their input and assistance.
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The longbeard grumbles another grumble. "Maybeh dis une moight be different. We sall see eh?"
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Dwain hears of the passing of another legendary Irongut. Gu tu dall great alls. Say ello tu Iebeh, Me fadder. Yer legacy shall live on fur sureh. He goes back to his work. Thinking of the memories of the elder
