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Posts posted by Hiebe
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Nations started with 5k each. They also have 1 month grace period to get themselves into their routine for taxes or thier local economy systems.
Voting for mina originally was axed but we added it back since the tech side of new mina creations wasnt completed yet. More mina creations are coming.
If we see nations struggling and the upkeep is too high we will adjust. Just like if we see if its not enough we will adjust. Day 4 of map release when there really hasnt been anything charged yet doesnt show good or bad as of right now.
Give it a month
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World team aporoved giving starting charters a free resource improvement. Ill be reaching out in the next couple days and setting them up.
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Giving access to a build world and pasting in has been a long dream of world team.
Ill bring it up again and see whatbthe techs can do.
As for everything else, im adding more nodes and missing materials across all the hubs for neutral communities.
Some recipies should chamge like maybe a copper bar for a latern instead of iron?
Charters can have roads, a WT member will pick up the ticket and work on it when they are avaliable.
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4 minutes ago, NotEvilAtAll said:
Uhhh... 2 minas per vote?
I feel like that won't buoy prices at all and several key resources will drop below .1 minas in price. Please raise those numbers a bit, or let us set shops to buy/sell with hundredths of a mina instead of just tenths and whole integers.According to Llir you can go down to .01
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- Popular Post
- Popular Post
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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2 hours ago, Jentos said:
This is exactly what staff promoted with the nexus plugin. Players were expected to begin the craft timers and go role-play while waiting for their crafts to attain completion. Obviously, this was not the end result of nexus, and vortex will likely be no different. This said, I do believe that vortex can give something incredible.
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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3 minutes ago, Boniface said:
This whole crafting systems appears to not be very new-player friendly, its very confusing, it took a while for us to just figure out copper, imagine how long it will take for new players to understand it when everything is released.
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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1 hour ago, ScreamingDingo said:
The Continent has literally been exploding with anomalies for the past few weeks post Inferi. Bunch of massive ripples and storm anomalies have been happening sporadically during peak and off hours. We've got new land exploration already happening, and Arcas is basically doing an Aegis from the death of Gazardiael
Not enough do better.
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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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19 hours ago, Quavinir_Twiceborn said:
Added a few more fun facts, decently happy at the growing length of this thread.
Ehh, the issue is that LOTC has had many different periods that different people may claim to be the ‘dark days’ of LOTC. I may say I view mid-late Anthos, or late Vailor as the darkest times of LOTC, but I know a good swath of people who claim those as their favorite. Heck, some view the present as the worst LOTC has been.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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A rule for thee but not for mee
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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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3 hours ago, Sykogenic said:
Only question I have after reading is about this... How is a forest a primary region type but a desert a secondary? Does this have to do with the frequency of the regions across the map or is this some random assignment? As someone who has spent plenty of time in deserts in the last two maps I would argue that a desert is a primary region, but it might not be a huge deal.
Otherwise, looks fun! I hope that we will see more information on the professions and the full system before 8.0 release so that we aren’t all left scrambling to figure **** out.
Types are evolving, I was thinking about some changes today so we shall see.
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2 minutes ago, Knightei said:
Voting gets you lootboxes?
Lord of the Fortnite?its not gambling i swear
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- Popular Post
- Popular Post
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:
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Ranches
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Farms
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Mines
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Lumber Camp
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Clay Quarry
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Ground Quarry
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Sand Quarry
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Terracotta Quarry
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Prismarine Quarry
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Nether Quarry
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‘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.
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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.
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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.
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Capital Mines
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64 – Various Stone
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32 - Iron Ore
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32 - Coal
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16 - Quartz
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16 - Redstone
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16 - Lapiz
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8 - Lead
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8 - Gold
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8 - Copper
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6 - Silver
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4 - Emerald
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4 - Obsidian
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4 - Tin
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4 - Nickel
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Tile Mines
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32 – Various Stone
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16 - Iron
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16 - Coal
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8 - Redstone
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8 - Lapiz
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8 - Quartz
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4 - Lead
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4 - Gold
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4 - Copper
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3 - Silver
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2 - Emerald
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2 - Obsidian
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2 - Tin
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2 - Nickel
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Clay Quarry: improvement limited to plains and forest tiles.
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32 clay
Ground Quarry: improvement limited to plains and mountain tiles.
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32 gravel
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32 dirt
Sand Pit: improvement limited to coastal and desert tiles.
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16 sand
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16 red sand
Prismarine: improvement limited to coastal tiles.
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32 Prismarine (will drop shards)
Terracotta: limited to desert and mountain tiles.
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32 terracotta
Nether: limited to underground all tiles
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16 netherrack
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16 soul sand
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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
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if you're re-adding resource pits can you please make them a little less OOC
in World Feedback
Posted
Original plan for 7.0 was for the pits to be scattered about the map. Still at risk for banditry as theres problems going on the roads to and from hubs to cities.