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Posts posted by Anore
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Heyo, sorry I'm late.
Over the past months to even a year, the server has been sort of in a limbo of not having a definitive set of war rules and guidelines for how the community can proceed with meaningful conflict. After the project changed hands a couple times we put together a team and created a system over the past month. While some wars have been allowed to proceed they lacked consistency, staff backing and a sense of urgency for conflict to be taken seriously. We have now finished our first draft of LoTC's new War System.
Learning from the frustrations of the past and trying to mitigate potential conflicts of interest, the current emphasis for a new war system rests on the reason players have for going to war. As well, we hope to provide as many pre-thought methods in which we moderate conflict when dealing with war. Doing this helps create a transparent and inclusive way to “play the game”, and an atmosphere where a biased Moderator or troublesome leader isn’t just making things up on the spot. The following system serves as the base guideline for how major conflicts can be handled on the server. At all times, the players have the ability to override virtually everything about the system so long as there is unanimous assent. These are the game rules that we will hold everyone to and shall enforce when the players are unable to come to an agreement normally.
When considering how the war system should work, we need to ensure that whatever we create will still function in absence of working plugins, war servers, or other helpful tools. As well, the main intent is to create a system that allows for a little creative or fluid dynamism and doesn't get lost in trying to collect war scores or data points. This idea can be most easily expressed as a “tug of war” when actually fighting the war. The final drive for this system is to create something that isn't too bogged down by trying to account for EVERY possible conflict or war condition. It’s a game people play while playing the game and we need to start by creating the base game that simply works. We can always release hotfixes and expansions later once we see how things work or garner new inspiration from the real world testing.
To access the war rules and guidelines please go under the rules section to the War Rules Tab
Feedback, Hotfixes and Updates
With wars, this post and these rules are not the final stop on our path to creating meaningful conflict on the server, as we are doing with the server rules, player feedback is incredibly important, as is transparency. So in addition to server rules, there will also be a post with a change log of any changes made to the system. In addition to hot fixes and player suggestions, we also have a set of planned updates or expansions on the war system as well:
Planned Expansions
Internal Conflict - January 2021
Religious Conflict
Naval Conflict
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At the end of the day, I feel like this was an error in my part as an Administrator. In our delay of selecting a World Admin sooner. We left the team with out a direct authority to make these calls which lead to miscommunication and rushed decisions. We will learn from this mistake and improve.
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Howdy,
As many of you know, after Map launch Grool decided to step down from Administration and allow for someone else to step up and lead the team during this next chapter. We greatly appreciate all the time and effort Grool put into World Team and his passion in helping lead the development of what we now know as Almaris. He left behind a great team of managers and world team members alike, so it was not an easy decision to find a replacement for Grool. We appreciate him sticking around for as long as he did, staying on board to give his input for the Administration picks, and continuing to assist as a World Manager.
We would also like to say thank you to World team, especially World Managers, for sticking with it and working together during these weeks without an Administrator. For the last few weeks, Administration has been reviewing multiple candidates for this position. Today, we are excited to announce that Junar has been appointed World Team Administrator. In his time on the server and on World Team, Junar has shown a passion for raising the standards of builds players can expect from this server. When World Team hit a wall months ago, Junar stepped up and helped lead the development for 8.0. We are excited for what Junar has in store for World Team and the energy he will bring to Administration.
Go ahead and say "atta boy" or something,
LOTC Administration.
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Hello,
We have decided to remove LotsOfMuffins from her position as General Administrator. This was a difficult decision since, during her time on staff, she has put countless hours of time and effort into the server both on Moderation and Community team, in addition to trying to make amends after last month's post. But, we feel this is necessary in order to continue to work towards building trust between the community and administration, as well as to move in the direction we want to as a server. Telanir will continue to serve as Community Admin for the time being, and our pick for an Administrator of the World Team will soon be selected. We ask that you remain respectful following this news.
- Lord of the Craft Administration
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Yup, I agree. A lot of changes needed to be made. More information will be out shortly.
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Rule Changes, Week of 11/2820
General Rules:
Addition of Rule: Rule 7: You may only have a maximum of three minecraft accounts registered on the server.
Rational: Added this rule to prevent spamming of alt accounting and to for security purposes to prevent likelihood of alt accounts being compromised.
Roleplay Rules:
Original: Rule 8: Your characters may not interact with each other. This includes physically being together transferring items, or otherwise contributing* to each other's abitions, goals, or stories.
- You may play your own children, though they may no physically interact in-game.
Addition of Sub-point: Rule 8: Your characters may not interact with each other. This includes physically being together transferring items, or otherwise contributing* to each other's ambitions, goals, or stories.
- You may play your own children, though they may no physically interact in-game.
- You may not use multiple personas to gain an advantage by circumventing Vortex limitations and concentrating the benefits with one nation/settlement/group/etc. Example, no "Vortex Alts" or RPly unaffiliated personas contributing to something that doesn't make sense for them.
Rational: Addition of sub-point to specify rule against Vortex abuse related to multiple personas.
General Combat:
Original: Rule 10: Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub.
Addition of Sub-point: Rule 10: Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub.
- Must be at least 100 blocks down the road in any direction from the hub or Cloud Temple.
Rational: Addition of sub-point to define what is meant by road to or from Hubs. Previous wording as it stood prevented all banditry whatsoever as with the lack of roads at the start of the map, "technically" no roads were not leading to or from a hub.
Now banditry must take place at least 100 blocks down the road, from the hub.
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2 minutes ago, 0zark said:
When they said coming Fall they confused it with Winter.
Fall* using the Northern Meteorological Seasons.
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27 minutes ago, CaptainHaense said:
Delaying build deadlines wont delay the map release they said, it’ll be out around halloween they said
Map release was set to give time for Tech and Story ¯\_(ツ)_/¯
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credit: N7U2E on Deviant Art
Hello Everyone,
I am reaching out to give some more details on map development and what staff has been working on, as well as some more things you can expect from next map. The official date of map launch for Almaris is November 27th, 2020. With pre-builds finished, settlement placement starting up, and the economy system being finalized there are a couple more things that Staff is finishing up to meet this map launch.
World Team
World team is hard at work adding more details and locations to the map, creating an immersive world to explore and working on ways to extend the longevity of the map so that we as a community may enjoy this map and the opportunities that come with it. As a part of map development, World’s Economy team has been working closely with tech team to give the server an immersive economy system that will continue to grow with our community on Almaris.
See the posts below for further information on what they have been working on:
Story Team
The Story Team has continued to roll out events as a part of the ongoing Inferi storyline. Be sure to take part in the upcoming events on the server, you will not want to miss out. In addition to their work on the current map’s event-line, more news will soon be released regarding how the map transition will work from an in-character perspective as well as how vaults and the items stored in them for transfers will work. The Story Team is working with both the World Team and the Media Team project to continue to create a narrative for the server and work to improve the storytelling power that this server has.
Moderation Team
After completing the rule-rewrite, Moderation is beginning to shift focus on creating and improving the handling of conflict for next map. Focusing on allowing conflict which often drives roleplay on the server to continue to create new experiences and opportunities for the community. Moderation will be working closely with Tech team and World team to ensure that the war system not only works realistically with our servers capabilities, but also fits within the goals of World team for next map’s land and expansion.
Tech Team
As many of you have seen, Tech team is working on some new exciting plugins to add to our server and set us apart from other communities. With a new professions system, gathering and crafting, and a unique PvP plugin, tech team is making the mechanical side of minecraft more immersive to the roleplay experience. In addition to new plugins, Tech has been improving existing plugins and addressing key areas that are contributing to server performance. This will make this map transition go more smoothly and gameplay on Lord of the Craft more enjoyable.
See some updates from Tech Team on the new Surge PvP
- Surge PvP Beta
- For more updates on what Tech is up to, join their tech discord.
Community Team
Telanir has now taken up the mantle of Community Admin. He is prioritizing community engagement and outreach, and the team is now working on projects that will greatly improve the way the staff engage with the community and how Lord of the Craft makes its name known and brings in more players. Stay on the lookout for more media content in the coming weeks involving projects with the Story and World team.
We’d like to thank everyone that has been involved in the process up to this point and anyone who is continuing to work leading into next map. It has been a long time coming, just a little longer.
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You have 5 minutes to do give mine
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I wish for you to write me a war system, by Thursday preferably
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Feedback noted. Thank you!
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Rule Changes, Week of 10/11/20
Conflict Rules
General Combat
Original: Rule 12: If a combat situation/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to call PVP or void the roleplay entirely regardless of the intention from either side. A report can later be pursued if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.
Rewrite: Disclaimer: If a conflict/CRP/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to force a course of action be it PVP, Roll combat or to void the roleplay entirely regardless of the intention from either side. A report can later be pursued by those involved if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.
Rational: Clarification on the rules original intention.
Region and Nation Rules
Original: Rule 6: The PRO of a nation may have permission to build on road regions that are within their nation's tiles.
Rewrite: Rule 6: The PRO of a nation may build on road regions that are within their nation's tiles.
Rational: Rewording, prior text gave the impression that PRO’s are required to obtain permission.
Original: Rule 7: Only the PRO may add/remove region owners. For nations, this applies to tiles or settlements the nation leader is PRO of, not sub-regions under a nation tile.
Rewrite: Rule 7: Only the PRO may freely add/remove region owners. For nations, this applies to tiles or settlements; the nation leader is PRO.
Rational: Removal of the line: “not sub-regions under a nation tile.” as this is clarified in rule 9 below it.
Original: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within a nation tile for the purpose of new settlements under that nation, though they may not force the settlement to have them as PRO, the PRO of the sub-region should be the RP leader of that settlement.
Rewrite: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within an owned tile for the purpose of new settlements under that nation.
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The PRO for the new sub-region meeting this intent should be the RP leader of that settlement.
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All other sub-regions not intended for settlements do not require a PRO to be set and are assumed to belong to the nation leader
Rational: Clarification. Restructuring for ease of use.
Petty Theft
Under Petty Theft
Original: Rule 2: Unlocked non-shop chests may be taken from freely with a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below.
Rewrite: Rule 2: Unlocked non-shop chests may be taken from freely without limitations following a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below.
Rational: To reiterate that unlocked non-shop chests do not have the same limitations as shops or locked chests, with the exception of the requirement for a sufficient emote.
Original: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist).
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If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half.
Rewrite: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist).
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If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half.
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An item may be taken from a shulker within the chest, but shulkers themselves, unless empty, may not be taken.
Rational: To define how items in shulkers that are within a locked picked chest may be taken from following the same limitations of one slot, but not full shulkers themselves. This addition is to both prevent players taking entire shulker boxes during petty theft, but to also prevent players from putting all of their items in shulker boxes inside chests to prevent theft.
Under limitations
Original: Rule 2: You may only steal from 3 chests (or shops) per 24 hours.
Rewrite: Rule 2: You may only steal from 3 locked chests (or shops) per 24 hours.
Rational: Clarification, this cooldown only applies to theft under the petty theft system.Roleplay Rules
Addition: Rule 13. You may not abuse mechanics to access areas you cannot get to in roleplay, this includes boat glitching and using horses to bypass walls higher than 3 blocks tall.
Rational: Inclusion of this was missed on the rewrite, it shall remain enforceable.
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With the implementation of the Server Rules into their own page on the site, this thread is to track changes made to the server rules.
Tracking Changes to New Rules
- In order to be made aware of relevant changes to the rules, please follow this post or check back occasionally to see updated policies and rules.
- The most recent post will be pinned to the front of this thread.
What this means to you.
- If you have any questions on changes in rules please contact a member of moderation.
- If a change in rule results in something you are doing now being against the rules, there will be a 1 week grace period following the updated rules, unless the situation requires immediate attention such as a safety concern.
Change Log Format
- Changes to the rules will be posted in the following format:
Original Rule:
Rewrite:
Rational:
That’s pretty much all,
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11 hours ago, Quavinir_Twiceborn said:
(A basic graph of the world LOTC takes place on, shared by Zarsies)
#5: LOTC’s World is a Giant Frisbee
The world LOTC takes place on isn’t a sphere, a square, or even a box. LOTC’s world is a double-sided disc, with each side being generally inaccessible from the other, to the point that they’re viewed as separate dimensions. The ‘origin’ side, where the bulk of the 4 brother’s history takes place is called ‘Aos’, whilst the opposite side, which was home to both Anthos and Asulon, is referred to as Eos.
Exciting news on this front, In a sleep deprived state after a voice call with Heero and Llir arguing about it, I have fixed the alignment of the Aos side of the map I am currently working on a large scale quality RP version of this, but here is another view, a shiftnative approved rendition, of the map.
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1 minute ago, Lhindir_ said:
lol ok delete my comment.
Again, same with the last thread, memes and posts without constructive criticism or any effort get hidden, if you want changes it’s a lot easier for staff to get through it with out all the one word shit posts. You can always edit your posts and get unhidden.
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Just a heads up, I’m hiding all one sentence/ meme only posts. I literally want valuable input from this thread, not jokes and excuses to stir drama. Put some effort into your post because I know you got more to say.
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2 minutes ago, Sorcerio said:
Isn’t that why story team makes lore reasons as to why they cant?
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Hello!
It has been a long time coming, one might say too long, but the server rule rewrite has finally been completed. This rewrite has encompassed everything from the standard Player Rules to Conflict and Raid Rules. In addition to this, we will be moving the server rules over to its Own Page, where it can be more organized and changes in the rules can be tracked by subscribing to the page for notifications. We will continue to be using a forum post to detail additional changes and the rational behind those changes. So as of today, this thread is officially killed to move to a more organized format.
Additional note on a particular section players have been a little more interested in is Raid Rules:
Raid Cap Increases
Starting today, we will be running some trials on various maximum raid sizes, if you review the Raid Rules from the link above, you will see that raid sizes are capped based on the target of the raid, from Lairs/Settlements/Nations. The trial will run like this:
Week 1 (Oct 3-0): 3 player Max for Lairs/4 for Settlements/5 for Nations
Week 2 (Oct 10-16): 3/5/7
Week 3 (Oct 17-23): 3/6/9
Following 3 weeks after release, it will roll back to 3/5/7, then we have a meeting before raids begin next map to decide on raid caps. A community vote will be conducted, with polling of both sides of the votes. If no consensus can be reached they remain at 3/5/7.
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On the eve’ of the 17th of Sun’s Smile, 1787 an increased sighting in rats was reported to a Lieutenant by the name of Ledicort d’Arkent. These rats filled the alleyways and off-streets of Helena. The stench that followed them made it clear, these were Underlena rats.
Upon further investigation, citizens would find notes tied to the tails of the rodents, with handwriting barely legible, but the message was clear.
“On this day, We sentence the members and descendants of the Cathalon Five to death. These men committed atrocities against the citizens of the Great Sewer-Kingdom of Underves. Their name’s are etched into our memory and vengeance will be achieved:
Antony SigismundicSimon Basrid
Adrian I of the House of HelvetsTancred, the Kaedreni Mercenari
Unc
Their descendants who have benefited from the slaughter of our family shall also be hunted and ratribution shall be achieved. Therefor the House of Helvets, Basrid and the Imperial Family of Oren shall receive the same wrath.
We do this for you, Ratchell”
The letter ends there, but the rats will not. Beneath the streets of Helena, a stirring can be heard.
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War and its Future on LoTC
in Announcements
Posted
That portion of the rules is more saying that you would be having wars on different fronts, rather than sharing the battlefield with your ally, your allies would be fighting with you on different fronts. Once the fast travel plugin is implemented (hopefully this week) that may make some changes to the concept of 2 tiles away.