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Ever

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  1. Additionally, access to a "fast travel" hub is also being offered to human nations. This is to provide fair and balanced access to all human nations to prevent one nation unfairly gaining an advantage and a larger share of the playerbase. This will likely be set-up in the near future via other administrators. You are not forced to have your nation a part of this fast travel hub but it is advised. The fast travels will lead from the hub to your capital city- it is not yet certain if we want the fast travels to be one way, or back-and-forth but with a longer cooldown/travel time. The fast travel hub will be located right off of the Malin/Spawn Islands boat to Tahn. It will be a small, "NPC" village- it (likely) won't be used by players and will possibly house shops and for-sure house fast travels to the various human nations. *** Also being offered is the chance to skip the fledgling nation trial process on account of your nation's history and longevity on this map. You will need to discuss this with @501warhead, however, as I will likely be unable to assist in this process.
  2. Additionally, access to a "fast travel" hub is also being offered to human nations. This is to provide fair and balanced access to all human nations to prevent one nation unfairly gaining an advantage and a larger share of the playerbase. This will likely be set-up in the near future via other administrators. You are not forced to have your nation a part of this fast travel hub but it is advised. The fast travels will lead from the hub to your capital city- it is not yet certain if we want the fast travels to be one way, or back-and-forth but with a longer cooldown/travel time. The fast travel hub will be located right off of the Malin/Spawn Islands boat to Tahn. It will be a small, "NPC" village- it (likely) won't be used by players and will possibly house shops and for-sure house fast travels to the various human nations.
  3. Additionally, access to a "fast travel" hub is also being offered to human nations. This is to provide fair and balanced access to all human nations to prevent one nation unfairly gaining an advantage and a larger share of the playerbase. This will likely be set-up in the near future via other administrators. You are not forced to have your nation a part of this fast travel hub but it is advised. The fast travels will lead from the hub to your capital city- it is not yet certain if we want the fast travels to be one way, or back-and-forth but with a longer cooldown/travel time. The fast travel hub will be located right off of the Malin/Spawn Islands boat to Tahn. It will be a small, "NPC" village- it (likely) won't be used by players and will possibly house shops and for-sure house fast travels to the various human nations.
  4. Hi there! The administration team met on Tuesday, 2/7, to discuss various odds and ends. A part of our meeting was dedicated to discussing nations and charters. I'm sure you'll be happy to hear that your group is being offered fledgling Nation status. The perks that were previously announced two~ weeks ago are still what is being offered, sans the protective region. That is no longer a perk offered to nations / kingdoms but a proper casus belli is still required for war. If you're still interested in going forward with this (and I'm sure you are!), I will be around from 3 PM Friday -> onwards and most/all of Saturday evening. Contact me via Skype (squibbssss) or Discord (Squibbss#6449) to begin the process. Any other administrator should also be available to help as well. If you've any questions or concerns, please contact me and I'll help you the best I can. Once your 250x250 region is set up as well as your tile, you'll begin the activity checking process. During this time, your nation will undergo sporadic activity checks. This requires no input from you other than actively roleplaying in your capital/settlement, something I'm sure you'll be doing regardless. At the end of the activity check, you'll be presented with a fee that must be paid should you wish to become a full-fledged nation. Failure to pay this fee will result in your region being shrunk down to its original state pre-Fledgling Nation status, as well as a revoking of your tile ownership. The price determined will be something easily obtainable during the two month period- it is just set up in this way as to deter random groups attempting to secure large amounts of land for little effort.
  5. Hi there! The administration team met on Tuesday, 2/7, to discuss various odds and ends. A part of our meeting was dedicated to discussing nations and charters. I'm sure you'll be happy to hear that your group is being offered fledgling Nation status. The perks that were previously announced two~ weeks ago are still what is being offered, sans the protective region. That is no longer a perk offered to nations / kingdoms but a proper casus belli is still required for war. If you're still interested in going forward with this (and I'm sure you are!), I will be around from 3 PM Friday -> onwards and most/all of Saturday evening. Contact me via Skype (squibbssss) or Discord (Squibbss#6449) to begin the process. Any other administrator should also be available to help as well. If you've any questions or concerns, please contact me and I'll help you the best I can. Once your 250x250 region is set up as well as your tile, you'll begin the activity checking process. During this time, your nation will undergo sporadic activity checks. This requires no input from you other than actively roleplaying in your capital/settlement, something I'm sure you'll be doing regardless. At the end of the activity check, you'll be presented with a fee that must be paid should you wish to become a full-fledged nation. Failure to pay this fee will result in your region being shrunk down to its original state pre-Fledgling Nation status, as well as a revoking of your tile ownership. The price determined will be something easily obtainable during the two month period- it is just set up in this way as to deter random groups attempting to secure large amounts of land for little effort.
  6. Hi there! The administration team met on Tuesday, 2/7, to discuss various odds and ends. A part of our meeting was dedicated to discussing nations and charters. I'm sure you'll be happy to hear that your group is being offered fledgling Nation status. The perks that were previously announced two~ weeks ago are still what is being offered, sans the protective region. That is no longer a perk offered to nations / kingdoms but a proper casus belli is still required for war. If you're still interested in going forward with this (and I'm sure you are!), I will be around from 3 PM Friday -> onwards and most/all of Saturday evening. Contact me via Skype (squibbssss) or Discord (Squibbss#6449) to begin the process. Any other administrator should also be available to help as well. If you've any questions or concerns, please contact me and I'll help you the best I can. Once your 250x250 region is set up as well as your tile, you'll begin the activity checking process. During this time, your nation will undergo sporadic activity checks. This requires no input from you other than actively roleplaying in your capital/settlement, something I'm sure you'll be doing regardless. At the end of the activity check, you'll be presented with a fee that must be paid should you wish to become a full-fledged nation. Failure to pay this fee will result in your region being shrunk down to its original state pre-Fledgling Nation status, as well as a revoking of your tile ownership. The price determined will be something easily obtainable during the two month period- it is just set up in this way as to deter random groups attempting to secure large amounts of land for little effort.
  7. The same as they do now- very convoluted and messy. I am still wanting to write down the exact requirements, steps, and details involved in a coup though that's not exactly at the top of my long to-do list at the moment. It is still something that needs addressed sooner than later though, of course.
  8. Since the new fast travel system has been completed (much love @Tofuus and @501warhead) then I'm more than fine with them not being one-way but being a large timer (ten~ minutes or so). I'm 100% certain it will be low quality troll RP that will die out within two weeks. Really unsure on it though I'd be willing to give you guys a chance. Will likely be removing the unconquerable clause. While I think you guys are mostly misinterpreting it (imagine just declaring war on... say, Sutica, for example) it seems it'll be too much of a headache for what it's worth. That being said, however, the admin team will still reserve the right to deny an attempt to conquer another nation if it proves to be having or will have a massively negative effect on the server. Only one example has come up since I've been an admin and I don't expect to exercise that power often, if at all.
  9. It means if you're just a peaceful nation off generating roleplay and keeping to yourselves, you don't have to worry about a coalition of groups/players/nations coming in to blow up your nation and kill off your roleplay. It's not perfect, no, but players shouldn't have to constantly worry about pissing off the wrong people by not brown-nosing or supporting them. I'm in discussions with lots of people about it (like @Harold!) and it's likely to change lots of times in the near future. <3 The tile map has been woefully neglected ever since I became an Admin. Partly because I wouldn't even know where to begin on how to update it / things have always been a bit messy with the tile system. It's an amazing system and I intend on it being a staple for our maps going forward, don't get me wrong, but I wasn't around during its conception and just kinda picked it up and rolled with it.
  10. This is susceptible to change, as always. Really, the end-goal here is to prevent larger groups from bullying smaller groups out of roleplay // off the server. Roleplay if roleplay of course, but sometimes there's too much OOC or blatant harassment pushing the roleplay along. There'll likely be a pinned topic in a sub-forum in the near future that details every aspect of nation/kingdom status and fully details what to expect. Some things were left vague on purpose because they're likely to change as groups start using the new system(s) // issues crop up. Pretty much what was bolded. Groups that are constantly a pain in everyone's side don't or shouldn't get a free pass and be protected, while other groups that exemplify peaceful roleplay shouldn't have to worry about stepping on someone's toes on OOC matters and then get warclaimed / obliterated off of the server.
  11. Settle down there, Polk. While I don't want to say yes or no, and especially not so soon, I'm leaning towards unlikely. We've had plenty of problems of nations being conquered in the past where, after conquest, their land sits unused for months. I would not like a repeat of that.
  12. Please answer the following questions with as much information as you possibly can. If your charter is accepted or denied, you will be notified and we will move to the next stage of the process. 1. What is the name of your nation / group? What kind of culture do they have? How long have they existed (in real-life time)? 2. Do you already have land? If so, where is it? Please provide the names of any tiles or regions that you own. 3. Please link any of your groups accepted charters below: 4. What are your goals for nation status? This can be anything- remember, this is a hidden sub-forum. Your intentions and goals will not be publicly known. 5. Approximately how many members are in your group? How many of them are actively playing? Be honest! If I were to visit your capital city on any given day and at any given time, how many people could I expect to see? How about during peak hours? And what about during the "dead" hours? 6. Who will be leading your nation as nation lead / king / etc.? Charters are to be posted in this sub-forum: https://www.lordofthecraft.net/forums/forum/648-nation-charters/
  13. After about two weeks of discussion, I think we're finally good to push this through! The goal is to split nation status into two tiers: Nation and Kingdom. Kingdom status would be equivalent to what nation status is now. The purpose of this split is to lower the difficulty involved in becoming a nation / obtaining nation status while also preserving the prestigious title that some groups work hard to obtain. Prior to this new system, becoming a nation was incredibly difficult. All nations were viewed and treated equally. A group that had a handful of active players would have the same "rights" as a location or city that housed most of the server's playerbase. The difficulty came in that we had to compare all new potential Nation's to the biggest and the best and that wasn't fair to either side. Below you'll find the old system, followed by the new system, as well as some potential answers to questions you might be asking. OLD SYSTEM: Pay charter fees + a nation-status fee once you've successfully met the other requirements An undisclosed required level of activity over a two week track Receive the ability to purchase additional tiles at the rate of 1 every month by paying 10k multiplied by the number of tiles you own. Receive soul pillar/ fast travel / region creation benefits 500x500 capital plot NEW SYSTEM: Apply for nation status via a charter on a hidden sub-forum (only thread-makers can view their post). If your charter / application is successful, you will be given "fledgling nation status" or outright accepted into becoming a full nation. Fledgling and full nations enjoy the same benefits, though a fledgling nation can fail the trial and return to being a chartered plot / non-nation settlement. A fledgling nation is under activity scrutiny for one - two months. At the end of this time period, a fee must be paid to become a full nation. The price will be communicated long before the end date so you know how to prepare. New Nations receive the following benefits: 250x250 unconquerable plot (explained below), soul pillar for soulstones, ability to create fast travels that link your nation to other nations / settlements, ability to create regions in the tile(s) they own, ability to purchase up to two additional tiles (explained below), a sub-forum for roleplay and special or important documents, and the potential to become a kingdom at a later date. The activity requirements will be far less than what was required with the previous system and will likely be tailored specifically to the group that is trialing. The goal here is to make obtaining nation status much easier while removing some of the benefits in the end. As for Kingdom status, you can view that below: KINGDOM STATUS: Only granted to specific groups that have lasted the test of time, cannot be chartered or purchased. Enjoys the same benefits as nations do with increased sizes or limits. They receive a 500x500 unconquerable plot and the ability to buy unlimited amounts of tiles (explained below). There are no additional requirements or expectations- though if a group does not stay active enough they run the risk of losing their status and additional benefits. Potential benefits for future map changes Kingdoms are the equivalent of what nations are now. Hard to obtain and prestigious status symbols. POTENTIAL F.A.Q. How does purchasing tiles work? In the past, you had to pay an increasing amount of minas in order to purchase your next tile. This, almost assuredly, will be going away although the one-tile-a-month clause will still remain. At the start of the map there were worries that larger groups would be able to claim all the tiles before smaller groups or future groups had a chance. With the state of the economy, this is much less of an issue. Nations will be able to purchase up to three tiles. If they are situated on Tahn, they can purchase an additional one tile (for a total of their home tile + one additional), and if they are situated on either Ceru or Asul, they can purchase an additional two tiles (for a total of their home tile + two additional). This is to encourage settlement on the lesser active islands (and, with map-to-map / boat travels being a thing, this should be less of a death sentence to smaller groups). What happens to humans? What will be their racial capital? Humans are a unique case. Many races have multiple settlements but they only have one, de facto capital. With the destruction of Johannesburg, this is no longer the case. To provide equal opportunity to all, humans will instead have a travel hub off of a (new) Tahn docks. These fast travels will be one-way, from dock to city to prevent past fast travel hubs. If one group receives more benefits than the other then it is almost guaranteed that the other groups will wither off and possibly die. Instead, each group receives the same help and benefits to ensure a level playing ground. Can my group be a nation? Possibly. This is a big one- not every group will be or should be a nation. Understand this. Even though we are allowing more groups to obtain nation status, not every nation application / charter will be accepted. What in an "unconquerable plot"? To prevent fledgling / peaceful nations from being destroyed, nations / kingdoms receive a plot of land that cannot be conquered via warclaim. Everything inside this plot of land (250x250 and 500x500) is safe. This does not prevent it from being pillaged, raided, or protect the nation from a coup. Additionally, any settlements outside of this plot can be conquered provided a proper casus belli exists. Additionally additionally, if a nation is proven to be aggressive or partaking in acts of war, their unconquerable plot may be revoked. We don't want every group to fear getting clobbered by a mob of players but we also don't want an unstoppable group of thieves/tyrants/etc. existing without any means of stopping them. Who has nation/kingdom status right now? A new list will be published as soon as possible. This has been a large source of debate for a week+ now. Additionally, a new map will likely be produced in the following month- one that actually gets updated ;) A good rule of thumb would be any group that has nation status as of now (sans Orcs and Haria) are grandfathered into Kingdom status though nothing is official until the dust settles. How do we get started? Answer the questions in the below thread, then start a new thread in this sub-forum.
  14. Is it designed to be a dangerous zone that few-to-no people can enter. It's meant to be an irradiated wasteland; the only thing left is death and cold. The outside flags deal very little damage; the city, yes, does a lot but, as far as I'm aware, most people had already packed up and left due to the on-going war efforts. Whether bomb or rebel siege, the city was going to be taking lots of damage in the near future. There also weren't any damaging flags on the region for the entire weekend allowing anyone to return and grab items that were left behind. Aaand additionally, I saved some chests from the city in-case very important items or hard-to-replicate things (such as books, for example) could be saved or returned. If this applies to you, shoot me a message and we can work something out. Ticking through godmode is something I didn't anticipate. I believe we can still work around that by providing a regeneration buff to players instead of godmode. I'm sorry that you can't explore the city via your in-character immunity but that's a technical issue that I simply can't do anything about. If it still proves to be an issue in the far future then I could maybe see how difficult it would be to implement some immunities to certain sub-races (though I'd prefer that it not happen). I appreciate the feedback. You do have a legitimate concern but I'm still a fan of how it's set up now. If we didn't have damaging flags then anyone and everyone could hang out there- which, in my book, isn't a huge issue. Not everyone is going to roleplay everything as they should. While unfortunate, that's not the end of the world. It would make the icy wasteland a bit less special or mysterious, however.
  15. This charter application has been approved.
  16. I am immensely sorry for the wait. I now have a team of moderators assisting me- charters should never sit for longer than 10 days as of now. Please contact me or any of the moderators below within two weeks if you are still interested in pursuing a chartered plot of land. @cablam @SodaiKamikaze @Gusano Arentonio @The Pink Lion
  17. I am immensely sorry for the wait. I now have a team of moderators assisting me- charters should never sit for longer than 10 days as of now. Please contact me or any of the moderators below within two weeks if you are still interested in pursuing a chartered plot of land. @cablam @SodaiKamikaze @Gusano Arentonio @The Pink Lion
  18. The biggest challenge is balancing how much you get for what you put in. For example, let's say a log is worth 1 mina. Player A can cut 2,000 logs an hour. Player B can cut maybe 300. In five hours, Player A makes 10,000. Player B maybe breaks 1,500. Obviously a player that puts in more time and dedication can and should be able to make more money, but I don't want singular people being able to completely destroy an economy in a single day. Iron is a good material because you can only collect so much of it / it's not as easily as obtainable as logs, but then we reach another problem of everyone being a miner because there's reason to be a lumberjack, fisherman, hunter, etc. I do sorely want some more ways of introducing money into the economy. Mobs would be a good start but not everyone enjoys mobs, even if they are the equivalent of a mina pinata. It's a struggle trying to appeal to everyone at once. I can firmly say that everyone is here for some level of roleplay- perhaps someone came to roleplay privately with friends, or someone else joined with the intentions of playing the markets to become the richest there's ever been. Others yet prefer noble or military roleplay and even others yet just log on with no goal other than to explore and see what the new day brings them. Every update that I work on personally, my goal is to appeal to and assist as many people as I possibly can with enjoying the server. Some people DO enjoy the economical or market roleplay- it's a bit harder to do with a disheveled and not-quite-there economy but it can and is done. Some people enjoy being expert boat builders or city planners. I have to be careful. I have to make sure I don't kill an entire way of playing the game (yes- we are a roleplay server but you are still playing a game) trying to appeal to certain players. Deny or dislike it but we are still a survival server. Providing free build for very little drawbacks hurts the economic side of the server (a bit silly, I know, since it's hurting enough on its own, but still). I have to try and balance things to appeal to everyone without hurting anyone. You guys need to understand that I implement systems like this to make life easier on players. A year ago, creative was not readily available for players. I don't even think it was a feasible thought in most player's minds. It's only ever been available for start-of-the-map capital building and event or event team related projects. Someone requested it and I saw that it had some merit so I rushed to devise a system that was 1.) not abuse-able, 2.) made life easier for people, and 3.) didn't literally crap on the rest of the server. It was mostly successful but not as good as it needed to be. This is another test run for a system that I feel helps people quite a bit but... again, it needs to not ruin professions, economies, item gathering, etc. I'm not an admin because I get paid. I'm not an admin because I like the in-game powers it gives me (even though I don't actively roleplay). I do it because I want to help people enjoy the server as much as I possibly can. It's hard to make everyone happy though I do try. That's all I want; for my players to be enjoying their time on the server as much as possible, just like how I did when I first started playing. I still believe this system is great- better than the last, even- but I want people to fully understand how it works. I believe I failed to properly explain the system and people are misinterpreting how much it can and will cost- and, as always, if anyone has any feedback or ideas other than "ever this is stupid and you're stupid", I'm always open ears. Even if I can't use your idea 1:1, it can at least give me ideas that work better than what we're currently doing.
  19. Every 5~10 (I believe) seconds, you'll take a tick of damage. Outside the city you'll receive a half heart (or perhaps one full heart, I can't remember) of damamge. Just outside the wall you'll receive 3 hearts of damage, and inside the city you'll receive 6 hearts of damage. Enough time to rush outta there!
  20. I believe some groups have (or are working on) developed protective gear when dealing with Thanhium. Though, it's hard to say how effective it will be with how much dust there is!
  21. Again, I wanted there to be some semblance of sought-after blocks. The list can and may be amended at any time if necessary. This was to prevent Nexus glitchiness, not necessarily a building ban. Again, this can amended if it seems like they're acting as they should- though, as you said, they ARE just four planks- you're not losing much sleep over having to manually craft and place them. Again, I believe this is more a miscommunication on my part than the system being bad. The above is a 100x100 plot land that would cost 4k to build on. For scale reference, to the right is an NPC village. I don't know how big the current druid tree/hub is, but that should better explain how much things will cost. The main worry is allowing people not in creative to make changes while they see fit. Place a block while in creative and someone else breaks said block. Infinite blocks in that case. The system is designed to be as abuse-proof as possible. You also said you weren't aware it didn't even exist up until recently. I can provide a price estimate for how much it would cost to build up your plot because I can almost guarantee it's not as much as you make it out to be. And, with the removal of a pay-for-LC system, you're back to square one. Complaining that you have to build or collect resources on Minecraft rather than roleplay- but then you have no alternative. PM me in-game or on Skype to explain what the issue is, I can fix it ASAP. PM me as soon as you have it written or you can speak with me personally on Skype if that works too.
  22. Why is it anyone's fault but your own that you decided to do X activity over Y activity? We're getting a bit abstract here now but time is a resource too. If you'd rather spend your time roleplaying than gathering resources, go roleplay! You can get LC; the system is up and running right now. I am in-game right now. Again, as I said above, we are a both a survival and roleplaying server. Though you might not want to, others do come to the server to play minecraft as well as roleplay. While I'm sorry your in-rp activites are being halted because you choose to do other activities, pay-for-lc is designed to stop that from being an issue. If you want to quickly build a city or village, you can pay for creative. If you do not have the money or want to do it manually, you can. The server has ran for almost 6 years without creative being available to normal players for normal builds. It is not the end of the world now that such a system is being offered, and, if players are still adamantly against the idea or the system as a whole, it can be removed.
  23. Good thread. If you want to provide actual feedback, you can post a new thread, post in the announcement thread, or PM me in-game, forums, or on Skype. I am receptive to ideas if you want to provide them.
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