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firespirit44

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Everything posted by firespirit44

  1. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  2. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  3. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  4. I am approving enchantments and golden apples, seeing as enchants and golden apples are now legit and people can aquire them through the enchanting profession and cooking.
  5. Thanks MrGreene and Chikachu for your hardwork.

  6. While I personally dont want the Habringers to linger, what Lago said was correct: The Habringers were promised they did not need to be PKed, just become severely underpowered. And thats all I have to say for the thread.
  7. Interesting. But how well do you do events when you cant write? We're not here to generate lore, thats the LM's job. The ET's job is to use existing information, and make it real to the world. Your writing skills are not important, but forming a connection with existing server lore and interpreting it as your own to present it to the world is a focal point of the ET.
  8. Its a fair point, and I do take into account of the realism, but end of the day its not something I want to promote on this server. Raiding quite honestly has brought nothing but grief. The attackers themselves dont feel much joy in it, and the defenders have almost outright hated it. But its too early to make any amendments right now. We're slowly returning to the roots of cooperative rp, and I can feel the atmosphere around LOTC isn't like WW3 for once. We'll revise the policy in a few weeks-1 months time, and see if the community would like raids back.
  9. Fair enough. It does not mean that settlements are immune to hostilities, but it is significantly lowered from previous interactions. What constitutes as a raid/banditry is when three or more armoured men are within a city, with the intent to kill or extort someone in full armour. Refer to #2 in the war rules, but you would need to do proper rp prior before that before engaging in a kill, so it would be pretty slow for a mass murdering spree No, because refer to #2 I explained above. But if you want to rp out a mugging without armour, I dont see why not. No. Mostly because I feel that if I allow this to happen, rules will be broken on the account that "both sides agree to it". Server rules are server rules, just because someone griefed a area but both parties are alright with it, doesn't mean that the person who griefed shouldn't be let go. But in a skirmish, you can lay down the terms and if the defenders agree, you can do that. Well seeing as you can only have a force of two or less people, you would be able to actually kill a citizen, but without armour. So you would be forced to be discreet about it, instead of doing it in the open. If they refuse, well they have to suffer for their consequences. But at least they get the option of not dying right off the bat, referring to #2 in the war rules
  10. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  11. Because war isn't expensive enough. You dont go to war as a first means of diplomacy. It was a last resort because of how expensive it it. It also breathes life back into gold as a useful currency. Minecraft war is cheap. Actual wars aren't. Obviously I am not calculating total realism, only using a set numbers of what would hurt a nation's treasury. Gold at the moment has no inherent value apart from prettiness. You cant use it for tools, and does not have enchanting value like emeralds. So I am not worried in the least that gold will be vanishing from the economy. But if its such a worry, the staff will create a warehouse to redistribute back all the gold we collect. Yes, of course. The orcs were at first given consideration due to their small numbers, but it was decided at last that doing it on the road is better than allowing orcs to be the only group to raid settlements. @Gaius: Keep in mind the numbers are subject to change. Also that skirmishes and siege have different costs. @Mirtok: A deposit sounds like a decent idea.
  12. Also apologies for the delay, I debated seriously on whether I should allow settlements be taken without consent, as it was like in Asulon. The result was negative. But perhaps 2 months of ooc protection sounds too much. We will test the victory and losing conditions, everything will be subject to change over the course of time.
  13. War, war never changes. We've had war since Aegis, and it has evolved. With having more and more at stake, more and more players are prone to cheat the system, as it is natural for players. At the moment, we have warclaims and raids, as can be found here. War rules https://www.lordofthecraft.net/topic/105813-current-war-rules/ Raid rules https://www.lordofthecraft.net/topic/110437-war-safe-zones-and-fighting-oh-my/ Now we haven't seen a proper warclaim since Fringe, since everyone lives in basically one city, Lago's system is designed for empires, where you have to take outerlying forts first before you can strike the capital. With Athera, I dont feel that this is the case due to the region plugin. Claiming plots and building on them are different now. Raids are just toxic now, and should be removed in its entirety. The purpose of a raid is to antagonise a settlement, by killing its inhabitants. You cant even take their resources anymore, with the removal of lockpicking. Its done purely to annoy and frustrate players. For this reason, I propose the total removal of raids, categorising war into 3 types: Skirmishes, Pillage, Siege. This system is designed to incorporate guilds as well. Nation Rules: There must be sufficient roleplay in order to declare war Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. To siege a settlement, you have to first win 3 skirmishes out of 5 outside of the settlement. You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted and to oversee the battle will go smoothly.(I'll explain the GM's role in a few) Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 40 man force within 1 hour. Or kill the emperor. To lose, you lose half your forces and 3 captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. If the invader loses 3 or more skirmishes, they may not attack that nation for 2 elven months(IRL months) After a area has been pillaged, they cannot be pillaged again for 2 months. Guild Rules Your group must have a valid reason for declaring war on another faction You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted, to oversee the battle will go smoothly. Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 10 man force within 1 hour. Or kill the guild leader. To lose, you lose half your forces and 2 Captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. To siege a settlement, you have to first win 1 skirmishes outside of the settlement. Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. Private manors do not count as 'guilds' If the invader loses the skirmish, they may not attack that settlement for 1 elven month(IRL month) After a area has been pillaged, they cannot be pillaged again for 2 months. The price of war: To often, do people wage war over inconsequential things. Waging war was a serious matter, that involved heavy logistics. It wasn't about who could defeat each other in battle, it was who could last longer. While its impractical for us to delve too deeply in realism, attackers need to pay a 'price' for going to war. War hurts everyone, and this should be used as a last resort before going to war. The definition of going to war is declaring aggression on each other. So for example if the attacker declares war on settlement X, they will need to pay a 'logistic fee' for marching the men, equipment, feed, to wherever this settlement is to engage in combat. Every warclaim will need to be paid upfront. The idea is to make nation leaders stop and think if it is worth engaging in war. There will be a different set of price for guilds. but guilds tied to nations will fall under nation. This is to prevent loopholes like the Decterum declaring war on a settlement for cheaper war costs. Price of war has been decided to split into two, for skirmishes and siege Siege The price of war for nation siege is changed to 32 gold blocks, 1 doublechest of stacked baked food(of any variety), and 1 chest of stacked cooked meats(of any variety) The price of war for guilds siege changed to 10 gold blocks, 1 stack of baked good and 1 stack of cooked meat Skirmish The price of war for nations for skirmishes is set at 10 gold blocks, 1 doublechest of baked goods The price of war for guilds for skirmishes is set at 5 gold blocks, 1 double chest of baked goods Defenders do not need to pay a cost A skeleton on what's a valid reason for going to war. Check the reasoning, ignore the systems. https://www.lordofthecraft.net/topic/69431-war-claim-overhaul/ Raid removal consequences Due to the removal of raids, factions like orcs will ask:"What do we do now? That's our entire RP!" https://www.lordofthecraft.net/topic/94431-warlclaim-how-to-fix-war-on-lotc/?hl=wars In that thread, Pok talked at length on why he wants a larger cap. But since the removal of raids, we can just assume it would be villainous activity. They need proper rp before engaging in pvp, and they must make sure all who are present are aware of the situation should they call PVP default. They can only pvp those involved. Killing random bystanders is the same as no-rp killing, and will be dealt as such. If random bystander provokes the attackers, well then they become involved. There are no cap to villainous activity, But that doesn't mean you can bring an army and sit around to bait people into attacking. Banditry may not occur inside a settlement(banditry being defined as people in armour killing robbing and killing citizen inside its walls) Siege To progress to a siege, you'll fist need to win skirmishes surrounding the settlement. For example, lets say I want to siege the humans. I'll have to fight 3 skirmishes near Petrus, and win all 3 of them. Once I have won 3/5 skirmishes, we can move on to the siege: Siege requires a long time, with tools for sieging and ammunition. In this war, what basically went down was two sides firing each other with constant /roll 20s on siege equipment, as if it was a gattling down. There were so many fireballs thrown that at the end, the Dreadfort was quite literally gone. The only counterplay was to fire /at/ the siege equipments in order to disable them. The Teutons had one siege equipment left, and was constantly barraging at the fort as they couldn't react to it. To counteract that, and to balance out the sillyness of over-squeezing your fort to the brim with siege equipment, it'll be factored as a 'paintball cost'. Factions can 'hire' siege equipment (they'll build it in rp, but they'll need to pay the full price listed below in order if they want a GM to operate it). To keep it simple, we'll stick to trebuchets and battering rams. They can buy ammunition, just like in paintball. 30 shots for 30 ironblocks for example(could use smoothstone instead). That way the gunners will need to be smart about their targets. Cost of siege equipment: The cost of buying siege weaponry is decided at 2 stack of logs, 1 stack of string, 16 iron blocks. The siege weaponry must be dismantled after the siege The cost of ammo is set at 1 ironblock, and 2 gunpowder Addition of battering rams which require 6 stack of logs, 32 iron blocks, and 2 stack of string. (battering ram can only be used if settlement is on a somewhat even location without a moat) You do not need to hire siege equipment, it is a option. How to operate siege equipment To man a trebuchet, there needs to be 3 people operating it, with 1 designated roller, Cooldown between shots fired are 5 minutes. If you roll below 15, its a miss. If you roll 15 and above, its a hit. If you roll 19 and above, its a critical hit. To man a battering ram, there needs to be 5 people standing below the wall with the ram, with 1 designated roller. Cooldown between hits are 5 minutes. To successfully breach a wall with a ram, 1 person amongst the 5 will need to roll above 15 out of 20 3 times. Those who say "What about surprise attacks?!" https://www.lordofthecraft.net/topic/98787-war-rules/?hl=wars Sorry, we dont want it because it'll be otherwise impossible to moderate, unless both factions agree to a game of hide and seek in a region. The other side The issue with this system is that it allows for no one to refuse warclaims, and it does basically **** over settlements that aren't capitals. You can read the debate here: https://www.lordofthecraft.net/topic/102036-remove-warclaims/?hl=wars#entry935829 I think there are lots of obstacles in place, in order to take a settlement. In the end I concluded that pillaging a settlement would be better rather than lose everything and their rp. Temple Tournament https://www.lordofthecraft.net/topic/102324-40-nation-vs-nation-conflict/?hl=wars Does not need a warclaim, just a time and date for the fight and a list of participants Equal footings like 5v5, 7v7, whatever the number is Terms and conditions are set by the players, if you lose you pay tribute/give up your town/whatever. Both factions need to agree to it. We can have bystanders! Does not need a cost! Closing notes I have read this: https://www.lordofthecraft.net/topic/114970-casus-belli-system/, and at length, it was mostly just a rehash of the same people proposing the same set of rules before. 501warhead will be conducting tests for war, and revisions will be made. But this is the base rules, and we'll see how it goes over the first few weeks. I dont expect a warclaim anytime soon though. The flaw I see in this system is that it basically denies on the spot rallying and fighting, like so commonly seen in the Fringe. But this is a rp server first, and a pvp faction server 3rd. I hope this will promote more cooperative roleplay instead of the hate and strife that we have now.
  14. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  15. Sorry for the delays folks, the war rules are being modified slightly due to some good points being raised that I hadn't thought of. It should be released tomorrowish?
  16. Hello again LOTC, didn't expect to make a new topic so soon. At the moment, our raid and warclaim rules are a total mess. It was a mess ever since we left Anthos, and to all of you who remember the Fringe and Thales, it was pretty dreary. The system wasn't working, too many loopholes and too many complaints. The staff team have been trying to work it out, and quite frankly this extended period of using this flawed system isn't getting us anywhere. Therefore we have a ultimatum. For exactly 3 days, no raids or warclaims are allowed. And in exactly 3 days on the 26th of August, the staff team will have a finalized set of rules on warclaims, skirmishes, and raids. I ask for patience, for 3 days. Spread the word around, that you keep to yourself and trust us to make LOTC more fun for all of us. The players have said wars are epic, raids are not. We've always done extremely well during such times, and we are investigating how to return to them. Anyone who raids a settlement in these 3 days will get a tempban. I ask for your patience and 3 days, nothing else. In the meantime, take this chance and further develop your character, or grab a new hobby. Happy rping, LOTC.
  17. The Global Moderator team has long affected every single aspect of LOTC, from lore, to media, events, policing forums and accepting apps. We made these teams, to cut away responsibilities from GMs. It was the right thing to do at the time. But it has thus since degraded into factions that may have conflicting thoughts with what is best for the server. Things have moved at a snails pace with change, and I dont see a reason why we should wait a month or two to get effective change done. I wish to rectify that, with the newest promotions of 6 GMs, and accepting trial gmship to 4 individuals. All existing Trial GMs are hereby promoted to full Global Moderators. ski_king3, BrandNewKitten, Tsuyose, Dizzy771, Ouity, and MrGreene_HD. And I wish to accept the following as Trial GMs: SupremacyOps, having been one of the hardest and most open Lore Master we have had for a very long time, he has been released from his shackles of lore-slaving by rittsy to join us. Ever, old GM trainer, had the highest modreq counts for a while, as well as founder and creator of the current alchemy system that we have. 501warhead, Lore Master and Event team member in the past, self-proclaimed redstone genius. His builds and lore can be found throughout Athera. Freema5, old ex-GM, manatee overlord, excellent builder and actor. A friendly face that many in the community appreciate him for. All of them the admins feel are worthy choices, thereby increasing the GM count from 14 to a total of 18. But the number of GMs means little to me, it is their effectiveness and their will that brings change for the server. I have high expectations for everyone of them. Coming up next will be a revision on Raid rules, Warclaims, and some patch fixing from Sporadic. Good day to all of you.
  18. Stop with the patronizing comments, this really is a good post Mili.
  19. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  20. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  21. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  22. Moved to the Great Library. It shall be sorted into appropriate category shortly.
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