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Ned Lud

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    Ned Lud

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  1. We need to focus on generating more recruitment videos. It doesn't necessarily have to be anything scripted or staged. Just get in on more events and battles, record them and post them regularly in various venues to draw attention to the server. The videos that have inspired me and that I appreciate the most are the ones that show actual players caught in the action just doing what they do.
  2. The dead-pan dialogue is what makes that one a classic. If the magic plug-in ever gets implemented, I hope everyone's taking notes.
  3. I just don't trust the judgment being left to a handful of players, some involved, some not, when it comes to what is best for the community as a whole, veteran warriors that have been on this server for more than two years least of all, they're usually the most pig-headed. You wouldn't be able to maintain an active and efficient representative for each subcommunity and those you did get to show up to the meetings would likely disagree and get nothing done. I'd rather see war coordination left between those doing the fighting then and there, it's faster, it's easier and it's more efficient with a lot less drama. Keep it simple or don't do it.
  4. First of all, I don't give two shits and a piss about what a donator has to say over any other player. Raid rules need to remain loose. The only thing that needs to be regulated is how often players can raid the same area, as players generally fail to handle this responsibly without a limitation. Conquest needs to stay off the table unless there's consent. People are more willing to get slaughtered if they're not losing the lands and assets they've worked hard on and the role-play hubs they've become accustomed to. Not all players work like this, but most of them do. I would rather kill with less drama and make no tangible profit from it than kill with lots of drama and end up with a plot of land that no one uses followed by several players rage-quitting. After giving it some thought, I think PvP toggling in the big cities will be a good thing. It will draw more killers into the countryside and make the roads a dangerous place to travel, like they were in Aegis. It's also a pretty solid compromise to those that absolutely do not like PvP and want some room to breathe. Anyone complaining about PvP default or Faction Server comparisons usually has no idea what they're talking about and we've already counter-argued over that a hundred times by now and we won the argument. Now we're giving all of you your allowance, like an old fat grandfather passing out Werther's Originals from his armchair. So be happy with what you're getting. We tried role-play purity and it didn't work.
  5. Raiding, at the very least, should remain restricted to the number of times a group can raid over a course of time. Not every player or group can maintain a presence online several hours per day like some of the more advanced meta-game warriors that live with mom, so limiting the constant repetition of raids not only curbs abuse but allows the victims time to respond and negotiate through role-play. Smaller, unprotected groups should endure a greater risk and take their beating, but that doesn't mean we should allow them to be bullied into submission as their players log in one at a time and are slaughtered at random intervals throughout the day. That's not going to consolidate role-play. It would be like placing all the wolves and all the sheep into a small cage and saying, "Behold, now all the animals are living together!" We need to amalgamate, not exterminate, and that takes time. PvP toggling within nations is simply a compromise. I don't particularly like it, as I saw it abused constantly back in Al'Khazar, but that's the point of compromise. Villains equally abuse their liberties in the large cities, so here we are. I just see this leading to a lot of runaways, unrealistic hecklers, somersault warriors and ban reports. My main issue with the last war suggestion thread was the concept of allowing large nations to claim small plots on a whim. While this may be realistic, it's not fun to remove active players from their communities and turn their work into a ghost town lorded over by monopoly men. Overall, the new map will be small enough that we can make more allowances for small plots and small communities and still have much more consolidated role-play, simply because the travel time will be greatly reduced. Griefing is still against the rules, you can build walls and lock your doors, you can hide your belongings better if they're really that important to you, there still has to be role-play before initiating combat. If you're in a large nation that has PvP toggled off, you can still utilize role-play combat. It's not the end of the world or the beginnings of a faction server. This is how things generally were back in Aegis, we'll just have to see how it meshes with all of the other changes to the server, the community and the upcoming map. Just don't allow unlimited raids. This will be abused and we will lose players. Loose raid rules is good, but there has to be some written law that deters spawn campers and abusers from wearing out their welcome.
  6. It will most likely be legalized in every state within the next 10 years. The government wants people lazy, fat, dependent on government assistance and high all the time. It allows them to separate the lower and upper class more easily and further destroy what we once knew as the middle class.
  7. A pretty good compromise overall. I'll save my get-one-free pugsy for a rainy day. :^)
  8. This is a horrible idea and would be completely mishandled by the many power-monging 24/7 no-lifers that linger on Team Speak and Skype. I can already sit here on this forum and see them all slowly making their power-grabs and posturing themselves for a 4.0 faction server.
  9. You're all ethnic groups within the same race. There's no need to add a new race to our foundational lore every time a handful of players decide to go build their own city. Northerners and Southerners pretty much sums it up and all of these ethnic groups seem to fit pretty well within that. If you're having trouble distinguishing yourselves as an ethnic group, that's your problem, work on that.
  10. http://www.lordofthecraft.net/topic/109369-ooc-the-orcs/
  11. Yeah the location is very nice and took me back to Aegis and the days when we used to have random people strolling into town to spit on us and test their mettle. Hope to see more of that. We really need to get the momentum going now though, even though it's an expendable map, just get players online. Old players can settle on what characters they're rolling and new players can get acquainted with the basics so when we make the move, we can roll right into the thick of things.
  12. All I know is that the majority of players that I see devoutly defending restrictions to magic are players that role-play restricted magic and generally cater to themselves and their cliques. If I saw more majority support of these restrictions from the average player, I'd be more willing to see the merit in them, but I don't. I see a handful of elitists trying to keep their stuff. Teaching doesn't work for every player. Teachers are not always online at the same times as other players and don't respond to PMs or out-of-character efforts to coordinate with them. Some branches of magic have inactive teachers. Some teachers are simply assholes. There are many reasons why locking magic and forcing players to find a teacher in-game screws over the little guy that plays for a few hours a day, doesn't want to learn from a pretentious neckbeard and may or may not live in Australia. The plug-in is going to further complicate things, but we'll deal with that when the time comes.
  13. Not sure if this list is still being maintained, but Ned Lud is still alive as a Farseer.
  14. Piss on the MA hardliners. Let the players decide how to handle their magic and let the magic plug-in, when it's finally implemented ten years from now, dictate any further need for regulations. If a player wants to learn magic by himself at his own pace, let him. If a player wants to struggle their way to the top, learning magic from a trainer the hard way over a longer period of time, let him. We don't impose these elite rituals on all of the day-one hardened hundred-year-old war veterans that spawn into the world, nor the craftsmen, nor the noble heirs that grow their family tree from a mound of nothing, so stop imposing it on magic-users. If you decide to take the long, hard path, take pride in it for what it is but don't try to use it to gain an edge over your fellow role-players. If they're role-playing it wrong, teach them, guide them, avoid them or report them, but those that are capable of role-playing the magic correctly ought to be allowed to choose at what magical stage their character is introduced to the world and at what pace they are to develop. I've seen many tenured, top-tier magic users that are horrible role-players and despicable members of the community in my book allowed to flop onward without any form of accountability and then I've seen new players that log on and are capable of much better role-play on their first week on the server blackballed by the upper crust as the veterans try to grasp onto what they perceive as "theirs". The magic and the lore that you create belongs to our community, not to your cliques. Keep it rolling and keep it free.
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