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Ned Lud

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Posts posted by Ned Lud

  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. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. Keep in mind I was inactive off and on for a while. :P I think it was Charles in charge during most of the periods of times that I thought the dwarves were being ridiculous. I also really didn't like the way they were ostracizing the forest dwarves from developing their subrace.

     

    Also, I don't think the forest dwarves should live in trees, but rather in forest caves and maybe in the roots or stumps of trees, etc.

  11. I'll do what I can to get somewhat active and help with memories of the old ways. I'm also going to be trying to get away from the Blah and the overly-mutant body proportions. I've started to dislike it for some reason, so my orc will be from a wayward nomad clan of mongrels that speak more of a barbarian dialect and is more proportionate to the size of a strong man. I really think we need to start straying away from so many of the more obvious WoW and Warhammer references.

     

    The priority right now is getting orcs active online, which of course might be delayed as we all sorta mill around waiting for 4.0. But we need to try to start getting online and simply role-playing and sharing ideas. Don't wait for the older players to start anything, they're not. Two years ago Mogroka and roughly ten of us walked into a ghost town of an orc nation and just started talking and role-playing and within months our active population was hitting 30+. From what I've heard, there are about ten active orcs right now, so it's doable. We just need a solid, active leader or two and some lieutenants with a handful of ideas to roll with it and see what happens.

     

    I'll throw down with my new orc when I can, probably closer to 4.0 release and I'll probably be using Ned Lud'Gorkil as one of those Muyakelg when the time is right.

  12. Although you can be a member of more than one cult, I would recommend that orcs try to focus themselves on primarily one cult each depending on their style, and that the number of cults doesn't get so large that we've got, for example, six cults with only 2-3 members. This happened when we started making too many clans. The older clans had anywhere from 10-30 members and newer offshoot clans barely ever saw more than five apiece. We tried the Warlord thing and then we tried to break off into clan camps and each time we ended up being spread way too thin, with Gorkil and Lur pretty much dominating the hell out of the population.

     

    I'd say 2-4 cults is a good number to start with until we get our numbers up to sustain more and expand. We should also have interactions between the cults, joint efforts and also rivalries to keep things interesting and to keep all of the cults working together to promote role-play within the race and nation as a whole.

     

    Anyhow, it's cool to return and see the beginnings of a possible rebirth here.

  13. r169_457x256_11483_Nurgle_knight_forgewo

     

    A nomad rides across the blighted wastelands on the long hunt, drawn by the spirits. "Vulture have to eat, same as worm." he mutters. The journey is long, but the rider is patient. In the end, all things belong to Orgon.

     

    (I'll be returning soon with a nomad shaman. Helping out with 4.0 right now, but this looks interesting.)

  14. It pains me to deny my support of this application, which is why I won't. Plus one. He's a fun player to be around and has always stricken me as a decent guy to work with. We don't need smooth-talking, stalwart, political golden boys with clean track records and can-do attitudes in charge of events, we need fun players with light hearts that can deliver entertainment. His approach to role-play on this server caters to a significant portion of the player base which has been lacking and we could use the variety as we move forward into 4.0.

  15. She's most likely involved in the Illuminati. You don't become that wealthy and successful without being pressured to fall in line with the agenda of the Satanic elites. Obama and the Royal Family are also likely involved. The identity of the anti-Christ is irrelevant to the working man and most of these videos are just mindless rants broadcast out by fear-mongers or disinformation agents.

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