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Everything posted by River
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I think if babies take much longer to mature, and the basis of raising livestock revolves around caring for them with the intent of maturing them, that'd lead to a more interactive and immersive experience. Just raise the base drops of mature mobs, remove loot tables from babies, and disable aging of cows and have there be a number of prerequisites for baby to mature into an adult. Something along those lines. In regards to whether or not status effects should be granted to foods, the answer is yes. However it really should only be done for the rarest of foods, or foods that require the most effort to cooking, whether it's based off rarity in acquisition of resources, or effort derived from the crafting recipe. I'd also focus on adding status effects that fit thematically with the foods, like adding a jump boost to rabbit stew, or some other custom recipes. As far as which status effects? Any and all of them, as long as they fit thematically with the food, I don't think anyone could complain, to include negative effects. Also wanted to add that among the typical PvP status effects, I don't really think any of them could fit thematically with foods and therefore don't see a reason to add those types of status effects. I could care less that there'd be foods that affect PvP, I just don't really see how they could fit thematically with normal foods using normal ingredients in the world. I don't see the need to add PvP related status effects to food unless it was for some sort of boss mob or rare fish in a biome's loot table. As far as the ability to reskin the item texture to a different food, If that's the best the server is able to achieve without creating a dedicated server resource pack, hosted by the server or otherwise, then go for it. However It's antiquated thinking, I know there's hesitancy on a server resource pack, but if there's a single reason, it would be for core profession immersion plugins. Why not do the ideal, immersive move and create a resource pack for all these custom foods so there can be custom item textures for all of them: I'd also like to stress, that there shouldn't be racial locked, or racial buffs. It should just be implemented with the idea in mind that, the reason why a particular food is popular in a given region, has more to do with the fact that that is the food that grows in that region, and has become a staple for those reasons, less to do with the fact that it's just racially locked. If you're going to do racial foods, there has to be an incentive to create racial foods. So that players prefer those foods and it will lean further into their roleplay and add distinction among regions and races, and those resources have to be plentiful in those regions. Also adding an expiration to foods never fixed the issue entirely however it was a decent approach. Players were still able to amass large amounts of bread, and it pretty much discouraged the use of any other less easily acquirable foods. A better solution would have been to modify hunger restoration and saturation of common foods, and change crafting recipes for easily crafted foods such as bread. If vegetables, provided .5 hunger and 0 saturation, and bread had to be cooked in a furnace, players would likely create food with those vegetables, and lean more into their regional dishes. Because if potato's and bread is still the most easily farmable, hunger restoring, easy to craft foods on the server, all these other foods still aren't going to be utilized by the player base.
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I think alchemy is a good idea, it can be fun in the players hands, and help automate a process that normally requires staff assistance. i think magic is a nigh impossible task because of the number of magics and their complexity, wether it’s aesthetic or functional. The tricky part about skills is whether or not it’s tied to experience and levels or not. On one hand having level requirements incentivizes player activity and interaction more, and is amazing for new player retention which I think is a huge issue, but is tricky to make it not feel as gamified. On the other if the idea is to create scarcity and regional based resources and let players create cuisines or fish based off their biome then that adds solely to the role play experience and adds more culture to the different regions. If we’re open to using off the shelf plugins like ItemsAdder, half of the things on this list are easily configurable and can be done in a week. More important than that in my opinion, are we open to the idea of a forced on connection server resource pack so that anything custom actually has a custom item texture? I think it’s an antiquated line of thinking and doing things to just use base item textures and just change their name. When we could have custom item textures for all the fish, food dishes, plants, exc. work with the community team to host competitions for creating item textures for stuff to see whose talented in the community and commission the pool of winners to help create the resource pack, and I’ll donate a large number of my item textures as well.
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Can we bring back the fishing plugin? The best way it was implemented was when the fish caught was dependent on the biome the water it was in. Have drop tables for fish caught in these different biomes, there can be overlaps but there should also be things unique to the biome. Also have a chance of a random event occurring. At least right now I don't have the creativity to come up with potential random events, but something as simple as an aquatic mob spawn Infront of the player occasionally might be interesting. Have a weight and length random number generator so people can participate in fishing competitions, it was just nice. Have fish the fish grant different hunger restoration. One fish might restore 2.5 food. another might restore 3, something like a sardine might restore 1 exc. It would also be nice to see fish that are unique to certain biomes, and perhaps rare also have mechanical status effects that they apply, whether they're harmful, or beneficial. I could see a fishing plugin like this working in tandem with a cooking plugin, I'm just offering a few points I've seen with fishing plugins in the past, the server always saw a boost in roleplay in this area and I can't remember a time when adding fishing to the server was never not loved. --- Aside from my recommendation, this brewing plugin sounds excellent. It's intuitive, not too complicated, the number of conditions that have to be met adds a level of skill to producing quality contents. It's the type of stuff I wish there was more of on the server, in terms of incentivizing certain types of roleplay with fun interactive mechanical plugins everyone can enjoy. +1
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I saw myself in half of the scenes lol
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Accepted Accepted
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Accepted. Accepted
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Accepted, welcome to the Mystic's Guild!
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I couldn't agree move on a large number of these points :/ Just where "I" stand.
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Accepted. Accepted. Welcome to the guild lads.
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Accepted, welcome to the guild!
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Denied. Please treat the application seriously and reapply later. Accepted, welcome to the guild!
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Dwedmar Mystic’s Guild __________________________________________________________________________________________ __________________________________________________________________________________________ The Court The court's objective is to create a collective of the kingdom’s arcane users to help address all magical issues regarding the kingdom, and potential magic threats, or deal with all things magical and mystic. This includes the RP protection of the king against all, the oversight of the lower court members enchanting and alchemy teachings, and entry dweds that are capable of learning magic. The court's immediate goals are to amass members for the guild, and to begin producing enchantments and alchemical creations for the use of the current war. The immediate necessity for the guild to be a reality is for it’s guild hall to be created, allowing for a location for enchanters and alchemists to openly craft, learn from one another, and benefit the kingdom. __________________________________________________________________________________________ Hierarchy Court Mystic - The highest ranking member of the court. There is no supreme leader of the court, as it is just a collective of mystics or arcane users who have experience in different fields, the objective isn’t to operate under a direct leader, but to work and produce goods based on the king’s orders, which will be carried out by lower and upper court members. Mystic - An established, and proven member of the Dwedmar Mystics Guild, whose proven an adept level and knowledge of the arcane, or skill that can be of use to the kingdom, whether it be through the mysteries of alchemy or enchanting. These members have no say in the way the court is run, or have little to no power over lower mystics, other than their experience, dedication, demanded respect and knowledge of mysticism or their individual skills. Mystics gain the right to operate and enter the second floor of the guild hall, and the right to partake in elections for the Court Mystics. Apprentice Mystic - Have displayed an entry level association with the guild. and earn the full fledged membership of the guild. From here on out, the members will be treated with the respect of a propor member of the guild, and will receive the normal access level to the guild. Novice Mystic - Are the entry level of any new member of the Mystic’s guild, regardless of their mastery of any skill or magic. Have limited access to the Mystic’s hall, and will be entered into a trial period in the guild. __________________________________________________________________________________________ For the purpose of the way the guild will begin, there will be no elected, or starting Court Mystics. They will be elected by the King himself, and will then allow the mystics to oversee the guilds activities. __________________________________________________________________________________________ Application To apply to the Mystics Guild, please reply the following in an application; _______________________________________________________ OOC: MC name: Skype name: Time zone: RP: RP name: Subrace: Age: Mysticism field (enchanting, alchemy, magic): Are you a citizen of Kal'Akash?: _______________________________________________________ "The Bottom Line" If you're interested in enchanting, or producing alchemy goods for the kingdom, are looking for a place to do so, with clear direction and orders, as well as a chance to progress, this is the place for you.
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A lot of people have different goals, different needs and wants, and it's important that we address all of them. I've heard, many times that different people will argue for the ET to work more towards one specific kind of event type, A new antag, more weather events, more rp with native creatures and people, more spontaneous events or event lines. These needs and wants are directly created by exactly what it is the players Aren't receiving. But it shouldn't be the ET's job to begin working, or adding another singular event type to it's list of event types, but to instead add every element, and kind of Event. The ET should work on having a clear balance between different flavors of events, with different gameplay elements (like puzzles, combat exploring and roleplaying). Before then, I personally think there needs a better Hierarchy, one that involves a leader who can act as the main connection to the LT and admins, since communicating between a single admin, or the admin team among four managers isn't exactly efficient, and is likely the reason they haven't been communicating with one another. The same would go for the LT. Which is one of the biggest things addressed in this Your View, was the cooperation between the LT and the ET, as it's painfully obvious that the two should be working together, simply isn't efficient even if the two were willing to give it a shot, because it's one LT cooperating between four managers, instead of a single head. The lack of an Event Team lead has also dismissed the possibility of having an Antag. For an Event Team to work properly, It's been the Event Team lead whose worked with the admins and LM's, as well as to his own managers regarding the Antags. I have no doubt that the ET could continue to improve but I do believe the ET would eventually hit a cap, and that cap is hit when there isn't an ET lead, as with a lead you can have a clear creative director in charge of the event team, a clear direction for the ET and the future, which is something the ET needs. Without an ET lead there is a lack in primary world events. Which is followed by the manager run secondary world events, then the ET's tertiary events. But we can't put all of the blame on the ET as to why there are certain things that aren't working as one would like. The lack of region based lore, server lore and other information is hampering the effectiveness and process in which an ET might go about doing an event, or series of events. If a particular area has a theme, and lore to match the theme, as well as a list of monsters, historic events, ruins and dungeons then the ET have at their disposal a lot of creativity, and a more streamlined process in going about doing Events. Part of the issue is the lack in a cohesive map design, which has lead to all of the events not having any great or significant meaning to the playerbase as there's nothing Iconic. There are a number of other things, that isn't exactly the ET's fault as to why the process isn't streamlined or more dynamic, but I'd rather not delve there for the sake that this is long as balls. I would point out, another reason why the ET's event process isn't streamlined would be from the lack of communication between other teams and the ET, but that would tie back to the fact that the ET doesn't have a lead. P.S. Thanks for da shoutouts lads. That's my 2-cents.
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The Winds of the Long Dark -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A long dark whelms over Kal'Akash as an almost permanent cloud of winter looms over the region. Cold winds assault the city, occasionally blowing large gusts of wind that extinguish any fire lit within the city. The Howls from the deep mountains beyond the gate and the mysterious and varied sounds from the Depths of the city can be heard as well. [OOC] For the next couple days, the city will be shrouded in darkness, and an eerie creeping cold. The city will experience large gusts of winds that will extinguish any fires in the city. The exceptions to this rule in keeping the city in darkness are glowstone, lava, sea lanterns, and redstone torches. Please don't try to cheat this by placing any of the above said exceptions all over the city, or they a method of countering that will be enacted. Just have fun with the opportunity at hand and ride the Long Dark till the end! Expect to see some snowy/arctic themed events in the next couple days -=--=--=--=--=--=-
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Dwedmar Event Calendar -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- (This is an event calendar, an OOC schedule for I will be holding dwarven events, treat this as one of my twisted little experiments to find out how the LotC mind works, muhahaha.) -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- [November 22nd, 2PM EST] "The Thunderous Howl" Lately, a strange, ominous howl can be heard echoing throughout the Dwed mountain range. At times, this howl's so loud, it occasionally causes small avalanches, and stone from the Kal'Akash cavern ceiling to fall onto the city. The sound resembles a long, lonesome howl that drags out in a strange manner before dying out. [November 24th, 2PM EST] "Dwedmar Fishing Expedition" The dwarves are planning a medium scale expedition to explore the outer reaches and perhaps discover anything of interest at sea. reports speak of an endless storm someways far off the shoreline. For the most part, the dwarves will be fishing to see what beasts and fish lie within this ocean. [November 29th, 2PM EST] "The 'Bawk' From Within" The recent unsettling attacks from within Kal'Akash have grown more bothersome over time as the threat seems to be ignored. Something ominous lurks within the depths of the city, as a shadow looms in the distance. EDIT: If the times aren't good times, this post will be updated with a different time or date.
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I takes time to make good events, they have to be planned somewhere around 2 months before they actually happen, at the least. You have to get a rough outline, go through a couple iterations, then build the event sites, and all of that needs to be done weeks before the event should ever happen. At least a week before the event period starts, people need to be rehearsing their events, that's how a good event team, and planning operates. That leaves us with about 4 weeks, which was less time than we had last year for the Christmas project, but this time we have experience and can make it work a lot easier. 1 week to plan, 2 weeks to build, and one week to rehearse. Saying that, it doesn't sound like a lot of time, does it? Besides that point, does anyone else have any productive suggestions on what you would like to see this Christmas?
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Christmas suggestions anyone? https://www.lordofthecraft.net/forums/topic/136752-2015-christmas-community-suggestions/#comment-1296074
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Happy Jolly Afternoon! -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- River here, asking you all what you all want to see this year for Christmas. We have plans and ideas ourselves but it could never hurt to ask you guys for your input on what we could bring this year. Surely there's something we've missed, and surely you all have some valuable input to share. So without further ado, feel free to leave comments of some suggestions, some elements, lore, mini events and comment other peoples responses. -=-
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[OOC] Dwarven Bounty Suggestions -=- The event team has been meaning to get around to creating a bounty board for different playerbases, but I'll be taking the initiative and asking you all what you want to see in the future, Monster wise in the dwarven region. Snowy mountain, rocky mountain, cave creatures exc. Events will take place in the dwarven region every once in a while adding a new monster, and threat to the dwarves. Some of these events may lead to other event lines for the dwarves, and lead to different opportunities. This thread is me asking you first, for ideas to help me gather a list, to use some, hopefully all of your suggestions and more for future dwarf events. If you have an idea, regardless of if you're a dwarf or not, please post an idea for a dwarfish monster, some possible rewards, your own spiff of an interesting event around it, and feel free to comment on other peoples ideas. I'll make a post eventually when we've gathered some decent feedback on how this system would work, and a calendar of events that will happen.
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That moment when you get pvp defaulted and your rp strengths don't matter. I'll limit my answers to the dwarves. Strongest dwarves? Probably Hiebe Irongut, or Grungron, simply because mages are overpowered, the nonmages would probably have been Charles_Grimlie's Aegis character (given his acomplishments in Aegis), or Meanking. Just my opinions, and of what I remember/know.
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Minecraft Account Name: RIVERBIRDIl Skype: RIVƎRBIRDIl Timezone: EST What are your two main professions?: Enchanting RP Name: Hrothlan' Irongut Age: 251 Dwarven Ethnicity: Cave Dwarf Occupation: Enchanter Are you a citizen of Kal’Akash?: Aye
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Nexus Region Modifications, Additions And Alterations
River replied to Urasept's topic in News & Announcements Archive
I'm not sure who it was, am pretty sure it was you or Sporadic back then, who could have done exactly this in the professions xp scaling for the server. As it is, minor increases as you state should have been added to items that 1. Require more of one type of resource to make (after creating) 2. Items at higher levels award more xp per base material. If you're the one who messed it up, then you dun messed it up, if not, meh. Still a very large problem when it comes to the professions plugin that no one will recognize because they aren't aware of how xp-scaling affects gameplay decisions. Enough problems in an attempt to provide incentive and devalue the creation of certain items, changing the actual gameplay (in a way.) and a list of things I could write a very, long paper on when it comes to xp scaling in video game crafting systems. Know it's not high on your priority list but it's something major that should have been done the first time around. :/
