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Everything posted by River
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I wonder if the dwarves are the only ones using this plugin effectively. There's like 30 of us, all of whom have a profession and we all rely on each other, and actually RP in the meantime, or RP the stuff going on. Must be sad to be you, you say your opinion matters... "This plugin sucks!" very professional, very mature, these are the kinds of opinions that don't matter. Nice rep whoring -1
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nSo here's a neutral suggestion for the plugin, the addition of Horse Armor. Since we're redefining the crafting of the game it only seems fit we also add unobtainable items that couldn't be crafted. With the new breeding profession there comes a lot of customization with horse stats (From what the description says). The saddle has also been implemented which leaves the only thing out on horses their armor, so I just wanted to first say this, then write my little idea on how it should be implemented with the professions Armored horse padding (or something that repents the leather needed for Ferrum/other horse armor) Craftable at a Tanning station Requires (Leather, Rope, Ferrum Ingot) (Item represented by Saddle) 25 minutes to craft After getting it made at a Tanning station you have to get the final product made at a Blacksmith Ferrum Horse Armor Craftable at an anvil Requires Ferrum Ingots and Ferrum chain links (Idk the item but the thing used to make chainmail) 1 hour to craft After a blacksmith would have crafted this, it then takes a good breeder to train a horse so that it is fit for combat, or can handle sustaining a heavy set of armor along with it's rider(s) Highest level breeder to equip armor onto a horse, somehow mechanicly, not quite sure.
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Then it needs to be changed back to "If it can be done within minecraft mechanics, but can't (or WOULDN'T, OR HASN'T, OR WOULD NORMALLY) be done in real life, then don't do it.
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Comments in Green.
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Fishing is OP, the fact that you can get enchanted iron helmets, enchanted bows far superior to the ones that blacksmiths are making, and enchanters can enchant creates a huge imbalance in the professions, especially since you're a fisherman... probably the one least expected to surprisingly find the best arms and armors on the server from sitting on the dock or in a boat motionless until something catches your bait. Fisherman shouldn't at all, ever be allowed to fish up enchanted iron helmets or enchanted bows. What's worse? Master level fisherman are capable of fishing diamond armor, and given the current bug that repairing armors cost nothing (last time I checked) you might easily repair the damaged diamond armor with no cost whatsoever. The fact that diamond armor is impossible to obtain by blacksmiths because: You need a very experienced miner Even if you're very experienced, you need to FIND the diamonds It takes FOREVER to get the diamonds IT TAKES FOREVER, to craft the armor But most importantly, IT'S DISABLED IN BLACKSMITHING RIGHT NOW. So this is less of, an issue right now, but it will become an issue once people become master fisherman. People don't naturally become fisherman so that they can get armors 10x faster than a blacksmith (and the hardest to craft at that too), while not really getting exactly what it is you actually became a fisherman for. Fish. My proposition is to remove all armor, bow, diamond armor drops from the fishing treasures, and rather add things that you might find in the 2.0, 1.0 fishing skills plugin, like record discs, diamonds and rare materials. I propose: Shiny Gem (Diamond, can't be used for making diamond related things, if it could then use an emerald instead) Wreckage (Boat) Sea Weed (Tall Grass) (Could be used for possible fish related food recipe) Message In A Bottle (Glass Bottle) Corpse (Human Head) Dark Resin (Ink Sac) Raw Squid (Raw Fish) Wooden Bucket (Iron bucket) Gold Ring (Gold Nugget) Some basic materials yo could get from fishing besides special named items similar to "Maple Syrup" or "Old Axe" could be: Bucket Name Tag Gold Nugget Raw Fish Raw Salmon Clown Fish Pufferfish Which would act as your Treasure, or Trash found from fishing. Fishing should retain it's basic elements of being a simple profession where you may find treasure, but will more likely find trash. But above all, you should be able to find fish. What the fishing plugin lacks is giving the player enough fish at the later levels (I don't know about later levels or not) but the priority on higher levels should be increasing fishing multipliers, or giving multiple items every time you reel in, that way you can't quite see what you get if you reel in 2-3 items as a master fisherman, you'll have to look through your findings to see what you got.
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See, people don't even want to make their own little pets anyways, since breeders, people with a specific profession of reproducing more animals, also get the benefit of making wolves stronger, horses faster, and cats... cuddlyier? At least that's what was said in the description, I only see this being a viable event if there was some sort of large migration of animals, during a part of the year where animals were abundant and traveling through a particular part of the map. In that event players would only be allowed to peacefully tame mobs, because the moment someone attacks them the animals turn away in fear and bolt out of the area. You'd also add an influx of food since you'll have far more animals, which means far more food, which means encouraged need of a breeder and encouraged trade between breeders and chefs, which also revives chefs since they're somewhat extinct, which would revive trade to chefs from all players! Magic! I just fixed the economy and food/pet problems! Because what you really want, is more mobs to be introduced into the economy/player base right? So you should make breeders actually do their job, and let you enjoy the benefits as well since they'll be able to create bigger/faster and stronger pets, in addition to more over short periods of time. Perhaps a separate Monster event could be held, a few players might get some RP items here or there, since this is a temp map and the only thing that will carry over are event items, so making the most event items out there given the small number of events is worth it :)
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I think you've surprisingly made it sound as though option 1 is better than option two, and still people chose option two over option 1. The biggest issue is that the -500 level in something is irritating to my eyes, it pains that such a thing could ever exist. It doesn't make sense either, someone who has 0 experience in wood working, wouldn't have gotten any less than 0 experience in wood working by farming. If anything you learn wood working in a sense by knowing the materials your farm is made of, what kind of wood should be used for your tool's handles exc. Also in option two you are given freedom, you can freely select which profession you choose to master. That's what people are doing now anyways, people are developing lists of who is going to be what, I've seen this with multiple player groups already, given what they're learning in this beta, they know what they want to pick. Therefore choosing a profession shouldn't be too bad since people have already decided what they want. With option two it seems that's what players are doing anyways, players are choosing one profession they want to keep at a their highest level, and turn XP:OFF when they aren't practicing their main chosen skill. Making it so we don't get experience in the first place would make it much less of a hassle for us, and it gives us what we want. To be able to pick a profession and level it freely until we can cap it, so we can be the best in our art, instead of making it hard for us to move around. If every skill but selected professions were capped at lv.0 then players could easily experiment with other professions without fear of consequence, and can actually do things they otherwise wouldn't if they had -500 in that particular skill. Not to mention they can't practice other skills for fear of lowering their main profession. #2 In general, people hate the negative level concept, people don't want it and that's the main reason people have swayed away from option 1. It doesn't take a statistic major to see which choice the players prefer, esspecialy since you phrased things so that option 1 seems more appealing, making more players than normal pick that one over option two. You also state that your method is the status quo but Option two is the status quo, never (that I know of) has a profession degraded your other skills by progressing a different skill, we are familiar with our Aegis/Asulon style leveling system, but the addition of preventing players from leveling all professions except the two chosen makes us feel at home by allowing us to depend on other players for our equipment. This destroys players staying alone because they simply can't do everything, and that's kind of what is going on, players have the ability to do every thing, which isn't what we want. We want to see how our specific role in the world makes an impact on everyone around us, by us, the player being the sole provider for a certain material that everyone else relies on you to produce, not "oh, well I can make the best armors, but I'm a decent everything else" kind of idea where the supply and demand don't meet one another.
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Yeah. it shouldn't take you two days to become master farmer. Time for the ratios to go up up up. or maybe a change to the plugin like, you can only harvest during harvesting season, and there's a chance your crops die out during the winter season. The combination of season changes along with the idea that if harvested on the right season, then around 50 wheat crops = 20 xp. That way it would take forever for farmers to attain high levels :D (I can't play or am a farmer so I don't know how much or little that is.) But becoming a master at something should take months upon months of playing on the server to get. I think playing 1 hour a day for 12 months, with 1 harvest a day should grant you master farming. That way it takes you a year, or if you happen to play a lot, then you get it sooner, but probably not less than 6 months. Seems about fair if you ask me. You'll probably get it sooner since you'll have access to pumpkins, melons and mushrooms and such.
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That's what I thought when I got 100 blacksmithing, that I was the best, but you're not the best unless you know 100% of the RP to it, and have highest farming/capped. For example, you don't be the best blacksmith with just 250 smithing, you'll have to know the RP, know how to construct golems, runesmithing, enchanting and transmutation (too bad if you know runesmithing you can't use transmutation and enchanting magics [but can use enchanting plugin]). Now to be the best you have to 1. Learn all the exact possible RP for each farming and RP farming 2. Establish a guild or organization of some sort.
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Keep in mind I can't get on the server so I can't/haven't tested out the plugin but I've had me eyes and ears open on everyones comments/frustrations/reactions in TS and on the forums. But if something is wrong then don't hate me for it, I just don't know, but I do know a bit. I've proposed the idea of making a glass smithing, but seeing as though the tech team wants to incorporate glass smithing into a profession, that's why they've yet to implement glass. They also feel if glass smithing was it's own profession, then there wouldn't really be any benefit, there simply isn't enough progression to be called a profession. There also wouldn't be any use for glass, while this is true, just about everyone could say the same for motor and pestle. From what I've seen/heard all this does is turn flowers into dyes. big woop, the tech team wanted to make it so that each profession had some progression but I've yet to know or see any kind of progression gained from this. I still think implementing this profession is an important addition, and for those who pick this, it could prove quite rewarding for them if they chose to progress it. I've also yet to see how Motor and Pestle can be connected to any other profession, perhaps leather making so that Motor and Pestle Makers are allowed to add color to clay and leather armor, but besides that there isn't much. Unless they're developing a great alchemy profession which uses Motor and Pestle. Aside from all that I think making Glass Smithing it's own profession would be useful, much more so than how the Motor and Pestle is. With glass smithing you can make glass bottles (a necessity for alchemy) Glass panes, glass blocks, and stained glass of the two glass variants (panes/blocks). It's big ticket item would also be Glow stone and Sea Lanterns (1.8). The glass smithing also encourages trade amoung other professions, other than the Motor and Pestle which doesn't encourage any kind of trade because it doesn't connect to any other profession (besides maybe alchemy in the future?). But glass smithing encourages trade with the mining and motor and pestle professions. The coal from mining, the sand from mining (or excavation?) and the prismarine shards/stuff for Sea Lanterns (1.8) While also encouraging trade with the motor and pestle for the colors so that the glass smither can create different colored glass. I think this would also help fix the professions since it's a viable profession that can be set up, is useful, has some sort of progression (glass blocks/glass panes/glass bottles/colored glass blocks/colored glass panes/glow stone/sea lanterns) with good trade between other professions (motor and pestle/miners).
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Researcher Application MC Name: sebasgann Name: Tomkin Blackfist Race: Mountain Dwarf Do you agree to the terms and conditions? Aye
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There are a few additions to the Nexus Craft I'd like to see implemented Horse Armors The fist of which I'd like to see is the introduction of Horse Armor. It wouldn't be that hard because you don't actually need a crafting recipe besides say, 4 Iron Ingots, 6 Chain links, 10 Leather or something (or a value relatively higher than base iron armor big enough to suffice for a horse.) I think it would be a great addition to smithing RP, and give an additional something to LotC. Glass Smithing Profession There seems to be a lack of glass smelting, there is no stained glass, no glass pane/blocks, no glass bottles no glass nothing. I think having a Glass Smithing. One of the big aspects to this Crafting plugin is that some of these professions depend on other professions, and in the case of Glass Smithing there is a lot of cooperation between other professions. Glass smelting depends on mining, and people who use the Motor. They depend on miners for glass, and coal for torches, which can then be used to remove glowstone from the mining workbench over to the Glass Smithing workbench because it's a glass material. They can use the the colors made from a Motor to make stained glass, and can then make things like glass bottles exc. I think given the number of things a glass smith, the reliance on other professions it can earn it's right as a profession. This would probably be popular among Orcs because they tend to live near sand filled environments. Better Bows and Arrows So we've seen a progression towards better leather armors that can be used for better protection for archers. But from what I know we haven't seen better offensive capabilities. Since arrows use flint, and have never used arrowheads I suggest that making it possible to create Iron arrow heads for stronger arrows be thought on to see if it's possible. I think it would also be interesting to add a flaming arrow aspect where craftable arrows are shot with a fire and ignites targets. Another idea is to improve bows, by making a bow that does higher base damage than the vanilla bow. This can fall under a fletching Profession. We all know that there are a number of professions, and I think making it possible for a fletcher would provide some good RP and a good RP profession to the playing field. Far too long has archery been left out and has been ignored since 2.0 and this could give it the attention it demands. How is it that a battleaxe and a different mele weapon is introduced, along with studded armor but archery itself hasn't been improved. Battle Axes Give Battle axes a +1 damage compared to it's equal material sword. ex. Iron axe has 5 damage in vanilla, while a iron sword has 6 damage in vanilla. Make it so that Iron battleaxes have 7 damage, having a higher advantage on damage without block potential compensating with greater damage. While also encouraging the use of Battle axes as it's relativly useless at the momeny since it has the same damage as an origonal axe, but costs more materials.
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I love this plugin, though I can't play right now I think the over all addition of the plugin adds a lot of depth to RP by adding items players can RP with. The objective this plugin attempts to accomplish is nearly there but there are a number of issues. Some of basic things that are literally aesthetic, or non important, a lot of items take a very long time to make. I think the cap on general items, that don't serve HUGE purposes should take less than 10 minutes. Mostly less than 5 minutes, maybe more than that but it depends on how much the crafting time is decreased after crafting the same item over and over. The most important aspect is that waiting times should be "Fair" Some things I can understand that would take more than 10 minutes, such as saddles, armors, leather armor, anything involving metal or high craftsmanship, boats, mine carts, TNT (D: pleas add to server again) exc. Keep wait times, they will encourage RP, most notably blacksmiths because people RP already during blacksmithing, and it makes it so that they can RP every part of it. There are also a number of items that aren't available in game and I think adding those things would be nice. I also think glass smithing should be a thing, being able to make glass, glass panes, glass bottles, and the different colored colored glass Keep the times but most things have to be short, fair, and should take as long to make it as it would in RP. Or less for things that really don't require much rp like a button. DON'T DE-LEVEL LEVELS IN OTHER AREAS WHEN YOU LEVEL ANOTHER. Just don't, there also shouldn't be negative levels, the base level should just be 0, while races start with a 2-5 level head start in certain areas, like races of dwarves getting bonuses to mining and smithing exc. Just use the Aegis/Asulon system of deleveling where you select a skill to de-level whenever you level a gain a level in your profession of choice. Also make the AI easier to see the "deleveling and turn xp gain on/off". One thing I think players don't understand is that eventually it will take shorter times to make things, and eventually once they're proficient enough then they'll be able to make these items with ease. Keep the wait times, I think some players are playing the ignorant kid who wants everything to be easy for them, but I also think that some of them are right in that the wait times are extremely high. They shouldn't be realistic, they should just take time to make, while being "Fair" Had I not been banned I'd probably have better feedback :)
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I can imagine the dwarves literally singing this song as they mine
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So, some people don't know 100% what the plugins that will be implemented into 4.0, and I don't think you guys want them all to be a surprise. I think it'd be informative upon the 4.0 release to note all of the plugins that have been added, and plugins that are being developed and will be added post-launch. Aside from that LotC is looking up. Thales looks like it is quite a nice map and I hope 4.0 has some niftier stuff!
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::OOC:: MC Name: sebasgann Did you ever have a character with magic?: No Are you aware the rules of Magic?: Yes ::IC:: Name: Tomkin Blackfist Age: 247 Gender: Male Race: Dwarf What would you like to learn?: I'd like to learn of runic knowledge, and about archaeology, learning some of the secrets that are found within this world. While also learning how to handle myself, in hopes of learning anything special that could one day be useful. Which Classes are you enrolling for?: Scholar and Survival classes
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Freya lol plzzzzz, we all want this back, if it's set to exactly that then it would help a lot of RP. Players who abuse the system anyways will be caught and banned anyways, it's not like those in a war don't notice a guy magically tp onto a wall somewhere. The chair just seems so essential to rp because it encourages players to sit in a chair instead of stand out and do nothing in the middle of the street (at least a little more) and players don't look dumb when they're standing on top of a chair having to improvise by squatting on it. It's essential, it's been on the server, and it would make rp a lot better, I don't know why it isn't on the server xD PLLZZZZZZZZZZZZZ +1
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At least you'll know what to do for 4.0? Hope we have a much smoother transition, I imagine it should nearly be the same process with additional plugins, so make sure you remember how to do it this time so it's smooth next time.
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Thales(3.75) Overview Video & Information
River replied to shiftnative's topic in News & Announcements Archive
Such as the development in picking a "Profession" is it simply aesthetic? or would it have an impact on Nexus-Crafting such as preventing progression in crafting stations that don't correlate to your specific profession. Someone with profession of Tanner couldn't progress his ability to blacksmith due to the limitation, but can still craft white armors at base timers every time he makes it with no reduction in time. That's what I'd like to see, no limitations, but some people are just 'Better' than others. A 1 week cool down on profession swapping allows for people to switch if they don't like a profession, and not abuse the system just said above. My speculation and hope of what it would be. Alchemist** Breeder** Chef Woodworker Enchanter** Miner** Stonemason Fisherman** Blacksmith Tinkerer Farmer** Lumberjack** Leather worker These were the professions listed, the one with two stars by it are the ones that have yet to announce any kind of progression or variety compared to the other professions. Just wondering, is there progression at all? Is picking a profession from playercard aesthetic? P.S. If stats don't Passover you lose, and don't gain a very large player base. The most important rule for a Minecraft server is to have players online. Not to mention there's a lot of new players joining, and I think they would be turned off at the lack of players, all new players would leave the server if there isn't a high count, even if people say "We're waiting for 4.0" because playing on a server for 3 weeks with the sole intention of using the plugins, then not developing the skills further seems exactly like a waste of time for most players (Though you do have to see how the immersion works, and if there are bugs.) Here's what I've heard from 40 players. "I'll log on to check the plugins out but if they don't carry over I'll check them out then not play till 4.0" and I lie not, 40 players you could have on your server that I alone know. You'll experience a very high number launch 3.75 but post launch there won't be anyone on after the first week. Except for those immersed in RP and furthering the professions. -
so I'm 99% sure that 100% of the coding or near that is complete but I had a cool idea. When trying to encourage RP by making environments look more RP-ish, like the tanning rack, the cauldron exc. , what if just for cooking, just for fun and it would operate as the same profession but would use two different tools, and that would be the current cauldron, But I thought it would be cool if you could combine the idea of "It has to have this form exactly" to work, By making cooking RP a tiny bit more fun with the introduction of the soul sand x3 in between fences on top of fire! It's a common thing seen when cooking meat, it is commonly used for RP cookouts exc. Everything once you right click this meat stand cooks all the meats, while the cauldron cooks nearly everything else. It's just an idea, but I thought it would be interesting. I know the idea of adding a second crafting station for the same profession seems over the top for some people, but "Why not". It certainly couldn't hurt the plugin at all, it would make kitchens look RP'ly more real, and gives the cooks different things to do in the kitchen, you can also cook two things at once (well, you could do that anyways if you had say, two anvils, maybe. Don't know if you can craft multiple things at once but I'd prefer not.) You can have the boar roasting over the fire while the rabbit stew is cooking in the cauldron. Another idea I had is that since cooking has a expiration date, adding a "burning" mechanic would also be over the top, but this encourages players to look after their food! Making it so that if you cooked something for a certain amount of time more than it was ready it would continue cooking, eventually turning your cooked item into gunpowder. Prevents players from mass cooking (If that's even a thing) and creates a way for gunpowder to get in the game, while adding an interesting mechanic to cooking. I'd also be down for more recipes, but that kind of work is tedious for coders to do, while fun for others. So, what did you guys think?
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Amazing, very nice. I like that drawbridge.
