Jump to content

Sebasgann

Story
  • Posts

    372
  • Joined

  • Last visited

Posts posted by Sebasgann

  1. Just to point out, this discussion doesn't end after this thread dies, or is closed. To the LT looking at this we are going to continue fighting this until we get what we want passed. It really isn't that hard, so If I were you I'd start making some kind of plan to meet with the dwarves, or come into our TS and ask us of our opinions at some planned point so you can get as much of our opinion as you can before changing lore, of a race that you know nothing about, or have little to no experience without consulting any dwarves, who RP this kind of stuff when they're on the server, all day, every day.

  2. I support dwarves getting a GM and LT so they can be represented and threads like this don't have to exist.

     

    See, we should re represented regardless if there is a GM or LT, I don't see why they can't go out of their way, to ask a dwarf of their opinion, of things completly related to their RP that they will be enacting for the times to come. It's the same thing with the professions plugin, at the start they should have consulted a little tot he public, and they did. Then they listened to the feedback given by the public regarding the plugin, and things were easily modified, I don't see why the LT can't do the same for the dwarves

  3.  

    I did some digging and found this old thing: link

     

    I remember when magic was released in Aegis, it was literally released, like a gas into the atmosphere. Everyone is breathing this stuff in, now. When magic was a public thing, it awoke in the blood of all things, and you needed the Mage's Guild to help you harness your newly awakened powers.

     

    Now, having said this, isn't this lore as guilty as those it fails to restrict? You have your non-Ironguts claiming to have magic because they said so, and your Ironguts saying only their blood unlocks magic because they said so.

     

    There's been an official decision one way or another, and by my memory, it would seem one was made with the release of magic. 

     

    "Dwarves from their mighty halls, of stone, hardened and sturdy." (http://www.lordofthecraft.net/topic/4621-the-history-of-magic/?hl=magicThis is the explanation granted towards the use of runesmithing, golemancy, beardmancy and other dwarven magics, but lore written for our race around the same time  tells that we traded our connection to the void in exchange for a longer lifespan (I think)

     

    That thread doesn't give reason for our connection tot he void because countless lore written after that has changed the state of magic since then.

  4.  

    Just a note:

     

    This Lore decision has been done for longer than an year. Seriously, it's not new, at all.

     

    Dwarves can self impose that they can't learn magic or have a harder time learning if they are not ironguts, but it's not lore. If a dwarf that isn't an irongut decides to learn magic he can, and there is nothing in the rules that stop him.

     

    Since you implemented this, no one but ironguts have been mages. Even then, some ironguts don't practice magic, but this has been brought to light only because of the magic plugin, which might bring us fireball launching dwarves everywhere.

     

    As I've stated, when you originally made this decision you made a dumb decision, because you were touching an entire server race without consulting it, and the Magic/Lore team were wrong in doing so without consulting any of the dwarves, or even heeding any of our lore. As a race we can alter our culture lore, and back then when it wasn't official, you should have promoted our lore, not go off and made dumb decisions that disregarded our lore in it's entirety relating to magic.

     

    Hence why it has to be corrected because it hasn't been a problem yet, but it will in 4.0, which is why the current lore team has to revert the decision to what it should have been. Because in making that decision you didn't consult to any dwarf regarding our standing. We still don't abide by that lore ever since it was put in place, because we simply won't acknowledge it. The newer generation of dwarves already have it drilled it in their heads they can't do magic, regardless of what you say.

     

    If we do see Dwarf mages, we'll think of an IC reason to kill them repeatedly on sight for some kind of heresy. It would make both of our jobs a lot easier if you actually made the magic regarding dwarves, modeled after the lore we've had implemented for the last 3 years since the server started, instead of your lore that hasn't been implemented at all on the server, because all dwarves still believe themselves impossible, to even think of summoning anything from the void.

     

    The lore team really won't win this

    1. The lore we have implemented in IC, has ruled supreme for the last 3 years since the server started
    2. Haven't consulted in the dwarves AT ALL, REGARDING ANY OF THE NEW DWARVEN LORE.
    3. Can't beat dwarven resiliance
  5. I'm going to note that yes, anyone can call themselves a descendant of Irongut, but that's huge slap in the face and a kick in the balls to players who actually play Ironguts.

    aka. A **** move that can't get any more disrespectful.

     

    Pretty much what I and Bael have been saying, you have to be an aproved member by the head of the irongut, and the only way to really get approved is via joining the clan, hence you wouldn't know or officially know if you were irongut or not, regardless of the loop holes in this system, that's just how it should operate, 

     

    Do note, that this is magic for dwarves, not any other race, and this would be to limit the amount of magic dwarves can use, which we're already comfortable since most of us already agree that we won't be using magic. I don't see why other people make it such a big problem, it's not like there are as many dwarves as there are humans. We still haven't even filled out our Town pillar for 30 active players.

  6. Because that is what we were forced to do when the Lore Team and the Magic Team decided it would be appropriate to overwrite a one and a half year old lore, that had been adhered to by the entire dwarven population (aside from a few people we know as DINOs), suddenly, without actually consulting the dwarven playerbase.

     

    THIS IS EXACTLY THE POINT.

  7. See, the LM's, and everyone are assuming that any dwarf can do magic, which is stupid, and ridiculous, because we can't. Only those who have Irongutblood can, done, simple as that, I don't see why the LM had to make some wackjob lore when we already had the lore for it.

     

    Don't change our stuff, just take what we give you. And Bael, it's not only the old dwarves, the old dwarves drilled it into the 3.0 age of dwarves, and they agree with this too. You just can't use magic unless you're Irongut, done and done.

  8. I don't think you realize the degree of "a few people" or "a silly extra curse" when we've been RPing this since Aegis, it isn't a curse, it's part of our lore, our identity, the Ironguts identity. This isn't just "a few people" I've been playing since Aegis, and from what I know, EVERY dwarf has supported this idea, or at least every dwarf of importance who reside in Kingdom of Urguan. Every other dwarves opinions don't matter because they aren't affiliated with dwarf RP, lore or culture. Across every age of dwarves this has been the case, and if every dwarf who ever was came back and gave their opinion, 90% of them would agree to this.

     

    You're thinking this is far too small a topic, or far too small a group of players wishing to decide things upon the dwarves race but that is very far from the truth. Like I said, you know nothing of dwarven lore, culture, or its player base Ski, do homework, you are the one who is blatantly suggesting, guessing, theorizing, assuming, what have you. What me and Lima, and every other dwarf are saying is what we dwarves as a whole think.

  9. Okay, I guess I forgot it's okay to dismiss lore made by lore masters and approved by the lore team because one community says so. Snow Elves are a subrace that can vomit thahnium, Orcs can use their laser vision to melt stone, and humans can fly and are immortal.

     

    Um... Aberak is the only one who can melt iron only by looking at it.

  10.  

    You're fully welcome to self-impose upon your individual characters, but you can't say to a new dwarf that OOCly they aren't allowed to use magic, and chastise dwarves OOCly when they do, and you can't use any resistance to magic (which some people claim exists, maybe not Lima) when someone tries to magic you.

     

    The fact is everyone but dwarves are imposing, or suggesting things about dwarves, disregarding everything that the actual dwarves are saying. This is exactly the point, your oppinion in this matter is miniscule compared to every other dwarves oppinion here simple because this matter affects us far more than it does you. The same can be said for every LM, every other inconsiderate person who feels the need to stick their nose where it doesn't belong.

     

    By dwarf standings, culture, and the entire playerbase, we don't want magic, because we know we're not supposed to use it, because it is simply impossible, and too far out of reach for dwarves to even consider. Except if you're part of the Irongut clan for obvious reasons.

     

    You must be of Irongut blood, we have already settled this issue in game, and we do intend to tell new players that they cannot do magic unless they are of irongut blood. So far all the new dwarves seem to agree to this and find it interesting because it offers a unique sect of dwarves different from the others. We have been RPing this since Aegis, it's settled quite well in RP, we just won't accept actual lore written by the LM's to change anything that we've been doing. As such, even though it's been told dwarves 'can' do magic, every dwarf says 'WE CAN'T DO MAGIC' unless you're irongut.

  11. We've been RPing since Aegis that dwarves only of irongut blood are even capable of producing magic. I really don't care who or what tries to change what the dwarves have been doing, because every dwarf will continue to RP exactly as we have been since Aegis, regardless of what anyone else tells us.

     

    We don't want MC mechanic crap to do with this, we just want out lore to stay the same, because that is how it's supposed to be.

  12. *Stands atop the platform in the barracks and blows the legion horn to unite the legionnaires for a short message*

     

    "If ye wer' lon'beard t'en yer still lon'beard, all oth'r positions loike stun'guard an' commandin' ranks 'ave been reset so teh legionnaires c'n prove t'emselves wortheh o' their ranks. F'r tuh lon' 'as teh legion been ou' o' shape an' I don' knuw what 'r who knuws what. Tha's why it's bes' to reevanuahte teh legionnaires, t'en asoign' 'em based on t'eir performances. Dependin' on ye performance in teh legion will determin' ye ranks in teh legion.

     

    Tha's all f'r nuw, be warreh o' teh furs' legion practoice comin' up in teh comin' months

    Dismiss'd!"

  13. Outside the Legion barracks in Kal'Klad are time sheets displaying the first Legion practice since the Legion reevaluation

     

    "Given the long disappearance of a presence the legion has had, we are reevaluating all legionnaires within the legion, meaning your honor will be reset, and your rank stripped. Those who held an officer position at any point will receive Longbeard

     

    This practice will be a full introductory of the rules and overview of the legion, from then an agenda will be drawn on future practices and raids"

     

    _________________________________________________________________________

     

    ((Legion Practice the day after the server comes back up at 4:00 EST, if you haven't spoken to me about joining send me an in game message, if you were in the legion you have been removed and will have to reapply in game, or via in game message and meet me in game.))

  14. See, one of the current things about the professions plugin is the lack of progression from each profession. Some of them seem rather useless to have someone main and perfect to the highest levels, while some have very noticeable benefits.

     

    In Aegis and Asulon, people rarely had TNT, and when they did, you knew it was for something special, not just some random explosive some guy wants to light for PvP. There really wasn't a problem with TNT and quite frankly, don't know why it was removed, it allowed for increased reliance on strategy, better traps exc.

     

    What I would suggest is that we reimplement TnT, while limiting it to a very experience Miner. With the addition of reduced damage, and 100% block drop chance with a 2x drop per item blown up. That way miners would normally use the TNT to blow up a vein of some sort for extra minerals. Make the crafting time something ridiculous like 1 hour starting at master miner. That way it stays around that time and is reduced very little given the sheer amount of mining you'll have to do. This also makes sieges a lot better since it defeats the common construction of buttoned walls, impenetrable fortresses exc. It also reestablishes several interesting traps and extra sources of creative RP.

     

    TNT really was never used for 100% PvP, though it kind of was, it was never spam able, and was never really OP since it does practically nothing to someone in diamond armor, and is somewhat effective against an iron armored player. 

     

    I remember being a crazy dwarf who was insane with his TNT :(. I had every bridge, stair, roadway and escape laced with TNT to prevent intruders from climbing stairs :( .  It also provided with some very nice RP at the time that could be used in several ways. I remember to help clear Mt.Ire faster I RP'd as a master blacksmith who began learning about explosives, using them to clear out the area quite fast by placing tnt and running the wire from it, then pressing down on the lever to blow it up. It provided very fun RP to everyone there and was something people had to watch out for. Watch out! Stay clear! Explosives! Just as it should be.

     

    +1

  15. 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

  16. 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.
  17. I like this guide but rules state that if something can be done with mechanics it can be done in roleplay.

     

    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.

  18. My solutions:

     

    1. Get rid of the shooting out materials from the workbenches when you craft. Put them directly back into the inventory and that's it.
    2. Allow more than one person to use a workbench at a time. Simple as that. But then people can cancel your work, or take it from you. If putting 5 crafting tables right next to each other is the most creativity you can think of then you need to become  a lot more creative. Since this plugin encourages players to stay together more people will be witness to that horrid structure, the least you could do is hide them under an upside down stair at a little working area, or make them look nice/RP-like.
    3. Reduce the crafting times massively, especially for the beginner levels. Anything more than 20 minutes to make anything is ridiculous and far too much, regardless of what level you are. This is literally the bane of RP, you wanted to make this plugin to encourage people to branch out from the standard bandit, soldier or combat RP and to explore other professions, fine. But it's stifling RP and forcing people to sit around idling near a workbench to craft rather than to RP their profession or actually enjoy themselves. What you, and nearly everyone don't get is the pure genius behind this idea. It has prevented players from playing alone, encouraging players to stay together. I makes it so that you stick to one realistic profession and not do other things (though I hate that and I think a new system will be implemented based off the idea you can pick two professions, level those as much as you want but all other professions are capped at lv.0 and can't go negative) That way things are more realistic in that all a blacksmith does, is work as a blacksmith in the forges, a tanner will tan leather and such, and when they get good enough. What you and everyone else knows is that with further advancement in a profession you'll cut times by as low as AT LEAST 80%, The Dwarven blacksmith can already create 3 sets of armor (at a higher quality) in the time it would normally take someone 1 set of armor. Keep in mind that craft times go down the more you craft. If you're going to be on the server for a year these crafting times will feel exactly at home where you want them to, it's just right now you're a low level and think times are too long because you're a low level. But if you were a master at your art, or way higher in your profession you'd think otherwise.
    4. Get rid of the restrictions on basic minecraft actions. Allow cooking, basic food for basic results, allow mining up to a point, allow everything up to a point. Instead of more and more restrictions, replace them with more BENEFITS to levelling in a certain profession. So rather than not being allowed to cook beef and being able to make armor at a normal pace as a skilled blacksmith, you would be able to cook beef like everybody else but the armor you'd make as a skilled blacksmith would be far better. As an example. Looks like you need to find some chicken or fish there my friend.But I do agree with the concept that players shouldn't be punushed, but rather feel rewarded, I would have agreed that making beef at lv2 is a good choice, but given how long it takes it's probably best if it were left at lv1.
    5. Simple bug fix I imagine, you know what do to there not me.
    6. Again, another bug fix.
    7. Either make sure that everyone can be self reliant, to an extent, with some drawbacks, or merge the skills that are reliant on one another. (e.g.blacksmithing and leatherworking) For example, everyone can cook basic food, make basic tools, basic leather armor and all sorts of basic blocks. When you level in a profession, you can make better versions of whatever profession you are levelled in. E.g. everyone can make basic leather armor, regardless of profession. But only a blacksmith can make good leather armor or turn it into iron armor. The issue, is they don't know which professions to add these items under, or aren't quite sure. Things like glass, should it be given to blacksmiths? Or should it be given it's own profession, Glass smithing, what I've argued would actually hold a purpose, though it's purpose less significant, it could be quite rewarding to have a glass smither. They're just not sure how to implement them, but they want to. They are working on that too but honestly they should just implement them in the professions suggested in the forums (Loomer, Scribe, Glass Smither, Brewer, Alchemist alone would contain all the materials left that aren't in the game, and would have their own progression.)
    8. Next time you make a plugin, or loads of plugins, or anything at all really that is for the community and requires a lot of effort, don't keep every aspect of it hidden. Don't keep it a surprise. We're not a community of 6 year olds whose birthday it is. Keep us updated as you go along, ask us if we like the ideas you've put in before you spend 3 months working on it. Post them, record them, showcase them. At least at the beginning so you can establish a proper skeletal image of a plugin that the community wants to see. Agreed

     

     

     

    Comments in Green.

×
×
  • Create New...