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Sporadic

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Posts posted by Sporadic

  1. 43 minutes ago, Suxals said:

    @Tofuus @Sporadic Guys please finish all the plugins before release, even push it if it is necessary, but lets not repeat what happened with the Territories plugin again.

     

    That won’t be an issue. Unlike 501, we don’t have ambition ?

    But for real stability > showmanship this time around. Everything should be ok.

  2. 13 minutes ago, Sultan said:

    If you mean, would I rather rp out a fight or pvp it? I would rather PVP a fight every time. In my opinion all antagonistic and hostile actions should be done mechanically. Only when you are among friends or through pre planned event should it be RP.. Other than that you are just wasting everyone's time by forcing people to sit through your rp fights.

     

    This is ideal, but not how it can be. There's too much precedent for people who have expanded the rules of combat far beyond what is representable mechanically.

  3. Some concern here and there about the chat plugin. To wrap that one up VentureChat has almost all of the features of the current chat plugin. There's channels, local chat, ooc chat, party chat, emotes, persona cards, and most everything else.

     

    Some features lost include customizable emote colors, mumbling and continuity (aka auto " this is my message-" buffering). There'd be a much smaller compatability plugin to preserve all other features.

     

    In return we are able to preserve chat logging, which was jeopardized by HawkEye being discontinued. We'll also gain on discord integration and cross-server chat which is the crucial first step in splitting server load and eliminate lag.

     

     

     

     

     

     

     

     

     

  4. I don't know how impatient people are, but I wanted to make sure people were in the loop as to why 1.13 is taking so long. Tofuus and I (but mostly Tofuus) have been updating the possibility on getting all the plugins 1.13 ready. This is somewhat daunting of a task, but there's luckily some progress that was made both on our side and that of the bukkit plugins. However, there's also many obstacles. Here's an overview.

     

    TLDR: certain features you've taken for granted will disappear. Worlds will break. Everything will take time and cost money

     

    • 1.13 Spigot status is still officially in "development" status but is getting more stable. We might try to update on this map, although its just as likely we won't / have a temp map. Either way expect stuff in the current world to break when we officially make the switch. Break badly ?
    • Despite this md5 is a genius and a diligent Spigot release scheme has made most of our off-the-shelf plugins immediately functional in 1.13
    • HawkEye, our block logging plugin, is officially discontinued in 1.13. Because the logging is so closely related to the names of materials this one will very likely no longer work properly. This means we have to switch to the only option left available: CoreProtect. This will cause a lot of feature loss and a very big work effort to get the transition going, and can be considered the major holdup. The alternative is to do away with block logging, but suffice to say the GMs don't trust you guys ?
    • NoCheatPlus is discontinued and likely not functional with the 1.13 protocol. I doubt this will upset anybody
    • ArcheCore works, but we might turn off seasons altogether for 1.13
    • Our version of WorldEdit is mostly okay but important people up in the coding community have recommended against its usage. What we end up doing here is mostly a judgment call, but the choices are stability (less world corruption chance) vs speed (ability to do calculations without upsetting the main game loop). Regardless of which option is chosen we might have to ask people to use large WE operations sparingly or during server valley hours.
    • NPCs have been very difficult to make compatible but Tofuus has been giving it his best efforts and succeeded.
    • Most smaller plugins should work fine except when they do fancy/stupid stuff that calls the Minecraft code directly.
    • Our disguise plugin has gone premium in 1.13 and might not be available. This breaks mob Hunting and the ETs ability to be a minecraft mob.

     

    Obelisk gets to be in a category all of its own:

    • Most Obelisk modules should work out of the box
    • Data conversion is really difficult for Obelisk modules because things are encoded in Base-64 for reasons beyond my comprehension. This makes it even more likely we will just move to a temp map when this 1.13 stuff is done.
    • Our chat plugin named RPEngine is the largest issue as it is utterly chaotic and not maintainable. To prevent future dev suicide urges we will likely use this opportunity to switch it out for an off-the-shelf plugin like VentureChat. However, you can expect a lot of feature loss to occur from this, for example the continuity feature or the mumbled speech through walls.

     

     

  5. 20 hours ago, Aythyinae said:

    This is a thank you to the High Elven vanguardists creating the lore and building the first Silver City.

     

     

    I'd like to chip in 2 minas too:

     

    • I was only involved with Helves a relatively short while, in Asulon. Massive props to the people currently hustling to keep the Mali'Aheral up on their feet and sticking with it through all this time. To me, it was insanely stressful. I can only say I sympathize and admire the people who've managed to kept everything up on their feet, through the good times and the bad.
    • When the city does well it quickly acquires a lot of haters. People tend to not like the IC snobbishness and sometimes this leaks over into OOC ? . Not pointing fingers one way or the other btw, just reminding High Elves to laugh it off and not take anything too seriously. Even in a climate that is increasingly more raid-heavy, just shrug and RP the 30 minute forgetful window. None of it matters OOC. Nothing is a more satisfying answer to "your city will be dead soon if you don't fix your attitude" claims by sticking around for 5 years
    • Kalenz is undeniably the greatest High Elf RPer there ever was but don't emulate Kalenz unless you are confident you have the same amount of time available and the same talents and tenacity that Connor has. Being in that position is not easy; there'll be a lot of vituperative people coming your way.
    • I like racism better when it's subtle rather than outright. Leave the violent and conflict-instigated racism to the human playerbases. The High Elves don't have the numbers to back it up anyway; its RP centers around quality rather than quantity (although quantity is also important).
    • Be funny! The greatest High Elves delivered their snobby, elitist, self-important attitude with a smile. Again, the humans have the grimdark alt-history xenophobia down to a pat so why take that road? Introducing humor into the interaction reminds people it's all in good fun.
    • It's better to keep the lore simple and let every individual decide how to interpret it. High Elves have always been blessed by very engaged and creative character builders, and if you give them enough room to play around you end up with things that will pleasantly surprise you.
    • It is very unfortunate there's always a wedge being driven between High Elves and the other Elven Races. This was never meant to happen. High Elves are designed as a foil for the Wood Elves, but for some reason in history the two were always plotting to overthrow and/or genocide each other. It's too intense. They can trade jabs back and forth and be nasty to each other but there should be an underlying acknowledgement that they are all in the same boat. Internal conflict doesn't always have to conclude in violence. If this is done right it can be good for all elven RP, not just helves.
    • Don't make the cities so big. This is mostly LC's fault but for some reason people always have this urge to build the maximum amount they possibly can... but then they can't actually fill the city up with enough active RPers. When High Elf RP dwindles they usually default to "The Tomb" or similar, and it's usually a lot of fun despite being compact and architecturally uninspiring.
    • If at all possible, don't make separate cities for High Elves and Wood Elves at all.

     

    But of course these are all personal opinions and it's up to every individual currently involved with Haelun'or to take things how they wish.

  6. Your poll results are neck to neck. When bringing back Nexus is a decision between upsetting one half of the playerbase or the other half, I'll pick the one that's less work.

     

    @Man of Respect it's time for you to face reality. These daily "Bring Back Nexus" status updates aren't getting us anywhere. Perhaps if you start identifying specific parts of Nexus you liked some coder will be able to bring those into the game for you without having to upset half of LotC.

  7. The Remove Nexus Chronicles

    Will Nexus Come Back?

     

     

    Short Answer: No

     

    Long Answer: There's been an argument going on in status updates for several days/weeks now by a few dedicated individuals who want to see some features of Nexus reintroduced. In a nutshell these are all advocates for a mechanically feature-rich Roleplay Server as opposed to the feature-light philosophy that the Dev Team has committed to in Atlas. Certainly, with the stagnation that always comes when maps pass the halfway mark of their lifetime it is natural that people just want " more things to do". There's also been a distinct lull in staff proactive-ness which many people blame many different causes for, further reinforcing the stagnation. Indeed, then, any system, even one as grindy and antithetical to roleplay as Nexus might seem like a welcome diversion from the monotony.

     

    So why aren't we just "reactivating" the plugin? Maybe bring it back temporarily while we wait for 7.0? Why don't we just take SOME features which SOME people might have liked and release Nexus-lite? The reasons for this are many, but there's 4 I'd like to discuss off-the-cuff with you all today.

     

    Reason 0: Roleplay IS the content

    I really can't put it any easier than this. At the end of the day, this IS a roleplay server. Content plugins such as the Magic Plugin and the Skills Plugin have been pitched in Aegis and Asulon as a way in which Roleplay can be guided and enhanced. However, this is no longer Aegis. LotC has grown far beyond anything that could be encompassed by a mechanical plugin. We have a massive history, endless lore, and an amount of playstyles equal to the amount of players we have on this server. Every single one of you has their own unique way in which they enjoy LotC. And your only limitation to this enjoyment is your imagination (and the server rules!!).

     

    Nexus, on the other hand, is a mechanical plugin governed by global rules and hard limitations. It's a plugin that tells you what you can't and cannot do. And in order to  make a plugin function it needs rules which are universally valid. This runs amok with the way a lot of people choose to enjoy this game. Not everybody falls neatly within the context of Blacksmith or Stonemason or Mage. In fact almost nobody does. To force people to pick such "professions" kills a lot of the magic of LotC (the metaphorical kind, not evocation). Nexus is a  lot like a vending machine were people need to chuck in coins (in the form of grind) in neatly-defined slots in order for the candy to pop out. This experience takes away from what is most important on this server: To tell a story, and to share an experience with other people.

     

    In more recent plugins, I've opted for a much lighter experience where centralization is key. Hunting and Caravans are both plugins that are relatively light and force people to come together in the same space in order to enjoy it. For better or worse, this have let to people meeting each other in a way they wouldn't have before. The grind, furthermore, is not mandatory as Minas are not strictly necessary to gain a PvP advantage. While you might have your qualms with the plugins, they are at the very least unobstructive to the main attraction on this server, which is Roleplay.

     

     

    Reason 1: The Inescapable Cycle

    Anybody that's been lurking feedback threads as long as I have knows there's a cycle the forums go through. A feature is introduced, and the people who hate it take to the forums and ask for its removal. The feature is then amended, but for the really discontent people this isn't enough, so eventually whatever was the issue gets removed. Then the people who actually liked the feature want it to go back the way it was, and so the cycle continues. Limited Creative is the best recent example, but similar things can be seen in the never-ending "Remove Freebuild" vs. "Bring Back Freebuild" discussion that starts with every new map. More vs Less Nations is also popular, when any removed Nation will take to the forums and demand the criteria for nationhood be revised, which will inevitably only lead to a surplus of nations requiring the tightening of the rules once more.

     

    Should Nexus be brought back in any form, it will be greeted by the same people who hated it before and still do now. Although many people consider the Energy System an improvement, there were just as many who vehemently oppose any kind of resource gating on a Roleplay server. There's also dedicated Lore Keepers who were against the conflicts of the mechanical nature of the plugin against the free creativity of lore. There were a lot of discontents. Nexus was a massive project and it wasn't discarded "just because". It in fact took months of (ultimately futile) tweaks and rebalancing, and subsequent criticism on these measures, before the plug was finally pulled on the project. People who liked Nexus probably never saw the forum as much as I did in those days, but you will just have to trust me that the Remove Nexus camp was large, and they weren't the friendliest or most reasonable of chaps.

     

     

    Reason 2: Time Investment

    Big projects require a time investment much longer than pretty much any other team's project. Nexus, for example, would require no less than a year of coding up to a release, followed by at least 6 months of heavy rebalancing of the various features, and a lifetime of light tweaking and rebelancing as the community shifts and evolves. This is a huge time investment. Even just "reactivating" Nexus won't just work out of the box. The codebase of LotC has since changed to be completely incompatible, and Nexus had become a very unstable beast to begin with. Just getting to the point we left off would take a large amount of work. And this is the Nexus that so many people hated to begin with. To actually begin improving the system beyond its foundations to a point where it will be welcomed by the majority will take a lot of planning. Planning which will likely require multiple teams to work together and give their opinions, but only a single or duo of coders to actually do all of the heavy lifting.

     

    I like to think in similar terms whenever someone comes to me with a "Magic Plugin". I know that coding such a thing, given the amount of highly divergent lore we have, would be an absolute mammoth of a task. There's been a lot of people in the past that have wanted to code such a thing, but I just know they won't have the willpower to push through a hesitant community for the better part of a year. It's in fact an arduous journey a coder will have to go through to make a fully completed Magic Plugin. It's going to take a really special person to pull it off.

     

    Reason 3: Opportunity Cost

    Devs don't just code and produce content plugins for the community to enjoy. Our task list is expansive and any commitment to one task means less time to spend on the other. If nothing else, the day-to-day maintenance, bug-fixing and support queries make up a sizable chunk of work. And we're a small team. Our caurrent team has individuals such as Seventh and Wrynn who can focus on smaller content plugins, but the main crew is either inactive (such as myself and 501) or focusing on more important things such as updating to Minecraft 1.13 (Tofuus) or facilitating functional tools for an increasingly complicated staff roster (Kowaman).

     

    Without a doubt there will be people who (rightly) point out I should just quit if I am inactive. And that's fair. However a large amount of this server runs on code I've written so it's likely better for all of you if I stick around just in case things get out of hand.  Beyond that my time is my own to spend how I'd like, and right now I am just not too inspired to launch any large content updates for LotC. However, I did release smaller content updates that I believe worthwhile without obstructing RP (Hunter, Caravans) and pushed work on things I believe in such as the application and voting overhaul.

     

     

    In Conclusion

    I wrote a lot, so thank you if you actually chose to read through it all. I didn't go back and edit because I want this to be a honest, from-the-heart discussion where we don't diss each other or point fingers or act like we know better than everyone else. So to conclude I invite you to pitch in your own thoughts about this server and how you interact with the content plugins in it. Which ones you enjoy, which ones you'd like to see, and which ones you can live without. Also let me know how Nexus has affected your roleplay and how the way you roleplay has changed after it, if at all.

     

    Hugs and kisses,

    Sporadic.

     

     

  8. There's a certain statement made by making BG anything less than a full admin. Community Admin always came with the red tag, yet now justifying the course of the server is going to be handled by someone who doesn't get to decide it, and the person who is supposed to represent the players won't have equal voting power? What is that saying, really?

     

    In private circles it's known that I denounce and oppose any attempt to erect more layers of bureacracy. And here we are with yet another one.

     

     

  9. 3 hours ago, UnBaed said:

    Will this elixir shop have stuff for actual RP purposes and be useful to alchemists?  Is there even a known recipe for alchemists to make this Antivenom or any other potion that will be once that shop?  Or is all of this stuff just to make this server feel more like an MMO

    We will see. @The Pink Lion has been very supportive towards getting Alchemy linked to something plugin-wise, so the only real limitation is the fact that I have so little time and so much to do.

     

    1 hour ago, Lark said:

    Now I /really/ gotta go update my hunting guide. Great stuff Sporadic!

    Can''t wait to see it

     

    1 hour ago, MyLittleUnicorn said:

    However.. Is there plans on fixing the glitch with irondoors or llamas? At this point only way to keep your llamas somewhat safe is by using doors, which happens to glitch with the llamas, as they wont go from the doors..  (People can shoot your llamas thru gates so thats why gates are useless rn.)

    Sounds like a  minecraft things Have you considered 2 iron doors next to each other?

     

    30 minutes ago, JuliusAakerlund said:

    @Sporadicwe still need more than one trade route active at a time so a nation can't monopolize it if they so wished, right now if a single nation wants to they can hold the trade route down by themselves as long as they are strong enough. I get the idea of rotating the routes but id doesn't solve this massive problem, even though the route has calmed down from its initial employment. I presume the main reason for not adding more than one active route at a time is to keep RP activity up on the route as it is a tool to centralize RP, however I don't see how adding another one will do anything but incentivise RP even further as more people can participate. I know for a fact a lot of groups have to stay away from the trade routes because their enemies are camping them, my group included and going there would only be a death trap for us and thusly not only cutting us off from making any money from it but even participating in the RP.

     

    There is a point to be made I suppose that camping will happen no matter what and that much is fine, getting killed on the trade route will happen either way and that's a part of the experience but when there is only one trade route it makes it entirely impossible to trade at all without getting killed. I still suggest a second active trade route is put in place as stated and if you don't wish to do so, i'd like to hear the reasoning behind it.

    Right now we can only speculate. I'd like to see what actually happens. Sure it would be bad case scenario if the trade route was a constant raidbait with neverending PvP battles but I also believe the system is self-correcting in the same way predator and prey populations are self-correcting: If every trader gets raided they will stop bringing their Llamas and as a result there won't be any point for nations to camp the routes.

     

    Besides, for all we know the trade routes become an integral part of a warclaim metagame. Or of a new generation of roadside RP. Anything can happen, but we will have to wait and see if all the fears and desires come true or not,

     

     

     

  10. Hello LotC. This patch brings a plethora of rather unrelated features to let's just turn this news post into a listicle.

     

    • We're taking Llama Caravans out of Beta officially now that we have chosen the 3 trade routes to use and the prices to balance . Here's hoping on a productive centralization method that will get new players meeting new people quickly. Shoutout to @MadYeAd and @MyLittleUnicorn for taking the initiative on this.
      • just to clarify the 3 items you see for sale are meant to rotate, so only one will be available at a time. The Cloud Temple Tradesmaster will tell you which one.
      • If the AI improvements are lacking there might still be the possibility of a Pet Protection plugin, we shall see
      • Llama restrictions such as being offroad or max caravan length only apply to llamas that have items in their inventory. If you need to transport a large amount of llamas to/from stables it helps to keep their inventory empty.
    • Native-Hunting is now being taken out of beta and to celebrate this the mob trophy shop is officially open for business. Happy mob-slaying
      • There's 12 mobs that rotate on a per-restart basis which SHOULD be daily but almost never is due to us devs restarting all the time.
      • There's a few useful drops that don't get bought at the trophy shop, as well as some secret drops on SOME mobs that MIGHT be useful.
      • I'm coding up to 2-3 additional mobs based on your suggestions when I have the time.
    • Here's the full Hunting moblist at this point (with some secrets still being kept from you):
      Spoiler

      Meet the Mobs

       

      Wild Boar:
      A boaring mob that is easy to fell. The only risk you take is the possibility of getting tramped by the pack.
      Challenge Rating:
      LOW

       

       

       

      Bandit:
      A band of robbers, ruffians and ne'er-do-wells has staked their hideout deep in the forest. An unsavory lot, united by lust for plunder, blood and kidnapping young maidens. Together they wait, patiently, until the Dominion goes off raid cooldown once more.
      Bandits are a scrappy bunch that are versed in both the berserker's axe and the barbed arrow. You may find their scouts using either ranged or melee. However, both have the ability to shred your armor, making you temporarily vulnerable to their lethal blows.
      Challenge Rating:
      MEDIUM

       

       

      Bogbeast:
      Fancy a trip through the swamp? Think again. Whether they are perished soldiers form an ancient war or hapless travelers who succumbed to the swamp, it is clear these ravenous creatures have found precious little rest. A well-equipped adventurer will likely find it easy to pick them ofSf. Shambling and slow, they are little threat. Yet stay alert. When they die, they will explode in a cloud of putrid, rancid bile. You will want to keep your distance.
      Challenge Rating:
      LOW

       

       

       

      Bilespitter:
      A Minecraft classic, the cave spider, has gotten little play on Lord of the Craft. Time to rectify this oversight. The bilespitter is here to join the mob cast, and you'll soon be wishing she didn't. This critter has an extra trick up its sleeve compared to vanilla. The name likely gives it away. Indeed, this nasty extra ranged attack might leave you in quite the tangle, dishing out both a dose of poison and a sticky, sticky web.
      Challenge Rating:
      LOW

       

       

       

      Harpy:
      Soar on the wings of love. Bring a shield because it is raining death from above with these shrieking she-beasts of yore (and lore). On the ground these harpies are easily dispatched, but they rarely stay there when threatened.

      Challenge Rating: MEDIUM

       

       

       

      Rogue Golem:
      The Golem is a construct made with a soul and a purpose. Its life's duty is absolute and specified by design. Yet when that duty has long dissappeared from the annals of history, what remains of the soul within the core? When all it once stood for has faded from even its own memory, what can be left but the madness of an unnaturally twisted soul, caged within the metal construction that holds him?
      These solid metal construct cannot be reasoned with. It cannot be turned and it cannot be controlled. It is protected to the teeth with deterrents and packs the wallopiest of wallops. Arrows will bounce off them near-harmlessly and piercing its plates might uncover quite the unpleasant surprise. Do not expect one to fall easily. They will give you quite the fight.
      Challenge Rating:
      HIGH

       

       


      Graven:
      The layers of snow in the cold and frigid south cover the unmarked graves of thousands of perished spirits. All of them dead. Deader than dead. There can be no doubt. Not all of them have come to terms with this, however. They continue to fight a war that has long passed, and as it turns out, they think you are the enemy.
      You cannot help but feel the chills running down your back when you engage the vengeful spirit. The frosty bite of their arrows will chill you quite significantly, as will the foolish notion of challenging one head-on. Don't think that re-killing the dead is trivial, either. When the skeletal vessel of these bastards falls, they will assume a diminiutive form that is sure to Vex you.
      Challenge Rating:
      MEDIUM

       


      Direwolf:
      Do you hear howling? That horrid sound can only be a pack of direwolves approaching. There's the vanguard just now. You might think him easy picking, frightened and alone, but you couldn't be more wrong. The wily direwolf rarely travels alone, and should you pick a fight with him you can expect his broodbrothers to swarm and overrun you before you can say 'devs please nerf'. Don't mess with the pack...
      Direwolves are lightning fast and very hard to outrun. They are seldom alone and quickly cirlce and swarm the first person dumb enough to challenge them. Your best bet is to find safety inside a body of water, which these puppers seem none too fond of.
      Challenge Rating:
      HIGH

       

       

       

      Spiegelschleim:
      Trust noone not even yourself...
      Challenge Rating:
      HIGH

       

       

       

      Minotaur
      The raging beast called a Minotaur is brutish and uncoordinated, but will pack an extreme punch when it gets close. While its sluggish movements are easily outmaneuvered, its flaring temper allows it the ability of a devastating stampede.

      A charging Minotaur is a sight to behold. It's horns are lethal by themselves, but the upward swipe of its charge will swing any hunter helplessly into the air, prone to accept the harsh punishment of mistress gravity.

      Challenge Rating: MEDIUM

       

       


      The Nûl
      Of all the critters in the harsh and unforgiving desert, none can be more horrendous than the dreaded Nûl. Ancient Orcish spoke of a flying bug whose neurotoxin caused debilitating pain. In the desert of Atlas we see a creature that, thankfully, is not capable of flight, but whose sheer numbers and burrowing abilities can nevertheless spell the doom of hapless wanderers.

      The Nuller's bite is too small to be directly damaging, but should not be underestimated by any means. Their venom is highly painful and highly debilitating. The muscles will cramp with painful spasms, making movement strenuous and fighting nigh-impossible. An overdose will quickly fell even the sturdiest Olog, leaving them paralyzed and helpless.

      Nuller's are rarely found alone. If you see one, run for your life immediately, because the swarm is sure to follow.
      Challenge Rating:
      EXTREMELY HIGH

       

      The Unlorethy:

      An angry band of former wizards and clerics have banded together in their mutual hatred after their lore was shelved. If you see one, run...

       

    • The Cloud Temple mini-bookshop is open, featuring the first of 3 Minas sink shops that have a collectivity of useful items. To see the philosophy behind these changes, make sure to visit the Remove Nexus Club. There will be a plethora of useful items to give you temporary and permanent boosts soon enough (permanent being the remainder of Atlas and likely any transition maps). The first of these is a small bookshops. With an increasing selection, this shop can be used to give your Persona that extra edge. Make sure to visit the Little Library on your next trip to CT
      • "Ellir's Elixirs" is an upcoming CT shop that will give your Persona access to consumables that serve a similar purpose, as well as potions such as Antivenom to give you an edge against poisonous mobs present and future.
      • "Earl Edge's Exotic Equipment" is a shop where we experiment with the often-requested concept of Weapon Variety. Something people liked in Nexus was the ability to swap out your sword for a battleaxe, spear or warhammer, but without the idea that some weapons were just vastly better than the others and must be grinded towards to be unstoppable in PvP. Right now this concept is in a discussion phase, but people who keep their eyes open and experiment with these changes might have a sneak peek somewhere in the Hunting plugin.
    • The Soulstone plugin has received an overhaul. Most notably, all Pillar Tiers have been removed from redstone pilllars and you can now have a Pillar for each of your Personas. This comes at a price, however. Specifically a Minas price that can be exchanged at the aforementioned CT bookshop. All your existing soulstones have been transported to the new system and should work as expected (although the total slot amount will have reset). Let me know if something is odd.
      • Note that I had to guess which Persona should have your currently existing soulstone transfer to.I hope it was the right one ?
      • Your soulstone will now show a visible cooldown ticker to show you when it can next be activated
      • The Shop Of Wonders will sell a Greater Soulstoine that gives bonuses similar to a full month of voting milestones. However, the Greater Soulstone stacks with any voting bonuses you might have had, so you can expect a massive amount of fast travel options coming your way on a fully decked out Persona,
    • KnockoutPlus has received some changes to combat meta-revives from people who shouldn't. This may or may not inconvenience you when Hunting so make sure to accept the consequences of dying before you thread in dangerous territory.
      • Note that the "Bleedout Time" attribute can be boosted to increase your time being knocked out before you die.

     

    Peace out.

     

  11. You picked the right subrace ?

     

    Quote

    I honestly thing the hardest thing to grasp is the chat commands, some of the distinct aspects of rping like pvp/rp/roll things like this. It is kind of a lot, but I think once new people like me figure it out, then all is well.

    Can you elaborate? Specifically, what would've made the chat system more intuitive and/or what command help you feel you were lacking?

     

    Welcome to LotC.

  12.  

    BETA UPDATE 3: Southern Trade Route (extended)

    Hopefully the last adjustment to the plugin mechanics. A new cycle of Llama trading starts, meaning a new trade route and new updates

    • The new year will probably mean Eastbight is the new caravan destination to the south
    • We've rolled out a greedier Entity AI which will hopefully make Llamas a lot more responsive for traders
    • to compensate for the added lag this brings we've limited caravan length to 3. HOWEVER, the caravan length allowed increased by 2 for every player you have riding a Llama in your caravan.
    • To compensate for the shorter caravans we've improved the profit margins you get for ferrying back and forth a shipment of items.
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