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ryno2

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Everything posted by ryno2

  1. I wanna look around dunamis fort after the siege
  2. 1) What do you believe are the key qualities that one should have for it to succeed in creating a worthwhile overarching antagonist? Provide a real threat for players in a way that affects their day-to-day activities/roleplaying 2) What do you believe are the qualities that one should avoid in an antagonist? Avoid putting mediocre people in positions of authority regarding the antag 3) What do you believe an antagonists job is? Antagonize the server, attack nations equally, and rally the player base together to fight a common enemy 4) What do you believe would give a more enjoyable experience, an overarching antagonist entity or a splintered group of antagonist entities, or something else? A single entity 5) Any other information you would like to give on the topic? Bring back mob events, or make a different realm with open pvp where players fight swarms of hostile mobs and antagonists, a la the nether realm in the fringe
  3. MC Name: ClarenceBEEFTANK RP Name: Daeron Culnamo Skype: ryno2341 Timezone (EST, GMT, etc.): EST Do you have Teamspeak?: Yes What are your reasons for joining the legion?: kill people
  4. seriously though, different servers in version 1.10 increased attack speed to replicate 1.8 combat and it isnt really too different from old times, please work toward that
  5. nation conflict became more intense in asulon when the undead were gone and there was no antagonist faction for the playerbase to all rally against. this meant that the most successful nations (oren and dwarves mainly) were those that were best able to coordinate themselves and distribute resources to stay competitive, which necessitated ooc communication (skype groups, teamspeak, and subsequently metagaming). the ooc running of nations lead to toxicity and further ingraining of a factionalist mindset for those nations' players, with the ultimate result being that beating the other side became more important than actually enjoying roleplay.
  6. yeah theyre never going to fix lag, never gonna try to reduce it, been over a year since they said theyll fix it or do something about it and no progress has been made. **** this

  7. dude no lie kowaman is the worst procrastinator ive ever seen on lotc staff but **** it ill give him the benefit of the doubt, maybe he has changed since his athera days, here's to hoping
  8. Being kicked out of the Undead by you, only to watch you run it into the ground because you had too much on your plate and thus too little time to give direction to the sects, will always sting me a little on the inside. But it's been so long since then that it doesn't matter anymore. Good luck, if you come back then hopefully by then you'll have learned as much about yourself as about coding
  9. quick cracker use ur gm connections to send this to the highest authority!!!
  10. Remove crafting times One big problem with Nexus crafting is that long craft times lead to people sitting in one spot waiting for something to finish before putting in another one, without roleplaying in the meantime since for most things its on the order of a few minutes so running back and forth between rp and crafting is a hassle, might as well just sit and grind Removing crafting times would make grinding go by much quicker, because lets face it people are going to grind a skill system in any case so might as well let them get it over with quickly Remove gear percentages People will sit in a spot for a good while trying to make a high % sword because right now its a random number generated %, which detracts from roleplay Pretty sure part of warclaim and pvp lag comes from people with all different % gear doing different things at the same time, maybe reducing variables will make it less laggy? If you wanna keep tiers for weapons like iron < steel < black ferrum just change base damages like 5 < 6 < 7 Remove knockback resistance and slowness on armor Having knockback resistance on armor takes away from a lot of the skill of minecraft pvp, no combos and the person who wins is the one who has the slightly better gear Besides that people in slow iron armor will always lose to somebody with a decent archer set and bow because the archer will just kite forever and the iron armor guy cant catch up Remove racial pvp buffs Too many people only playing a certain race because of the buff, like wood elves for archery or orcs/ologs for melee Remove weapon speed timers Please remove weapon timers so the pvp is more similar to 1.8, having 1.9 pvp timers with shields and 20 hearts means pvp lasts way too long and running away from being surrounded is way too easy Lower the max exp for skills to something like legendary or masterful Last I heard the max was gonna be dropped to Aengulic but 1,000,000 exp will still take a while for people to reach, keeping the cap low means less time spent grinding and more time spent roleplaying The whole point of most of this is to make the server less of a mmorpg grind-fest, and make it more like skills lite; still something to do when not rp'ing but not nearly so time-consuming to get to a decent level psure staff wont see this or the ones who will wont do anything but hey might as well try
  11. Daeron recalls the days when the Horde of Dunamis were led by a man of class, the old Marshall Richard Revlis. "Dunamis Pride World Wide..."
  12. If we're talking hypothetically, wouldn't the scenario you propose (a new player joining the server and thanks to excellent writing skills convinces most people that he's a better blacksmith than, let's say, you) become an opportunity for roleplay in the form of in-character humility? Like you're the best smith you ever knew, but out of nowhere some foreigner (probably a heretic to boot) arrives and makes waves in the smithing trade, and some say that between you two he's the better. And if it happens that he only rp's a blacksmith once or twice, even if he happens to do it better than you, will it really matter? Not many would remark that he's the better smith in that case because his being less prolific would mean his name is less widespread Just food for thought
  13. Quality of roleplay wouldn't be any less valuable just because there isn't a hard metric to validate the time you put into something; the skill level of a character shouldn't be directly proportional to how much time a player puts into leveling up from an arbitrary number to another, because this means the ones who roleplay a profession the most are much less likely to have this character-skill-determining number-set than someone who watches youtube while grinding away
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