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Everything posted by Jistuma
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Any talk about removing the concept of region owner?
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This was completely created by the players, not by any admin... the admins only allowed for it to happen. And the gauntlet has been part of LOTC since Aegis.
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PVP servers normally have a lot of players pvp'ing sperately, in smaller groups, from what I've seen. Even if the smaller groups are 100 players, 200 players is a lot lot worse. Same stuff with other numbers. Still, it's been shown that battles work a lot lot lot lot lot lot lot better with fewer numbers, and still, multiple battles at the same time has not been tried for some reason. Also ye, pvp servers normaly have far less plugins.
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I don't think your server has 250 players pvping in a 50 block radius of eachother.
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And also MC got worse in terms of performace with all the updates.
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That actually sounds like pretty good roleplay. Would also take a few months to happen.
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I'll just try to answer all as best I can. Unless the sleeper cells are big enough to think they can keep back a full guard force going at them for three days, then I would believe they would have enough members that joined the town to actually make a coup. What could happen, is players abusing this to get power in smaller towns and the like. Also, as far as I know, that way of screwing coupers over would actually need the people to know about the coup. Part of it being a coup is that it's unexpected.
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Ye, considering both sides are part of the same settlement (those overthrowing the leader, and the leader that is being overthrown). Edit: I just remembered that this might be used as a way to bring more people to a raid, since unlawful raid is 3 (as said in the rules). Though 3 people from outside to help keep or to help destroy a coup seem very small amount.
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No, I said Minimum... That means at least 5 people have to do the coup, or you could have coups of 3 or 4 people. If you read it I said: This means, the ones doing the coup have to be residents (which have to go from 3 to can be like 50) + 5 outsiders, and the ones trying to fight back the coup have to be residents (which can go from 0 to like 50) + 5 outsiders. I do say in the rules that outsiders have to be max 5, because if more it's like you said, an entire army. If an army is coming, it needs a warclaim in my opinion. If the people of the town don't want to help out with overthrowing the coup, then they want the coup. It would make coups actual towns rebelling against the leadership, instead of letting an outside army inside a town. That would happen after the coup. Edit: Well, you can see how much time a player played last week. So... I assume it could be seen as innactive if he hadn't played even 1 hour or something like that.
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Here's my opinion on how the actual rules should be: Coups A coup is an unexpected forceful change of leadership of a settlement. - Only residents or people in power in a settlement may try to coordenate and lead a coup. - Outside help in the coup is limited to 5 players. Outside help means any members that aren't residents of that settlement. - A coup has to be done at peek times, and a post must be done if the first take over is successful. - No region members or owners or locks (besides those to enter the town or open/close the gates) may be removed from the settlement until the coup is finalized. - For a coup to be finalized, those that did the coup must defend for three days on peek times. To defend, any resident and 5 players from an outside source may help. - To regain the settlement from a coup before it's finalized, any resident and 5 players from an outside source have to clear the forces in that settlement at peek times. - If the coup is finalized, it can only be recovered by another coup or by a warclaim. - There can only be one coup per month per settlement. - Abuse of region permissions, or owner permission during the coup is not allowed. This includes adding or removing more players to the perms, using the perms to bypass defences, create un-entrable builds, or creating new entrances. What do you guys think? I don't think I would need to write that things should be done in roleplay (with pvp at the correct times). Edit: Other things I remembered but that I don't know if they should be added. - Minimum amount of players for a coup to happen is 5, of which at least 3 have to be residents. - A take over is successful when the gates are controlled and the current leader is captured or pushed out of town. In case of innactivity of the current leader, he must be offline for at least 3 days. If the leader doesn't log in at peek times, a talk about the coup must had with a GM about the problem before the coup happens.
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Region owners should not have any say in who owns a town, they are an ooc means, and MANY times region owners are there only to add and remove players to the perms, and many times lose their IC positions, pk, move out, go inactive, etc, and still remain on the region owner list. I'm not going on this without proof, ker'nor had Tsuyose and DrunkenSnuggles as region owners even though they weren't involved with the town anymore for months. Though, _leric_ is also a region owner of ker'nor, he's the king, still that would not give him any permission to allow anything to happen in ker'nor because he's never there. If Leric decided to just send 12 players to the town to make a take over from Jayce (current Prince), he should be breaking raid rules by doing that. On the other hand, if 12 citizens of ker'nor do a take over from Jayce (say for example the warhawkes rebel again) and it's done when there could be resistance (peek times I guess), then who rules ker'nor is changed. Yet, Jayce and Leric would not lose region ownership immediatly, though the warhawkes' leader would gain it. Here comes a problem of... what happens next? Rebels took over ker'nor from the inside, they are holding it for now, how would they lose it again? If wood elves raided, would they be able to restore Jayce to power? It would have to be something alike to what the warhawkes did, but would Leo and Leric be able to send more than the raid limit because it's 'their land'? My opinion, no. If a retake happened again, it would have to be with raid limits, plus resistance of the town residents (those that are still around), and in peek times. Failed to do that two days after the take over, and a warclaim would be needed to retake the town. About locks though. Besides public stuff (resident door, public doors, gatehouse, jail cells, etc), there should be at least a week for the removal of locks in the town (though the rebels could do what raids can do on the take over). Even if I believe that the public stuff might be kept, that's really just for convenience, because it's annoying to have to add everyone again, though I agree it's important to not allow enemies inside (resident door normally has permissions to what would be considered enemies.) Back on point, what would allow a coup though? Simple, it has to be done by residents of that town, and any help from outside has to respect the raid rules. Say a military order is stationed in a town, and it rebels, a coup can happen (like I said above). They would only be allowed to have 4-8 members from outside to help keep the town for the three days necessary. A single guard closes the gates and tries a takeover. I mean... alright? Raid rules stand, so that guard plus 4/8 outside help can try and keep the town, and every resident of that town plus 4/8 outside help can try and retake it. Even if the residents are outside the town and can't get back in, they would be able to join the attacking force to retake the town (since it's their home). If the people or guardforce of a town think the leader is bad, they may be able to remove him by force. They would have more chance of keeping it because they could hold the weapons in town, though the residents might offer a fight. If a family tries to assassinate a council and then take control of a town, they could. If the family isn't liked very much, they would be removed quickly because the residents may fight back, or even call outside assistance to then retake the town (though the outside assistance is limited by raid rules). If a leader dies, and someone tries to claim legitimacy of a town, same thing. Though I would say they can only do it if they live in that area, or has power in that town (example: A duke can try and get control of a town if a mayor dies, or the king sends someone to take over the town, or the guard leader tries to gain control). They would, again, only be able to bring a raid limit amount of outside forces. If the town accepts it, they won't fight back, and it might or might not be a coup (depends if they are giving to the nation they belong to a middle finger). tl;dr Region owners have no power over coups. Any resident or someone with power in a town (rp power) may try and start a coup. They can only bring a raid limit amount of outside forces to help. If they take control, they have to keep control for 3 days (counts only on peek times). Outside forces may send raids (on peek times) to retake the town, residents that fight on their side do not count for the raid limit, all others do. i.e People that are inside the town (or live there) can fight with the raid and raise their numbers (also try and open gates, etc). After a coup has failed, the people in control may remove the power/residency the rebels had in that town, or do any roleplay punishment they see fit. If control is kept for 3 days, a warclaim is needed to retake the town.
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Some of these are very good.
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Official Combat Poll (1.9 V 1.8) [PLEASE VOTE].
Jistuma replied to Harri's topic in News & Announcements Archive
Please add that 1.8 pvp only means no swing timers, everything else would remain (shields, new enchants, elytra, etc) -
I think there should be many warns and points given especially to RP posts that are clearly trolls or OOC, yet if in OOC threads trolling posts and 'shitposting' shouldn't really be as much problem, though it depends on the situation. If in an rp post people start saying the normal "Peasant says" which basically is a troll/shitpost, remove it. If you're reading through rp responces and then a "Cancer" shows up out of nowhere, or a "Meme", etc., remove it and warn the player. It's almost impossible to read rp posts right now without having troll/non rp posts every 4 posts. In OOC posts I don't care as much, though in like feedback threads it would be good to not have trolly posts as well. On the other hand, if a troll post is like... very good, don't remove it. It's always nice to have a very good troll post even in rp threads. Edit: Also your questions... why? At how many warning points does it deter you from contraversial content Controversial content should NOT receive warning points, TROLLY should.
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[Feedback] Unbalanced Racial Lore - Elves
Jistuma replied to MamaBearJade's topic in Axios OOC Archive
Never was, unless someone added that to the wiki without it being true (has happened). Edit: What has happened was a controversy of someone with 8 children in like 50 years. -
[Feedback] Unbalanced Racial Lore - Elves
Jistuma replied to MamaBearJade's topic in Axios OOC Archive
Pretty sure there is no lore that stops elves from having more than 5 children, it'll just take a long long time to do it. -
Edit: Nevermind, fishing rod recipe changes are added, and... repair thing I haven't done yet, don't know if I should.
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what did you do? It doesn't work unless I change the code for the arrow consumption either way. =P Edit: Nevermind it's added, didn't know that.
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Unless MC changed the enchant, the code I made makes it a % for consumption instead of 100% chance of not using it. I was going to add more Infinity enchants, but it seems players didn't want it much so I didn't. Reason why it was added? Because with an infinity enchant you needed 1 arrow only, and that stopped production of arrows, and was pretty easy to abuse (also because of all the different types of arrows there are now, imagine an infinite amount of exploding arrows, which happened for a while) Normal arrows should have a 60% chance of not being consumed, others have less.
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The Undead Potion Description and effects: This potion is a peculiar one, as it is both a poison and an antidote to the main effects of the poison. The poison itself causes a slow decomposition of the skin, fat and muscle. This would releace toxins which would quickly kill a person, yet the antidote is for these same toxins. This results in a person decomposing like a corpse, yet being able to survive. The rotting areas would be painful at the start, but become numb quite quickly. The person would start to have their skin first turn more yellow, then have puss and blisters forming, before the skin would open and the red of the flesh gain hues of green and then black. Strength would start leaving the affected areas, but the effects would not outright kill the person. They would still need to eat and drink like a normal, just that their skin and flesh would be rotting. Cutting the affected areas off would not stop the spreeding, it might just cause bleeding which could kill the person. The effects could last for a whole year before the muscles in the heart would become too weak to work, and the person would die. For half that year, the affected would have sluggish movements, weak movements and have difficulties breathing. Near the end of their lives, they would even only be able to grunt, appearing in every way like an undead corpse, besides the fact they are living. Even if appearing undead, they would gain no drawbacks of it, and no gains. They would still bleedout if cut, but gold weapons would not damage them more than normal. Holy magic would not affect them, but if used correctly would be their salvation through magical healing. They would have to breath and eat, but not have the hunger for lifeforce and their minds would be as intact as a sick man's. Another ways of salvation would be through the use of other antidotes and very good healing practices could slow the progress of the effects. Recipe: Base: Aqua Vitae 2 Fire Symbols (Death, comsumption) 4 Water Symbols (Life, fluidity) 2 Earth Symbols (Resilience) Author: Jistuma LM Approval Required: No
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Everything fixed now.
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As for the poll stuff being talked about, don't do it, it's useless. Even when the questions are like "This is awful, here are 5 answer to suggest how to change it" many players might just vote to keep it like it is because they don't care, they don't get affected, it would be better for them, they don't want change, trolling votes, a "why bother" aprouch, uninformed votes (doesn't know what he's actually voting for and what the alternatives mean), or just bangwagon voting. There's a reason that data collection and data analyses normally needs a person with a lot of experience or a degree, it's extremelly difficult to create a poll for something, make the questions good enough for analyses and then remove the 'bad' voting. For example, if I made a poll asking if I should exchange LWC with an equal working plugin that fixes the bugs we know of it, adds ability for us to change the code, and adds ability for new GM only commands (meaning everything about the new plugin would just be an improvement to the old), how many would you think would vote to keep LWC just because they are used to it or any of the other reasons said above? The answer is far higher than you would imagine. As for admins feedback, you've been way too innactive (except Tahmas and warhead since he's new).
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Read the guide. 15 * 58% = 4.35 (close I guess). And Apples or something else that is an apple item but named pinecone/banana/etc? There are a few bugs due to code changes. They should be fixed soon. And yes, you lose items. This is not a thanhium box, you lose items based on the box type an expire time.
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Better boxes store more, the percentages are stored, not loss. And it loses items because it resets expiration date. The different types of wood is not really true. I mean, the acacia kind of is but I can change it, the others while saying Oak Wood, mean... Oak, Sprunce, Jungle and Birch logs. Edit: I wrote it wrong, woops. Fixed now
