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Cappy

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Everything posted by Cappy

  1. Not happening, sorry. Moved to denied.
  2. Keep them profile views coming, folks.

    1. Salamandra

      Salamandra

      Profile view dis, i needs numbas.

    2. Cappy

      Cappy

      Profile views are the new rep.

    3. calculusdesola

      calculusdesola

      Please don't month ban then extend to permaban for viewing your profile.

  3. Cappy approves.

    1. gam

      gam

      It's official, folks.

    2. Cappy

      Cappy

      All the profile views!

  4. This players questions have been answered and the situation resolved. Should you wish to have this reopened, please PM me your reasons why it should be so.
  5. This players questions have been answered and the situation resolved. Should you wish to have this reopened, please PM me your reasons why it should be so.
  6. Also don't forget it'll be good for finding bugs.
  7. I just remembered I have Tythus' mobile number, so I've texted him. Fingers crossed I have the right number...

    1. TeaLulu

      TeaLulu

      This is what happens when the server goes down we start getting up in people's business

  8. Did you know if you type your forum password it will automatically be censored? ************** see!

  9. At the moment I log in to moderate, I don't log in to role-play or try and have a good time because literally none exists on this map. I don't know if changing to an MC generated map will help (last time we did it it was a ******* nightmare that we promptly took down because it was so bad it was ruining LotC's name) but putting some of the new plugins on the server will both keep people busy and ease the transition to 4.0. Dropping a ton of new plugins on players like a bombshell will cause a lot of chaos come 4.0. Edit: since when did the forum ******* block cursing. **** off, you are violating my right to be Australian.
  10. No idea but he's not responding to Skype yet.
  11. In theory it'd be nice. In practice we have a community that is constantly at each others' throats and can and will exploit every loophole given. And invulnerability default has massive exploitability. When people can't all agree on what method of fighting is used, we use mechanics because all alternatives require players to cooperate and play fairly. If a group of players can't even agree how to fight, what chance is there they'll all cooperate to create an enjoyable emote fight or (following on from Lago's example) even cooperate in being thrown out? Mechanical fighting is the default because it is quick and the end result is a clearly defined winner. There's no room for metastalling or powergaming, and it doesn't let people simply refuse to fight (no OOC barriers). With the knockout plugin in place mechanical fighting does not have to result in death either, allowing non-lethal fights to be role-played properly even with mechanics. Simply replace everything between the first and last blow with mechanical fighting, and you can resume the role-play accordingly afterwards.
  12. We're aware, but we need Tythus to wake up to fix it.
  13. We're aware, but we need Tythus to wake up to fix it.
  14. [5:32:46 PM] Sky: I have a pretty erotic chest!

    1. Show previous comments  1 more
    2. Bat Druid

      Bat Druid

      Abs so hard, you could sharpen swords off of them.

    3. DrakeHaze.
    4. K00l

      K00l

      So much hair 'round his nipples you'd think he's Chewbacca.

  15. ^^ Don't agree with this part, though. Combat magic should still exist. I personally like magic being represented by standard mechanical fighting and participants using their imaginations. I would be all for mechanical combat magic spells being reserved for antagonist/protagonist groups (although that's another can of worms entirely).
  16. Very well, I'll put it this way. In our fantasy world, magic is common. If you want to do something about it, I suggest taking action in-character instead of going back to those awful days when large portions of role-play (for example, anything that could even resemble evil in some circumstances or anything magical) required strict monitoring and an enormous amount of enforcement for practically zero gain other than letting those who had it grow entitled. Anyone else remember the Wihuns? Getting rid of staff-approved powergaming was the biggest plus of removing the old magic system for me. Making role-play less free of restrictons was a welcome bonus. Now the only thing left is getting rid of all the entitled people whining about the time they spent learning magic and all the new people learning it and the injustice of it all. The main reasons for subtypes being locked is it is only known to a select handful of people (such a runesmithing), or is restricted by some in-character method (such as recieving the Fjarriauga curse to become a frost witch) or the third reason, that it is prone to abuse (such as mental magic and alteration). The third example I disagree with because it is entirely subjective and ultimately means nothing. Anything can be abused. But unless the magic fits into either one of the first two categories, I see no reason for it to be locked. When we get a skills plugin, magic like other skills won't be instantly obtainable. Alchemy and enchanting are just ahead of the curve at this point.
  17. There is a difference between a role-play position and your character's proficiency in a certain skill. Refer to my response to Relgard about the instant learning issue. Magic doesn't break mechanical standard, because it can be represented in mechanics through a sword. You can role-play your magic how you like and simply use a sword, because magic is no more powerful than an equally skilled combatant with a sword. Hopefully magic users will get a wider variety of options with the up and coming magic plugin (Soon™), but you can already represent it with mechanics. In a fantasy world such as ours, magic is suppose to be common place. There's nothing wrong with it being widespread. Why should people bat an eyelid to see a mage in a fantasy world? Please explain that to me. Once again we return to the flawed idea that magic is "special". And I reiterate, this is a mindset we need to do away with. The "restricted" magics are perhaps more interesting because they keep their magic restricted through in-character methods, not out-of-character ones. The only reason they're "locked" is to prevent metagaming to obtain said magics. If you think all there is to swordplay is swinging a piece of metal, I'd love to see you try it based on just that knowledge. There's just as much to learn about the intricacies of swordplay as the intricacies of magic. And that fact is while we do not have a fair (as in, holds every player to the same standards) and mechanically-verifiable way to measure a characters' skill (like, say, a skills plugin), it is up to a player to decide what their character is skilled in and the rate at which they gain proficiency in such a task. This applies to all skills - farming, swordplay and magic alike. That is why, currently, anyone can pick up a book and become a mage overnight. because anyone can pick up a sword or hoe and become a swordsman or farmer overnight. That will (hopefully) be rectified when a skill plugin arrives, but until then those standards will apply, and they will apply to everything.
  18. Why should magic take any more effort to get than anything else on the server? It's not special; we need to get out of that mindset. That kind of thinking is a relic left from the days of the MAT. Just like you can pick up a sword and say "I'm a swordsman", anyone can do something mystical and say "I'm a mage". If you don't believe that, you're part of the reason magic is stale.
  19. http://www.lordofthecraft.net/topic/112702-my-proposal-to-fully-unlock-alterationtransfigurationwhatever-you-call-it-once-more/page-2#entry1067637
  20. Magic isn't that complex. You don't need to follow arbitrary lore to the letter to produce good role-play. The fact it is so complex is one of the deeply-rooted issues with the entire way magic works on LotC, which is why I fully support a magic lore wipe. If we stopped hammering magic out to a science and let magic role-play be role-play and deal with it like every other kind of role-play on the server, we wouldn't have these "it's too complicated" issues. Anyone even vaguely familiar with the concept of fantasy can understand what magic is, regardless of whether it's coming from the void, the spirit realm or your ass. Now, if you wouldn't mind responding to the actual topic of the post instead of cherry-picking arguments, that would be great.
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