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Gladuos

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About Gladuos

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    Memoria
  • Birthday 09/15/1995

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    Gladuos

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  1. Gladuos

    Singular Devotion [Shamanism]

    I know, you misinterpretted what I meant. I think it SHOULD encourage being solely devoted to one spirit before you can become one of these devotees instead of encouraging you to be a jack of all trades shaman.
  2. Gladuos

    Singular Devotion [Shamanism]

    I'm concerned about the short explanations for some of these abilities. It doesn't mention recommended emote counts or how powerful some of this stuff really is. The white flame ability has just a few words off-handedly mentioning it can heal wounds, for example. Is that perfect healing to an extent equal to or greater than clericism? In which case I'd think it deserves some more attention written into it. That's just one example I mean for how some of these abilities appear too uncooked, so to speak. Overall though I find the lore very interesting and neat! I think it should really be encouraging people to have singular devotion from start to finish though rather than only mastered shamans with several subtypes.
  3. A Prince's whisper and Nature's whispers play routinely in an addled mind. Soon the imagery follows of war-torn fields and bleeding wilds. The pleading visage of a long lost friend plastered in his sight. A mirror which has cracked. A bitter, horrible emotion of familiarity. "Ah'll watch ya choke an' die on yer every las' breath." the words of a long-fractured man hell-bent on the only thing which keeps him glued together anymore: his duties. Turquoise eyes slit open in the darkness of a still cavern. Regardless, the whispers remain.
  4. Gladuos

    [Community Review] Raids

    Is it completely impossible to raid a settlement with RP instead of PVP though? What if a group of 4 people want to go attack a settlement, and 4 defenders agree they want to do RP? Is it bannable to do a combat RP in that (admittedly rare) scenario? What's the difference between 4 dudes attacking a settlement through the means of "villainy RP" and a raid? I suggest to at least add a clause that, if everyone in the situation agrees, they can go by their own raid rules. EDIT: I see the rule about it being considered a raid if there are more than 4 villains. So 5 villains vs. 4 defenders would be considered an illegal raid although it doesn't exceed the RP limit? So basically raids are if there are 5+ people attacking a settlement?
  5. Gladuos

    [Community Review] Raids

    My question is if half of the people commenting on this thread are adamantly against a number of rules, why are you unwilling to change it? Requesting that literally everyone agrees that it's bad is unreasonable (and a statistical impossibility). Why post a feedback thread only to deny any feedback that doesn't adhere to your personal opinions on the matter? Seems this is more-so posted out of staff obligation rather than a real desire for feedback.
  6. Gladuos

    Raid Rules Updated

    Once raiders initiate combat with the defenders and call ‘PVP’, PVP will begin 3 minutes after ‘PVP’ is declared. This 3 minute countdown will not be stopped unless from personal reasons told to the Moderator overseeing. Just gotta make sure this is clarified. If total numbers don't exceed 10 people do the defenders still get to chose which combat type to go with? (being PVP or RP)
  7. Gladuos

    [Community Review] Raids

    I don't remember claiming you didn't write anything in or about roleplay. I'm saying PVP, in my experience, is highly unenjoyable and an irritating distraction from the roleplay I enjoy. There's no writing involved with PVP*, it's at best a fade to black for conflict. Might as well roll randomly and FTB in an emote to the same effect. I'm not even against conflict and contrary to your assumptions earlier, I don't just do magic training or tavern RP (which I find disrespectfully passive aggressive).
  8. Gladuos

    [Community Review] Raids

    Whatever man. You can say clicking someone while not actually writing anything is roleplay all you want, I just don't think it is. It's the easy solution for concluding conflict rather than the complex (and interesting in my opinion) one. I don't find PVP enjoyable at all, and my laptop+skills are not apt for being able to do so on an equal playing field. I come to LotC for roleplay and creative writing, not PVPing and farming pixels. I haven't been involved with the human playerbase since Anthos so I wouldn't know about your claim.
  9. Gladuos

    [Community Review] Raids

    Nope, you're a problem if you imply it's easier to report individual players repeatedly with a huge workload (which whether you want to admit it or not is going to bog down anything from possibly actually being resolved) as opposed to fixing the problem at its root source. Not fixing it for its side effects.
  10. Gladuos

    [Community Review] Raids

    I dunno maybe because it's an incredibly long process that's a huge pain in the ass to argue why people should be banned when you'd rather just forget about it and move on with your life. It's so commonplace that you'd be spending a LOT of time filling out ban reports and debating on them for every single memey PVP goon that comes to raid weekly. It's better if the rules are just structured to not encourage that.
  11. Gladuos

    [Community Review] Raids

    Can't ban that which is technically rule-compliant but in any sane person's mind is actually a problem.
  12. Gladuos

    [Community Review] Raids

    Nah I don't want there to be big RP fights between more than 10 people, I understand that's not possible. I'm thinking it's better off if combats don't occur outside of warclaims beyond that number because PVP presents more problems (in my experience and to what I want out of LotC) than it solves. To me, combat which results in character development and enjoyment is the roleplay kind. Not mechanical. Warclaims have side-effects in roleplay due to the system allowing tiles to be conquered, and the sheer size involved with them, but it's still just you clicking at each other while the act is happening. No creative writing, or roleplaying there.
  13. Gladuos

    [Community Review] Raids

    Took a moment to gather my thoughts. As much as people try to say otherwise, I will never consider mineman PVP as roleplay. It's simply not, even if you think nothing is considered OOC (for some reason). It might serve as the lazy, quick solution to concluding a conflict, but no actual real RP is happening when you're clicking each other to death. I consider that laughable. Raids in general are so bad these days that I actually prefer to avoid them if I can so I can come back later to partake in the roleplay I actually enjoy instead of indulging people giving piss poor minimal effort emotes in an attempt to meet bar-minimum rule requirements so they can PVP + farm players. Nothing unhealthy about wanting to avoid that. Everything unhealthy about the raiders in that situation. Yeah, as I said. If you're unable to keep someone alive mechanically then you shouldn't be able to TP them back after executing them. That's a double-standard viewpoint to assume PVP is foremost actually roleplay (which I laugh at personally but that's not the point), but also you can choose to TP someone back after they've already RPly died. That might as well be the same as saying you can have a GM void a character's emote of being killed after you've already shoved a sword through their chest. I'd be happy to defend my pixels if I didn't roleplay on a laptop that gets 15-30 FPS without PVP, less while doing so. If I was also good at PVP, but I'm not. Yeah though let's just fight these 30 dudes (that are allowed cause no cap) that have super computers and practice PVP constantly. Basically the RP protection is that it's LOCKED in roleplay and the raiders simply can't picklock it during a raid. Honestly raids are cancer enough without the threat of PVP goons stealing everything important from a settlement, there's no reason to add this other than to benefit PVP goons, whom are already pandered to more than RP groups in the current iteration of rules. RP items should be stolen in RP through clever methods, not clicking people to death until you can mineman a block to take someone's IRL years worth of RP-generated items only for them to sell it on auction for 100k minas the next day. This is my biggest problem with the rewrite, this rule specifically. Though that doesn't make the other problems any less significant. If I were an advocate for PVP I'd be happy with there being no caps, however I'm not. I log into LotC every day because I want to practice my creative writing in an interactive platform to create interesting characters and stories with other players, not to play an MMO where I practice PVP clicking and farming for pixels. The reason I advocate for a cap is so that PVP can't be guaranteed so there's actually a CHANCE a raid might result in some meaningful RP where my character has an interesting interaction instead of someone 2 emoting at me before saying ((PVP, we have 10 people)) followed by the biggest irritated yawn of my life having to point a mouse at someone angrily. However I've spoken a lot about what I hate of this rewrite, I should at least be fair and mention the things I genuinely like about it. Despite my gripe about this earlier (due to how jaded I feel over PVP factions server mentality on LotC and my experiences with raids in the past), I think this is a decent rule. It gives the defenders a chance to rally numbers and match an oncoming attack against their settlement. For people that enjoy PVP this would actually give them something fun to do by having large numbers facing one another. I actually enjoy this one too! Making rules which actually prevent people from making one-day "characters" for the sole OOC purpose of attacking a settlement is a good step in the right direction. I've actually been victim to a raid with 10 people showing up (to of course force PVP) with personas that were all created recently and with names that were nearly identical to one another (i.e. "bandit bob", "bandit mark"). I feel like the wording in this could be done better though, like saying exactly what the intention is. You cannot raid with personas made very recently for the pure sake of raiding a settlement - it has to be a real character with a history, experience, allegiances, etc. Rules 2.3 and 2.5 (Battering rams + removing anti-raid buttons). Unpopular opinion but I actually am in favor of them. Raid cooldowns are enough as for rules to prevent incursions from occurring for specific points of time. I've found that doors/gates and buttons have been used repeatedly to delay raids when the cooldowns are up, which in their own way are using OOC knowledge to avoid roleplay. Though, I understand it completely because I hate raids in their current form and I consider them to be anything BUT genuine roleplay... However, if raids did have rules I agreed with, and existed for the sake of true roleplay, I'd dislike there being no way to get around defenses for attackers. So these rules are good! (just need to work on making raids about roleplay next, not mechanical PVP + item farming) Self-explanatory! People abusing timezones or what have you for the sake of an easy raid is a big problem that not just myself has had problems with. Preventing that from happening is a good way to ensure raids are doing their jobs instead of being abused! Overall I'm not in support of the current raids rewrite here, but if my qualms with it are answered in some shape or form I may change my mind. There are redeemable parts about it, but I feel they're not enough to make up for the problems I see here. If those problems are dealt with, it may be a good change for raids. Thanks.
  14. Gladuos

    [Community Review] Raids

    Are you trying to make raids worse than they already are? It seems that you are because not only have you written it as so, but you're completely dismissive to any opposing opinions. We're listing everything we have wrong with this, and you're only responding to them saying "That's not relevant" at every opportunity. I'd appreciate it if you didn't reward the issues here. I have played minecraft since the day it was in alpha and let me tell you how much I find it ABSOLUTELY BORING. There is nothing entertaining about clicking a square man to death with your mouse repeatedly. The only reason I'm sticking around LotC after all these years is for the sake of story-telling and roleplay. If you insist on further devolving the server away from the aforementioned, there's no reason for me to stick around anymore. Raids being forced PVP 100% of the time is a direct example of exactly how inconsiderate you are for the RPer side of this argument. In my opinion, a raid where people clickyclick each other to death is treating what used to be a platform for story-telling like an MMO where you get to **** around with your buds on voice chat. CRP might be a """cancer""" in large groups indeed, which is exactly why I want the cap to exist so the large numbers don't occur. Sacking chests is one more reason why the detriment to roleplay known as raids would be even worse than it already is. At the moment it's nothing more than an inconvenience to an otherwise enjoyable day. If you allow raiders to also steal roleplay items, you're BASTARDIZING roleplay for the sake of ENCOURAGING people to click one another to death instead of GENUINE CHARACTER DEVELOPMENT. Mechanical resolutions are an excuse to play a game instead of creative write, mechanical resolutions are an excuse to be lazy and never truly interact with one another on a deeper level, mechanical resolutions are an excuse for driving away truly dedicated roleplayers. What's the point of locking your chests if there is zero protection, not even rolls? What are the point of keeping RP items if people can take it away from you without writing more than 2 sentences of roleplay, clicking their mouse on you repeatedly, and breaking a minecraft block? (Assuming you're even there to defend your chests at the time). It's less demanding the staff provide protections and moreso demanding raiders actually use some EFFORT to steal all of our valuables, and actually have to ROLEPLAY to steal LITERALLY EVERYTHING from someone. I can't believe the extreme ignorance of the GM team for allowing this rewrite to even get as bad as it has, or the flippant disregard for real roleplay in favor of an automated MMO click fest which makes me want to vomit even thinking about. I apologize in retrospect for my very aggressive and insulting behavior here, but I'm feeling very very put off by this. I likely haven't even responded properly to everything you've said. I just started typing what came to mind.
  15. Gladuos

    [Community Review] Raids

    I can see this acting as a warning for RPers who heavily dislike raids to just log out and the attackers end up walking into an empty settlement. If they were killed in MC, they were killed in RP please. Completely not a good idea. So you're telling me that PVP is default during raids every single time? What happened to compromising between the RPers and PVPers? Seems much more like you've made this solely about PVP. EXTREME NO NO NO NO NO NO NO. Not even any rolls involved with this? An extremely gross and terrible rule that I will never support, especially if it means losing important RP relevant items I've gathered over IRL years to a bunch of PVP goon idiots that didn't do any RP work to acquire them. If people want to steal RP items from me they better do so in a clever manner through ACTUAL ROLEPLAY in a situation that's not aids/cancer such as a raid. You better remove this. Even worse. The raid cap should exist at a number where PVP isn't guaranteed in my opinion, otherwise people will ALWAYS bring a number necessary to subvert roleplay for the sake of clickyclicking people to death and consuming their precious pixels. I'd make it a max of 4 myself so the defenders can make a matching number without PVP being forced. What does this even mean? You're not allowed to be a villain group in a community or you're illegally raiding and have to be blacklisted? Overall it seems you completely lied about the """compromising""" between RP groups and PVP goons for these rules. It's highly in favor for PVP goons even moreso than current rules and I don't support it whatsoever.
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