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Gladuos

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Posts posted by Gladuos

  1. Name of Artifact:

    Piper's Whistle

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

    No

    MC Name of person(s) currently in possession of Artifact:

    Gladuos

    RP Name of person(s) currently in possession of Artifact:

    Ram Druid Jeremiah

    MC Name of creator(s) of Artifact (N/A if not applicable):

    Gladuos, Gallic

    RP Name of creator(s) of Artifact (N/A if not applicable):

    Ram Druid Jeremiah, Oliver

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A)

    N/A

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

    In one's hand rests a small cylindrical wooden instrument, hollow and covered in various holes for the creation of beautiful melodies. This flute retains a dark-hued texture, like a diminutive branch fashioned into its current shape. To play the artifact with skill is to attract nearby fauna with its curious songs, symbolically mocking the very songs of Nature. An ancient natural power signals to any druids closeby, indicating to them its unique essence. [PM Gladuos for details]

    Effect(s) of Artifact:

    A wooden flute carved and molded by druidic magics, any whom plays the flute at least some what sufficiently will find that all fauna or beasts within hearing range will become curious to the sounds, gaining strong urges of curiosity to come and listen, following the flute musician as they would play. A powerful relic of the Wilds in its own right, the living wood would expend its own natural energies in this display of druidic power, meaning that even non-druids would be capable of utilizing its effects to an extent. For any druids, the flute would emit a pulse of life, sensing its existence as they would normally for a regular awakened wood object.

    Red Lines of Artifact:

    -As it is magical, the effects of the flute may be dispelled like druidic communion.

    -Doesn't force animals against instinct: if it outright endangers them or they have something more important to do (like protecting companions or feeding), it will not work. It's a strong persuasive effect similar to a high-tiered druid asking nearby animals to gather and listen. It doesn't stop the animal from attacking you, this needs proper druidic communion.

    -Purposefully or inadvertently playing a discordant melody will result in the flute having no effect (requires knowing how to play a flute)

    -Only gathers animals/beasts/fauna. This means it has no effects on plants, people, etc.

    -Although being alive like standard awakened objects, the druidic energies do not dwindle unless actively playing and utilizing its effects. In which case it may run low and become dormant, requiring a druid to meditate with the object and revitalize it with their natural energies. Otherwise one may recharge it by leaving it within a fairy ring for long enough.

    -Despite seemingly an awakened item, it may not be directly molded by way of Druidic Control of Nature as the unique druidic enchantment denies this.

    -May be destroyed like any regular flute (catching on fire, being snapped in half, etc.) However if minimal enough damage was done the flute will expend portions of its energy to regrow itself into its original shape. It has decent durability and resistance to normal fire due to being living elderwood.

    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

    Brought on as inspiration in a druid's dream, it brings forth an image of perfect representation of the songs of Nature. The flute was molded of the elder tree's wood within the Sutican Mother Grove, shaped surely by way of druidic control. It was then meditated with by the two druids powersharing, flooding the object with natural energies to pump it with life in a similar way druids would normally create awakened living objects, such as their awakened staves. Once the flute had been properly awakened, another unusual step was performed. Before the shrines to the Aspects, the druids spoke out to their deities in prayer, beseeching them that should there be more... The Aspects bless the flute personally. The druids then continued flooding their energy into the flute. The flute became imbued with druidic power beyond the common abilities of awakened objects. And with that, the Piper's Whistle was born. In truth the Aspects didn't personally bless the flute. The druids only believed this to be the case, and in funneling an excess amount of energy into the flute, caused it to spark a pseudo-soul composed from druidic energy. Due to this the flute has its own limited form of sentience, allowing all the pre-established effects to take place.

    Number of duplicates of this Artifact:

    Zero (This is the only one)

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

    Yes.

    Have you applied for this Artifact before, and had it denied? If so, link the app:

    No.

  2. Name of Artifact:

    Elandria'lar

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

    Yes

    MC Name of person(s) currently in possession of Artifact:

    NoSilhouette

    RP Name of person(s) currently in possession of Artifact:

    Velulaei Elillera

    MC Name of creator(s) of Artifact (N/A if not applicable):

    Kender123, NoSilhouette

    RP Name of creator(s) of Artifact (N/A if not applicable):

    J'alan Aureon, Velulaei Elillera

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A)

    N/A

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

    A steel hilt with sturdy wood making up the handle with long bars for the crossguard. A singular amber gemstone is embedded at the center of the crossguard, sometimes lighting up with glimmers of holy energy. The greatsword's blade is composed entirely out of aengulic light, giving off a dim light for all directions. Such a blade would surely cause extreme agony with contact. Otherwise, it seems to be a normal blade in function. [PM NoSilhouette for details]

    Effect(s) of Artifact:

         Elandria'lar is a divine-blessed two-handed hilt made from a steel central bar, a wooden handle, and a precious amber gemstone on its crossguard. When active it manifests a weapon composed entirely out of golden aengulic light from Tahariae himself. With blade and hilt combined this makes for a decently-sized greatsword useful for direct combat.

          In all practicality Elandria'lar is equivalent to that of a regular T5 blessed steel greatsword with a slightly enhanced endurance to purge through its light: The greatsword purges with similar strength to that of a T5 blessing but may persist for quite a bit longer comparatively speaking. The weight and durability is the same as a normal steel greatsword as well. Perhaps much more trivial, dim light is shed in the surroundings of the weapon no brighter than that of a torch.

         Over-using the blessing to purge impurity can threaten dispelling the blade. This would result in it disappearing instantly. Due to the presence of a light-stone absorbing any incoming holy light, any cleric using this blade cannot use the stored energy to help their spells. Likewise, this also means the blade is an inherent enchantment to the hilt and requires no clerical concentration to use. Finally, Elandria'lar cannot be turned on and off under normal circumstances, especially in combat. When out of fuel, it requires a cleric to re-activate out of combat for the blade to reappear.

    Red Lines of Artifact:

    -Cannot be manually turned on or off while in combat.

    -Destroyed as easily as a steel greatsword.

    -Dispelled by over-using its energies. The blade disappears in this case.

    -Does not exceed the potency of a T5 blessing, but lasts many times longer.

    -Weighs as much as a common steel greatsword.

    -Cannot withdraw stored energies to help in clerical spells.

    -Must be refueled by a cleric periodically.

    -Ambient light from the sword is no brighter than a torch.

    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

    The hilt was blessed by two clerics convening their powers together via holy alteration. The effort resulted in a Divine Blessing guided by Tahariae, allowing the Manifest Weapons spell to be bound into a hilt. Particularly, the manifested weapon of a radiant greatsword. Thanks to its binding through a blessing, the spell is no longer considered just a finishing move but capable of being readily used in combat (albeit weaker). Much of Tahariae's light is able to be stored into the enchantment mostly due to the light-stone thoughtfully embedded in.

    In the end this is functionally the same as a T5 blessed sword with more interesting holy aesthetics; very similar to the common manablade seen in arcane enchanting. There are still some varying effects due to what it is but those were all hopefully listed above. Other than said changes, it's mainly flavor!

    [I want to just spend some time clarifying the potency of this artifact. It is NOT more powerful than a T5 blessing, as is put in the redlines. The sentence referring to "slightly enhanced" only referred to its ability to last longer. The burn is just as powerful as a T5 blessing, and no more. It is only allowed to last longer because if it had the same longevity as a normal T5 weapon, the blade would vanish in only a few hits... Which is obviously very impractical. That is ALL it is. Thank you.]

    Number of duplicates of this Artifact:

    Zero (There's only one)

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

    Yes

    Have you applied for this Artifact before, and had it denied? If so, link the app:

    Nope.

  3. [Forenote: The following is a long-forgotten legend rediscovered from a distant unknown land. It’s a cautionary tale of corruption and tragedy meant for aspiring clerics. OOCly, it’s for a Patron of Tahariae - a higher power which isn’t necessarily a god. This is the first story in a holy-book project by the clerical community.]

    ~~~X~~~

    dfe462db0cc6860cfdbf7dd37196e71b.png

    [White Dragon by sandara]

    -Sordran, the Blinding Flame of Tahariae, basks in the sun.

    ~~~X~~~

        Deep in the dusty sections of the Cloud Temple library would rest a tome bearing the clerical eye. It seems odd for it to appear here now when it’s never been here before, but you approach it regardless. Opening into its first pages you’d find the story of Sordran, the Blinding Flame of Tahariae.

        In the beginning times, Dragur created many children we’d come to know as the dragonkin. Among them was a young white-scaled dragaar named Sordran. Much like his sibling dragaar, he’d scour the lands in search of knowledge and curiosities. Unfortunately for him, the blights of Iblees soon fell across the land and corrupted many of his siblings. The day came he’d see his sister twisted and malformed into a dreaded drakaar, never to be herself again. This deeply saddened Sordran, who soon fled to a distant continent.

        Sordran spent many years isolated in the wilderness of these lands, far away from Aegis. One day he saw a man with a scar across his face wearing billowy travelling robes. Despite his appearance, the man walked with an aura unlike Sordran had ever encountered before. Interested, the dragonkin pursued him.

        Eventually they came to a small farming village. The robed man went to the most dishevelled hut there. Taking on his humanoid form, Sordran walked in behind him. What came next inspired and awed Sordran for the rest of his life. Invoking the power of Tahariae, the robed figure subsequently healed numerous lepers and wounded in but a day’s time. For the first time in Sordran’s life, corruption could be opposed.

        Sordran went on to befriend the man while commending him for his noble deeds, coming to know him as Titus. Titus was a devout servant of Tahariae, independent in his pursuit of purity and justice. Sordran became great friends with Titus before ultimately becoming his disciple.

        Years pass as Sordran was taught under Titus as a disciple of Tahariae, fine-tuning his connection with the Archon of Justice. The day came where Sordran’s immense draconic soul allowed him to surpass his master as a cleric. Little did he know that his lineage would allow such vast magical power as he was only interested in the virtue and purity of being a servant of Tahariae. Instead he found great power, and close friendships.

        As the exploits of Sordran and Titus spread, new aspirants came to them week after week. One day they began gathering recruits, creating a temple, and establishing an order of their own known as the Vehement Eye. Descendants from everywhere came to them for their wisdom.

        In their prime, the Vehement Eye was a force to be reckoned with. Threats came to the land one after the other, and every time the servants of Tahariae rose up to oppose them. Sordran appeared in every battle, becoming widely known as the Blinding Flame for his hit-and-run tactic of flying over and breathing a carpet of holy white fire over enemy soldiers. The enemies of Tahariae fled or died every time, disintegrating in the radiance of Justice.

    ~~~X~~~

    739a5ec313be42e13892473b772463d2.png

    [Ceremony of the Flame by merl1ncz]

    -A ceremony held in honor of the Vehement Eye after a victorious battle.

    ~~~X~~~

        Many celebratory nights followed the victorious battles of the Vehement Eye. The Knights of the order came to respect and love Sordran like a fatherly figure. Titus still led with Sordran, but his humanity was always overshadowed by the greater dragon’s splendor. Time passed and Sordran heard news of Iblees’ campaign on the descendants approaching their land. Even though his soul was protected by Tahariae, Sordran was a corruptible dragonkin. The Blinding Flame feared the oncoming threat of the Betrayer God.

        Far sooner than expected, the forces of Iblees arrived on Sordran’s shores. The Vehement Eye rushed to prepare a defense before a great battle was shared. The corruptive forces of the undead clashed against the purifying light of the Vehement Eye. Sordran still attended for his duties, but he was cautious. The opposition knew of Sordran’s fear; they could sense it in his bones.

        Despite Sordran’s apprehension and the sudden appearance of the undead, the attack was easily countered. The Knights celebrated as was their custom after a successful battle, but Sordran couldn’t help but feel sorrow for his cowardice. There could have been fewer casualties if he were bolder. The Blinding Flame did his best to push it out of his mind.

        The Vehement Eye Knights turned in for the evening after ample celebration. Sordran on the other hand knelt before the altar in his humanoid form, repenting for his sin of cowardice. A scuff from a boot sounded behind Sordran who didn’t turn to look. He knew it was his old master Titus. The man he’s always loved and trusted like a father.

        A sharp pain followed by a seering, warm sensation ran down Sordran’s back. The dragon’s eyes widened as he turned to see his master wielding a blade. An illusion rippled as Titus’ face showed undeath, rotten and wicked. With a thunderous roar and rapid transformation, the temple crumbled and heaved under the newfound rage of a holy dragaar. A battle ensued between Sordran and his former master with other corrupted Knights. A blight seethed through Sordran’s heart both by heart-ache and the wound left by a tainted dagger. The assassination was unsuccessful. Sordran, broken by injury and grief, performed the final strike to end Titus’ unlife.

        Wounded physically and emotionally, Sordran lowered his draconic head before the altar. The blight continued to ravage him, threatening to transform him into a drakaar. Yet, Sordran’s soul remained guarded by his Lord. With a grim understanding, Sordran entered a deep and unbreakable prayer.

        As the last of his body was threatened by corruption, Sordran’s eyes erupted with clerical light. Sordran exploded in all directions with a Blinding White Flame. As the dragonkin’s life finally ended, his intact soul became whisked away to the realm of Purity by the hand of Tahariae.

    ~~~X~~~

    4fdab1474e387140e92bedb768aaec70.png

    [Concept Art by Morgan Yon]

    -A divine explosion erupts in the Vehement Eye temple, rocketing the dying dragaar’s soul into the skies above.

    ~~~X~~~

        Let this be a reminder to all clerics, old and new. Purity is a fragile thing which must be protected at all costs. Your friends may betray it, your body might wither and die, but your soul is eternal. Never forget this, servants of the Archon of Justice. Perform your duties well, as Sordran did. Let this be a testament to His glory.

        As such, you come to the end of the ancient tale. The pages are yellowed and decrepit, but the wisdom therein may very well be immortal. What exactly happened to the Vehement Eye, or to Sordran? It might all be fantasy. Who knows?

  4. Players/Group Requesting: Nivndil, Gladuos, Archipelego, two more undecided participants. Namely our druid characters.

     

    What kind of Event are you looking for?: A group of various druids and/or warriors are building a large boat to sail to the distant continent of Vectra, the Scaled Forest. With the mission of exploring the island, the group will try to hunt down and encounter a large despot (tyrannosaurus rex) to reason with it through their druidic power. How the despot reacts and the results of this mission to Vectra are mostly up to the ET running it! There's a specific reason for this that I'll explain in detail privately through discord if desired.

     

    Approximately, what time/date you want the Event to take place?: 09/30/18, this coming Sunday. If the date is too soon for an event such as this, we can negotiate rescheduling to a later one. It's just the preferred day.

     

    Organizer's Discord: PM me here on the forums and I'll give my discord. Thanks!

  5. There are ways to control the chaos of a large number combat RP such as everyone splitting up in groups of 2 to 1v1. That way when you're fighting all you have to look out for is your combat partner's emote and reply to that. It's a nice way to make things easier if a bit strangely regimented cause not everyone is interacting. It becomes a bunch of 1v1s instead of a 10v10, so to speak. Could attempt considering something like that when the group exceeds 10 people total. Doesn't even have to be a bunch of 1v1s. Could make it just split groups of any number 10 or under that can't interact with one another; it'd be interesting if GMs could find instanced places in the build world to TP groups to temporarily so they don't have to worry about mixing each other up with the other group(s) emotes. Certainly defender default works everywhere else as the best compromise in the server, why does it have to be different with raids I wonder?

     

    EDIT: This could be something raids-only so that defenders could choose RP effectively but it's still the same outside of raids, since you'd need a GM for raids every time anyway. Meaning to say still an RP cap of 10 outside of raids since those don't have GM supervision to split groups or TP to instances. Also maybe once a combat is chosen no one can join until all is finished. 

     

    EDIT 2: I know it's easy to default into saying large number RP combat can never work, and in a sense that's right. So why not make it several smaller groups self contained to RP so that defender default is allowed in raids? If you have 10 raiders and 10 defenders, you'll normally have a 20 person 10v10. A GM takes that and splits both groups into two groups of 10, or 5v5s. TP them to some special place in the build world if necessary so they don't interact or get confused seeing the other group's emotes, and bam. It just might work. Only needs some basic work making the world instances and if you want full supervision, you'd need one GM for each group of 10. It's rather minimal if several GMs are online actually doing their job, or you could just poke your staff chat.

    @Narthok @The Templar

  6. 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.

  7. 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?

  8. 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.

  9. 5 minutes ago, Narthok said:

    Go click on my profile then come back and talk to me about not writing anything in or about roleplay.

    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).

  10. 5 minutes ago, Narthok said:

    creativity is birthed from context and mechanical conflict spawned from rp context gives even more excellent context with which to be creative. The human playerbase probably houses some of the most interesting narratives and highest quality writers merely because of its fidelity to resolving conflicts and moving forward grand player driven narratives rather than focusing on more individual affairs. 

    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.

  11. 1 minute ago, HolyTortoise said:

    Hey I mean if you want this problem fixed but are unwilling to do anything about it then you are a part of this problem are you not?

    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.

  12. 1 minute ago, HolyTortoise said:

    Trolly rp, meme rp and bad villain rp are all against the rules and should be reported, all I see are dozens of people complaining about this happening but not a single ban report.

    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.

  13. 1 minute ago, HolyTortoise said:

    I've seen many people on this thread complaining about raiders not rp'ing, memeing or trolling and yet I've not seen a single ban report on it. Don't complain about it if you are unwilling or just to lazy to get it dealt with.

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

  14. 7 minutes ago, HolyTortoise said:

    So you believe 20 people should have a big rp fight battle and it will run smoothly? If so you are deluded. You are also claiming no rp happens as a result of warclaims... if you cannot see what rp is generated by them, then oh my.

    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.

  15. Took a moment to gather my thoughts.

     

    39 minutes ago, Narthok said:

    To address your response to 1.1, you'd have a low cooldown and they'd be able to sack your chests. You can either fight, pay them off, hire mercs. But taking to ooc to solve rp problems just seems indicative of an unhealthy approach to rp in general.

    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.

     

    42 minutes ago, Narthok said:

    1.4 as it stands the server views mechanical resolutions as a legitimate form of roleplay. If your char were realistic they would act accordingly and attempt to find ways to not die. Paying off bandits, running from raids etc. Solve rp dynamically and realistically.

    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.

     

    44 minutes ago, Narthok said:

    2.4, defend your pixels or lose them or hide them rply. There are a myraid of solutions you can take instead of demanding the staff provide protections.

    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.

     

    47 minutes ago, Narthok said:

    4.2 caps are cancer, I've already explained this at length and can provide a further breakdown if you wish.

    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.

    Spoiler

    1.1 To initiate a raid the leader of a raiding party must modreq one hour in advance of the raid

    The handling GM must then provide a warning regional broadcast to the target. The raid will arrive one hour from the broadcast not from the posting of the modreq.

    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.

     

    Spoiler

    1.3 Characters involved in a raid must have demonstrable allegiances

    One day raid characters will not be tolerated. Your character must be rped to some degree to participate in raids.

    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)

     

    Spoiler

    5.4 You may not instigate a raid if there are fewer than three people in the city at the time of the GM going to broadcast.

    To clarify when the GM accepts the modreq and goes to perform the warning broadcast if there are less than three people within the city then the raid may not be performed.

    (This is to prevent cheesy middle of the night raids wherein you take all their pixels while they are asleep.)

    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.

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