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Aengoth

Creative Wizard
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Posts posted by Aengoth

  1. Minecraft IGN

    Crumena / Aengoth


    Discord ID

    Aeng#6018


    Timezone

    MST


    Why have you decided to apply for the Moderation Team?

     

    I don't want to be a stowaway in the discord anymore, I wanna be a real boy.

     

    Jokes aside, I rather enjoyed my past experiences with the GM team even though there were many frustrating factors unique to that specific era of staff. Hoping to have another go at it and volunteer some of my free time. Outside of GM specific duties I'd like to resume providing what support I can to the Story Team in terms of organizing and brainstorming ideas for large scale event lines as I did briefly in the past before having to leave due to personal commitments. I feel that as I GM I can serve as both a great resource for OOC problems [OOC disputes regarding conflict/etc] that occur as well as Lore situations [powergaming complaints + lore brainstorming] most effectively in a well rounded manner.

     


    What is something you have always wanted to change on the server?

     

    • My ideal state of the server is that less GM supervision is needed for conflict & roleplay to occur. The reasoning for this is that we've seen historically that player groups end up gerrymandering the staff teams to block/inconvenience opposing playerbases to achieve victory. Ideally as a GM we can provide support and structure towards the establishment of War & Raid rules that are fair to both sides [Casual RPer's & Conflict/Scheme RPer's] of the playerbase.
    • Simplify the rules further. Currently there is quite a mess of rules. My understanding is past efforts of the Teams have been to cover every possible scenarios. Rather then trying to cover the entire width of potential grey situations it would be much simpler to go by a policy of "Rules as Intended" rather than "Rules as Stated" so as to avoid individuals trying to find loopholes to abuse the rules. Outside of that I think we have various rules that are restrictive ICly for OOC purposes.
      • Ex - Eviction rules are a bit absurd. I understand they exist to stop people from abusing IC positions of power but I would argue that a corrupt official/steward shouldn't be blocked through OOC intervention. Even though it may suck, it is a situation where by joining a settlement you are putting yourself at some level of risk. Player Leaders should be expected to find the most trustworthy individuals to hold roles of power, not expect that if someone abuses that power that it is OOCly intervened in rather then accepting the consequences of being betrayed. This is so that character ambition is not needlessly limited, if a character wants to earn the infamy and short term rewards of pulling off such a scheme they should be able to.

     


    What are your best & worst qualities?

     

    Best:

    • Long time player [shamefully so] with extensive knowledge of the server and various communities throughout my time here
    • Approachable
    • I make an extreme effort to being as Fair as I can be with others and try to see the best of them rather then writing them off for frivolous reasons.
    • Salty Shitposter

    Worst:

    • Very vocal about my opinions in a manner that some view as argumentative.
    • Headstrong
    • My sense of humor can be a bit too scathing for some
    • Salty Shitposter

     


    If there is a rule you disagree with— which one is it, and why?

     

     

    Quote

     

    Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist).

    • If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half.

     

    Far too restrictive to such an extent that thief roleplay risk/reward is severely imbalanced. I don't understand how we got to this point when in the past you could have people set fire to your house and it was something that created new interesting roleplay [unless of course you threw a fit and opted out of acknowledging it]. I'm a big advocate of !Losing is Fun! and this rule is a good example of something that reduces unintended consequences to such an extent that they're negligible. Someone robbing you should be a significant thing that happens to your character, not a chump change fix.

     

     

    Link insightful feedback that speaks personally to you.

    https://www.lordofthecraft.net/forums/topic/196922-hey-youre-finally-awake/?tab=comments#comment-1809214


    Attach relevant media or links. (Portfolio)

    Spoiler

     

    Spoiler

    N/A

    o8xHMsb.png

     

     

  2. This reads like a mechanic meant for other games such as League of Legends or Darkest Dungeon. It just doesn't feel like it would fit within LotC and wouldn't provide interesting roleplay (since it just gives characters basic movesets almost like playing a card game) and might even make CRP more obtuse. Not only does it feel like it doesn't fit thematically but also the omission of an Elven Path seems really arbitrary. Thematically it also doesn't make sense for someone to be able to spec within each tree.

  3. 1 hour ago, UnBaed said:

     

     

    Too many players view themselves as the protagonist

     

     

    Really good post, I think this particular line really should be read by players at least once during this time on LotC as a good way to reflect on how we interact with each other.

  4. I'm **** at writing as I always ramble so take this incoherent mess for what its worth. Edit: Heres some music since its a long ass post Edit2: ******* spoiler took all of it for some odd reason

     

     

     

    Accepting Conflict and Losing is an important part of developing and maintaining interesting characters. Characters that do not experience conflict tend to become very one dimensional and detached from the reality of the server and some of its most important driving forces [wars/antags/spooks/monsters/etc]. We cannot realistically expect to script [often fabricated/melodramatic (ex - orc killed my dad) conflict that seems disingenuous except by a rare few] every interaction and its outcome become a character that is genuinely interesting and fun to interact with. This is not meant to detract from the importance of peaceful / slice of life roleplay since those roleplay scenarios are often what sets the foundation for the personality/beliefs of a character. Instead these factors are together important in created a well rounded character. You can't build a community solely on one type of roleplay and expect it to be self sufficient. We've seen this from both sides be it "PvP goons" or "Tavern RPers".

     

    A good example of "PvP goons" lacking self sufficiency is the decline/stagnation of the Orcs. This isn't meant to be a knock at the Orcish players but rather the systems they were built upon that were unsustainable such as how Orcs use to PvP for who got the title of Rex. This resulted in the Orcs struggling to maintain consistent and effective leadership and when fully embracing such a system the nation would descend into chaos due to the lack of a proper structure. Even now it appears that Orcs struggle to maintain enough activity to justify a Nation status due to the foundation they were built upon limiting their ability to grow at the same rate as their counterparts [compare the number of Orcish nations/cultures to have existed and been reasonably strong to the other 3 descendants].

     

    A direct opposite of this is readily available by looking at a number of elven nations the quintessential "Tavern RPers" throughout the lifespan of the server. Instead I think a better example though would be Halflings who have similarly struggled like the Orcs even though they're fundamentally different. We've seen the Halflings go through many periods of brief activity to stagnancy. Even in 2.0/3.0 it was joked that Halflings were a Retirement nation for old players to go and chill out in. It is difficult to pull in new players and maintain current players in a population where little conflict happens. Hell, one of the times Halflings were at their peaks was when they accepted Conflict and they nearly eradicated a human subrace [either Raevs or Adunians, I can't remember its been awhile] due to a border dispute. Doesn't matter how many fairs you plan if nothing really changes asides from a leader abdicating every now and then. Again this isn't meant to diminish those who play Halflings but rather show how the limitations they work within really inhibit their ability to grow/maintain at times.

     

    Finally banditry is alive again which is a great change from what was a relatively conflict free previous map. Conflict is good for building well rounded characters, so many characters are painfully sheltered and exist in bubbles that do not interact with one another unless a conquest warclaim is created. Having a character that is sheltered isn't necessarily a bad thing and should be encouraged when the character is young, but an elf who has lived 400 years blissfully unaware/uninvolved in the various tragedies [ex - inferni conquest] is similar to interacting with a 30 year old who never had a difficult job or relationship. By having small scale conflict that is actually meaningfully detrimental hopefully we can now move away from the plague that is immediate Conquest & Pillaging escalation. My reasoning for praising Banditry but condemning Conquest & Pillage is simple. OOCly the first is but a nuisance that can be reasonably averted through cooperation with your peers in the community. OOCly the second is often quite stressful that usually results in entire playerbases leaving the server which has been the main viable strategy of conflict used by various nations throughout the previous 5-6 years. We've existed in this weird vacuum where it is not acceptable to be robbed by another player but it is perfectly normal for entire playerbases to be pushed to the point of leaving the server. How convoluted have the rules become where preforming an RP coup is absurd but gerrymandering members of the staff team to hunt after specific playerbases for any rule break for the purpose of permanently evicting them is/was the norm.

     

    From a roleplay perspective now nations/settlements/lairs will now have to once again actually consider how to best protect their citizenry and there will be a level of inherent merit (bigger sword / bigger walls diplomacy) to them existing. Now if you do have an open gate policy but do not protect your citizens they have a proper complaint to bring to their leaders which is that they require some form of security. Nations that are incapable/unwilling to find a solution to their security problems will naturally bleed membership as those players shift to other Nations/Settlements. The solution isn't to complain OOCly about the problem until it goes away but instead to interact with other communities [employing foreign guards or bargaining with your aggressors] or improve upon your own society/infrastructure [have a militia or atleast a few gate attendants who will keep hostiles out, you could even go so far as to organize node collections in small groups to make yourself a more difficult target] so that your playergroup as a whole is more self sufficient [not in terms of economy but in terms of activity and security].

     

    Often it feels as if the community lacks a proper balance of the two and a portion of the community will go so far as to frame the other side as immoral and dangerous to the health of the server. I think we have all at one point or another been at fault of this regardless of what side we tend towards. Hopefully people will be able to accept that sometimes they're going to be on the losing side without becoming hateful/spiteful OOCly and in the same vein hopefully we see those who win are willing to show some more compassion and avoid exploiting the rules to an extent that discourages others from ever interacting with them. Ideally this will result in dynamic nations and characters that will become less isolated as a whole.

     

     

    This doesn't mean that you shouldn't report low effort Banditry as I think even those amongst Bandit factions would accept that there should be a standard. But that standard goes both ways as often those who are being attacked can be quite OOCly spiteful or not bother to put in the same effort they expect of those robbing them.

  5. Asides from the scarcity of low end basic necessities [basic blocks required for building] I don't see a problem with a plugin as a whole.

    Edit: Also since when did we have this expectation that things would be perfect and functional on launch? Since when has that ever been an established norm of LotC. It shouldn't be expected of a community of volunteers who frankly outdo what is expected of them. I see a lot of old figures in this post complaining as if they've never been around for the start of a new map acting as if this is a complete surprise that tweaks are needed.

     

    It seems melodramatic to think this plugin is worse then nexus considering the level of accessibility that everyone will have as time pushes on wards (due to tool based progression which means that once a group advances they can lift others up either by their own good will or through some sort of trade). Now when people grind its not all invested in a select few individuals but instead can flow throughout entire communities.

     

    I think with a few balance changes such as increased cooldowns [so that you spend less time grinding] but also greatly increase output of low lvl nodes not universally, just lower level nodes since things are currently too scarce [ex - basic items throughout and generalized entry level armor and weaponry].

     

    As for the complaint that plugins inhibit roleplay of craftsmanship, I would argue that its the opposite from my experiences playing Aengoth (Blacksmith). Often it was the implementation of plugins that caused more people to actually be interested in blacksmithing roleplay [thus causing an influx of students] since there was a tangible way of mechanically representing your expertise (outside of renames). Further I wouldn't expect to be able to roll up in a new map and demand special privileges or access just because I roleplayed the skill for quite some time before it was introduced as a mechanic. It's not that player characters are low skilled, its that they lack the required resources to show the upper limits of their skills. This was difficult to justify RPly with Nexus because it was a direct representation of your skill, but with Vortex it is easily justifiable by the understanding that resources are scarce and that doesn't change just because you're more experienced then your peers. Even a master blacksmith dwarf should be outdone by some wet eared human if the dwarf has dogshit tools and the human has readily available quality tools [in this cause the plugin actually represents these through its item progression system].

  6. 49 minutes ago, Samler said:

    So now high elves makes a complet 180 on "Mina doesn't matter" to "Magical sky-gods demands mina or so our nation is forced to rot no matter our actions. So mina or boot, blessed citizenry."

    Can't drink tea all day gotta work to maintain the purest nation.

  7. I don’t see why they cannot continue the legacy of the Wilven Monks as long as they act to help new players.  Things will naturally evolve and move past where they were many years ago. We see this most commonly with family names on the server that go beyond the original owner of it.

     

    Sidenote, a staff member should toss this into feedback

  8. Name of the Artifact:

             Deleted Email

     

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

             Depends on the target

     

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

             Aengoth

     

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

             Aengoth Starbreaker (buried in his grave with him)

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             n/a

     

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

             n/a

     

    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:

             

    ryoXXSB.png

     

     

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

             

    An ancient tome sought to be destroyed by old corrupt gods who sought to protect one of their own.

     

     

    Effect(s) of the Artifact:

             

    Protects those under the age of 18

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