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monkeypoacher

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About monkeypoacher

  • Birthday 01/01/2018

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  • Minecraft Username
    MonkeyPoacher
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Profile Information

  • Member Title
    chump
  • Location
    Bishkek, Kyrgyzstan
  • Interests
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Character Profile

  • Character Name
    Fatty Peach Dog
  • Character Race
    Kharajyr

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  1. You should expend a flat amount of mana per turn of casting, because this is already how magic lore balances the power of a spell vs. its effort/complexity. It also means that all combatants just need to keep track of a number (the per turn cost) and a variable (their current mana) instead of each usable spell and its tier. Tiers exist to keep track of what spells your character can cast. When you're writing the tier progression of your lore you shouldn't have to think "well only T5 characters should know this, but it's not really a 50 MP spell" or "novices should be able to cast this, but it should cost more MP..." You see what I mean? I see that as a major source of future arguments and exceptions. Also a mana points system based on how many times you can cast a spell of each tier is just a more complicated system of Vancian spell slots.
  2. Horrible day at the KrugHub office
  3. You used to be able to change your persona name whenever you wanted. A 30 minute cooldown would be reasonable maybe. 5 hours is absurd. I don't see why the "perk" of avoiding an artificial cooldown is at the $100 tier either. LotC's entire VIP pricing strategy doesn't really make sense. Generalizing a bit, there are two types of people are going to donate to the server: 1. people who enjoy LotC and are willing to donate for an improved experience, but are price sensitive, 2. whales who are not price sensitive and will pay extra for prefixes, particle effects, cosmetics and other status signals Category #1 includes more potential customers than #2. It makes business sense to have a "quality of life" tier priced around what your average customer is willing to drop on an impulse purchase. Fast persona switching/name changes makes sense here. So does an extra soulstone slot, and so on. The idea is to make this tier as enticing as possible to so people are more likely to donate in the first place. Each subsequent tier can have an extra perk to encourage upgrades or make higher tiers more enticing to whales. The CapitalOne average online impulse purchase is something like $30, so this would be like Iron VIP? It makes sense to put name changes there. Diamond VIP is way outside of the "think twice about it" range for what I would imagine is most of the addressable market, and fast persona switching probably doesn't make the difference for someone who is deciding on whether to drop $100 on a donation to a minecraft server
  4. I've never understood why you need to be intelligent to use magic in the first place. Most of LotC's magics are powers granted to your character by a deity, where does intelligence fit into that? Are LotC's gods redditors? Do they make your character take an IQ test?
  5. Sure. But the problem is that magic lore is in and of itself pretty boring and unless the teacher brings a lot of unique seasoning to the fireball lessons then it's just insipid box ticking. You should revisit book selfteaching with the intent of making magic interesting to learn and people will pursue selfteaching RP as an end in and of itself. I am sure that in the long running narrative of the craft there are enough interesting stories about magic to fill a textbook. Yknow object lessons about wizards who got too ambitious and turned themselves into worms or secret shibboleths and incantations. Heroes, villains, stories people can relate to their characters or might actually want to read. But more importantly, lore knowledge that you expect players will care enough to remember so that you can assess them on it for worthiness to progress in the magic.
  6. I was gone for two years and I come back and you're still prowling the forums like an old fart.

    1. monkeypoacher

      monkeypoacher

      i have nothing better to do on my 4 hour bathroom break at work

  7. I can't read more than 2 consecutive sentences, so I initially thought this thread was arguing to raise the playable age (let characters be older) and I agree. We need more more senile geezers and wizards I don't see why anyone would want to RP a 5 year old but I don't see any strong arguments for not allowing people to. You met someone playing an annoying lost toddler for cheap drama in RP? Well now it's a lost victorian soot caked orphan. Lost pregnant lady. Lost dog. You won't win this arms race just ignore the RP
  8. Massivecraft 2 with absolutely no ERPing allowed, promise. Can't even dig a hole anymore. What a stupid ******* server.
  9. The trick is to get yourself banned preemptively for an obvious reason, that way you have something straightforward to apologize for later. If you are just ambiently annoying and antisocial the admins have to find a reason to ban you and they're going to read through your messages. Much easier to come back from, say, flyhacking than making fun of ppls moms online
  10. when you have to write an application like this for a settlement you are guaranteed that people will only ever RP in it after peak hype has already passed. I don't think this will do anything to combat "realm bloat" (sic). It seems like we had "realm bloat" last map with the same system. You guys really need to free yourself from the delusion of creating "systems" and rules for the non-game of LoTC. A bunch of rules and systems does not make a game. You are a bunch of tabletop roleplayers stuck on session 0 talking about cool mechanics and character builds for a campaign you will never play. "Realm bloat" is acceptable because uncertainty and spontaneity are radioactive. Lore and applications and systems are all an excuse to avoid interacting with another friend of Malinor. Besides I really don't understand why you guys waste so much time making a low throughput manual version of Nexus Regions. Just bring back the plugin lol
  11. A serious reply to this kind of topic can only be phrased in terms of "host your own server and find out." Until you've demonstrated that you'd commit your spare time to making sure Mojang's shitty server code doesn't crash, scheduling meetings, keeping track of technical deadlines, and listening to the people who benefit from the fruit of your effort trash talk you on your own forums, you don't have an opinion worth considering. The intense anti-admin sentiment lately has made me think about Fantasy Roleplay, the LoTC competitor of 6 years ago which was a lot more fun than LoTC was 6 years ago. It fizzled out for the same reason it was so enjoyable- the admins poured heart and soul into responding to and appeasing players, and found no reward in doing so good enough to justify their continued effort. LoTC is almost a 15 year old server (I think?). If I was head admin 6 years ago, or whenever the last big TOS ban was, or now, I would have let it die. The people keeping it alive are self-evidently not doing so to appease you.
  12. Once upon a time a long time ago, I got stuck responding to combat roleplay all night; I would be banned for "combat logging" if I logged off. It took my opponent like 10 minutes per emote because they were busy googling how medieval armor works, looking in a thesaurus for synonyms to "dodge" and "block," etc. I won that battle, so my game sense is fine. But at what cost? If you and your pals are having an enjoyable duel of the fates with no dice involved, that's fine. Between two players who don't know each other well, the winner of a combat RP is the one who is the least willing to compromise. Not everyone is interested in arguing the fine details of magic lore or medieval infantry combat. The people who aren't interested don't deserve to have their time wasted, nor do they deserve to be railroaded into roleplay they don't enjoy. Combat RP should default to a system with dice to expedite it for people who don't enjoy it that much, and place a 'skill cap' on the amount of Sword Trivia you are allowed to bring to bear against an unsuspecting elven child. As an aside, when combat sucks for everyone but the highest-aptitude players it makes the server boring. It forces those players to avoid encounters with strangers, reduces the overall number of interesting conflicts, and generally encourages people to put up fugly walls and fortifications everywhere.
  13. this thread is why this server DESPERATELY needs an actual combat ruleset, with dice rolls and initiative and action economy, and not whatever "good faith" combat roleplay is. At the minimum, starting combat (by drawing a weapon, connecting to the Void, or whatever) should give the player you're starting combat on a turn to react and reset the turn order via roll. For instance: *ser brigandus coinstealer sidles up to the elf and draws his sword.* "hark traveler!" *prinkles the elf does a backflip away.* *ser brigandus coinstealer has rolled an 8 out of 20.* *prinkles the elf has rolled a 9 out of 20.* turn 1: prinkles to emote, then brigandus coinstealer. prinkles wisely uses the initiative to run away, rather than immediately get stabbed by a sword.
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