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monkeypoacher

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Everything posted by monkeypoacher

  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 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
  7. Massivecraft 2 with absolutely no ERPing allowed, promise. Can't even dig a hole anymore. What a stupid ******* server.
  8. 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
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. this is like being amused at making a fish have to swim in water
  14. There were no wars fought over a tile because nobody cares about tiles. Maybe this is less true now because you can go to war to secure strategic resources, but there are no strategic tiles really because the map is so decentralized.
  15. lore should be decided by sortition (jury duty): every time a lore piece is submitted, pick 5 (or any odd number) players at random and have them vote on it.

  16. what a goofy thing to start moralizing about, lol. can't even be an edgelord anymore. can't do SHIT

    1. i.uomini

      i.uomini

      I know how ya feel.

    2. argonian

      argonian

      what's being moralised abt

  17. nah bows being OP is good. gives noobs with bad apm something to do in PVP
  18. for what it's worth you have the only good idea currently stated (make large amounts of mina exchangeable for something players want)- everything else will lead to rampant deflation and general minecrafter poverty the key thing about the lotc economy is that we aren't an MMORPG where an infinitely expanding money supply trivializes hardcoded prices. The mina and the things the mina exchanges for are produced at a constant (not necessarily equal) rate, and priced by players who want to maximize profit and can account for inflation. This is why regular items (iron ingots) are relatively cheap, or at least stably priced, in spite of apparent "mina inflation." There's always a period at the beginning of the map where you can sell iron ingots for a ton of mina because iron ingot production hasn't had time to catch up with the amount of mina in circulation. Prices go down. But this isn't because the mina is "worthless"- it's the opposite. The mina purchases more and more stuff as the map progresses. People use items with genuine scarcity (ST signed magical swords) to claim that the mina is inflated, but this is like saying the US dollar is inflated because genuine Picasso paintings are expensive. It doesn't make sense. "Mina sinks" need to account for the production of resources and the inefficiency of LoTC's market (mainly players with large sums of money with nothing to spend it on, who will take that money out of the economy forever if they go inactive). Ideally we'd have recirculation instead of sinks: The minas spent on tile taxes or elytras or whatever gets added to a pot. Every week a percentage of the pot gets given out as "bonus minas" for voting, or something else
  19. if you add a VAT to my bread autoshop I am just going to raise my prices by however many percent it takes to pass the costs on to you; your mina might theoretically be worth more in the sense of scarcity but you (the player) will have at best the same purchasing power similar deal with bank taxes, it puzzles me that in a video game economy you could be afraid of inflation but unbothered by the Cloud Temple taking a percentage of your net worth away each saints week
  20. I don't think fabled food recipes need potion effects to motivate people to craft them. My evidence for this is how many "edit tokens" this server sells - people already craft their own "custom" food by renaming vanilla items, and pay for the privilege! You could motivate this food core plugin by letting players freely name/describe the food they crafted; i.e. switch the flag that lets you /edit an already edited item without burning a token. This would encourage people to interact with the plugin while giving them freedom to roleplay cooking whatever they want.
  21. don't worry. once the imperial dynasty and nobility have been respectively enfeebled by inbreeding and elite overproduction, the scheming burghers of the city watch and steward's office will realize their true power. it happened in the last empire of Man 🇮🇲 and will happen again
  22. banned for talking shit in my dms (9000 infractions - 9000 consecutive life sentences)

    1. lemonke
    2. monkeypoacher

      monkeypoacher

      unrelated to any present controversies

  23. I think if you expanded this system for tile resources it would work really well. Rewarding player creativity and initiative is good. If you dig a mine in a specific resource tile it will contain nodes for that resource, but you can roll a d100 to change the resource type and add bonus nodes: specific ranges of the d100 correspond to different mundane ores (e.g. <30 fail, 30-45 coal, 46-55 copper, 56-85 iron, 86-100 netherite). Specific numbers correspond to extra nodes with precious jewels or other exotic lore resources. Player creativity, build quality, and roleplay expansions of the mine can be rewarded with extra dice rolls for extra nodes.
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