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Johnny_Steele

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About Johnny_Steele

  • Birthday 07/07/1994

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    Johnny_Steele
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    johnnneh

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  • Gender
    Male
  • Location
    USA, Illinois
  • Interests
    Psychology, Philosophy, Guitar, Music, Minecraft, Clouds, Women
  1. Even with this, you can open chests in protected land, the only way your items are safe is if you have VIP, or a friend with it, but then you have to put up with entering a password every time you access your containers.
  2. If the leaders of a given nations land have control of who builds and what they build, as well as right to tear down anything they want, regulation shouldn't be an issue as long as the players are reasonably active. The rules against land scarring are very specific and detailed. They should be sufficient to protect the landscape. As for the resources bit, you have a fair point, but perhaps that will just add more roleplay, as the nations seek those resources. I do think that there should be ways of obtaining those natural resources (Dirt, Stone, Wood) without having to destroy the world.
  3. In order for an individual to aquire enough land to do this, they would have to singlehandedly gain the power, and money required for it. They would need to go against any nation that owns, or wishes to own the land. It would be quite a feat. Although, I do agree with you, there are far too many towns forts and castles which are consistently vacant. People need to stop trying to make their own organization/guild/order/nation and try instead to join another.
  4. With dilligent staff, this section of the rules should serve to prevent that. Landscape and Building Rules These rules apply when building on the server. » You must not destroy or damage a structure made by another player without their consent (griefing). » No world graffiti or vandalism is permitted. » No destroying of the worlds landscape or beauty – we reserve the right to remove ugly structures that do not fit in with the world without warning (warnings will usually be given beforehand). » Buildings must adhere to the structural architecture of the area, if you are designing a new structure it must look functional and attractive. » Buildings that block paths, destroy the atmosphere, serve no purpose or are an eyesore will be removed after a warning. » Strip-Mining is not acceptable. » Destroying buildings for no reason, out of roleplay and not in war is a bannable offense. » When cutting down trees, you must remove the leaves - if they are not removed, you may face a temporary ban. » All buildings are required to make 'roleplay sense' - meaning, floating structures, dirt structures or anything that wouldn't possibly be feasible in real life is not allowed. This also means that strip mines are not permitted - mines must have actual supports. If a building appears as if it would collapse, then it's not permitted. Buildings can not float on water and farms may not be underground.
  5. I think this might also fall under the rules against land scarring. Especially when it comes to the larger custom made trees.
  6. I definitely agree that this will start a flurry of wars, but I think that it will correctly reflect the medieval time period that the server is set in. Obviously, LOTC is not set in the history of our beatiful earth, but I think there will be parralels in any global history. One of the bigger parralells being the bed of bloodshed and war that the dominant kingdoms are built on. One glance at history will reveal that it is not the peaceful people that thrive, but the belligerent and power hungry ones. Such is the nature of humanity. If this is not the type of atmosphere that the admins want to create, then I would suggest finding a race other than humans to play their server. or else change things drastically. It doesn't neccesarily mean the obliteration of the lesser, culturally rich people, who knows, this could spur the creation of a new state to protect those people. Or perhaps the persistent loss of resources will force leaders to unite and create alliances and international war laws. Only time will tell how this will really turn out. Events may not attract players to join a given nation, but I think the quality and regular upkeep of good roleplay will.Take a look at the Audanian nation, and how fast it's grown. I'd also like to throw in a personal opinion/observation of mine. This is judgemental, but I feel that the better roleplayers tend to stay away from the "Soldier" archtype, or the individual who will be fighting wars. Those people are the ones who put time into the server, put thought into their roleplay, and really effect the political status of the world. I think a chain reaction caused by this elite group of players will somewhat prevent the world imploding into chaos.
  7. If that is the case, I think it'd be worth the messing.
  8. Thank you for your input, I tried adjusting my settings (I do use optifine) but I cannot find a setting that changes the distance at which you view players. I've asked a couple friends and they too had this issue, so I assumed it was something to do with the server.
  9. **Apologies if this is the incorrect location for this post** I've noticed that after walking over 50 blocks away from another player, you can no longer see them. You cannot get them back in your view until you return to about 44 blocks away. If this is a feature then my question would be why? Our characters must not have such terrible vision that when an individual is more than 50 meters away they simply disappear. (Despite the fact that structures remain perfectly clear) I can understand the logic behind a certain limit, but fifty blocks is far too short. If it is a bug, then crush it, because bugs are alltogether quite disagreeable.
  10. I don't think that's a valid generalization. While I agree some people do this, I'd say it's a minority.
  11. I think the idea of this update is to move away from, as you said. "...power influences how many people join a nation more than any event or quality RP will." People will naturally be attracted to the nation with the most people at first, but once they settle in they will realize that the better RP doesn't neccesarily exist there, and will then move on to wherever it does exist. That is of course, excluding all the other hundreds of reasons people have for being a part of a given nation. Those reasons will always exist, but I feel that this change will serve to give the pursuit of a higher level of roleplay a firmer place to stand among the more attractive motivators.
  12. A lifetime of happiness falls short in the shadow of eternity.

  13. I agree with this, as long as a given nation will have some land (and as I understand they cannot loose all of it without all of their members dieing, and even then they could just make new characters to take up the leadership) no nation will go extinct. I think this system will give the power to those who put the most time, and effort, into the quality of their roleplay.
  14. I have not been a part of these instances but I would guess that they are a kneejerk reaction. The orcs are at a certain disadvantage being one of the first to change to this system, but I think once the other nations adjust, things will perhaps not "settle down" but the orcs will be able to not only fight back, but crusade agains the nations who beset them.
  15. I agree with this, however, how do you figure the number of players in a given nation? My character is a human, but is not affiliated with the Oren nation, so he obviously should not count towards their numbers despite his race.
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