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Xarkly

Moderation Manager
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Everything posted by Xarkly

  1. Sadly GMs have sweet af to do with any of that blame the dev-ils ...... . .. ... ..... .. .
  2. forum moderator doesn't start with g
  3. the greatest of the dev teams' crimes is that they're not using stock images for the slideshow

  4. There's a new rule overhaul coming soon and the new raid rules (from the last War Poll) will be included in that
  5. Yeah it looks like real-world warzones are a definite possibility so we'll be looking at doing them in the future. For now though, continue voting on this poll.
  6. If higher staff didn't object, I'd be down for that.
  7. Community Vote Warzone Spawning Alrighty, so after the last warzone we received a fair bit of feedback about Warzones and how they work -- namely, how spawning works. This mainly came out of the frustration of base-camping and how it pretty much sapped the fun out of the Warzone for both sides with the dominant army just camping the losing side's base. So, we've listened to your feedback and we've come up with a few possible solutions that we'd like for you to read and vote for your favorite. Additionally, if you've got any ideas of your own, go ahead and post them, and if people like your idea more, then we'll use that. And while we're at it, if you've got any other criticism about Warzones, make a comment here and we'll try to improve based off that. __________________ IDEA ONE DROP-DOWN SPAWNING This spawning system was attempted for the first Lorraine v Dunamis Warzone and we got a lot of negative and positive feedback from it. For those of you who don't know, the idea is quite simple: each army has their usual Warzone camp, but enemies are now ALLOWED to storm Warzone camps. Instead, players spawn in a small room (such as a windowless tower or inside a tree) where they are safe from harm. From this room, players can drop down into their Warzone camp and fight as normal. This idea was suggested by other players who found Warzones boring due to spawn-camping. This method would permit armies to storm each others bases if the gates were left often, but they would NOT be permitted to stay in the bases after they had killed any players inside. Camping the drop-down point is not allowed. So, to summarise: Warzone Bases can be stormed, but players must leave after the players inside are killed. Players spawn in a safe room from where they can drop down into their Warzone camp. Camping the drop-down point or remaining inside an enemy Warzone camp is not allowed. The main issue I foresee with this one is that it will be difficult to moderate players camping enemy drop-down points, but this was a popular concept among Warzone participants. If you think it can be improved in any way, vote for this option and comment on the ways it can be improved. _______________________ IDEA TWO PORTAL SPAWNING This idea completely removes any element of camping Warzone bases. This idea would still involve Warzone camps, but only as a place where players can prepare before fighting. There would be no entrances or exits to the Warzone camp - instead, there will be three portals INSIDE the Warzone camp which players can use to spawn in three different locations throughout the Warzone map. They would be evenly spaced apart both from the other portal-locations and the enemy portal-locations. This idea removes the threat of camping Warzone bases because players can now choose three possible locations to spawn in. This allows for more strategies in Warzones and will ideally spread the fighting throughout the Warzone map instead of at the gates of one of the Warzone bases. Players can leave the Warzone through fast travels inside their base (if they choose not to fight and want to leave) or just outside their base (if they used their portals to enter into the Warzone proper). Both armies will have seperate portal-spawn locations. Warzones no longer have entrances/exits. Players have a choose of three portals to use to spawn in three different locations throughout the map. There will be little-to-no spawn camping. I believe this idea has potential because it will force fighting throughout a broader area of the Warzone and will allow players to craft more strategies as they have more options of where they can spawn in. Similarly, if you think this idea can be bettered, comment as to how and vote for this idea. ______________________ IDEA THREE NO-MAN'S LAND This idea still involves Warzone camps, but now they cannot be invaded or even camped. There will be a 'safe region' that expands beyond each Warzone camp, and enemies cannot cross into this region. Fighting will take place in an area between both sides' 'safe regions', in a no-mans-land type area. Here's a beautiful drawing by Shannon to illustrate this; The fighting would take place in the area with stars, while the arrowed-lines mark the 'safe region' which enemies can't cross into. This makes it very difficult for either side to spawn camp since there's a much broader entrance into the enemy camp, though this may not necessarily fix peek-fighting along the borders without heavy moderation. _______________________________________ Alright, so that's that. If you've got any other ideas, please don't hesitate to mention them here and we'll include them in the vote.
  8. UPDATE So we've made the following edits to Coup Rules. If anyone's still got issues or suggestions, just post them here or get in touch. Added Coup Applications, which must be filled out and submitted to the GM Team in a hidden subforum for the Coup to commence; Edited Coup numbers -- now both Attackers and Defenders can bring outside help based on a 1:1 region member:outsider ratio. If the Attacking Side has 3 region members participating in the Coup, they may bring 3 non-members. If they bring 5 members of the region, they may bring 5 outsiders. This also applies to Defenders. Clarifid the rule concerning a Region OWner/person of signifcant influence participating in the Coup. Edited the rule concerning the Primary Region Owner being online -- the Primary Region Owner must be online at the time of the Coup. If they have been offline for 14 days, the de-facto Region Owner in charge must be online (this will need to clarified with the GM Team). Added a two week cooldown for Coups.
  9. Any of those feelings or paranoia is an open door for metagaming, I feel. Naturally, if they have In Character knowledge of this Coup, they of course they can probably prepare accordingly. Good point, I'll add a little note on that.
  10. Because a coup is a surprise attack from within. It doesn't make sense you can call in a big band of helpers from halfway across the map during a surprise attack.
  11. War Team Update Coup Rules COUP RULES HAVE BEEN UPDATED. SEE THE CHANGES BELOW Coups are no longer paused and can be carried out at will. Since coups tend to get messy, we've written up some rules that must be strictly adhered to if you're performing a coup. These rules were made with ideas from the GM War Team, feedback threads and just people in general chipping in to give their two cents on the matter. These rules are implemented on LoTC as of the time of posting, but it's very much a trial period and you can expect changes as soon as any errors become apparent. If you see something wrong with these rules, please comment or message me and we'll try remedy that. So that's all, here are the rules; ___________________________________________ COUP RULES Coup Applications In order to perform a coup, you'll need to submit a format with relevant information to the GM Team so that the Coup can be properly assessed and smoothly carried out. You can find this format here; Copy & Paste that format in the Coup Subforum (which is hidden, so other people won't be able to see you're planning a Coup) and the GM Team should get in touch with you to sort things out and plan the Coup in full. You should still take the time to familiarize yourself with the rest of the rules, featured below. _______________________________ The Basics A Coup is defined as a sudden and illegal seizure of control over a location through violent means. A Coup Application must be submitted and approved by the GM Team in order for a Coup to take place. A Coup must be led or actively supported by at least one Region Owner of the Region that is being couped. The Primary Region Owner of the Region that is being couped must be online at the time of the Coup. If the Primary Region Owner has been offline for more than 14 days, whoever is considered to be in charge of the Region at that time must be online. (This must be clarified with the GMs) At least two GMs must oversee the Coup from start to finish. A Coup cannot be attempted on a Region more than once per two weeks. _____________________________________ Numbers In order to participate in the Coup, players must be a member of the region that is being couped. For every region-member participating in the Coup, the Coupers may bring ONE outsider. So if there are three region-members participating in the Coup, they may bring three outsiders to help. If there are ten region-members participating in the Coup, they may bring five outsiders to help, and so on and so forth. In order to defend against Coup, players must be a member of the region that is being couped. For every region-member participating in the defense against the Coup, the defenders may bring ONE outsider. So if there are three region-members participating in the defense against the Coup, they may bring three outsiders to help. If there are ten region-members participating in the defense against the Coup, they may bring five outsiders to help, and so on and so forth. If there is valid RP and logic for defenders to bring additional allies, they may so with GM discretion. GMs will have knowledge of the impending Coup in advance and will be watching for any suspicious removing/adding members to the region with the specific purpose of removing/adding people who can aid in the coup without thoroughly valid RP reasoning. _________________________________________ Blocks & Locks No new gates may be created throughout the duration of a Coup. Doors may be placed within reason. 7 members on the offensive and defensive side of a Coup each have 3 attempts to break 3 locks, chests excluded. Normal rolling rules apply. Each side may use 3 TNT throughout the duration of the Coup. TNT may be used to destroy gates and 2-block-thick walls. TNT affects blocks within a three-block radius. Players must emote placing TNT, even in PvP, and a GM will remove the TNT from their inventory and break any relevant blocks in an emoted explosion. Doors, gates and 2-block-thick walls are the only blocks that may be broken through the means listed above. No blocks may be placed during the duration of the Coup either. _________________________________________ Completing a Coup In order for a Coup to successful, the Primary Region Owner or loyalist Region Owners, along with all loyalist forces, must be captured, killed or forced to flee the settlement. After a Region has been taken over by the Coupers, they must retain complete control for a total of one hour without resistance. During this time, defenders may attempt to retake the Region which incurs a pause on the one-hour timer. A Coup does not end until the coupers are killed or driven out, or until the coupers have retained complete control of the Region for the required time. If a Region is successfully couped, the leader(s) of the Coup are assigned as Primary Region Owner and Region Owners. The couped Primary Region Owner and Region Owner are removed from the Region without warning and their chests and homes may be unlocked. The homes and chests of citizens in the Region who were NOT involved in the Coup may only be evicted after the regular three day notice has been given. _________________________________________ Couping a Nation If a nation's capital is successful couped and Primary Region Ownership is transferred to the leader of the coup (or whomever the leader of the coup wishes to bestow PRO on), the status of Nation Leadership is NOT transferred too. For example, if the King's capital was couped, the coupers would NOT become King, even if the King was killed during the coup, or gain control of the nation. They must seize support from the Kingdom's other vassals, either through diplomacy or warfare. Until the majority of a Kingdom's vassals accept a new King or are destroyed, the status of Nation Leader would transfer to the appropriate heir, provided he has relevant support from his vassals, or an appointed regent. If a nation's capital is couped, the Kingdom's vassals/army may skirmish for the surrounding area of the capital, and then progress with a siege in order to oust the coupers and regain Primary Region Ownership of the capital. If, for whatever reason, the capital and its surrounding area is not warclaimed and it does not try to gain the support of the rest of the Kingdom for Nation Leadership, then the Nation may recieve a new Capital Plot TWO WEEKS after the coup, IF there is no warclaim or peace deal in the works (this will be clarified with relevant leaders). The couped capital will then be treated as an independent charter.
  12. On the 12th of the Sun's Smile, the sun shone rose Lorraine. But it was not rolling green pastures, thickets of oak trees that swayed and sang in the wind or stretching swathes of vineyards that greeted the sun on that day. Nor was it the Vawdre Fort that greeted the sun, proclaiming itself a proud bastion of Lorraine's strength with its sheer walls and green-and-gold banners, stirring lazily in the mild wind. It was not peace that greeted the sun. Instead, the sun was greeted by bright tongues of flame, charring and blackening the trees that had once lent the landscape its natural grandeur. Instead, the sun was greeted by corpses, both new and old, littering the road, which had long since been rendered a trial of bloody potholes following the army's passing. Instead, the sun was greeted by the ruin of the Vawdre Fort, scarred beyond recognition by explosives. Instead of the green-and-gold of Lorriane, the sun was greeted by a new banner over the Vawdre Fort. Victory for House Romstun.
  13. UPDATE This Warclaim will be occurring on Sunday, JUNE 4TH, at 3PM EST/8PM GMT. It will NOT be held at Metz, but instead the Vawdre Fort, outside Metz. If victorious, the Dunamis-Romstun alliance may proceed with a siege of Metz, and if they lose, initiative passes to Lorraine. A Warzone is currently open, with carts to be found at each group's respective stronghold. TNT WILL be allowed for this warclaim, with a total of 3 members from each army being granted build permissions in the war world to place and light TNT. All other warclaim rules apply. Dunamis-Romstun win if they capture the Vawdre Fort, Lorraine win if they defend it. In the event of a stalemate, Lorraine will be declared the victor if Dunamis-Romstun are left without any means to breach the fort after the hour-and-a-half mark.
  14. Victory for Romstun and the Horde!
  15. Also in regards to your pet, if it says if can't be found, its not dead it's just in an unloaded chunk.
  16. peace in our time
  17. Yes hi hello, message me in-game or here on the forums
  18. Yes hi hello, message me in-game or here on the forums
  19. Yes hi hello, message me in-game or here on the forums
  20. Yo sorry for the delay Send me a message here on the forums and we'll boogie.
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