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L0rdLawyer

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About L0rdLawyer

  • Rank
    LOTC Lawyer

Contact Methods

  • Minecraft Username
    B0rd
  • Email
    1@gmail.com

Profile Information

  • Location
    Wolf Law Offices
  • Interests
    Arguing with Staff, Handling Ban Reports and Appeals, Arguing with FM's.

Character Profile

  • Character Name
    Richard Allen Horen

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  1. L0rdLawyer

    [W] Punisher8817's Game Moderator Application

    I will say this once and only once. When players apply for GM and everyone floods the apps with +1s and -1s based on personal bias and experience with the player, everyone forgets the **** that GMs face and deal with on this server. Good hearted Moderators face situations that are sickening and overall disgusting that does dig deep. These situations can sometimes impact the Moderator heavily and everyone forgets about the impacts. I know Punisher is aware of multiple situations that plague the server currently. If Punisher thinks these situations will not impact her, then so be it. She shows signs that would be a fine addition to the team, but the server doesn't need a good hearted player broken by the conflicts they face again.
  2. L0rdLawyer

    Raid Rules Updated

    Where was the help when I was working on everything? I made this clear, I was happy to work with anyone. Noone offered nor showed interest. Back to this. If 3 people constantly harass a settlement over a period of a single day and only those 3 players receive a blacklist. The settlement isn't on cooldown with what you're saying. This means the settlement can still get raised that day which is unfair to them. If someone tries to abuse the rules, the settlement facing the troubles needs some help and will get it. Lava traps like sutica and pitfall traps like the dunamis void trap shouldn't be allowed. Basic traps that only trap their victim should be fine imo.
  3. L0rdLawyer

    Raid Rules Updated

    Nah. If any gm would actually do their job they would have seen this submitted with heists. It was a draft that I was told to get down. I waited for the teams opinions on the matter but no one wanted to help. So **** off if you're going to say I did this to spite narthok. If you want to throw **** I'll just drop some. Anyways. In war chat. Nation leaders wanted to see the one hour reduced. I gave it to them. Also lowered numbers to 8 to make a balance between notice raids and non notice raids. Traps were added last minute. I won't lie. As well as the road rule I just threw that on as a reminder as I gave this a scan. In war chat, nation leaders and raiders wanted to see a balance between everything being a raid and an actual raid. What I mean about this is allowing 3 players or less to cause trouble in a settlement without it being a raid raid. The second piece was to stop them from camping it, allowing gms to determine what is bullshit and put a stop to it, even if it's one person running right back to the dominion to attack it every hour. With the immediate countdown. Raiders often complained about members joining in pvp when they have no point in being there. Instead of the bullshit, when pvp is called everyone joining most have decided and readied themselves in 3 minutes. Mackin wanted 5 minutes to 10 minutes. Others wanted at least 1. Others wanted none. So honestly Jaeden. If you want to start throwing ****, everything I did on the team was by myself. Noone offered to help except in extreme cases and it was just tiring and sickening. this was the draft I submitted a month ago to fireheart to get general ideas approved. Not ******* wording. So be a **** more. Please.
  4. L0rdLawyer

    Raid Rules Updated

    If you get attacked by guards for a random reason, then it won't be a raid. If you're known villains of the city and they try to apprehend you, you resist, and they attack you, not really a raid unless you attack first. Sadly, the server needs limitations.
  5. L0rdLawyer

    Raid Rules Updated

    Raids do have consequences on RP. The issue is when it's raiders that log on to raid and disappear until the cooldown is up on another settlement. If Holm raids the Dominion with a roleplay reason behind it, there will be RP consequences. Say we have an imaginary group, Group A, and Group A goes to raid the Dominion and logs off for the day. The Dominion can get CB's to warclaim Group A's settlement, but they don't care. Group A just builds another keep and disappears. The main problem with raids is there needs to be roleplay beyond "I want pixels." and settlements need to realize they can't be protected from raids. They need to prepare themselves. Raids aren't Warclaims. Leave it that way. Many thanks kind ser. a Keep to yourself boi. Good feedback!
  6. L0rdLawyer

    Raid Rules Updated

    Firstly, I didn't add the camping rule. That's in the current rules. Here's the issue with your last section which is what I'm going to respond to mainly. I sat down with Nation Leaders, Players who have a history of leading and defending from raids, and Raid Leaders. After a lot of talking, debating, arguing, and a whole lot of chaos a lot of great points were brought up and brought out as we continued to discuss and agree. Raiders wanted to see something where they could have more numbers without a week long cooldown being dropped on a settlement well the Defenders wanted to see a system where they weren't always going to be forced every day to defend against raiders. A lot of these ideas were pulled from @Kid Mackin who shared a lot of great points along with the rest of the chat. From a lot of meditation, the yellow is just modified material to try and make a working system. If bandits and raiders didn't want to give a notice, they didn't have to. But they would have their players knocked down by 2 based on the activity checks occurring. The average amount of players in a city for most activity checks was 12. If raiders want to bring more numbers, which ISN'T forced, they have to leave a 24 notice to allow the city to rally more members as well. As is fair. The current rules work wonders, yet have a few issues that need to be fixed. We don't need a system that makes every raid into a life or death warclaim all because someone felt greedy for the day. People raiding a settlement to get their pvp fix for the day is big dumb. If you actually have something to add in RP, then add in. Don't just do **** to ruin everyone else's fun.
  7. L0rdLawyer

    Raid Rules Updated

    Before I went on hiatus, I sent this to Fireheart alongside Heists. My goal was to see heists and raids to get updated hand in hand along with blacklists, allowing for a working system. With Heists, I wanted to create a working system that would allow freedom in roleplay for events such as theivery and bouncing into raids. A goal of mine was to see Bolt Cutters allowed in raids and similar techniques to try and level the playing field to smart and investing players. You feel?
  8. L0rdLawyer

    Raid Rules Updated

    Blacklists 🤔 Get your **** memes out of here and find some better ones. Then we can banter.
  9. L0rdLawyer

    Raid Rules Updated

    Standard Rules. 10 + is automatic PVP. Anything less is DEFENDER default. Not guard default. If they attack you, it's your default as defender. It's giving you a 24 notice to gather allies to help you defend yourself. It's a 1 day shorter cooldown if they try to abuse the system, and I think I included the one day stacks. Get your poor rep off my ******* post.
  10. L0rdLawyer

    Raid Rules Updated

    Look to Heists. ❤️ ❤️
  11. L0rdLawyer

    Raid Rules Updated

    ❤️ ❤️ The goal with this rewrite before I went on Hiatus wasn't to redo the system. It was to modify the system to MEDIATE BETWEEN THE PLAYERS. Thx for the good feedback my homies. ❤️ Indeed, but players want to see more Villainy blacklists over **** raids. If you don't do **** roleplay, you have nothing to worry about. No. 45 minutes was a meditation. PVP'ers wanted an hour. Defenders wanted 30 minutes. This was a rule already. I just added on the yellow. Clever traps aren't Sutica's trap. Nor is it a cobblestone floor that drops you into a pit. Which is why I just gave generic ****. This ain't complete, it was what I gave @Fireheart when I gave him Heists to review.
  12. L0rdLawyer

    Raid Rules Updated

    ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️
  13. L0rdLawyer

    Raid Rules Updated

    Stfu. You just meme in Helf chat. Give a 24 hour notice then.
  14. L0rdLawyer

    Raid Rules Updated

    Raid Rules The raid rules follow the community guidelines. An attack on a settlement by four or more players is known as a raid. Camping a settlement with 3 players or less will be considered a raid if deemed so by the Game Moderator. If all parties agree (defenders and attackers) then they may establish their own rules for a raid and teleportation use. Internal conflicts within a settlement are not classified as raids but what defines this will be determined by a Game Moderator should issues arise. Before beginning a raid you must use /modreq to inform the moderation team of the Raid beginning. All that’s required is the modreq to be filed - after it has been created you can proceed with the Raid with or without moderator supervision. An example looks like this: “/modreq I am raiding Town A with 8 players and I, John Doe, will be leading the raid.” The modreq must include your RP name, numbers with you, and who you are raiding. Raiding Killing, robbing, or causing chaos. A maximum of 8 players may participate on the attacking side in such a raid. The raiding party must begin fighting within 30 minutes of arriving. A raid may last up to 45 minutes, then you must leave. Lawless Raiding may have a maximum of 18 players on Nations if 24 hour notice is given in advance by using /modreq to place down a sign. The sign will indicate a 1 hour possible range for this to occur (Example: 6PM - 7PM). All raid times will be set in EST as standard. Normal raid rules apply and cooldowns are still enforced. 24 Hour Notices may not be placed well a settlement is still on cooldown. Rescue Raiding A Rescue Raid is a raid to free a high-ranking official of a nation/settlement captured by another group (PROs, ROs, and officials on the settlement's forum page). Raiders may bring 20 players to attend the rescue where they may use TNT and ladders if necessary. Once they arrive at the settlement the raiding party has one hour to rescue the captured official. This raid may last for 1 hour and 30 minutes, once this time has been reached, the conflict is deemed null and no longer active. Raid must present evidence to a Game Moderator—how they know the official is captured and where they are held. Sufficient in-character knowledge of the officials whereabouts is required. Mercenaries and allies are allowed with sufficient roleplay. You must present proof of payment to mercenaries (shown to a Game Moderator); allies are allowed so long as the alliance is documented on the forums. Participants of a rescue raid must live in an area controlled by the settlement of the captured official. Mechanics-combat must only follow after sufficient roleplay. In other words, attempt to negotiate, intimidate, bargain—and only if all else fails may combat begin. Raid Cooldowns You may not attack a settlement for 4 days following a lawless raid. This cooldown is lowered to 3 days following a lawless raid that had a 24 hour notice. Defenders must make a /modreq within two hours of the raid finishing to have a sign placed indicating when a raid has occurred. Failure to do so will result in a sign not being placed and no Cooldown to be placed on the settlement. Unprotected Settlement Raiding Ladders may be placed on Unprotected Settlements with appropriate Role-play and Game Moderator supervision. Regular raid rules apply to Unprotected Settlements. General Rules Rallying members of a settlement to log in to defend said settlement from a raid on Skype, Discord, and any other medium is permitted once an alarming emote has been done in-game with sufficient roleplay, such as ringing a bell, lighting a beacon, etc. Sufficient roleplay must consist of a minimum of three emotes. Coordination must remain largely in-game, and Defenders must login from within the city limits. In all other instances, you may not use Skype, Discord, nor any other medium, to rally people to defend your settlement from an attack. Placing or breaking blocks during a raid is prohibited. During a raid cooldown, you may not camp the edge of a territory or block entry to it (AKA “raid-baiting”). If a nation capital is on raid cooldown, then banditing on main roads in the nation tile, leading to the nation, is considered raid-baiting and is not allowed. If the nation is not on cooldown, you may camp for 1 hour at most per day without raiding. This includes camping roads leading up to City Gates.This must have a MODREQ or punishments will occur!!! The raiding party may initiate 3 attempts of lockpicking/breaking in/thievery, with a maximum of three rolls per attempt. This means the raiding party has a total of 9 lockpicks. (Rule voided well /lockpick is being tested.) Once someone has joined the conflict of a raid they must stay within the conflict in Roleplay until its conclusion regardless of side. If a raiding party is away from the settlement that they are raiding for more than 10 minutes without engaging in combat, the raid would be over. Raiding-Ladders may be used in any territory. Each raider/s may carry up to 6 raiding-ladders each. (18 ladders max). Before the raid-ladders are placed down, the raider/s must emote placing them and roll(Sensible ladder placement only). For Nation Tiles/Regions, the ladders will be given to the overseeing GM in order to get placed down. Raiding-ladders can be acquired from the Cloud Temple War Camp. To successfully place the ladders upon the walls, you need to roll 7+. Rolling 6 or less results in the ladders being destroyed. (The roll affects the whole ladder column, not every ladder placed). In order for a player to spectate a raid (/status recording), the player must be at the general area of the raid and already statused before the PvP begins. While with status recording, the player may not try to interfere with the PvP at all. (Let it be reviving/blocking arrows/place blocks or supply items). If you die during a raid, you may not return the the settlement while the raid is occurring. You must wait for the raid to be over in order to return. Lava and Pitfall Traps of any kind will not be tolerated. Game Moderators will remove these traps if seen. A gatehouse isn’t TRAP!!! Once raiders initiate combat with the defenders and call ‘PVP’, PVP will begin 3 minutes after ‘PVP’ is declared. This 3 minute countdown will not be stopped unless from personal reasons told to the Moderator overseeing. ----- To be honest I thought the Game Moderators knew I linked this the same time as the Heists. Guess not. This was the **** debated and negotiated on in the War Rules Discord Chat to try and make peace and design a working system between the goons involved. Give a read and give some feedback. PLEASE LEAVE WRITTEN FEEDBACK, IF YOU HATE IT, LOVE IT, WRITE IT DOWN
  15. L0rdLawyer

    [Community Review] Raids

    I did lol. 🤔 I was just waiting for GM feedback. Lol. Raid Rules The raid rules follow the community guidelines. An attack on a settlement by four or more players is known as a raid. Camping a settlement with 3 players or less will be considered a raid if deemed so by the Game Moderator. If all parties agree (defenders and attackers) then they may establish their own rules for a raid and teleportation use. Internal conflicts within a settlement are not classified as raids but what defines this will be determined by a Game Moderator should issues arise. Before beginning a raid you must use /modreq to inform the moderation team of the Raid beginning. All that’s required is the modreq to be filed - after it has been created you can proceed with the Raid with or without moderator supervision. An example looks like this: “/modreq I am raiding Town A with 8 players and I, John Doe, will be leading the raid.” The modreq must include your RP name, numbers with you, and who you are raiding. Raiding Killing, robbing, or causing chaos. A maximum of 8 players may participate on the attacking side in such a raid. The raiding party must begin fighting within 30 minutes of arriving. A raid may last up to 45 minutes, then you must leave. Lawless Raiding may have a maximum of 18 players on Nations if 24 hour notice is given in advance by using /modreq to place down a sign. The sign will indicate a 1 hour possible range for this to occur (Example: 6PM - 7PM). All raid times will be set in EST as standard. Normal raid rules apply and cooldowns are still enforced. 24 Hour Notices may not be placed well a settlement is still on cooldown. Rescue Raiding A Rescue Raid is a raid to free a high-ranking official of a nation/settlement captured by another group (PROs, ROs, and officials on the settlement's forum page). Raiders may bring 20 players to attend the rescue where they may use TNT and ladders if necessary. Once they arrive at the settlement the raiding party has one hour to rescue the captured official. This raid may last for 1 hour and 30 minutes, once this time has been reached, the conflict is deemed null and no longer active. Raid must present evidence to a Game Moderator—how they know the official is captured and where they are held. Sufficient in-character knowledge of the officials whereabouts is required. Mercenaries and allies are allowed with sufficient roleplay. You must present proof of payment to mercenaries (shown to a Game Moderator); allies are allowed so long as the alliance is documented on the forums. Participants of a rescue raid must live in an area controlled by the settlement of the captured official. Mechanics-combat must only follow after sufficient roleplay. In other words, attempt to negotiate, intimidate, bargain—and only if all else fails may combat begin. Raid Cooldowns You may not attack a settlement for 4 days following a lawless raid. This cooldown is lowered to 3 days following a lawless raid that had a 24 hour notice. Defenders must make a /modreq within two hours of the raid finishing to have a sign placed indicating when a raid has occurred. Failure to do so will result in a sign not being placed and no Cooldown to be placed on the settlement. Unprotected Settlement Raiding Ladders may be placed on Unprotected Settlements with appropriate Role-play and Game Moderator supervision. Regular raid rules apply to Unprotected Settlements. General Rules Rallying members of a settlement to log in to defend said settlement from a raid on Skype, Discord, and any other medium is permitted once an alarming emote has been done in-game with sufficient roleplay, such as ringing a bell, lighting a beacon, etc. Sufficient roleplay must consist of a minimum of three emotes. Coordination must remain largely in-game, and Defenders must login from within the city limits. In all other instances, you may not use Skype, Discord, nor any other medium, to rally people to defend your settlement from an attack. Placing or breaking blocks during a raid is prohibited. During a raid cooldown, you may not camp the edge of a territory or block entry to it (AKA “raid-baiting”). If a nation capital is on raid cooldown, then banditing on main roads in the nation tile, leading to the nation, is considered raid-baiting and is not allowed. If the nation is not on cooldown, you may camp for 1 hour at most per day without raiding. This includes camping roads leading up to City Gates. The raiding party may initiate 3 attempts of lockpicking/breaking in/thievery, with a maximum of three rolls per attempt. This means the raiding party has a total of 9 lockpicks. (Rule voided well /lockpick is being tested.) Once someone has joined the conflict of a raid they must stay within the conflict in Roleplay until its conclusion regardless of side. If a raiding party is away from the settlement that they are raiding for more than 10 minutes without engaging in combat, the raid would be over. Raiding-Ladders may be used in any territory. Each raider/s may carry up to 6 raiding-ladders each. (18 ladders max). Before the raid-ladders are placed down, the raider/s must emote placing them and roll(Sensible ladder placement only). For Nation Tiles/Regions, the ladders will be given to the overseeing GM in order to get placed down. Raiding-ladders can be acquired from the Cloud Temple War Camp. To successfully place the ladders upon the walls, you need to roll 7+. Rolling 6 or less results in the ladders being destroyed. (The roll affects the whole ladder column, not every ladder placed). In order for a player to spectate a raid (/status recording), the player must be at the general area of the raid and already statused before the PvP begins. While with status recording, the player may not try to interfere with the PvP at all. (Let it be reviving/blocking arrows/place blocks or supply items). If you die during a raid, you may not return the the settlement while the raid is occurring. You must wait for the raid to be over in order to return. Lava and Pitfall Traps of any type are not allowed to be used during a raid. No exceptions. Once raiders initiate combat with the defenders and call ‘PVP’, PVP will begin 3 minutes after ‘PVP’ is declared. This 3 minute countdown will not be stopped unless from personal reasons told to the Moderator overseeing.
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