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Arctic_Guard

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Posts posted by Arctic_Guard

  1. 2nd Installment of my Terrain Demo Series

    Hello there! I'm back with another demo of terrain I made using World Painter and World Machine, this time instead of lush rolling mountains, I've made something more or less of fine sand. The goal of this was to make desert hills with mountain ranges and sloped valleys. The result took some time to make, but non the less it turned out well. Once again, I post this on Lord of the Craft's forums to give others some inspiration and maybe influence future maps by making demonstrations of some cool terrain that is possible in Minecraft. Side note, forgot to adjust the tree spawn height so the roots wouldn't float. Woops.

     

    And here is the video displaying it's finesse in 1080p.

     

     

     

    The resources I used can be found in the video description. If LotC's staff would like some help with future maps, I would be glad to give some tutorials on making these landscapes or what ever. The resource pack I use is a personal one and has elements from several packs all put into one with default textures.

  2.  1st Installment of my Terrain Demo Series

    Hello there! Today I have made a video demonstrating of some terrain in a Minecraft Map I had made using World Machine and World Painter. The goal of this was to make a realistic highlands setting which features rolling and flat topped mountains with sharp rocky cliffs. The end result was precisely what I was looking for. I'm posting this on Lord of the Craft's forums as to give inspiration for other builders or Minecraft map makers out there. I especially hope that we could see some terrain like this featured in future maps, because they make for interesting landscapes that is both visually appealing and easy to build on.

    Without further ado, here's the video in 1080p. Surprisingly found that I can easily make 1080p HD videos and upload them rather quickly. 

     

     

     

    The resources I used can be found in the video's description. If LotC's staff would like some help with the creation of a map, I could give some how-to's, advice, help, you name it. I want this community to climb out of the hole it's been digging.

  3. 39 minutes ago, SomberSalad said:

    -snip-

     


    This, ladies and gentlemen, is the true hero this server needs. I am speaking a literal truth, because this entire post could be compared to any credible news reporter's article in which they uncover unjust corruption or representation. A historical example that I base this conclusion from is that of the muck-rakers of the industrial revolution. In which, reporters went against threats given to them to uncover the truth behind American lives in urban societies dominated by corrupt political machines. See a similarity? I do. Just like the poor helpless individuals of the once new urban societies were not given that of help or equality, my n word Pito444 has not been given a punishment equal to that of others, where certain others are given an easier time than some. I smell the spoiled scent of injustice at which corruption lays it's eggs.

  4.  

    Part of another Guide I made, which I will not be posting on the forums. Pasted from a google document. I may extend upon this in the future, but this is how LotC's current economy works in general.

     


     

    The Beginning: Understanding LotC’s Economy

    Basics: Sources of Income

     


     

    At the source of it all, LotC’s economy is driven by trade and skills. There are several sources of income a player can utilize. For the rest of this guide I will be using the standard price of skill tomes, a valued item of 1000 mina generally, as a benchmark to compare values.

     

    The ‘Voter’

    The first source I will talk over is voting. Currently LotC’s system of voting allows the player to gather small amounts of income over time. This benefits the returning player who plays everyday as they get their chance to gain income over time. This is a very stable, but fluctuating source of income that does not show large amounts of yield to the player. With 14 days of voting, roughly half a month, a player can expect an equivalent of 600-800 mina. This, in comparison to skill tome, is a somewhat large sum of currency, but in comparison to a land charter, it is very minimal. Despite the average voter’s income being minimal, there are a wide range of possibilities they could spend their money on, such as equipment crafted by other skills which are directly in their income range.

     

    The ‘Crafter’

    The second source of income I will talk about is trading of equipment, gear for PvP and tools. There are several professions that can craft gear for a player. There are 4 standard ones that are used heavily, which are Blacksmith, Enchanter, Woodworker, and Leatherworker. There are other skills which can craft things that can be utilized as equipment or things for PvP, but they are not as important as these few. All of these skills which craft items require a gathering profession to gather them materials for their crafts. This is where a clear pyramid of economy can be seen. The players who are of these crafting professions sell their wares to other players for Medium to Low prices. Ranging from 600 to as little as 20 mina. This is where the ‘voter’ who votes daily directs their flow of income to. These ‘crafters’ then gather their income from both voting and their clients shopping for their wares. Despite a large amount of income, they have to spend their money on others who gather them wares. The ‘crafter’s also can use skill tomes provided by ‘gatherer’s which makes their reliance even stronger.

     

    The ‘Gatherer’

    The third source of income is the ‘gatherer’ professions. These professions or skills tend to be the very base of the  pyramid, structuring the economy as they determine the price and rate of inflation. These gathering profession yield meager amounts of income as they sell large amounts of materials for low prices to the ‘crafters.’ Despite their low prices of which they sell wares, a dedicated crafter can be of the top tier professions as they have little cost compared to income, unlike the ‘crafter’ who has a high cost to income ratio. Along with this, they are always in high demand. The ‘gatherer’ is also a source of skill tomes for the crafting professions.

     

    The ‘Tax Collector’

    The last source of income is the ‘tax collector.’ This role in the economy does not stem from skills or professions. The ‘tax collector’ is a player who owns land and provides housing for said ‘voters’, ‘crafters’, and ‘gatherers’. This role, if done efficiently is that of the very top of the economy. Even with it’s pros, it has many cons. The Pros of the ‘tax collector’ are that of yielding lots of income at a scaling rate, and having little to no cost besides building involved. The cons are very harsh though as a ‘tax collector’, because their income is directly related to their efficiency and ability to attract residents and have them to pay taxes. This role requires a lot of maintenance in comparison to a profession or the ‘voter’. They must maintain a stable player base that is active, this is a big series of problems for many.

     

    Summary of Income

    In an overview, LotC’s economy can be either very saturated in one portion, or dry in another ranging from player to player. This is due to the fact that those who are committed to their role and capitalize on the market fair much better than others. The driving factor of inflation, the dread of all economies, stems from the gathering professions and the amount of currency in ratio to goods produced.

     

    Hierarchical Analysis

    This hierarchy is determined by maximum efficiency and flow of income, if everything is working according to the best that it can.

    Top Tier : ‘Tax collector’

    Top-Middle Tier : ‘Gatherer’

    Middle Tier : ‘Crafter’

    Bottom Tier : ‘Voter’

     

    The ‘Tax collector’ is at the top, because of the low cost and high yield of income if efficient. It is very profitable in the middle and later stages of the economy.

     

    The ‘Gatherer’ is just below the top, because of the constant high demand, volatile market a ‘gatherer’ works in with low cost and medium yield of income if efficient. It is susceptible to terrible inflation compared to work in the later stages of the economy, but profitable in the early stages.

     

    The ‘Crafter’ is middle tier, because of the equal cost and yield of the profession. It has much potential in the middle stage of the economy, proving to be very important throughout the economy’s life.

     

    The ‘Voter’ is at the bottom, because of the fact of the lack of promise in the increase of the stable yield of currency over a set time period. It is better paired with all of the other roles as to give a bonus. Despite it’s lack of potential, it drives the amount of currency in the economy, rivalling the amount of materials in the market.

     

    Ratio Analysis

    There are several distinct ratios that can be seen in the market and economy. I will be presenting these ratios as that of a mathematical equation, just like a normal ratio in mathematics, followed by a short explanation. Formated as so: A / B = C

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    Currency in the market/Materials in the market = Inflation or value of currency

    This is the ratio of the value of currency. It is directly determined by the amount of currency in the market and the amount of materials in the market. This can easily be seen over the lifetime of a market or economy as a map changes on LotC. This is, because the markets are entirely wiped of currency and produce. At the start of a market, there is little currency in comparison to raw materials produced by ‘gatherer’s as they attempt to do what they do, and earn money, capitalizing on the new frontier that is the fresh, clean market. Toward the end of a market’s lifetime, the value of currency becomes more valued than raw materials as the market is saturated by more raw materials than currency. This can be explained as a chart

     

    Y Axis = Amount of Produce in the Market (Abundance of goods)

    X Axis = Lifetime of the Market (Time into the map)

    (Numbers of the chart are just benchmarks, no significant values)

     

    exponential3.png

     

    ------

    Amount of Crafters / Amount of Gatherers = Price Inflation

    This is the ratio of the value of the prices of crafted items. It is directly determined by the the ratio of crafters to gatherers. This is best for choosing a profession to utilize in order to gain large amounts of income. Timing is key.

     

     


     

    The Beginning: Lifespan of the Economy

    Time: Map Resets

     


     

    On LotC, the life of the economy of any given map is marked by resets and new maps. Currently skills are said to be reset at the change of a map. Currency is always wiped also. This creates a fresh start for all at the beginning of a map and new markets dawn the horizon with a brand new, blank slate of an economy. This is the best time of any to capitalize on the market with an equal opportunity at wealth.

     

    Map resets are for the most part good. This is, because of the fact that when a map run’s its lifespan, it is too saturated with inflation that professions do not benefit for the amount of work put in place. Players are then deterred from leveling their skills as there are already people at the top dominating the market. A new map means new opportunity for those left at the bottom. An unsaturated market with high values for materials. This is the best time for a player to take on a gathering profession or start crafting to get a head start on the profession leader-board. Although, during certain periods of the map's lifespan different roles become more profitable.

     


     

    The Beginning: Utilizing LotC’s Economy

    Structure: Markets

     


     

    At the heart of LotC’s economy, there are the different markets of buying and selling the various goods which allows the flow of wealth to the different roles and the players of these roles more importantly.

    Storefronts

    For the longest time, LotC has boasted a shopping plugin which donors can utilize. This plugin is a market in its own for players. It allows the player to buy and sell without being present! Genious! This is heavily used by both all roles, even the ‘tax collector’ who sets up a storefront and a drop off location for tax collection. Store fronts are also the determining factor of inflation. This is where it occurs, because of the fact that primarily ‘gatherer’s attempt to gain more income by lowering their prices lower than their competitors, thus ‘crafter’s will shop at their store as it has a much lower price than that of someone else's. This trend sets the tone for the economy as the raw materials being sold at a store front are the standard price of the time, influencing the value of every other material and produce.

    Clients

    Another market, mostly used by ‘gatherer’s are clients. Clients are individual people who request a certain material on a daily in order to fund their trade. This tends to be the relationship between ‘crafter’ and ‘gatherer’ and the ‘crafter’ is dependent on the ‘gatherer’ to give them materials for crafting. The relationship is not always mutual. This kind of market is usually that which fares the best, as there will be a longer life span between a provider and a client than that of a volatile storefront.

    The Auction House

    A very important market in the economy of LotC is the auction house. The auction house lets anyone sell their wares at any given time without them being present, but presents wares in a very competitive market. Prices of items can easily be undermined by others. Despite these defects, the auction house is where the more valued items of LotC’s economy can be found, such as caskets, skill tomes, powerful gear, and the likes.

     

     

  5. 8 hours ago, Vasemir said:

    Do you have any intention of reworking economics?

     

    I for one am fascinated with LotC's economy. I've actually written up an entire document outlining how it functions as it is not broken at all, but living. I will be posting it on the forums in due time when I've sorted some things out. Furthermore, this moves into my questions:


    -Will there be a skill/profession reset when the new map comes?

    -Any information on how the new map will look and be shaped?

    -Will there be a return of an antagonist shaped by events? I ask this, because currently from what most people can agree with, the antagonist is other players. Having something like Ibleese return or more involvement of the Aenguls and Daemons would be excellent. This would give a chance for them to be used and shaped as actual figures in lore.

  6. 7 minutes ago, AGiantPie said:

    This is honestly rather irrelevant.

    I agree. Lockpicking should be changed, not by availibility, but for the reasons why people want it to be changed. This, changing lockpicking price, literally did nothing in all honesty. Although this change should have been in existence earlier, say at the start of the map or when lockpicking was introduced in vailor needing an item. This change is nothing more than a dent in the concerns that is lockpicking.

  7. 1 minute ago, Wrynntastic. said:

    Of course we have the fact that, that will happen. However who is going to walk to a guild in the middle of nowhere to pay 50 minas for a lockpick if they're just going to use one to scrounge for items in someone else's home?

    What do you mean 'scrounge for items'? It's impossible to get generic items using lockpicks as it's specified that you can't take generic items from a chest using lockpicking. If you mean for rp items... Sorry, but that's unrealistic, not because you can't take every kind of item with lockpicking, but the fact that there is literally a lack of rp items in the server in general, most of them are pointless to even go out of your way to find and steal, let alone no one goes around saying "I have an rp item locked in a chest in my house."

  8. Well, from what I have seen...


    Current lockpicking is pretty awful. The fact you can break through locked doors is good, but when it comes to chests it doesn't make any sense. The reason for this being that when someone goes to lock pick a chest they need to specify rp items that they wish to steal. This is where it is almost impossible to use lockpicking the 'way it was meant to be.' The fact you need to specify an exact item and the chest needs to contain said item... This is silly, because how is someone supposed to know what item to get and from where? Blasphemy! This is clearly for events, but even then it's a little silly! I was on the Event Team as a builder and I can assure you that I never saw any one on the Event Team ever use lockpicking for their event. I can't even imagine someone using lockpicking for an event either, because most events that yield items have danger along with it, being a monster or animal of sort. When this happens, the ET has the animal/monster drop the loot when the players kill it, not have some rp item which they need to specify what it is in a locked chest in the said 'dungeon.' This honestly makes no sense at all.

     

    I remember how some dwarves had stolen the supposed 'Crown of Oren' from some random chest in Felsen's Palace by using lockpicking. This I find to be quite impossible, because I doubt there was an rp item pre-made, stored in some cabinet, in Felsen Palace. This is where the lockpicking should show potential, because there in fact could be use for this, if there was some sort of event chain with clues to another event location with said specified item. For example: There is an event where some players slay some crazed mage. After they slay him they find his notebook, a written book, that has clear clues to some other place like some ruin and talks of some ancient relic locked inside a chest. The players buy some lockpicks, go to said ruin, fight some undead, arrive in some tomb with an ancient chest containing the relic, but it is locked. They then unlock it with lockpicking and find the relic. Or, you could allow players to specify some made up rp item when they lockpick some random chest, and give them that made up rp use only item. If it's a weapon or armor, make it awful so it can't be used in PvP if that's a problem. Literally do something, but I see how people are complaining about 'I don't want people stealing my stuff,' problem here is, people shouldn't be stealing your stuff with lockpicking in the first place, as they can't. It's literally specified in the rules that you have to specify a particular RP ONLY item.

     

    tl;dr
    The chest lockpicking right now is useless and silly that you need to specify an RP item, which you need to have prior knowledge of, and the chest needs to contain said item. This seems fine for an event, but I've never seen lockpicking used by the ET, and I built stuff for the ET. Doors are fine.

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