Jump to content

squakhawk

Story Administrator
  • Posts

    790
  • Joined

  • Last visited

Everything posted by squakhawk

  1. Beneath a blood-red moon, a dragon's bane, The once proud wings, now tattered, torn, A wicked dance, a vile, unholy strain, A malevolent force, in shadows sworn. The scales, once shimmering in lunar light, Now bear the scars of a nefarious pact, A soul condemned to an eternal night, A gruesome end, by shadows tightly backed. The air, poisoned by a whispered dread, A covenant with darkness, sealed in gloom, The dragon's roars, now silenced, dead, A haunting echo in a haunted tomb. A wicked bargain, a soul's demise, In shadows cast, where malevolence lies. A feeling washed over the Azdrazi near and far, whispers of a pact made with something greater. A feeling of power, of eminence, righteousness and fervor overcame each and every nephilim; the feeling of being unstoppable. The feeling of being irreplaceable. The feeling of being free. It called to them, beckoned to them, whilst Heralds felt a wash over the soul as if every morsel of their being were bathed in holy dragonsflame. It was a feeling unparalleled. A feeling of might, a feeling of greatness. The zenith of their form, of what they could achieve, what they could hope to be. A feeling rubbed at the back of the more doubtful's head. Was there a cost to this greatness?
  2. i always described voidmagic and magic in general to a lesser extent to have the scent of old books and dried flowers
  3. Sand read the letter, the elf's smile fading as his one eye looked upon the letter, gaze falling as his tone had gone from laughter to silence as he read over the missive. He looked up, among the rest of Mul'naar as they'd passed the day as they usually had. These were more than just friends of his; but family. A fear gripped his heart, a fear few would truly know as that would certainly be threatened in the coming month. He'd take a drink from his flask and ruminate on what may come next.
  4. TO ENEMIES OF THE FORSAKEN SON, Stagnation has crept into our ranks like a plague. In our path to seek righteousness, our wardens have grown idle as The Tyrant goes into hiding. It is in despair I alone have faltered, for my fears make the most of me. Yet, today this should change. As Azdromoth grows bold once again, we need not match him; but surpass him. To be bolder. It is with this our crusade begins. As with any, we call the banners. The chapters must come together once again, this time, to fell our foe for good. To adherents of the creed, followers of Order himself, to adherents of purity, followers of The Stag, and to the oldblood of The Caretaker of Souls, Aeriel, I ask once again that we unite as the old triumvirate did in the golden court millenia ago. The greatest threat to the sovereignty of descendants are at stake, as Azdromoth seeks divinity over this mortal realm. I awaken the keepers three, and plan to add another to your ranks. I will distribute this divine gift given to me into an arsenal which we will strike down The Tyrant with, before he achieves his apotheosis. We will need allies, we will need eachother. Our differences aside, we will stand as one kind against one befouled creation of Dragur. It is at the apex of the high sun when he will be stricken down by The Hammer itself, and tranquility will take place where his fell-touched soul once did. Relief over the mortal realms never-before understood. We will meet upon the apex of the south, a mountain like the ones we climbed upon Almaris before. Sons of Dragur, there is time still-yet to realise the folly of your father. Repent in your ways and be forgiven before it is too late to turn back from darkness.
  5. In times of strife, we fight. In times of peace, we fight. In the midst of the apocalypse, we fight. To bring an apocalypse, we fight. Children and spawn of my own, my hand is revealed. Above the flames of Tor'Praeth we meet.
  6. can’t believe king aleksandr being cancelled rn…

  7. HOUGHJHJHHHH OUGHHHHH ECHHHEHCHHHH

    1. Show previous comments  1 more
    2. Borin

      Borin

      literally me

    3. TreeSmoothie

      TreeSmoothie

      by god he's taking damage from the sun

    4. RaiderBlue

      RaiderBlue

      They don't know this is just a side effect of witnessing Fin Dam Fooms powers.

  8. lore subforum is now up at the top instead of being buried in the middle of nowhere 😊

    1. Borin

      Borin

      *nerd emoji*

    2. Greehn

      Greehn

      do you want me to sing you happy birthday squakhawK/?

  9. Application denied. Sorry about the delay, the team went under some restructuring. If you wish to reapply, please do so. I would recommend evaluating the lair some, as I'm seeing most people on here are already part of other lairs or similar (even the same) groups. Am I correct also that an Imp leads this lair? It's just strange to me. Best of luck if you submit again though 😊
  10. Application accepted. You will be contacted by staff on next steps.
  11. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  12. i remember thinking minitz was such a joke last map me and 3 friends put on ftu skins on fresh throwaway characters and walked in with tags on and got aurum tested and questioned why we individually acted reluctant, in pain, or rationally to being told we have to cut open your hand to see if you’re evil or not, which i think was sort of the pit of low quality testing but i can’t say i see it’s like that anymore i will also say i appreciate gold lines being a cultural thing because they stopped working like 3 years ago because you can just step over them or wear shoes (except for a type of phantom, I think), but the redline in aurum lore does specifically protect against pinprick/handcut tests being indistinguishable between regular people and people who are reactive to it, shockingly i’ll follow in saying i don’t think we’ve ever received a complaint or confusion regarding it I do feel too often there is the automatic assosciation of some players with evil, there’s been times i’d see a friend of mine like sluggo or something and just automatically assume no matter what they’re doing they’re a frostwitch, and consciously or not that influences how i roleplay i had a good interaction the other day with @Reckless Banzai Screamerand other people from norvelyth and sakagakure (csnt rember how to spel off the top of my head :( ) where my azdrazi spoke to them and it was totally cool but i did deliberately throw some red flags in there, in which they tested, knowing it wouldn’t get a result from the method (templar on a disguise), and weren’t shocked when my character recoiled at seeing a severed head instead of assuming that for “erm, that caused fear, that’s a spook right there”. i was really happy with the roleplay done and was happy it was very equally good faith that they did not make it their mission to completely change the roleplay, and only investigated when given some pretty heavy handed clues. it was great rp (love u guys) I had some cool roleplay with @Ankan some time ago where my character, not a darkmage, acted like an antisocial freak and did assosciate with some darkmages outside haelunor. She wasn’t prick tested or anything at any point, except when she was invited to the palace to discuss important matters which thrilled her. There, a paladin was waiting, enshrouded her in mists to no result, and the meeting was dismissed pretty promptly. it was cool because intentional or not it seemed like a proper setup and investigation of testing rather than just throwing it out there, assuming, or employing lazier methods. it’s an interaction i still remember because it was super cool for my character and spawned a distrust for an authority while she herself still craved it. in general i think its necessary to have mundane testing and avenues for that, i don’t think there’s an easy way of solving that outside of abiding by that redline while other more appropriate methods are pursued, while some folks are right that people are like discernible darkmages by just how they look, it is an equally sided argument to both sides.
  13. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  14. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  15. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  16. in the case of wonks it was just an immense amount of meme rp and then once that died it was 1 player (now permabanned) for like 5 months, even in legacy lore despite having like 50+ apps they havent been played at all in the case of a more reasonable example such as say chi, or hou, or striga, players would pick it up then leave the server very often, which was surprising, but I noticed that it was causing more harm than good in these examples. we've taken less of a route for the inactive stuff because like 1/2 of the CAs on the server have 1 or 2 active players at best (I can even name a few CAs that nobody actively plays, such as sprites), where they havent actively harmed roleplay but havent really gotten the chance to either because nobody really plays them.
  17. check the soon to be new lore, has a clause for it(i have to check over the final required changes but otherwise this'll be implemented this month)
  18. Hello critters and creatures. It’s been a while since we’ve done one of these quarterly updates. In this update we’ll be talking about updates all over the team, from Event Team, Lore Team, and even management as well. We’ve got a lot to talk about, so feel free to navigate through the sections of this post and see the changes we’re making and upcoming. As always, feel free to ask any questions here or in the Story Team Discord. Lore Team Introducing Anthroparion Shelf Anthroparions have been a lore that, since its inception, somewhat struggled. While for some time it did restore the Homunculus aesthetic/archetype which it reinvented in a cool way, it never took off or really, took off at all. This is somewhat due to the initial playerbase for it, but not long after its release did Tawkin return, and bring back Homunculi from the days of old. This proved much more popular, especially in the last year, while Anthroparions despite some efforts to spread it both player and ST-side have been mostly unfruitful. With this, we are going to be shelving Anthroparion lore and merging it with Tawkin (see changes below in the “Tawkin” section), and offering those with Anthroparion Tawkin FAs as compensation. Anthroparions will be changed to Homunculi for purposes of tracking, and mini-homunculi will be added to make up for the niche that Anthroparion added. With this, were you a fan of the lore, we recommend you make additions for mutations or other parts of Anthroparion that could be added to the Tawkin Lore, in case you feel we missed anything. Thanhium Changes Since arriving on Aevos, Thanhium has seen practically zero use. While the metallurgy rebalance we implemented was highly successful in removing its monopoly as the “Best Material”, we still see Thanhium very scarcely used despite how much was actually brought over from the last map. In particular, the only Thanhic SReqs we have received pertained to item re-descriptions - NO NEW ITEMS. A solution proposed was to reduce the creation cost given the steep requirements for a Thanhic Forge, and thus we are going to introduce an alternative method for forging Thanhium. While a Thanhic Forge may be worthwhile for prolonged crafting, a new and noded alchemical regent, Gelunite, will enable any forge to become a temporary Thanhic Forge with the proper quantities. In short, by sacrificing ten Gelunite to a forge, the forge’s temperature shall drop considerably so that a smith may be able to refine one chunk’s worth of Thanhium or Thanhic-Steel. We hope to see more Thanhic items come into circulation without the worry of a risky and steep investment cost. Expect Gelunite to be implemented (should our implementation into the plugin permit) within the next week. It's lorepage will be posted by the end of the day. Mysticism Changes Mysticism has been a lore which has steadily come and gone in waves of activity over the last couple years. When new leaders rise, the magic thrives and does exceedingly well in providing a spooky niche and different type of villainy to the server which has led to some extremely memorable conflicts. When community heads are absent, the magic falters and becomes negligible in presence on the server- if having any presence at all. The last rewrite a few years back by Gammabyte, saint_swag, and Pundimonium was extremely well done and still has been somewhat bulletproof to this day, spare for some flavor additions done by a few shining star members of the community. A common complaint we’ve heard from Mysticism activity is that it’s heavily reliant on Wights. While Wights are something not too uncommonly made (though certainly an occasion), we’re going to see how this community feedback is done and remove the mechanical barrier Wights add but keep their cultural and lore significance to the piece. With this, the following changes will be made (check full lore for non-summarized changes) -Amputation now requires one Wight OR two mystics to perform. -Connection (Truesight) stated in text it had required a Wight, which has now been removed. Tawkin Changes Tawkin has been something of a personal frustration of mine, and I’m sure others for some time. While it’s a great piece of lore and alchemy, it is a little bit of a catch-all with very little for any form of drawback or downside- leading to a huge explosion of apps this year. With this, we are going to implement some changes that are aimed at improving trackability, aesthetic, and reading, while taking little from what makes the lore so popular while we address problems the lore has had. These changes mostly affect Klone reincarnation, Homonculi, and Mutations. The full list is rather extensive, see the spoiler below. These changes will be finished implementing by the end of the day. Mutation Changes Summary Homunculi Changes Summary Reincarnation (Kloning) Changes Summary Exact Changes Un-legacy’ing Hou-Zi As a part of determining whether beast CAs have a negative effect on player retention for the server, we are going to reimplement the shelved Hou-Zi lore from 2020 and return it to full acceptance from Legacy Lore. Given that 3-4 years have passed since its shelving, LT Management will make efforts to clean its formatting and content so that it is palatable for modern standards. At this time however, pending admin approval, Hou-Zi may not be applied for until approved. When approved an announcement will be made in the Story Team Discord. We will monitor and trial the CA to how people play Hou-Zi, how they are interacted with, and what they offer the server, as well as how often they are meme'd or taken to failrp. Though Wonks may be popular culturally, LT Management fears that they would underperform given prior statistics and thus will not be re-implemented at this time, though the option is not off the table should Hou-Zi perform well. In addition, we remain hesitant on approving new beast-type CAs and we maintain the motivation to deny them outright. It is an interest of the LT management to explore a general Beastman CA in the future, though this is not a guarantee nor promise. Event Team Hey guys, BobBox here to give my thoughts on the current state of the event team. Following the end of the antag hiatus some months ago, the event team underwent a small recruiting drive as we bolstered our numbers. After this drive was complete, we were incredibly happy to see unprecedented numbers of events being run, oftentimes hitting 2-4 events logged per day for multiple weeks on end. These events have largely been focused on singular nations or smaller groups, and while the number of events occurring is something I strive to keep at its current level, I believe that many great stories occur when nations work together towards a common goal. With that being said, I plan to take a more hands-on role in creating regional or map-wide eventlines. Just like squakhawk utilized map lore during the Naga storyline many of you encountered, expect to see similar-sized events based around another piece of map lore in the not-so-far future (hopefully beginning in February if all goes well). Furthermore, while myself and Kujo will continue to support the current ET in any type of events they wish to run, we will also be striving to accelerate their growth so that they may continually hone their skills and event styles throughout the entirety of the year. The last thing I’d like to touch on is the material distribution system. With the scrapping of material nodes and the withholding of materials at the beginning of this map, I had expected to see some of the world’s reserves burned, though it is only recently that a reasonable number of these resources have begun to be used. Following this recent uptick in smelting was a rise in the distribution of materials, something I’ve been closely keeping my eye on. Over the next year, I plan to work with ET to increase the number of ST materials flowing into the hands of players, whether by giving out chunks of ore or event-specific items made from various materials (think the evil boss’s azhl sword, etc). If you have questions or concerns about events, applying to the team, or material distribution please do not hesitate to reach out to me or Kujo. Management POVs Bloodmagic, Templars, Runesmithing, and Lore Overlap This is a big bundle of topics, so I wanna address them in an order that I think will be most digestible and easy to read and understand, at least from my point of view. Lore Overlap is something which is touched briefly on in various pieces of lore criteria, the most mention it gets is under “Explanation: Lore Variants” but doesn’t really go into the detail it requires. It’s likely something I’ll be making a new lore criteria explanation about in the next couple weeks. Lore Overlap is something we have seen with a few different pieces, and an attempted few new pieces which have attempted submission, rewrite, amendment, or addition. Lore Overlap is something I will define as writing that borrows from, accomplishes, or extends it’s capabilities with justification or similarities to other lorepieces. This is why we practically auto-deny lorepieces which start out far too big and all encompassing, and why we seem to be running into fewer original ideas for new magics and CAs which aren’t immediately and directly compared to currently existing ones. Often, when I see people writing lore and talking about it, they say “Oh, let’s take this ability from this lore- since it’s accepted it should be fine”. Now, this issue comes into play in a lot of ways. One, is that “power” or “strength” comes into ways a lot more indirect than direct. One should take into account the full lore; does it make sense for the lore to have this? Does it fit in with the rest of the lore’s theme and place? Does it unnecessarily extend a lorepiece’s capabilities to overtake the niche of others? I’ll give two examples from recent memory and proposals I’ve heard. One, is that I overheard some people talking about a Templar addition where they add a healing spell to the magic. This is something that immediately just sounded jarring to me- this doesn’t really fit into Malchediael’s aesthetic, does it? Even if you reskinned it appropriately, isn’t it more beneficial to perhaps put healing in the hands of another person to generate roleplay? A similar stance for a recent suggestion to add ranged spells to the lore; Is that truly within the spirit of Malchediael’s Templars to be casting spells and ranged attacks against his foes? Is the lore which is wholly themed around dueling, fighting to the last breath, and crusaders, fully realized by spellcasters and marksmen? Another is during the last Cleric submission. Before it had finished running its course through admin approval, there had already been a proposed lore submission to take away a decent section of Paladinism to sort of justify clericism’s existence further, and give it a point. At the time, this seemed ridiculous, though now as I look onto other magics; such as Bloodmagic, I can see the reasoning. An issue Bloodmagic has been facing is that the community surrounding it has fundamentally changed. Older, more veteran bloodmages and players may recall it as something much more practical, ritual based, with less of a focus on item creation. However, ever since Pale Bloodmagic, it seems that it attracted a new audience who had enjoyed it strictly for item creation. In a recent submission, the piece was torn both in comments and by ST because there was a fundamental disagreement on what bloodmagic should be. Rather than encompass everything, the write focused on one aspect of the magic, it’s core themes, and attempted to stick to those over parts less iconic and thematic of bloodmagic. Lore Overlap is a relatively new dilemma, and one I see harming a lot of potential lorepieces. An example of one is Runesmithing, and while there is work being done to enable a better and easier power source and justification for runesmithing, it faces the fundamental issue that it’s niche had sort of been swallowed up in the 6-7 years that it’s really been gone from the server. While this is a problem very few of the “original” magics face, and to be honest, some may be better suited for, it is an issue that Runesmithing will always be compared to something like bloodmagic, despite there being a distinct difference between the two. This is something that’s not easy to retroactively patch, and something that’s hard to determine how we fix what has already been broken. Who is to deny the new generation of bloodmages all they know and like of the magic in favour of a magic which has been gone for the better part of a decade? Who is to say we should chop off 1/3rd of Paladinism’s thematic with Vestals in favour of a write which may or may not ever come? One thing is exceptionally clear however. A magic should not focus on a goal of self reliance in roleplay, save perhaps in the case of a darkmagic in a different context. Were Templars to be given a healing spell, even if not “true” healing, what would the point be should the combat end and wounds no longer really matter? Were they to receive ranged spells and attacks, does the gap simply not close between becoming another Paladin lore? Do paladins need anyone, or anything, else to support them when they sort of have a piece of everything to work with? Could bloodmagic expand further into it’s original themes with rites, rituals, and spells, while also keeping an extensive item creation that dominates over any other magic? The treatment hereon should be one more proactive, while we address the retroactive. Communities should take more insight to look over what their magic, CA, or lorepiece otherwise offers to the server. Does it need this or that, or could perhaps we find an avenue to mitigate that lapse in strength or scope of ability with roleplay? Could we utilize other pieces of lore with other groups to cooperate and better stand together against our enemies in roleplay? As management begins to figure out a way to address this issue as it exists, we will as well be implementing policies to proactively look at this going forward. That lorepieces should stick to their direct “Core” theme, and not stray from that tenet which stands as the heart of the lore. That a member of that community or beyond could look at a proposed addition or amendment and definitively say “That belongs in the lorepiece” rather than “That would be nice to have” or “This sticks out compared to the rest of the lorepiece.”. As we finalize a solution to address current issues, which would be a public announcement should there be changes coming forward, we will begin enforcing our proactive policy and drafting a new Explanation Criteria on Lore Overlap, targeted at encouraging lorepieces with their additions, amendments, or rewrites, to stick to their core themes and resist the temptation of stacking more and more parts to the magic until it’s ideal image or theme is stretched into a blur. As a quick note to touch again on runesmithing is we are working tentatively on something that would function as a proper power source or explanation using existing lore concepts without retconning in or out various parts of history to fit the narrative. This will be available for reading when it is finished and not until then, so please do not ask for a sneak peak or to discuss it before it’s even got a draft. These changes should not interfere with any writes being submitted or in draft. The Shamanism Deepfreeze I wanted to as well address Shamanism, and some problems faced by players, lore team, management, and administration regarding the current direction. Under the lore criteria topic “Bad Lore” I very briefly touch on the idea that many lore submissions are written out of boredom, or thoughts of an idea without intent to carry it out. Unfortunately over the past year or two, we have seen a nonstop stream of submissions for Shamanism which has proved extremely difficult for players and the team to keep up with them (let alone, actually applying the changes once the lore hits pending), and harmful to the lore which is constantly being overwritten by different groups and people with different ideas that contradict one another. With this, I am going to be employing a “deep freeze” embargo on shamanism as a whole, and will disallow any further rewrites and submissions indefinitely. The magic has had, in the past year, 18 different rewrites, amendments, and new submissions under its class. Beyond this in 2022, there are even more. With this in mind, I already foresee (and see) an issue in which the lore is excessively confusing with how often it is being changed, or attempted to be changed, and is actively discouraging members of the lore to read it, interact with it, or teach others. Even with this in mind, under my explanation in lore criteria topic “Story Team Oversight” and “The Lore Web”, it details how lore which is frequently changed is often requiring more and more changes. I got into this a bit above with the lore overlap paragraph, but lore that faces constant changes and rewrites will only beget more changes. It’s why personally I advocate very strongly against any form of rewrite unless a lore is completely unsalvageable, as it in every case I’ve personally witnessed only has been significantly detrimental to the magic in more than just the immediate short term. In general, we will address any critical amendments that may be needed (such as loopholes, errors, misplaced parts between lore/guide, etc.) but will disallow any further changes to Shamanism until further notice. General Announcements, Ongoing/Upcoming Projects Lore Team Recruitment The Lore Team is not a fun team. It is hardly a gratifying team. Yet still, it is perhaps the most crucial team on the server, second to Mods. The reason LT exists is to ensure that the Lore the players use on a day-to-day basis remains balanced and RP’d correctly. LT handles enforcement of lore violations, the approval of lore items (and structures) and, most importantly, the approval or denial of lore proposals. It is a lot of janitorial paperwork - THERE IS NO WRITING. That said, the LT is rewarding for people who can put in the work and who desire a say at the table. We are currently looking for applicants who can handle a decently sized workload and who can analytically and competently review Lore without bias in a timely fashion. If you want to earn your chops as a professional nerd-poster, the LT calls for your help! Event Team Recruitment We will be specifically hunting for new ET who are driven, independent, and interested in creating larger-scale eventlines for nations and big groups. If you desire to run your own self-operating event line stories, please don’t hesitate to apply. Build Team Recruitment As for builders, we are looking to pick back up our event activity, which is directly correlated to our builders. Working on Build Team is a very casual project which includes mina payment for every build built. This includes commissions from the team, as well as passive build projects such as event sets, monsters, and so on which you can do in your freetime or whenever you get that creative urge. If you have a skill for building and are looking for a little mina side hustle, or a greater calling to make some great event playsets, feel free to submit an application. https://www.lordofthecraft.net/forms/54-story-team-application/ Pantheon Project Pantheon project has taken a bit of a halt as I go through a lot of personal hardship in these last few months, other writers occupied with work, travel, and the holidays. However, Zarsies has for the most part returned (do not ask him to read your lore, I will auto deny it, he will be unbothered!) and this puts the team back at full strength again. In the coming months we expect a handful more Aengudaemonica pieces to be released, as well as a few other ideas we have had cooking to clarify and publish old/vague lore to allow for the development and expansion of new lore, so I hope it is something we can all look forward to seeing! Starting Locations Starting Locations was a project we’d touted to be done within the first couple months of Aevos. However, this plan never quite came to fruition. With this however, and getting back into my groove, I’m going to be resuming plans for the project and starting to stage the phases of development for the starting locations project. With this, we hope to revamp, reinvent, and clarify current and new starting locations aimed to give new players alternative backgrounds to develop their own story, and give older players new ideas with more solid lore foundations to write up. We do plan to, very cautiously, include Aeldin in this write, and will be reaching out to its creators and keepers to make sure we stay truthful to the writing, and spirit, of the lore to make sure it is solidly written. This project may take some time however, so anticipate that it may be some time before it's effects truly are visible within the playerbase. Hope you guys enjoyed the reads and are happy with the changes done, and to be done. I'm still impressed with the general impression that has changed about and with lore over the past couple years of my tenure and i'm elated to see lore continue to develop, grow, thrive, and make it's way into every facet of the server.
  19. non-reflective opinion of administration but i agree with most if not all your points here. while im coming from the point of view that for 6 years before I joined LOTC i only ever roleplayed on servers with 1 city-state kingdoms and found it jarring (BUT COOL!!!) that there were multiple on LOTC, I don't think i am alone in saying that too many realms harms not only the playerbase at large, but server culture and new players arriving. I think vassalage has been something that is so strangely shunned, maybe maly is right about possessive PROs/ROs (but im unsure how to really solve that, other than maybe saying NLs can't eminent-domain their vassals, but im pretty sure they already can't?) being the root cause of the issue, but it is so frustrating to me how isolative communities are and immediately hostile to anything but the hugbox. I'll bully them because they are short but Halflings are an example, with functioning vassals last map, and getting a settlement right at fuckin cloud temple which was still mostly empty after being told by Llir they'd get an exception where they couldn't expand and could just exist, to now this map them owning a ton of tiles despite still being that same settlement (and were they to be conquested, i'm sure they'd just get another settlement, similar to how Nevaehlen has gotten one) I think its silly that the ideas of conquest we'd worked out during Itdontmatta's tenure being that we wouldn't allow people to just make new settlements elsewhere was completely forgotten about as soon as it started happening again, what is the point other than to cause animosity between playerbases? There is so much cool availability between playing in a nation rather than playing a gimped map painter game outside it. I don't know how to solve it myself because I think there are greater root issues than just easy allowance by admins (despite during mapdev my policy was that moderation team would design and implement their own standards and acceptance policy for new realms, but somehow that got absorbed to just being one person who decides y/n - but thats a different set of gripes I have). I know my argument is imperfect and my opinion isn't correct by any means, nor is it close to it, it's simply a different style of roleplay for a different style of person. Maybe war should be easier, maybe there should be a different vetting process, maybe activity should return (it was planned and agreed upon during Mapdev that we'd maintain a 1% activity check, but i have no idea why that never happened), but it's frustrating nontheless because I think isolationism/tribalism in nations just serves to further divide and harm the server and its playerbases than it does to provide any form of cozy small group roleplay. Something too that frustrates me about the signatures is that it isn't really double-checked at all. An example of one of the realms you mentioned doesn't even have players on it's region from it's signatures. Unfortunately I don't think there will be change anytime soon because it's not just my decision to make. maybe i'm wrong though, we'll see.
  20. GET LAND AND LEAD ROLEPLAY? 

    MAKE NEW REALM? ✔️

    1. Show previous comments  26 more
    2. Morigung-oog

      Morigung-oog

      RP is hella splintered. Imagine spending an hour walking between settlements to search for RP. Massive cull of inactive settlements is needed as well as taking a closer look at the vouching system for realms/lairs.

       

      Unify the high elves, unify the humans more, merge the druid settlements because apparently everyone wants to be a special snowflake with their own inactive mineman pretend block city.

    3. monkeypoacher

      monkeypoacher

      It wouldn't matter how many realms existed if they were geographically concentrated. Let's say there's a hypothetical rule that all realms* must be placed within 2-3 tiles of two existing nations.

      *(or all nations of a certain descendant race, or "theme" of rp like low/high fantasy or whatever - you could create arbitrary "hubs" as long as you minimize sprawl) 

       

      You no longer need to make the choice of "what nation do I go to?" The map has made it impossible for you to choose wrong. You go towards one nation at random, and you end up in render distance of all of them. Maybe you pass a roadside tavern or an outpost of one nation. You see players travelling on the roads between towns, for trade or warfare. More nations (settlements) in a smaller area would actually make the map feel less splintered.

       

      It absolutely boggles my mind the way human nations are split up at least 3 ways between different soul pillar hubs. The problem isn't that there are too many of them per se, but that they are literally decentralized. The trip from Balian to Haense to Aaun takes you halfway across a continent. 

    4. monkeypoacher

      monkeypoacher

      why did it double post

      :(

  21. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
×
×
  • Create New...