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Lsuvsfar

Wiki Team Manager
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About Lsuvsfar

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    Lsuvsfar

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  1. Lsuvsfar

    LoTC Imprisonment System Proposal [POLL]

    Yeah, because nothing helps character development like the potential of essentially facing an in game, player enforced ban by having your character imprisoned for 2-4 days IRL. Heaven forbid someone OOCly targets you and repeatedly jails your character, or goes and imprisons both of your characters.
  2. Lsuvsfar

    7.0 Annoucement!

    You can argue about centralization all day, but the number of cities you have isn't my main gripe. My main problem is that you're stuffing all of these nations into this band, which sure, at first seems nice because you don't have to walk super far to get to the nation capitals, but causes bigger problems. First of all, there's only 1 snowy region on the entire map, despite having Fenn and Haense usually be in snowy biomes. I know it's not the end of the world, but it kind of messes with the culture if you have these typically hardy northern races just living right in the middle of a plains biome. I can't remember who talked about it or what map, but I remember someone talking about a past, small map where cities were all really close, and orc parties could just jog like 2 minutes over to another capital and destroy them. Basically, we're looking at the odds that by jamming all these cities so close together, odds are you're going to put 2 nations that hate each other within spitting distance of one another. For example, if you have welves and snelves, Holm and Kaz'Ulrah, Orcs and about anyone, the Empire and any elves, the Empire and any human nation, you're going to run into problems where the two of them at some point just try to kill each other non stop, and if one side is able to completely dominate, then you're going to see one nation basically getting raided to death by their neighbors. As of right now, nations are spread out well enough that you can't really just jog over 2 minutes to kill your neighbor, but that's what we're going to see this upcoming map at some point, with such a narrow area.
  3. Lsuvsfar

    7.0 Annoucement!

    No but seriously, a 700-1400 block ring of nation capitals seems like a pretty small area. It'd be like jamming Fenn, Sutica, Warhawkes, plus any other nations outside that ring that you'll give nation status to, all inside of that current area with the rest of the capitals. @SombreroMan Almost 1 year into the map and we're still hitting 200 players online at 1 time. I think we're doing fine as a server.
  4. Lsuvsfar

    The Path To Hope

    Leofwine would read over the note, before looking towards his chests "Well, looks like I've got to find a wedding gift."
  5. Lsuvsfar

    A CALL TO ATLAS [Kadarsi Sultanate ask for AID!]

    Leofwine looks over the call to arms before glancing over to Randal. "We cannot allow the Khardasi to fall. Summon the men, we march to M'Baku at once."
  6. Lsuvsfar

    [Community Review] Server Rules Rewrite

    "Information on your persona must match your character. This includes race, age, gender, biography, etc." This isn't so much of a problem since nexus is gone, but please, whatever rules you make, enforce them. There were players abusing these rules that went unpunished, staff running around with multiple personas of the same character, and even an Admin running around on the abusing racial PVP buffs. So, pretty much here's how I see it with the rules you provided. 1. Typically I'd say no to using chests in combat, but I'd also argue it can be sort of situational. For example, let's say one player has managed to escape another player and completely lost them. I think they should be able to use a chest because they've made it away from their pursuer. Or let's say there's a raid going on, and someone is behind a wall, and goes to grab arrows or something like that. Again, why not? There's nothing really unrealistic about it. However, let's say 1 player gets challenged to pvp, and the person trying to kill them is right on their heels. If they deposit a bunch of items in a chest and then go down like 2-3 second afterwards, then I'd say no. 2. Let those that run fight. Honestly, the countdown system is basically based completely on honor. Based on prior experience, as I understand it there's pretty much 0 way to tell if someone gets hit 1-2 times before the countdown actually says go, unless you're recording. If you allow people to run before the countdown, then I think it pretty much fixes the issue because then you don't have to wait and hope that your enemy doesn't decide to attack early. 3. Yeah, just as long as the players aren't reversing suicide, let them have their week. It's their choice, in the end. Only thing I'd say is in conjunction with point 5. If PRO PKs, transfers the region, and then un-PKs, don't let them reverse their decision or use it as CB against the people the region was given to. 4. Yes. If someone wants to go rp the hunting areas, let them. This is an RP server, if someone wants to go fight another person, rp, etc. in the hunting areas, let them. 5. ((Get ready for a rant)) To my understanding, that example effectively defeats the entire point of the PRO system. As I understand it, it was created so that the RP leader was the actual leader of the region, and couldn't be sniped because their lord or some random owner decided to take that land from them. If you allow non-leaders to be PROs, then you are opening up the door to region sniping again, which was still not very well handled after the introduction of the PRO system. IMO, the heir of the region should be a region owner to it. If a PRO PKs the character which owns the region, then they should be forced to hand PRO over to one of the region owners and removed from region ownership (unless they are playing their own heir). If a PRO dies without and heir, then in my opinion, the surviving region leaders should be allowed to decide the next PRO, whether that be through unanimous decision or through an internal fight, sort of like a coup(though I'd recommend not allowing outsiders, since it's essentially a sudden scramble for power rather than a coup, though I suppose the results of the fight could potentially be followed up by a coup). Last map, PRO was handled poorly, so there were regions that people had PRO from characters which had been dead for IRL months, and thus just sat there collecting dust. There was also little enforcement of the actual region owner being the PRO, so on a lot of regions, the nation/duchy/whatever owner would be the PRO, thus allowing them to evict their vassals and not have to deal with rebellions since they stripped them of their region. TL; DR Let the leader of the region be the PRO, rather than the leader of the nation/shadow government.
  7. Lsuvsfar

    Lsuvsfar's Wiki Team App

    Is that untrue? It's the story Glocky told me back when I first make the page. I'm assuming based on your reaction it might be, not like I never make mistakes on the wiki.
  8. Lsuvsfar

    Lsuvsfar's Wiki Team App

    MC name: Lsuvsfar Forum name: Lsuvsfar Discord Name and Tag: Lsuvsfar #7315 What is your timezone?: MST How do you wish to work on the wiki? (Writing, updating lore, etc): I’ll do anything in regards to writing or updating the lore that I can. However, I’m not going to be able to draw anything if that would ever be asked of me, unless you want some very sub-par stick figures. Have you worked on the, or any wiki before?: Yes, I’ve done quite a bit of work on the wiki since December, as well as having done a little bit of work on other wikis. Which lore are you most familiar with?: I’m familiar with a lot of the more human events that have occurred since joining the server a little over two years ago. My best areas would probably be the lore I have been involved in roleplay wise, which would mostly be Courland and Lorraine lore, though I know a quite a bit about lore around other human nations, as I’ve been involved all over. Please provide an example of a wiki page you are not satisfied with and list aspects that could be improved: https://wikia.lordofthecraft.net/index.php?title=House_of_Romstun The house’s history is organized by map. This works for some noble houses, and granted I myself have based a house or two around this style. However, those houses have less information about them. With this much information present, the page needs a higher level of organization. The page has very few links to any other pages, thus making it more difficult to navigate around the wiki. The page contains pretty clear bias, such as: “Their men were frail, weak and scared, rightfully so.” “The battle became known as the more(most) embarrassing defeat in history” “her beauty was unmatched” “Lord Deano was shocked at the ineptness of the Orenian army”. When discussing the wars which the house was involved in, the text violates the established norms of the wiki when discussing wars. For example, based off of the numbers presented in the article, that would make it the largest war documented by the wiki, which is incredibly misleading. It also references the entire army being wiped out which, while it does happen in war claims, is not generally something that happens when documenting battles in lore. If it did, it could be difficult for newer players to understand how nations can lose their entire armies and still keep fighting battle after battle. Please provide an example of a wiki page you see as a model example and list your reasoning: https://wikia.lordofthecraft.net/index.php?title=Dukes'_War The format of the page is clean, easy to follow, and well organized. The events are all organized by year, making it easy to understand the order of events. There are plenty of links to supporting forum posts and other wiki pages, so it’s easy to investigate more into the other aspects not covered here. The page, while containing maybe one instance of bias, is overall fairly unbiased and presents things in a factual manner, allowing the reader to decide things for him/herself. Please showcase your abilities with either: A. A short writing on the subject of your choosing. B. An example of an 'other' (Already completed wiki pages are a plus!). https://wikia.lordofthecraft.net/index.php?title=House_Palaiologos https://wikia.lordofthecraft.net/index.php?title=Siege_of_Johannesburg
  9. -1 Put Vegetarianism on the list.
  10. Lsuvsfar

    [Your View] Freebuild

    Apparently the response to everyone complaining about decentralized RP was also to remove carts, which people didn't seem to have a problem with. As we can see, it's really easy to centralize RP when there's not a map out showing where all the major settlements. It's also super centralizing when you might spend ten minutes walking somewhere, only to get there and find no one is there.
  11. Lsuvsfar

    [Your View] Freebuild

    From my understanding, the point of removing fast travels was to encourage people to explore, have roleplay occur on the roads, and let people have more experiences than just walking around in a city looking for roleplay. Well, what better way to get people to explore the map than by giving them things to find? Free build accomplishes this very goal. Look at the last two maps. By the end of the map, the region system, while nice, has become a hinderance to roleplay. 90% of regions are inactive, so roleplay is centralized yes, because it's effectively been killed everywhere outside of a few places where you MIGHT be able to find roleplay if you're there at the right time. If that becomes an issue, fast travels will be implemented so that people don't have to spend 45 minutes going from dead settlement to dead settlement hoping to find roleplay. Regions might end up dying, but if you can keep free build well managed, then we can ensure for the rest of the map, that there will be small hubs outside of regions which people can go to for roleplay. Those hubs may change locations, but they'll always be around. Now, this is the part where I vouch against everyone going "lol, let's **** free build". If you let everyone that doesn't support free build launch endless, uncontrolled raids and griefing, then you'll end up driving off portions of the player base, especially the ones that don't want necessarily always want centralized roleplay. It won't be all at once, but bit by bit you'll chip away at the player base until roleplay has effectively been wiped out in 90% of the map. TL;DR Down with big government, long live the little man. 'Merica
  12. Lsuvsfar

    Legoboy7984's Wiki Team App

    Overall, I have to agree with pretty much everything Raomir said. I have found him to be incredibly toxic towards those he doesn't agree with, immature, and certainly biased. I once got in an editing war with him on the wiki over a page about my character. Deminisher ended up having to lock the page to stop anything further from happening. All of this because he refused to accept the fact I didn't pk my character. There's the link if you want to check it out. https://wikia.lordofthecraft.net/index.php?title=Harold_Baruch Someone that has that much of a biased standpoint should not be the type of person writing our server's lore down. -1
  13. Lsuvsfar

    Your View: Magic

    Alright Leo, let me just address the elephant in the room in the nicest way possible and point out the fact that you yourself are not one to speak of how it is "easy to kill mage". From what I have seen and heard, your mage character is practically immortal IRP because if anyone tries to attack you, plants start surrounding them. If they try to cut them away, more come up. Ultimately, the plants just end up completely surrounding and murdering whoever tries to mess with you, all in one spell. Yeah, and you're going to tell me that doesn't need balancing? Now, I know not all T5 mages are like that, but you're not helping out the cause.
  14. Lsuvsfar

    Your View: Magic

    I will admit those do seem like rather viable ideas. However, alchemist fire, which is very expensive and hard to come by if you're not very high leveled in a skill, has a chance of hurting you instead of your enemy. Thanhium dust, which is incredibly difficult to obtain in the first place, is pretty much in the same scenario with the fact that it stands about as good a chance of killing you, assuming the mage doesn't just emote dodging the throw. Bows and Crossbows I will say are about the best option, but I have serious doubts it's going to prevent some mages from firing off a spell if you're trying to kill them. They'll more likely just emote being in sever pain and firing off a spell. Also, there is air evocation which, from what a friend of mine described to me, basically let's you stop all arrows if you get to a high tier. Sure, if you get blown up, it's never fun. However, there's a lot better chance of someone that's an untouchable mage blowing you up than someone in standard gear blowing you up. The difference is that most people don't simply walk around in god tier gear, rather they save it for war claims. Now, I will admit that there aren't THAT many T5 mages walking around, such as one on every street corner and stuff. However, the greatest difference is that nothing is stopping that T5 mage from walking around with god powers. If a PvPer with god gear ends up in a bad situation... let's say they start a fight and end up in a 4v1 or 4v2, then there's a serious risk of them losing their very expensive gear and being down thousands of minas or tons of hours in work. Now, take a T5 mage. Let's say the same thing happens, but this time they don't have an easy way out. Let's say that they don't have any way of stopping arrows and end up getting killed in a 4v1 or so. What are they out? Maybe a gem they use as a mana pool if they have it... and I'm not sure how many people carry them. TL;DR Someone that wants to PvP actually has a risk involved. There's a good chance they'll lose whatever it is they're carrying if they die which, if it's god tier gear, RIP. Look at Vailor, Chuckaboo was the only person in the whole map with full diamond armor, and so he became a target and Charlemagne killed him for his gear(from my understanding. Maybe I'm wrong). If someone wants to be a mage, nothing stops them. They can die a thousand times and they don't get severed from the void or go down a tier or anything. Maybe I'm wrong, but that's my understanding.
  15. Lsuvsfar

    Your View: Magic

    As far as I know, most mage's can pre-charge spells in order to ignore that rule. I can recall only a couple of times in which I've seen a mage actually charging a spell IRP. I don't know maybe some mage's just ignore that rule or something, or their magic is powerful enough while you're recovering from the first spell, they just hit you with the second spell that you have to recover from, and so on. I mean, if you think PvP is that easy sure? However, may I point out that some things? 1. PvP is more complex and all it can take is one slip up to throw a fight. 2. Weeks of PvPing will make you better, but there will still be people that can beat you. 3. If it takes you weeks of practice, then you're going to have to keep consistently practicing in order to be as good. 4. You lose your gear if you die with it. 5. You can run away from someone in full diamond/iron. On the other end. 1. Unless they're a part of an order and get banished or something, a mage never loses their powers unless that character dies. 2. There's a lot of non-human mages which can live on for IRL years, and even humans can have their magic for up to like two years if they keep the character alive long enough. That's not to mention liches, which can survive indefinitely. 3. A mage doesn't need to practice their spells in order to remain whatever tier they are, to my understanding. 4. A mage can 1v4 people IRP if they're a T5. Maybe it's not all of them, but those mages are out there. 5. You can't run away from a mage's spell.
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