Jump to content

Vasemir

Member
  • Posts

    47
  • Joined

  • Last visited

Reputation

16 Good

About Vasemir

  • Birthday 02/19/1992

Contact Methods

  • Minecraft Username
    Vasemir

Profile Information

  • Gender
    Male
  • Location
    Poland

Character Profile

  • Character Name
    Vasemir

Recent Profile Visitors

2614 profile views
  1. Avaible also for new players, not only for already-experienced merceneries/adventurers/mages who are gathered just before event by friends via Skype. I think we can work out everything else.
  2. Someone recommended me Conquest and It works great.
  3. Will you encourage players to play IC instead of using Skype? Maybe using forum instead of external communicators?
  4. 1. Gather 110 vote keys and redeem all of them.
    2. Get 50 chickens, 128 moss stone and 7 apples.

    3. Feel like a winner.

    1. Show previous comments  5 more
    2. Vasemir

      Vasemir

      @KardelSorry, I was not precise... It's fried chicken. Like "50 units of fried chicken thath will rot in 48h" chicken.

       

      And I don't even have a family to feed them.

    3. Space

      Space

      2 at a time for minas

       

      20 at a time for items

       

      that's straight from tythus' mouth

    4. Chimp

      Chimp

      cant get bones, is not dwarf fortress

  5. But I completely understand this mechanic and I said - It most probably will work and be used. My concern is about its effect on roleplay side of economy - after all, It's RP server.
  6. I've found compromise about that punishment. You should change your nick from Tahmas to Damass for a week and everyone will be happy!

     

    Spoiler

    I know we're not some close friends to make that kinds of joke, but I couldn't resist myself, sorry ^^

     

    1. Show previous comments  3 more
    2. Elfen_

      Elfen_

      Kinda mean but, I found it funny because that's my kind of humor I guess.

       

      And Tahmas, I wouldn't beat yourself up too much over the mistake. They happen.

    3. nordicg_d

      nordicg_d

      vasemir this is absolute comedy gold, how on earth did you think of such a creative and fun joke

    4. lev

      lev

      stfu dane

  7. I don't think Tahmas deserves harsh stigmatizing, because he came clear, apologized - cool, I think we all can understand that bad things happen. But... Remember that penalties are not only for the punished person - they are also for everyone else from the staff so they think twice next time someone pops up with such great idea. Simply deterring function. Tahmas - don't backstab me when I'll be walking around Celein Either way, no matter if any punishment will occur, nothing personal should be kept.
  8. Woo-hoo, sounds great, can't wait! What is it? There are new players here too...
  9. Well, that's a lesson to all players that they should stick to roleplay standards and stop running around with full equ, as It would be impossible and unrealistic in most cases
  10. Reworking economics! I intended to make a topic about it, but I holded back because of my inexperience on this server and comments like that (which made me feel like I'm just missing something). But now I think I can say that economy is broken as ****. It's like the worst thing that happened to economics since Engels met Marks. So here we go. Inflantion is probably the most blatant flaw of this mechanic. If money appear "from nowwhere" there should be also a way that they "just disappear" - of course in uneven rates, so that community grow rich, but slow. Second thing that occurs to a player when one look on money toplist is that if there are players so wealthy and they're still getting wealthier day by day, that means there's not really much to do with this money after you build yourself a house, equip yourself and fulfill other rather common needs. I think of one solution that could solve those problems (of course partially, because there is no one magic feature that could heal so complex system) - an upkeep. I'm pretty sure someone sometime had a similar idea in past years, but maybe there's different team now, different attitude, maybe it wasn't possible back then... Either way, this should 1) easily let money flow back to the system; 2) make expanding regions harder (not like nowadays "Meh, I'll just gather ppl on the forum and build a city in the wilderness, because why not"); 3) require some actual managing from leaders/regions owners. Point 2. should make two virtues follow: first of all, having enormous lands under your control will actually mean something and second - because it would be harder, there will be just less settlements and as such there will be actually living. So of course elementary problem with designing an upkeep would be creating proper costs. I believe it should be related, of course, to size of controlled region. One may say that if costs depend on surface, then players could cut their costs by building high buildings with small surface and thus have more cheap space in total. Yup, maybe - I see it, but I don't consider it as some heavy flaw, because the most impressive buildings of representative nature still would require large surfaces and when it comes to just homes, It would be just fine to have many close neighbours as it profits in numer of interactions and developing relations with them on everyday basis. Now best way to suck out money from the system would be make this cost only in minas and in large amounts of them. However, if you want to repair other branches of economy, you can't just leave professions as they are now because most of them are considered useless, as I understood from many comments and questions in game and my own observations of auctions, transactions and forum. And so you can make proper use of stonemasons (and so - miners) and woodworkers (and so - lumberjack), maybe even chef (plus fisher, farmer, breeder...). Whole thing (however born from another need) is based on idea of decay - time is passing, wooden boards rots, stone bricks crumbles, clothes are getting used up, goverments need new paper and books etc. etc. Those things require repairs and so except for minas (needed to pay off workers) resources may be needed - little amounts of cobblestone, planks, stone bricks, maybe even new items made exactly for this purpose (wooden hinges, nails, tools and so on). I don't think food should be included in here, but maybe it would have to so that chef profession keeps up with rest. Of course everything depends on how complex this kind of system should be. For example, it could be as simple as one owner paying just minas for his lands. But it could also be more complicated and - as such - interesting and supporting roleplay. What I have in mind that smaller, simpler regions (just regions) would require only minas and just basic, easier to collect resources like cobblestone and wooden planks (and as such, It would be rather easy to simply collect taxes and I think both cobblestone and wood don't require much effort). Now when it comes to larger structures (nations) it could require a little amount of minas (as those were mostly already paid by regions included), but more sophisticated goods - glass, chiseled stone blocks, advanced tools, meals, mechanisms, you get the idea. Those things probably won't be acquirable for small communities like villages, monasteries and such and there is no point in making game too hard for common players. However, if someone is aspiring to lead a nation, then he should organize his people - if not craftsmans, then merchants dealing with other nations or villages. And it's not like glass or meal is so hard to get... As I've said, idea is based on concept of decay. Now it would be nice to represent it somehow, because if this system will be implemented it will also need some kind of consequences if upkeep was not paid. Perfect would be decay like from game Rust, but I don't think it's possible. However, It could be possible to set automatic deletetion of random blocks from the region for every hour after deadline - so would be slow decay day after day if there are no active players. Of course some blocks should be excluded from decay or just be deleted lastly (things like chests, workstations, armor stands etc.). Keep in mind that I'm not talking about some high costs - rather "just costs" that will suck out some minas from the circulation, wake up economic and make use of professions in new way. Now I believe it would greatly benefit interactions, roleplay, economics and usefulness of professions. I also believe that those things are completely doable; however, I'm not arguing if they are actually for an effort that would be required. It's up to the team. So let's get to my second concern - if there's really nothing interesting to do with minas. As I understand, there were many lands, many forgotten races, cultures and simply there simply are still unknown beings of different kinds. It could be easily used for making some purchases avaible. No matter what lore you put behind it (foreign merchants, crazy NPC, strange AenguDaemon), you could make some features avaible for all players at real high price (I'm talking tens and hundreds thousands minas) - things like shop, fireworks, custom items (still requiring mod acceptation so that they won't be vulgar and keep RP standards). Even if donating system was to be the same, I see no reason why things that are avaible for money should not be avaible in-game. You know - it's the most fair deal: making everything completely achievable in-game, but just very easy to get for real money. The marketplace is bad idea. Even if prices would fluctuate due to supply and demand, It works against roleplay and player-player interactions - like every single bot-NPC does. It's artifical and not needed; even todays auctions, no matter how useful and user-friendly they are, could absolutely be handled by players - and instead of some merchant guilds, trading community in some place being world's trade center full of shops and regular auctions-events we have six NPCs in the carport. Don't get me wrong - It will work, people will use it... But it will hurt roleplay and every merchant, craftsman and probably even thief and robber character. Edit: I forgot... please, delete those free food from /bread and burgers dropping from heaven! What's the point of making chef profession if even fully grinding miner could leave without any "food-maker" - and live well? Of course it's ok for new players, but that command should not be avaible after week or two.
  11. I don't really get complaints about how small playerbase it'll touch or how only magic users will care. I think I'll care if there would be a guy that can cast freaking meteors on my home. Only thing is that knowledge about such discoveries should spread. Then the most powerful players (I mean the most IC influential groups) would be interested and maybe even fight for it. If a nation gets one of those books it could even make great investement for building properly secured sanctuaries, form special knight orders to protect it or appoint the most noble, loyal and skillful citizens to guard it... And even if they don't find them, It's about finding it, but about involving people in searching, right?
  12. Recently magic subject was raised and I think it'd good to relate somehow to feedback that was made. For example, I cannot see any interesting roleplay interactions that should occur in "years of isolation" while self-teaching and fact that this magic would be mostly blood heritage is not helpful either (in context of complains about guild-locked magic and magic cliques). Problem with acquiring knowledge because mage had contact with some object is that you have to have knowledge OOC that there was actually something happening with that item. For example, It would be awesome scene if that kind of seer travelled to crossroads and suddenly had vision about some consiprators that had a meeting there not long ago; however, player should not know about it -> could not ask about this scene -> vision does not occur and as such theoretical potential of this magic is simply wasted. I'm very sceptical towards all time-related quasi-seers, because it's always really, really problematic with gathering and managing right info OOC and implementing it IC.
  13. 42 types of magic, different magic sources, complex cosmology and metaphysics of different magic powers are exactly the thing that is most interesting in LOTC universe. "Special snowflakes" are not the problem where it comes to magic - because it's magic, it should be mystical, magical, often not completely understood and strange. It's great that there are magics that are nearly impossible to self-teach like blood magic or necromancy; however I'd like to see it completely impossible. Well, If it's right that mages usually don't properly roleplay their flaws, then why would they suddenly properly roleplay those magic subtypes borders? I believe it has to be strict and clear with large playerbase. I believe it's up to MAT to choose right magic teachers, because they are the foundation of magic roleplay. It's really upseting when you see things like small advertisements "I will hire a mage to teach me". Hell no - things like magic should be elite, should require time and sacrifice and should be rewarding spectacular in the end. There should be no dialog like "- I want to be dark mage! - Ok, choose which one", that Treshure stated. It should be more like "- I want to be dark mage! - **** you, work for it, do it via IC". Strict power levels, "cans" and "can'ts" do with magic surely helps managing it. If there is problem with mages, then solution should be verification of people who brought them in and will bring next ones - I assume those are teachers and most powerful T4/T5 mages. I don't really see how could students make recurring mistakes, If we assume that teachers were exemplary.
  14. I didn't want to do offtop in your topic anymore.
     

    Quote

    Also, if you don't mind my asking, are you foreign perhaps? Or maybe English isn't your first language or something?

    Yes, I am. I'm sure I make quite a lot of mistakes and often use words with "right" translation, but wrong overtone, but I'm also convinced that I'm at least on communicative level. It was indeed one of my concerns before joining, but I was told there's no problem, when I've asked on the forum.

    1. Harri

      Harri

      Then I'm terribly sorry and must have made you feel horrible/degraded your confidence greatly. I genuinely couldn't understand what you meant, and thought you were trolling me with the Grammar Nazi guild thing - I mean come on, we wouldn't let someone make a genuine Grammar Nazi IG group and get away with calling it that.

  15. Probably high elves - would be Farfolks, as I do like atmosphere of exotic realms and foreign cultures, but I do not enjoy those from here, ripped off modern muslims. I agree that there are probably too many races and I'd rather see some disappearing (my soul is sobbing because of forest dwarves) than new ones. But if that's the question - I'd like to see... 1) something that is not evil by itself, but It has clearly contradictory interests with few main groups, i.e efreets-nomads that feed on burning objects and eventually HAVE to burn elven forest, halfing fields or human village - just because they have to migrate and buying flammable resources from others is not enough; 2) magical abomination (once again: not evil), that has not much visible differences from other races, but their (meta)physiology forces scholars to completely re-think most of their theories (they produce blood, but have no genus, are living creatures without life-force, mana from Void just avoids them or something like that).
×
×
  • Create New...