Jump to content

NotEvilAtAll

Creative Wizard
  • Posts

    4342
  • Joined

  • Last visited

Everything posted by NotEvilAtAll

  1. Only after the supply of iron is given a finite cap instead of being determined by how much time people feel like mining for.
  2. Ask @Papa Liam he’d be able to explain it better than I. He’s actually taking a crud load of Economics classes in College whereas I’m just using Wikipedia knowledge and my observations of how Minecraft/the server operates.
  3. If we’re going back to having a profession system, a good way to make it not grindy is by imposing limits on how much can be produced per day by a member of said profession. Just like how the Energy system of late Axios Nexus removed the grind-ness of crafting professions by making things instantaneous yet limited in quantity, a similar system could be used in a future profession system to have professions be worthwhile without having them get grinded a ton. Miners could only mine a certain amount of ores in the mining world before ores won’t drop when broken, Lumberjacks can only chop a certain number of trees before wood stops dropping, etc. If people are spending too much time gathering/crafting materials and are complaining about it, the production limit could be lowered (with the quantity of goods required for crafting modified to keep the economy in a similar situation). If people spend too little time gathering/crafting materials and want to spend more, the limit can be raised. This allows there to be resource scarcity without grinding. In Nexus, if a material was vital to PvP or production, it would be grinded a crud load no matter how difficult or time consuming it was to produce until supply was the same as demand. If production were artificially limited, grinding those materials would be impossible, supply would not meet demand, prices would be high, labor costs would be equally high, and the Developers could tweak things as needed to avoid massive amounts of high-end gear/materials making cheaper equipment/materials obsolete, materials being held in surplus instead of being sold, etc. Obviously some materials should be able to be produced infinitely. Basic foods/building materials (and maybe even basic PvP gear) should be craftable by everyone so nobody starves and building isn’t ridiculously expensive. If something provides an edge in PvP or economic activity, it should be affected by the profession production limits so that not everyone can constantly use the best armor, the best tools, etc. This also would create a pretty decent economy, since it ties production to a finite labor supply that doesn’t suddenly double as everyone grinds a ton to support a war. Since both new and old players would start out with the same production limits (maybe production limits could increase somewhat as the player uses the profession more, thus letting people who like the profession and use it a lot get more enjoyment from it?), new players would be relevant in the economy and wouldn’t be overshadowed by veteran grinders. Let’s model this type of economy: ((Sorry for using Labor Theory of Value, but since production in Minecraft (and especially LOTC) is mainly limited by labor instead of capital, it’s the most useful for describing things. Capital costs in LOTC are very small, even with a profession system)) Assume the following conditions: -Everybody who has a profession and actively uses it until they hit production cap produced 1 Labor Unit of materials. -Let’s say there are three different types of equipment, equipment A, B, and C. -Equipment A is the most expensive but most effective. (Think of Enchanted Steel items/Enchanted Iron armor in Nexus) -Equipment B is less effective/expensive than Equipment A, but more effective/expensive than equipment C. (Think of Steel items/Iron armor in Nexus) -Equipment C is the cheapest but least effective equipment. (Think of plain ol’ Iron tools and Chain armor in Nexus) -It costs 2 Labor Units for someone to constantly PvP, mine, farm, etc. using Equipment A, 1 Labor Unit for Equipment B, and .5 Labor Units for Equipment B. If everybody in a settlement of 100 people both produce and consume materials, the following distributions are possible: -50 (If tools aren’t free, less than 50) people consume Equipment A, there are not enough resources for the others to consume equipment not absolutely necessary for them to produce 1 Labor Unit. -All 100 people consume Equipment B, there is no surplus or shortage of materials. -All 100 people consume Equipment C. There is a surplus of 50 Labor Units of materials that can be exported. The different types of equipment should be balanced so that Equipment C is the most cost effective (highest performance when compared to its cost), Equipment B is best in the long term (provides the most performance with what you’re capable of producing), and Equipment A is the best in the short term (provides the most performance when you have a surplus of resources to burn) Obviously, not everyone in a community will use the same equipment. Those who own market stalls and hire others for a profit will probably have enough for Equipment A, those who don’t make such investments but have good jobs, are self employed, etc. could comfortably use Equipment B, those who are unemployed or otherwise impoverished will use Equipment C or nothing at all. Thus, I think that imposing production limits to stop grinding would still make for an interesting economy concerning the distribution of what is produced and strategies surrounding it. When there are few threats and people don’t mind feeling poor, C-level PvP gear could be used to save up a surplus of materials when it’s needed. During prolonged wars of attrition, B-level PvP gear is the most effective for what a group of people can sustain indefinitely. In short bursts of fighting that will be determined by only a few battles, A-level PvP gear is the best that can be put on the battlefield during those few battles. Similar concepts could apply to tools (although A-level tools would probably be the most cost effective, since otherwise they wouldn’t be used), food, maybe even building materials, items useful in RP (simple flavor items for everyday use vs extravagant items to impress your friends), and more. All of this is theoretically achievable whilst making grinding physically impossible without the abuse of loopholes.
  4. My halfling newspaper is the least biased newspaper ever created! 

  5. 1.15.1 won’t magically fix everything, but it will improve the chunk loading and tps by some extent. Once Korvic gets the permissions needed to test the 1.15 plugins, hopefully he’ll be able to fix (or make progress towards fixing) everything else that’s causing issues too. I hope
  6. https://www.youtube.com/watch?v=L4lHf2N8GRw
  7. Why have the forums been looking like the mobile forums on PC from my perspective? The Recent Status Updates and Latest Topics are shown below whatever I’m looking at instead of off to the side.

    1. Show previous comments  2 more
    2. Tigergiri
    3. NotEvilAtAll

      NotEvilAtAll

      unknown.png

      I ain’t seeing it. Clicking on “Theme by jcdesign” brings me to some other website

    4. Tigergiri

      Tigergiri

      hmm i dont know whats wrong? maybe a refresh or  close browser and open again

       

       

  8. Either fix mining in the CT mine or have there be some kind of PSA that mining in the CT mine is temporarily disabled.

    1. Salty

      Salty

      Edit: Lapis is mineable but iron and diamond isnt??????

       

    2. NotEvilAtAll

      NotEvilAtAll

      Yeah. It’s really weird

    3. z3m0s

      z3m0s

      Should be fixed next restart if it hasn’t happened already.

  9. I want exact number data on how many new applicants were accepted per race. Do you have that data anywhere?
  10. -1, This is inappropriate for a younger audience and should not be portrayed on LOTC.
  11. Which one of you DDOSed the forums this time?

    1. MadOne

      MadOne

      mac face hacker group

  12. Once Hytale comes out, LOTC is screwed lol. The second someone makes a moderately competent RP server there it’s all over. We got a few years left until Hytale is scheduled to release, yet the longer LOTC exists the weaker it gets, so I doubt we’d pull ourselves together by then.

    1. Show previous comments  1 more
    2. 𝕾𝖙𝖆𝖗𝖌𝖚𝖘𝖍
    3. NotEvilAtAll

      NotEvilAtAll

      @Stargush An LotR MMORPG already exists and I’ve played it before. It’s called Lord of the Rings Online (LotRO), and it has some roleplayers on it to this day who run roleplay events. I literally stole the idea of the weekly Drinking Night from the hobbit roleplayers on this MMO. They’ve been hosting Happy Hour RP events in the MMO’s Green Dragon Inn since 2009 or something.

       

      MMO roleplaying communities don’t compete with LOTC very much due to the vastly different chat systems and organizational methods as well as the genre difference. MMOs don’t let you create your own settlements, modify terrain, and almost never have official Event Teams of any kind. Roleplaying communities in sandbox games like Gmod or Minecraft are much more likely to have these things.

    4. squakhawk

      squakhawk

      gonna be great

      same people same **** though

      but im just being pessimistic about it, maybe it’ll be wonderful who knows, we missed out on banking on the huge minecraft-nostalgia-trend that went on earlier this year which was a missed opportunity certainly

  13. Can I create the Super Super Safety Team?
  14. Where is the -1 rep button when you need it
  15. Minecraft beta is the only good version of Minecraft

  16. O7 you were an epic gamer from the epic gamer times.

     

    I only met you in-game once during the whole Mellsburry vs Reedsborough fiasco, yet I still know that I met you. Bahbou told me that you were the leader of Reedsborough at the time, although in retrospect I’m not certain that was the case.

     

    Knox bless you

    1. Josie_Exotic

      Josie_Exotic

      It’s been like 3 years since I’ve seriously played LOTC so I’m not sure why you posted this? (If anybody else sees this LONG LIVE MILLY add my snap: butterevjen02 if you want me to log on for halfling RP over xmas break xoxo)

    2. NotEvilAtAll

      NotEvilAtAll

      @Butterpotato02 I like to browse through old sections of the forums relevant to halflings. I found that you commented on the 2017 Pendlemere Storage burrow theft drama thread, so I checked out your profile and was hit with a wave of nostalgia from my time as a halfling in Axios.

       

      Server is really laggy rn since 1.14 is terrible for servers, so I wouldn’t recommend you play over the winter break until the lag is fixed by updating to 1.15..

       

      If you want to you totally can though. The halflings have been running weekly events ever since I started the tradition in early 2018. You could show up to one of those.

  17. We have free cookies please come to this party (or else)

  18. Most food isn’t farmed in the CT. You can go to literally any nation and farm their fields unless they’ve fenced them off. Removing the CT farms would hurt new players and not substantially lower the quantity of food on the server.
  19. NotEvilAtAll

    Mines

    Increasing demand isn’t the easiest solution, nor is it the solution that would immediately create the stronger economy overall, yet i still think it’s the most realistic answer given LOTC’s nature and history. Therefore I think it deserves to be considered. Let’s start by listing off things that people would be fine with having scarcity in: -Food: People who want food to be scarce are not very common on LOTC. Food scarcity hurts new players more than it benefits the economy, so I don’t think that the staff would ever purposely make food scarce. There’s slightly more people who’d want there to be higher quality foods that are scarce, but such quality foods are arguably already scarce on LOTC, so there’s not much room for improvement. -Building Materials: Most people who build things don’t want their building materials to cost very much. Occasionally some key building materials have been scarce in the past, yet it usually ends with the communities who want to build using lots of said material petitioning the staff to lower CT prices or add a resource pit. It would be difficult to make building supplies scarce without having to calm the nerves of some people. -Wood: This is needed to craft all tools in the game and is a very common building material. With the Wood Pits replacing the old CT tree farms of previous maps, Wood is less scarce currently than it was in the past. Wood could be made slightly scarcer by replacing the Wood Pits with a tree farm, but any further scarcity would require fancy plugins to prevent people from buying saplings and growing their own tree farms. Wood scarcity also has many of the same problems as Building Material scarcity. -Crafted Items: Making crafted items scarce requires LOTC to abandon vanilla crafting. This has been done before, yet currently the community has divided opinions on the matter. Crafting timers are unlikely to return, and said crafting system would have to be cleverly balanced to generate economic well being without angering the typical slice-of-life RPer who does not care for such things and wants to roleplay as they please without being denied access to any important crafting recipes. -PvP Gear/Iron: Arguably the items players are most and least willing to have scarcity in. Some people want iron to be cheap to make PvP more accessible, and some people want iron to be rarer in order to make mining and PvP profitable. Iron could probably be made moderately scarce without angering too many people, although the staff would have to tread carefully. -RP goods (alcohol, named items, drugs, etc): These are already in high demand. Decreasing the supply of most of these goods would lower VIP privileges and directly discourage people from donating to the server. The staff would never do this unless EULA forced them to. -Animal Products: Already scarce. Could be made scarcer by further lowering the numbers of animals that can be bred, helping reduce lag. Same problems apply here as with food/building materials/PvP gear. -Diamonds, gold, all the non-iron mining stuff: These are somewhat scarce (with the exception of redstone and lapis), yet making them scarcer wouldn’t do much since nobody needs these materials. Consumption of these materials would need to be created first (like with diamonds being crafted into shulker boxes). In summary, the following goods could be made scarcer without angering portions of the community: -Iron (to a moderate extent) -Wood (to a small extent) -High quality food/animal products (even if they’re already fairly scarce) -Non-iron mining goods (if given a use) That alone won’t fix the economy. Loads of players paradoxically demand a stronger economy whilst simultaneously dreading scarcity of the materials they use the most. This is why I feel that increasing consumption through optional RP goods is a better option. And yes, the staff do absolutely have the ability to control consumption. They control the existing plugins, the creation of new plugins, and the removal of old plugins that the server runs on. They have the freedom to interfere in player actions as much as they please. They are not the Federal Reserve, they are Gods. Given coder power, they can increase consumption through suggestion, coercion, or even force. They could force players to buy vast amounts of RP items and waste raw materials or be banned. Doing so would cause a riot and would certainly end the server, yet is entirely within the staff’s power. As for RP items being the most valuable item in the economy not cutting it, why do you think so? By far, RP goods are the most profitable. Even when other materials are scarce, RP goods still perform very well in the market. Even the RP goods that literally anyone can create (drugs) are very profitable. Increasing the types of RP goods that people can purchased will increase the server’s economy beyond any shadow of a doubt and give people more reasons to spend their minas. If done correctly, it could lower stockpiles of resources as well, something that lowering production cannot do until a new map comes out. And what’s to say that the current economy of LOTC is even all that bad? I’ve heard sine argue that the economy is doing quite good right now. Some more economical nations have plentiful well-stocked market stalls with plenty of customers (most notably Sutica). Purchasing power through voting is through the roof and thus easily lets new players get by. Labor costs are quite low, yet an entrepreneurial fellow could use that as an opportunity to make a good profit on some key materials while simultaneously selling at good prices and staying in stock. During times of intense warfare, many materials fly off the shelves almost as fast as they can be restocked. The surface level of the economy is functional enough to roleplay economical actions even if the economy is weak in reality. Since Minecraft economies are not usually very strong anyways, LOTC’s economy is certainly not the worst economy on a server. Given a few tweaks to production and a healthy increase in that which can be consumed, LOTC’s economy should be adequate without making building expensive, having food be rare, or requiring loads of mining to PvP. Simply give redstone, lapis, gold, emeralds, and diamonds more use, replace Woods Pits with a tree farm, slightly reduce iron production, and add in more RP good plugins like the Hoo-Kah and alchemical herbs we have currently.
  20. NotEvilAtAll

    Mines

    LOTC doesn’t need more minas sinks right now. Prices are constantly getting lower and lower as unsold resource stockpiles grow larger and larger. Returning to a scarcity economy would be difficult since most players are used to having enough food/iron/building supplies to get by without having to grind much. What the server really needs right now is more consumption instead of less production in order to sell unsold stocks of goods and get minas flowing more. What I mean by increasing consumption is the following: You know how people don’t need to consume drugs/alcohol to survive on LOTC, but frequently do anyways since it’s cool? The creation and sale of drug and alcohol items are a good portion of many settlements’ economies without causing anyone to suffer from a lack of said items. People use these items simply because they are cool and interesting. If the developers were to add more cool features such as the Hoo-Kah plugin, it would increase consumption and create demand for goods without having there be any scarcity of necessary items. Food could be able to be consumed with a full hunger bar, letting players burn through stacks of food in feasts and have their characters feel like gluttons. Collectible yet expensive items could be craftable that don’t perform any purpose besides looking rich and flexing on your neighbors. Etc. Nobody wants to have to grind for hours to get PvP gear, yet if most materials remain plentiful and allow for overconsumption to feel cool, there can be an economy that is both fun and functional. That is my proposal for a better LOTC economy that people won’t hate.
  21. the lag and server crashes were so bad we had to move the Brandybrook Drinking Night to a different RP server lol

    1. Old-Rattlesnake

      Old-Rattlesnake

      I’ve been sitting here moving in 10 block increments trying to travel and just gave up. Server is a joke right now. It’s barely functional.

    2. Old-Rattlesnake

      Old-Rattlesnake

      I’ve been sitting here moving in 10 block increments trying to travel and just gave up. Server is a joke right now. It’s barely functional. Also the forums are laggy as **** making me repost.

    3. rukio
  22. I’m guessing that work has just begun (or is about to begin) on the next map since we have a Your View about it now. Next map’s CT should be small yet jam-packed with important information and some resources for new players. It should function as an RP hub to a lesser extent (so that new players aren’t greeted with emptiness when they first join), and the CT should have Monk characters who eat, work, and sleep within the CT. Remember how the Atlas CT had a map of Atlas listing off all of the nations and names of forests/mountain ranges? That should be done again in order to reduce new player’s dependency on the dynmap and make map information be more IC than OOC. There should be a farm for new players to get some food and a small tree farm for new players to get some wood. The rest of the CT exists for Monks to live in/interact with new players with. Then, there should be some fast travels leading to racial hubs that let new players start their LOTC experience in the general area their race inhabits. Having the CT in the clouds would be really cool and help explain why conflict isn’t allowed there and why any travel out of the CT is one-way. Furthermore, a literal Cloud Temple wouldn’t take up any ground space that could be used by other races to build settlements. If the CT doesn’t use up ground space and respawning players immediately fast travel to racial spoke points instead traveling out from the CT, Freebuild could be put in a much more centralized location without denying any one nation or race land or giving Freebuild an unfair advantage. The main problem with Freebuild in Arcas is that it’s too far away for many people to use it and too large for anyone living in Freebuild to interact with other Freebuild inhabitants. I think a more central yet smaller Freebuild area would be much more useful to the server. If the Freebuild area is directly underneath the CT whilst every Nation and Race lives around the central one-way Fast Travel hubs from the CT, Freebuild can be in the center of the map, still further away from CT than centralized Nations so that new players don’t build dirt huts and never log on again, and receive decent amounts of travelers going between Nations that makes for organic Freebuild settlement creation like with Belvitz.
  23. I don’t know you very well, but that’s my fault instead of yours. Ya get a solid 7/10. Not bad for someone who joined in 2018. you’d get an 8/10 if you admitted that anime is love, anime is life.
×
×
  • Create New...