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JustMeMorgan

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Everything posted by JustMeMorgan

  1. Having a luscious world with history locked away in certain areas which promotes exploration in my eyes would be greatly effective, having places that people can try to see what happened and what-not is always fun. I’d also suggest probably making it so each place has something of value, be it that it’s a good view or it could hint to some of the events that go on in the map This map has just been an oversized transition map due to the loregames
  2. SourDough has reached a point in his life where he’s making airguns instead of real guns because of the accursed TeChLoCK
  3. TeCHlOcK na I love it, +1 let’s get some cogdudes And afterwards let us get guns and boom we’re set on a truly high fantasy server with magic and might at equals
  4. It takes 3 emotes at T5 to create and requires a person to be essentially still, that way I could say it’s pretty balanced, it’s not that easy to powergame when it specifically defines the person cannot move more than 2 block per emote which basically means they would have to be restrained to use it tl;dr if a guy lets you spend 3 emotes casting a spell on them without moving a single block they deserve to drown It also makes no sense that it wouldn’t work like that, I mean, it’s magic sure but, magic still has a physical presence meaning no 2 things can be in the same place therefore if you have a bubble of water, no air is getting in...
  5. Also to those talking about “buT theRe are noT enougH Spells” We’re currently discussing the idea of a ‘spell index’ within the rewrite chat Here’s a basic format which most spells could be made with Format by Jenny Name of spell: RP or CRP: Evocation: Tier: Emotes: Circle (Y/N): Description: Redlines:
  6. +1 Used my ideas for formatting like in my water evo which is good for standardisation Also is well defined and nicely made so I like
  7. “Stupid town got blown up, something about them causing a voidal tear” the mali joked to Ilkazar as he’d also send in more spam letters
  8. “Nobody is going to agree with this and they’re just going to avoid you, that’s literally all that is going to happen” said the voidal dark mage
  9. Morgan casually pretends that he doesn’t have a voidal magic “hur, maybe we should just purge all the voidal mages, because that’ll remove the eldritch entities invading our realm”
  10. Combat Roleplay; The Game of Loss, the Narrative above oneself (Number 2, Electric Boogaloo) The Narrative of Individuals; The story of the singular Though LotC is full of overarching narratives such as the recent Voidal Tears or the past like the Vaeyl Order it is commonly forgotten that the most common narrative is that of the individual, every single player on LotC in the most part, has some sort of direction for their character, be it a robber or robed one, master of trade or tragedy there is a goal somewhere to be found. These goals are important for us all, important to the individual and important to the larger narratives, for if there were no individual narratives, then there are no reasons for partaking in these overarching stories. We craft our own stories, and our own stories craft the world. The Clash of Narratives; The Third Narrative Personal gains always clash, be it bandit, mage or medic there will always be a time where one’s narrative shall collide with another, the conclusion? A new narrative, a narrative bonding the two individuals into one, and the usual events in this narrative? Combat. Be it individuals or group, a time will come where everyone (or at least those here to roleplay) will have their blades or spells collide against an opponent. This Combat Roleplay is what we’re going to discuss, its reasons, its reality and how it should be approached. A Mindset; The First Ideal Combat should always be approached in this third narrative. This is the mindset that there is a greater story to your own. This will detach you from your own story and alleviate you from ideals that you must win, as you shouldn’t have to. Creation of a story is what matters, surviving is just one of the many conclusions. I will reference a couple of stories in this, my first: https://www.lordofthecraft.net/forums/topic/184933-double-pk-the-hammerhead-duel-1728/ with cites to @Kanadensare and his partner for the excellent roleplay within it. I’ve referenced this story for the purpose that it shows that although without realising it, both parties have understood that there is this narrative above their own and for that reason some excellent roleplay (Though with a sad tale to tell) came out of it. Narratives are made everywhere in LotC, you don’t usually have to permakill your character for it though. This Ideal, simply should be realised within the individuals, you should enter combat knowing that the outcome although may benefit each other, or neither at all, it is a story that will come out of it, and that is what matters. The Approach; A Second Ideal When approaching combat, a person who has not yet realised the third narrative will always try to win, power gaming or not they will take the most effective and efficient routes, even if they are not reasonable for their character. It would be like a man who is terrified of fire wielding a flaming sword to fight an ice troll, just because they know an ice troll, just because it is the most efficient. Stepping into a character’s shoes is harder than it seems, but with practice and understanding you will soon be able to do it as many have done so to present. When approaching combat, one should always understand and debate, do not be afraid to debate moves and attacks with your partner, yet do not ever be toxic or rude to your partner. You are both in the narrative together, and the two options are both as ruining as the other. When it comes to being accused you have two choices: you can either explain your emote further and provide any evidence if needed, or you can re-emote in agreement that you made a mistake. It is this politeness and understanding that makes combat smoother and a more comfortable place. Loss; A Third Ideal Every combat comes to the moment, life or death, the final fight. And if you have been the unlucky one to fall the blade, spell or tendril this day. One should come about it in an understanding way. Carrying special items or mina on you can always get you glum, realise your inventory is temporary, items can be reforged, new stories established. Share your story to your victor about that item if they are willing, the sword of your forefathers should be relished after all. Once losing it you then have two choices, you beghin the new third narrative of trying to reclaim it, or your own individual narrative of forging it anew, but better and fresher for your sons and their sons to see. Loss can come easily, you may not be able to win against an orc as a measly mage unable to cast. Do not be afraid to lose. It is only temporary and you’ll be back on your feet soon enough, reputation regained, inventory restored. Some bandits are kind you know, they take 1-2 items and some mina and let you SS away, do not be afraid of the bandits on the road, they may just spare you somewhat. To those who lose their 50 pixels, I tell you this, why carry so much good stuff on the road in the first place? Conclusion; A Last Ideal Every narrative comes to an end, be it the end of the combat or a permanent death. Both are primary options. To overcome this idea of losing I commonly imagine it as a different person, this detaches and resentment I have from the person and allows me to continue on without hate, do not cling to toxicity as it will wreck and destroy you, continue your narrative anew. Every narrative will also come to an end, death is sweet release that some may take up, permanently killing your character (for the most part) is your choice, so do not be pressured by other players to do so (unless you have committed suicide of course), you should see LotC as a means of telling a story, not power-grabbing, loot-hoarding or treasure-sniping, so many people have come before you, so many stories have been seen before you and so many will come after you, do not be afraid to let your story go when you believe the time is right. Confession; My Mistakes in the past In LotC when I was a fresh minded player, I commonly fell to fail these ideals. After thinking of these ideals, I tried to type them into bit and byte in hopes to solve combat roleplay of which many approach it in a toxic way of solving issues but it is not, it is a story that we should be telling, how once spell or steel clashed and battled commenced, and how someone, or no-one came out on top. I sometimes re-tell my victories and failures, not to brag or boast but because I want people to understand that LotC will give you so many ups and downs, you may lose items but you will gain many more, do not be afraid to explore. I have tried to push when I should of let go, do not be afraid to let go, as it will lead you somewhere else, it will lead someone else somewhere else, and it will further all the stories. What I will implore those after me to do, is love combat roleplay, it is where adrenaline pumps and you feel on your toes, but do not lose grasp that you are trying to tell a story with your opponent, you shouldn’t be trying to win, it is merely something that could come out of it. The Reason of this Post Talking to other players about combat roleplay invoked me to do this, I find that in recent times LotC is arguing about rules and how they should be governed and in all this chaos some people brought up about how other people try their hardest to succeed, and I wondered and realised I have in the past did the same. I have tried to materialise how I and a few others that I know of have tried to steer ourselves away from this ideal, thus I brought the creation of the idea of the third narrative, this mindset that there is a story above my own. This realisation gave me the ability to detach death away as a punishment or failure, but more of a means of trying to extend my own, or another person’s roleplay. (p.s. I wrote this at 1am)
  11. Ttw you see a magic made to directly counter other magics When flam has a thing about magics made to directly counter other magics One of Flam’s newer points, albeit he has said something to this prior in other announcements n stuff Severance example: Once you get the magic teach 2 other dudes, go around dicking mages and taking their **** and running, easy to do, quick to do and boom you’ve just fucked some mages that you don’t like I see that spell as nothing other than a toxic means of annoying and ruining other player’s roleplay, Fi magic had a 1 week or more clause, not a ‘yeah we’ll **** you and shove it in a box’ sort of scope to it Some further supplying “Fi’ was a good example of what not to do, as that magic simply shut down another person’s magic and wasn’t fun or interactive. The weakness was also bypassed by people creating special armor that even the weakened Fi’ mages could utilize. If a magic is made to deal with other magics (e.g. an anti-voidal magic), it should offer some kind of interaction so one side isn’t simply shutting down the other.”
  12. On Starting I believe that we should make it so methods of halting people on the road are easier other than already engaging in violence, this means bandits don’t have to do crappy copy & paste to actually start a fight On Fighting Bandits should be smart and polite when in emotes, no stupid ‘swings sword at them’ emotes, and these should be seen as improper roleplay, bandits should actually know how to CRP and not be merely using combat as a media of getting into pvp, this should also be frowned upon as a sort of ‘pvp baiting’. Defender default should be chosen as a choice of media of ending conflict, not because the bandit is attacking you with the shittiest emotes to man On Ending Bandits should be kind and polite after conflict, toxicity does nothing but continue toxicity and only removes reputation of roleplay from bandits, I like those who are lenient to death punishments, such as allowing the victim to SS and maybe taking an item and some mina from them, this is a fair and just method of banditting. On Roleplay Criticism When an emote is made in combat where someone disagrees, the accused should do either of two things, firstly they can try to prove that their emote is possible (e.g. “You can’t grab your sword without cutting yourself!” and the bandit showing a video on ‘half swording’ which is a viable method of holding a sword), alternatively they can change their emote to something more possible. When coming around this both should be polite as unless you’ve studied a lot about the human body, you are bound to not understand all of the ways it can respond Conclusion Bandits should be bandits because of roleplay, not because of pixels or clicks, roleplay bandits are great bandits, like Flemish’s Ghoul back in the day or some of the Reivers who also rp’d proficiently enough, I’ve had bandits who have merely used crp in a way so bad that the only option was pvp, and I’ve had orcs come up and just say ‘punches in face’, roleplay like this gives nothing good to a bandit’s reputation and we should change that
  13. I’ve reworked the last one to be a bit more specific and defined, also added the clause which describes what happens if a voidal mage may also have a dark magic (the dark magic overpowers the voidal) As I said before it's symbolism, alchemy at it’s core is about symbolism, herbology is not alchemy but it’s what most people seem to think it’s all about when it’s really not, eye-change potions required symbols of sight, plants don’t have sight so you could use eyeballs instead as an alternative, it’s stuff like that which alchemy had at it’s core The symbolism is an idea mixed with how blood is a representation, you have a Naztherak whose blood could have a representation of Inferis a Void mage’s blood represents Eldritch and blood is an identifier for those who are Inferis or Eldritch, the main reason for it’s creation was an Irp idea response to one of Mystery’s events against the voidal horrors, but I simply opened it wider to allow more players to use it for alternative reasons thus the dynamic remains and stops it from just being a self-supply weapon
  14. Sorry but severance is what made me -1 balance
  15. if you can say how it’s unspecific you could be specific yourself, otherwise it just means nothing happens And secondly I’ll refer to the whole idea that it’s representative, I’m just taking an idea from an older piece of lore from Phil with mage-bone weapons which had the same effect, the oil is something I can change up as needed, it’s merely a concept I tried putting into practice. I’ve been waiting for like 2 years to do alchemy and I’m finally able to do it again ya’know Inspiration from SourDough’s piece, I’ll link the area it originates from too. This was a previously accepted thing so I’m seeking on reinventing it as an oil instead of bones, as you can see he uses mage bones as a representation, seeing how Phil was the alchemy man back in the day I’d trust that blood would have a similar representation https://gyazo.com/f42de742e6149e57a34f7a9f7073e49e one of the points of the oil is to be a form of counter to mages as the only really other counter is just bomb-rushing them, and has other uses for people from different backgrounds, e.g. monster hunter-esque characters etc.
  16. As the other guy said (Albeit in a much more angered way) It’s fantasy and stuff, it’s basically just representations of the targeted thing so I took the idea of a mage’s blood, it’s like phil with his previous lore of mage bones, they’re just normal bones but they’re from a mage so it has representations from a mage
  17. I love you too, please like my lore I at least try
  18. Note: These are some alchemy substances that would be interesting to have in LotC and could be made by most people with the knowledge and idea. Drugs Poison Oil
  19. Yo LT dudes my lore is already reformatted come onz
  20. Stop this heresy But +1 Dunsty boy I want alchemy
  21. @Xarkly I love the plugin in honesty and cannot wait for the potential alchemy side of it, what I would like to see however is the following things: A system of implementation where Loreteam can make ‘custom’ items, alchemy in itself is not simply just herbs and although this is the botany, on the plugin side I was hoping that there could be a way for a loreteam to add certain symbols onto items e.g: During an event, a player harvests a rare organ of xyz creature of which represents fire and destruction, the member can then do a command like /addtrait fire destruction strong, from there it appends it ( such as in the python code written as \n print(“Fire (Destruction) : Strong”)). This can then be used later on in the alchemy side of the botany plugin meaning unique potions can be made / custom potions, if that isn’t possible then that’s p much fine it’s just a suggestion as it would be cool to have A list of all reagents that are currently implemented, I don’t want to swim at the bottom of the ocean for joker’s scum if it doesn’t even exist so can there be a way for us to see which ones have been added and which have not, that’s all ❤️ That’s about it, the first one would be incredibly difficult I understand however it just seems cool, the 2nd one is just for ease of access and what-not, Ily Xarkles and this plugin is amazing so thanks to anyone who helped make it ?
  22. Ah that is fair then, hopefully people aren’t stupid and start making their own events at random times just to kill players they want, that’s an issue I could see arising however I do trust most nations to not be foolish, thanks for the response ?
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