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Chryasor

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Everything posted by Chryasor

  1. Chryasor

    On Safety

    **** you, we both know this isn't true. In the time I've been here alone I can recall multiple controversies where none of the admins did ANYTHING before players forced them to, but perhaps the worst is the case with firegirl who was a known groomer with multiple victims sending in screenshots, and still nothing was done until the forums were blown up with topics for multiple days. And even then, nothing happened, instead there was a massive apology post explaining called something like "a plea for humanity" where you cited exactly that it wasn't "good enough evidence" to not ban an open pedophile off your shit ******* server.
  2. At least to me, and a few others on the thread, this is one of the core issues on the thread. That doesn't really matter when the baseline for how "skilled" characters are for most people is how many skallagrim videos they've watched. Now for a lot of people this isn't the case, a lot of us, me included, generally try to work in weaknesses, give the characters their own "style" so to say, a way they fight and act under the stresses of combat that reflect them. But far too many, especially among the younger roleplayers, play the unbeatable hero who has the combined knowledge of schola gladioatoria and skallagrim, as well as the power of god and anime, who knows no fear and jokes in the face of death. I've been very guilty of this myself when I first started out on the server, I bet that's how a few people remember me if they do remember me at all. I was a shitty teenager once too. But the fact that this server is mostly populated by people in that age range means there should be some better worked out combat system that puts on a few limits, maybe adds some block measurements with weapons to make people put more thought into it. It's impossible to measure skill in a lot of cases since we can just emote our characters being great and whipping heavy equipment around like they're nerf guns, so perhaps it's worth looking into a system of positioning that makes where you stand more important because of weapon range, maybe an official ruleset on what different kinds of weapons and armour can do, because twelve different people will give you thirteen answers on how to beat plate. Maybe weave it into the new PVP system, we have the armour IRP we carry mechanically, which will limit people a bit more, and I think that in the case of CRP limits are more neccesary. It provides a challenge, makes us think an extra second before we act. Now, i will add this as a kind of afterthought - there are moments you can measure skill. usually this is when two older players CRP with one another. Because they think a tad more since they're more used to it, more "veteran" in minecraft text combat so to speak, so they don't just shout out german poses but describe in a different way, have some kind of plan, act according to their character and generally use simpler motions in CRP, at least in my experience. But the system we have right now doesn't support that kind of RP. It should encourage it, and I think that can be done by putting more weight on positioning and equipment in the rules - how much I can't tell. Maybe I'd be able hammer something out if given a couple days and some people to talk about it with. It would need to be fair which is kinda hard. And as a final couple notes - I larp, we havee a general guideline. It isn't about winning, it's about who can look the coolest while losing. That's a mindset more people could benefit from, and could easily become more prevalent considering the threat of a PK isn't common at all. And finally, far too much weight is put on realism, it's a fantasy world with magic and druids and anime teenagers, **** realism. We should focus on fairness in combat instead, give everyone prepared for combat the same chances. In real life a single knight could take out twenty peasant levy dudes with shitty spears, in RP that just isn't fun.
  3. Said a lot of bad things recently, gonna be positive for once.
    I like that Vortex gives a genuine reason to have trade going on, manage relations between different groups, and go outside of your own playerbase. That's good ****, that I love.
    The rest is still fucked tho, it should have been finished before it was sent serverside, and it shouldn't be such cancer to work with.

  4. The system is broken when normally peaceful players turn to banditing just to be able to keep up with the grind and get food, out of entirely OOC reasons

  5. Can we please have resource pits back? I get that they're not named "nodes" but every build will be made of oak wood and cobblestone since it's so damned hard to get other materials

  6. Please, this Vortex plugin is complex, most of it isn't even implemented yet, I doubt it's even finished - why is it up to the playerbase to write our own guides when we don't even have access to anything more than the extreme basics?
  7. You know, I must wonder. If everyone was complaining and seeing flaws in both vortex and the economy system upwards of one or two weeks before the new map went up, a poll was massively against it but ignored, and people are complaining even more now when we actually have to deal with it - why the **** did the new map start off with it? Why not delay it, let people get used to the new map with the old systems, then turn them on when it's more adjusted and people already are used to the new map and have built their homes.

  8. So this is what happens when someone incompetent looks at LF, sees that they have a resource system that starts with copper, a nice and streamlined crafting system, and goes "I can do that!" without putting any thought into why it worked for LF, and utterly ******* massacering the UI. I'm not blaming the devs here, coding is really ******* hard, minecraft is a hard game to work with, they probably just did the best with what Telanir **** out in their discord. - Actual response pending once I've tried the system out Edit : I've been told I sound rude to the devs. I don't blame any of the devs for this, nicky or anyone else. I blame Telanir fully for trying to implement a system that doesn't mesh with lotc, that has already been implemeneted once but better and was hated as much then as it will be now.
  9. Then I might just have noticed it more with the warhammer since it’s the most used one, and I can’t really tell the difference between longsword and greatsword, and those are the only ones used – greatsword and warhammer fro the great weapons – because axes are frankly completely and utterly useless since nobody uses shields. I realize i forgot to mention that issue with lacking axes in my original post, but i said a lot about shields
  10. Before I get into the post – this is not to kick up controversy, nor get attention or any such, just some feedback on the surge PVP system after trying it out for a couple days. I also realize it may be way too late into development to make any changes based off of this feedback, and that it might just get disregarded. But then, oh well, I’ve already wasted my time writing it. I like surge this far even though I’m way worse at it than 1.8 pvp. I hope it stays relatively even with equipment differences as to avoid another Axios situation. But there’s a few flaws, and a few suggestions I’d like to give. Firstly, chainmail and piercing weapons. At the moment the only piercing weapon is ranged, and ranged isn’t especially dangerous – just rush them down, or shoot back, not a big issue. This means that chainmail is a very safe option in armour, and to prove this, is the most widely used in the current beta, gambeson being a close second with plate a distant, distant third. To help shake up the dominance of chainmail, and to add on the versatility of using the surge weapons as proxies for RP weapons, I’d suggest adding one of two meele piercing weapons. Maybe a thrusting sword and a spear, a ravens beak, or even a trident. This would change the armour balance a lot, add a few new options, and diversify the weapons. To add more onto ranged – at least in the now, I feel it needs a buff. It doesn’t provide a noticable threat and does maybe three or four hearts of damage before meele begins. Of course you shouldn’t be able to kill someone from afar without them having options, but adding a bit more damage so you need to consider how to counter ranged would maybe add something to combat. To touch on anti-ranged, and combat in general, shields see very little use. This is because of two reasons I think. Firstly, they take up a weapon slot, which leaves you with far less options in gear if you take a shield. And secondly, two-handed weapons are powerful to the point that taking a one-handed weapon and a shield is just giving yourself a gigantic disadvantage. Buffing one-handed weapons (perhaps by giving them a much shorter cooldown to allow some basic combos) and buffing ranged would change this a lot as shields would now be more viable. Alternatively, just give shields their own slot so that you can carry three weapons and a shield, or make shields take up the fifth armour slot right now used for reserve armour. I’ll also briefly touch on the warhammer – it is right now by far the most dominant weapon due to its incredibly high crit damage. This leaves other weapons behind, and a lot of users, since it’s hard to get the timing correct, especially when its lagging, which is a fair bit of the time. Maybe lowering crit damage in general to make them a good tool but not absolutely essential could fix this, and make combat a bit more fair between those skilled and not skilled. And this is where my post veers off into the purely theoretical – mounted combat. We haven’t seen any mounted combat yet, but I’m concerned about it nontheless purely from reading lances and pikes. Firstly, the new pvp system is based heavily around crits, which you get from jumping and then striking the opponent on the downwards arch of your jump. As you may notice, this is very hard on a horse. This leads the main option for horsemen to work as horse archers, and as I mentioned above - ranged combat just isn’t especially powerful. A fix to this that’s of course heavily theoretical, but would lean into historical precedent, is to give lances an incredibly high damage, but stupidly long cooldown. Let’s say straight off a fourth or third of your health, but with a six second cooldown. This would add a niche for mounted combat as opportunistic high-risk high-reward gambling, as if you charge in and land your lance you’ll likely deal massive damage to your opponent. If however, they hit you with their pike to dismount you, or you miss, you’re done for since your weapon still has a six second cooldown til it can be used again. Such a long cooldown also allows time for countering, by shooting them from range, backing up and eating to heal since healing is pretty quick with enough saturation, backing up to join your group again, etc, etc. This would give cavalry an active and interesting role, make pikes a viable thing to carry around to counter this, and add something realistic – lancers, heavy cavalry, shock cavalry, whatever you want to call it. Something very real in the late-medieval-ish era we find ourselves in on lotc. It would also make cohesion very important, since the best counter to high single target damage is to swamp them with numbers, in this case a mass of pikemen counter-charging the cavalryman to dismount them. Which is also realistic, but leans into the current dynamic of group PVP – cohesion and coordination is extremely important, and this would only enforce that even more. But those are my thoughts, I’ll probably come back and add more to this when I remember something or come up with something new, I’d encourage others to give their thoughts as well, this changing of the pvp system si very important and will lead to a lot of changes within the community. (also, @nickrocky213 sorry mate, thought it best to ping you, if I wasn’t supposed to, very sorry about that, have a good day)
  11. It’s something that’s been touched upon in a few responses, but I do think some people are taking the separation of RP and OOC a bit too far. Now, this is not to say there shouldn’t be a barrier there – i have personally advocated for people to keep them separate for a long while to avoid conflict. But we need to accept that there will always be some level of connection there. Your character will always have some part of you in it, no matter how wildly different they are. And in topics such as this, where its an actual IRL issue, we do need to be rather difficult in how it is handled. I think the recent forum posts have been a pretty good example, an irp discussion with in rp basis and arguments, and little outside conflicts. Many of the comments on them have not been, especially some that essentially just go “oh ew disgusting burn foul gay!” without any nuance of RP, thankfully they’re rare. But we do need to keep it in mind nontheless. It’s a sensitive issue, identity politics (yes the feared two words) in general are, because they’re about someones identity. That’s why I don’t really think we can say “well it’s just RP” because a fair bit of the time, it can be motivated by ooc beliefs, if exaggerated in rp. This is not to say “Ban homophobic RP” no it has a good basis. It’s in human history, for elves it’s because their race might damned well go extinct if there’s too many homosexual people, and it is a topic that can be handled well and discussed in a way that can help people. Because it’s not really them, it’s a character. So there’s a barrier there when discussing these things in RP. We just need to be careful with what we say, how we say it, and why we say it. It’s one thing when my twink elf gets questioned for his choices by a canonist, perhaps denounced or threatened. Another when you just screech about killing the gays in rp as a “joke” or harass a homosexual character for it repeatedly. Another even worse step is when it’s brought to some level oocly, which at least in my relatively limited experience from sitting in groupchats the past four years, that’s not common but not unheard of. In short, to sum up my thoughts : It’s a conflict that’s well-established in multiple playerbases, it’s an interesting topic in RP because of LOTC’s lore, and it should be allowed and separate from OOC. But we need to be careful with it so that it doesn’t spill into OOC, or so that it’s not just parroting OOC homophobic talking points but through the mask of an elf/dwarf/human/orc. It’s not as simple as “Just play your character oh my god keep it separate” because it’s about people’s identity, and an ongoing OOC conflict in the real world about whether or not they’re allowed to be who they were born to be. But it’s still an RP conflict and as long as it stays an RP conflict in the community, that’s a good thing and should be encouraged, because it can lead to genuinely good RP, as we have seen with the recent forum posts, “public letters to the pontiff”. also entirely unrelated but wtf “Yeah man just don’t be gay, they won’t be homophobes” that’s not at all how that works, one is someone’s genuine and legitimate identity, the other is a bad-faith opinion. **** argument, not everything is equally balanced on both sides of the debate
  12. Honestly man, yeah, this is pretty ******* good
  13. [!]Letters are sent to each city involved with the firewatch alliance To refortify Fort Hope Addressed to the leadership of the firewatch alliance. To refortify Fort Hope. While this may seem like little less as a propaganda move, this suggestion has worth. With the inferi moving further to threaten our coast, attacking the mainland, a battle for Aegrothond being built up to, and the enemy having sent in raiding parties to harass our roads already, it is clear we need a united position. And while the mountains housing the skull should be priority, Fort Hope remains a vital position. It lays close to the coast, yet far enough away to not be immediately threatened. However, it is a barrier to all demonic movements. Laying with direct paths to Sutica and Aegrothond, as well as blocking the path further inland towards the orcish and druidic lands, it also cuts off the swiftest route to the cloud temple and the road network centered around it. This same road network makes it an optimal position to reinforce the coastal lands. Near to the ferry to the queens isle, within sight of Sutica, within marching distance of the bridge to Korvassa and within running distance of Aegrothond, armies stationed here can reinforce any position currently under threat by the inferi. It can also move swiftly to cut off any road leading further inland from these positions, and is easily reinforced from all of these positions, as well as any place further inland such as the human lands - due to its close proximity to the cloud temple, around which our road network is centered. So that is Fort Hope’s positional advantages. In advantages of fortification - it is true that the current fortifications face the wrong side of the cliff island to be useful in this fight. However, they serve as a good base, and with its walls extended around the relatively small top of the rocky island - a task inexpensive and cheap, as they need not be taller than two or three meters to provide adequate protection due to the cliffs already surrounding the island being the greatest fortification there is. As stated, extending these fortications will make it into a formidable fortress even inferi will have difficulty storming. And with space within enough to house all of our united armies, as well as space to store provisions and weapons for them all to hold out it is optimal for a war on this scale. In terms of weaponry, there are already ballista that have before been used to bring down mutated beasts brought from the void - beings that were challenged in scale and power perhaps only by the largest of the inferi war-monsters. These ballista could without spending any resources be moved to the other side of the island to provide a basic battery, and just a few more, perhaps supported by cannons, will provide enough to cause the inferi to suffer every step on the advance. In infantry positions, the height provides a perfect position for archers to shoot imps out of the sky, and whittle down the infantry on approach. Even when the demonic invaders cross the river and attempt to climb the cliff, their armour will slow their advance in this terrain and they can be slaughtered - for we know they die as any other man. In this, use of combined arms - artillery to bring down monsters, and archers in a naturally perfect position for humanoids and imps - can make the inferi suffer unprecedented losses. And do not make the mistake of believing this will be a wasted effort. With the before discussed position of Fort Hope allowing it to stop any army from moving inland will force the inferi to storm the fort before any efforts can be made at further attacking us. So, in conclusion. Fort Hope is one of the single best positions available to descedantkind - cheap and easy to fortify, already armed with weaponry able to fight off an army, and controlling the way into the continent. And lastly, as touched upon in the beginning, it is a meaningful position. Fort Hope was the base of operations when fighting back the void, another, very similar, invader of our land from another realm. And that time too, we beat them back with the strength gifted to us, the strength all descendants have in their will. To rebuild this fort in this time is to light not a candle in the night, but to light a blazing fire in defiance against our foes. - Shou.
  14. Unironically a good introduction into photobashing, a technique that can be far expanded into actual works of art with better software and some effort – look up Johnson Ting on Artstation and youtube if you want a good idea of what photobashing can do
  15. A general request. We’ve had many months without most lore, and now the “lore games” have ended, much is still lacking. The server feels starved of fantasy. Could we just in general let more things slip and give it a shot? Give skeletons a period to test themselves out, throw in some more weird lore, let people have guns for a few months, see how it works. What does the playerbase like and dislike, what works and doesn’t. 

    If nothing works out, we clearly have no issue shelving litellary the entire server and writing something new

    1. AlphaMoist

      AlphaMoist

      That’s all admins right there

    2. Essence

      Essence

      I Concur, 

      Simply as I wish to be more understanding of the Lore and of the Current state of the world!

  16. So with the outcome of this whole firearms thing – can we at least please have cannons back? they’re a really cool thing to have on builds, and i have grown somewhat tired of walking below deck on a ship just to see a long ass line of scorpions because people still want their renaissance style ships

    1. rukio
    2. jamyei

      jamyei

      I voted against firearms, but as I said in my post, I think cannons would be fine to have and I’d be down for that

  17. A proper response from me this time with actual opinions on it : I think guns could be added, I wouldn’t protest. But I also think literary anything to spice up RP would probably be a good option at this point. I joined towards the middle of Axios, during the eighteen years war, about two months before Johannesburg went boom. And I do remember it was rather fun, having cannons and magical weapons, some cool magics that were around, materials like carbarum and bluesteel, dragonscales were a material used in armour that came up in RP a few times, necromancy was still a thing so you had to fight the occasional undead, gods were still allowed to interact with their followers, We still had soap. What I’m trying to say is – I think the server should let itself go back towards those times where there were genuinely interesting stuff, because right now the arguments of “It’s a medieval fantasy server” doesn’t really fly, because we’re not really medieval, and we have lost a good amount of the fantasy aspects. So yeah, go ahead and add muskets. But if guns get added, also add some more fantasy aspects, add some interesting things, make LOTC an actually interesting server you can do cool stuff on again instead of just being one of the most vanilla, boring DND wannabe settings ever. Guns could spice it up some if more aspects were /also/ added alongside them.
  18. If you think guns should work like a magic – be applied to be a gunsmith, go through a process to learn to use them, and be weak to many of the same things (Being interrupted, people who don’t run and hide but instead just walk up to you and smack you) Then yeah, sure, but I doubt that’s how it’s going to go. Simply speaking from experience with alchemy and magic and such, that has also at many times been abused in ways they weren’t supposed to. I do also think it’s rather complicated and needless when a far simpler solution would be to say they’re just another ranged weapon. Which in and of itself is not that bad, until you think of all the current arguing with not a single soul agreeing with the power of a longbow, arbalest, “heavy crossbow” and armour, etc, etc. Everyone cites a different youtube video as proof, and then wait thirty minutes to two hours for a mod to show up and tell them to either void it or make their own decision based on a youtube video. Flintlocks and such would only increase this issue, and many new and old to the server would entirely misunderstand what a “gun” is. Not to mention that people would almost immediatelly start to try to logically advance them along to more advanced weapons – I know this because I am one of these people, I find inventions cool, and lotc has far too few inventions for the potential there could be. Unique siege weapons from back on Axios comes to mind as some wonderful examples of this. But in this case, I don’t think it’d work especially well, as it often has not in the past. Broken alchemy and magic from also back on Axios comes to mind.
  19. Changing a single word is not just not clever, it’s also very clearly false. Magic is nowhere near as effective as people make it out to be, it isn’t an ultimate weapon of mass-destruction like I’ve seen suggested on this thread. In fact, almost all magic can be countered by throwing a rock, or slapping the guy in one of the three to seven emotes he has to take to actually cast his spell. Not to mention magic is very closely regulated with applications both to teach and learn, each person only being able to teach three at a time, and the several-page long guides written detailing everything with said magic so it can’t be powergamed or too OP, that then goes through an extended period of review with the LT (upwards of nine months, as we have recently learned) and then finally people can actually use it. So if you want to have something /really/ OP to complain about, ban throwing rocks. Throwing rocks makes most magic useless.
  20. as one of “her team” of apparent murderhobos. We go to long godammned extents to avoid killing RP. Ask anyone who has actually interacted with us. A few off the top of my head – Fay, Solaria, Mia, those are the three ones I remember. Talk to their players. We try to avoid killing RP because it isn’t really RP, it leads nowhere and gives no character development. Repenting is a big thng we go for, giving as many second chances as we possibly can to give character development. It’s only when we really don’t have a choice that we go to killing people in roleplay – such as with Maya, who has always been an evil and scheming character,a nd never showed any signs of changing, and equally always comes back from death either way, no matter what you do. Calling us murderhobos just shows a gross misunderstanding of what kind of roleplay we do, and just sounds like you’re trying to poison the waters against a group you just simply don’t like.
  21. Can’t wait for Telanir to finally just step down, he’s gone on longer hiatuses than he let’s his staff them do

  22. ah, right, so he’s not just competely MIA, that’s good at least
  23. So, quick recap to make sure I got this right : Servers down, no plugins can be tested, and Telanir has gone without word being the one who has to come back to fix it, and is unable to contacted. For some reason I am not in the slightest surprised, he really does seem like he’s been trying to kill the server for a while. This just seems like a natural development
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