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Wulfery

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About Wulfery

  • Birthday 08/01/1997

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    Wulfery#0433
  • Minecraft Username
    Wulfery

Profile Information

  • Gender
    Male
  • Location
    Poland

Character Profile

  • Character Name
    Radovid Vilchyc
  • Character Race
    Radaghastian Human

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  1. One time back in Atlas I tried to have a democracy in a settlement. Not a majot nation even, just a smaller settlement. You know, trying to set up some cool roleplay idea, make it fun for people, make it feel like a nice tribal thing. On the very first attempt, my opponent in elections instantly started calling in outside people to vote in their favour, to the point where I was contacted by an outside person who told me exactly about it. I mean, it was so absurd to the point, where there were more votes than people in the settlement. And when I called that person out, it turned into a massive drama and they were denying everything. Ever since that day I've realised that democracy is inherently gonna be abused because it opens way too many doors to gain advantage over the other side in really unfair ways. Making a fool proof system will not be a good idea either, because every time a vote is called in, one side has to lose, and apparently no one likes losing, so it turns into a massive drama and oftentimes will cause a split in the community. Generally speaking 2/10, not recommend. Absoloute Monarchy ftw.
  2. Vistulian Clan Gathering ᛜᛝᛜᛥᛜᛝᛜ Travelling through the snow covered valleys of Norland, cladded in a wolven fur figure rested a tarnished banner upon his arm. As wind came down it fluttered vehemently, exposing what hid on the fabric. With two antlers aimed at one another, with two sabres crossed below, it was naught long ago nothing more than a memory for those who lived in the time of Radaghastian glory, but now it stood as a mark for those who didn’t forget, for those whose hearts still yearned for the strong ambition of once lost culture. He stopped close by the centre of a small village. Some flickering lights in the windows showed that the resilient kin was not yet lost. Despite having their home be destroyed by powers that felt of the most ungodly type, losing so many brothers and sisters with whom they shared their memories, they still survived. And even after all those years they managed to gather back, pushed by the patriotic spirit and strong devotion. Clan Kos saw the very beginning of all that was Vistulian, and even after witnessing the fall of sacred Isles, they didn’t let the Clandom end. In their heart it survived. In their memories it lived. In their ambition it was reborn. Merely a flicker of a small light among the frozen north. But not yet gone. And it was them who called upon the clans to reunite once again in a small village of Varelia. So did the figure strike down the banner in the village centre. Clan Vilchyc shall answer the call. ᛜᛥᛜ
  3. In general I will speak out of my own experience as a settlement leader. Gates are difficult as hell. Gate duty is a boring choir. Oftentimes it boils down to repeating the same sentence over and over again. During events it removes the given person from active roleplay and it defeats the purpose of the server. It brings safety to others, but if no one volunteers, you are forced to actually deny someone with the fun experience. People saying "deal with bandits in roleplay" forget that it is not as simple. Even if you defeat them once, twice, thrice, they can come back again and again. It is a battle with windmills until one side gets bored. Removing citizen doors is a fun idea, sure, but then some communities will be bullied into dying out, as they are too small to hold an active big guard force, or bandits come at times when the activity isn't at its peak. Keep in mind, bandits who come to raid towns don't come as 2-3 people. At least 4 people usually come, and to have 5+ active guards is a hard task even for a nation. And the crp lock won't help when guards need 15 or 20 minutes to gather in bulk usually. Forcing someone to spend x hours at the gate is not a good idea. The fact that if the gate is mechanically opened, people can run through it without any rp is not a good thing either for the idea of removing citizen doors. In general I personally push for keeping gates as often open as possible, but by gods at times there is no other way but to keep them closed for an entire day.
  4. Casimir prepares himself properly, making sure to bring as many of his kinsmen as possible.
  5. In general Based take. Truth be told is that most of the time I feel like I have to create the RolePlay for others to make the given time interesting for many. It's a difficult task for anyone to just spark up the roleplay and to make it flow naturally, but if you manage to do so, people will flow to it as well. Roleplay is not just a - take and no give - thing. You have to think about ambition of your character, about reasons and use those to strike up conversations. Getting on blindly to the server and just hopping around hoping for something major to happen so you have a character development is usually how you end up bored and leave the group/nation/server. I'm always happy to have some folks come up and strike a conversation with me out of blue. For example @Emp_palpatineis a blessed guy who always invites me over for a cup of tea, and by gods, that small bit of RP sparks joy for me. I also try to push onto people who live within the Clandom to be a hospitable bunch, so if some random person comes over, they are greeted with the RP. Invited to enter the tavern, invited for a drink, being presented with an opportunity to try and get some Role Play. And that part above is something that I found always to utterly annoying in many of the nations and settlements I would visit - people just stick to their group and don't have any curiosity about the foreigners. They just run past another player unless spoken to. You don't have to speak with everyone, you don't have to be so wild and outgoing, but at least saying a hello to someone, and greeting them to the place they visited always gives some reason to speak back.
  6. In general I refrained from writing on the topic until I saw through most of other opinions, being rather hard opinioned myself at the start. I was and somewhat sill am a staunch supporter of the road RP, seeing that most of my LOTC experience from the past was based around the military - having patrols, doing gate duty, being outgoing to make sure everyone is safe and secure, yadde yadde. But after having a moment to think, in all honesty - I understand the reasoning behind the concept that FT may be more fitting. It will remove the opportunities for the random encounters and will definitely halt any further chances for a proper road RP, but at the same time well... it makes sense to have the Fast Travel system more than forcing players to walk from hub A to hub B for XX amount of minutes, or be forced to always have a horse on you. RP wise its a terrible decision in my honest opinion - but LOTC wise it is the best decision. This server is about activity grind as proven through the years. Settlements and nations that can bring the most activity to their region have the biggest chance to survive. Seeing, that no one wants to lose their hours, days, weeks, months of effort they've put into building up their place, it is only a natural thing that they will give up RP opportunities for the sake of ensuring survival of their hard work. Any road RP was already dying out, any taverns on the roads are a useless addition that don't work much to help the regional activity at the moment. In this case though, I would at the very least suggest thinking of something that will not cut the road out entirely, instead just make things a bit simpler. For example - Having fast travel only reach a tavern further outside of the settlement or nation - It's a loose idea, which would need far more of thought than just a quick throwaway like I did here, but if done properly, it could perhaps promote at least some chance to both help the activity and at the same time not make the map feel smaller to the point of being absurdly cramped. If you add the Fast Travel, it will make roads mostly obsolete and additionally it will make the map feel far smaller. It is both good and bad. Using Travel Hubs was a great way to make the map not feel as big and troublesome as they currently are. Perhaps another way the issue could be solved is - Make sub-traveling hubs - Giving out a loose example on the below image. IN A LOOSE EXPLENATION People warp from Center Hub to South Hub. In the South Hub there will be Two-Three Carts leading to Active Regions - Not actually direct settlements or nations, but a center point around given region that would be closer to different Active Nations and Settlements. BELOW IS JUST AN EXAMPLE In Point 1 we have Balians, old groove, Freeport. In point 2 we have some A and B settlements that are active and present for at least a month or two. In Point 3 we have Vistulia. Few groups/settlements can apply for a nearby Sub-Travel Hub after being proven active for more than XY weeks. Those Hubs would not have a big no-aggression safety zone, only a more-less big enough one to encompass the sub-hub and 15-25 blocks in every direction. This way, those hubs will still leave the ability to feel the size of the map, not remove entirely the need to travel to places, but also make those walking paths shorter and more managable. If given sub-hubs settlements/nations lose their status due to inactivity, the sub-hub will be removed on RP basis of being abandoned and cart owners going out of business. There @Ark. You got my reply as you asked >:C
  7. [OOC] IGN: WulferyName: Casimir VilchycCrew Name: Yurr MatkaCrew Members: Far1ca
  8. Casimir smiles wide, having another reason to celebrate this blessed day. Seeing his friends grow stronger was a truly amazing sight.
  9. I will go here on a bit of a longer talk I think. First of all - MAP SIZE - The current map size for an experienced player should be great, especially thanks to the fact that we can use the hubs which in turn make the map feel smaller than it truly is. I feel like there are 4 subregions to which I travel. Sure I can get from one to another without using the hubs, but at the same time there is no point. With it comes the fact which I remember from Arcas - we tried to settle any spot on the map using an actual settlement 'booklet' that was used back then. There were only 2 spots we could really use, and both of them turned out to be unusable because other settlement was close enough that it would block us out. That was really disencouraging, especially that it was still a few months before the end of the map. Right now I still find a lot of great spots that could be used if needed and would hate to feel the same way as back then - stuck and discenouraged from making anything. So I'm in favour of keeping the map size in a same note as it is right now, or only a bit smaller, adjusting the unhabitable terrain accordingly to the needs. Second - HUBS - They are a great addition in my honest opinion. Having a reason to TP back to CT every now and then, travel from centralised spots and only there spread out to all the different spots brought to me more encounters on the roads than it did back in the day. It made everything be that bit much closer, so every trip doesn't feel as tidieous as it did back in the day. Additionally, players know now better where to focus if they plan to do any bandit actions, but at the same time, the roads become more active with people so it comes with a greater risk. Third - UNUSUABLE TERRAIN - Having it is fun. Using it is not, because there are not as many world focused events as there used to be I believe. Whether it is the ETs fault or not, I'm not here to judge, there are a handful of players, and it is understandable that they need to focus on bigger groups too. But in general, the terrain except for being an eye candy, doesn't bring much of fruition to RP. Perhaps having some objects of importance akin to mines would bring more interest to it, but in general I think that unless those lands are more used for events, they don't bring much to the RP itself. Fourth - PERSONALLY PREFERED BIOMES - I would love to have some well prepared valleys in mountain regions which would be pre-made into not being accesible from the sides to get into. Having an actual town in a mountain valley would be great, but right now the minecraft benefit of it stands near at 0, seeing that people usually use mechanics to jump into settlements, forcing leaders to raise ugly or overly sizeable walls. Except for that? Perhaps a big forest of giant spruce trees, akin to the image here -> Thank you for coming to my TEDTalk!
  10. Casimir waves his wooden pipe from a balcony in the palace. Why? Because he is not allowed to have a firestarter, so he can't light the pipe up. But at least they treated him nice even during the capture.
  11. As Casimir was working in the smithy, he would soon hear of the news from the Wob himself. And in his mind came only one thing... "I wonderr if any of them will brring cheese... they make dobre cheese..."
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