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Found 5 results

  1. International Journal of Banditry and PvPing, November Issue. Fefoon University Press. Mickonomics 101 Banditry is just anotha Vortex grind My name is Professor Mickaelhz and I want to talk to you about the problem of resource drought and its sisterhood with acquisitive crime. What makes people engage in acquisitive crime? A convergence of space and time of likely offenders and suitable targets set against the rapid growth in property suitable for removal by the thieves. Through the universal grind for time-capped game resources and an already established player-base with a propensity to steal, it is only expected that people would resort to theft instead of waiting for nodes to refresh or travelling to said nodes. It is demonstrable that a rise in the income available in legal activities would reduce the incentives to enter illegal activities and thus would reduce the level of offenses”, seen in the new-Vortex setting wherein the income from banditry far outweighs the income and time-investment of acquiring resources outright. (a helpful graph, click so you can look over it.) Arguably, most banditry would not take place if offenders did not believe that they could sell nor have a use for what they stole. By increasing the base utility of the average inventory by creating a diversified grind, the motivation to bandit in face of the risks involved in banditry is greatly increased as it depends on the expectation of getting a good enough "inventory" from the victim of the banditry. By stratifying crafting across far more tools and resources, it only increases the incentive for a bandit to steal goods; the average inventory has far more prospective value due to the greater amount of tools and materials used by the plugin. It is no surprise that increasing banditry rates have been fuelled by a growing expectancy of the part of bandits that players will have high-demand goods and equipment to combat said banditry. This increasing market for valuable goods leads to a recursive increase in the frequency of theft; people get better gear to fight the bandits, and bandits acquire better gear to combat said gear. From the experience of the players on the server, it seems reasonable to suggest that the increased banditry is dependent upon the increased market of goods, Vortex therefore playing an important role in keeping banditry a reliable profession. People must be allowed a margin of safety when acquiring resources. If the economy is constructed to incentivise theft, the average player cannot safely engage with this economy without any appreciable possibility that their goods will be stolen. Vortex and the increased utility value and rarity of the formerly common good turn the risk of theft from a possibility into a probability and have snowballed the loot-pool and subsequent value of rewards from banditry tenfold. Acquisitional resource gathering remains a disparaged and angering alternative to the Vortex grind, but a profitable one so long as the item-economy remains reliant on a grind that ensures a prospective victim of banditry will contain items of value. It is a system designed to optimise theft.
  2. THE MARENO COMPANY Founded by Jace Mareno Since 28 SA Where there is a Mareno there is a coin to be had, and a bargain to be struck. Introducing the Mareno Company. From which the founder, Jace Mareno, has forged ahead against nearly each and every Company bound on Almaris. But why has the Mareno Company surmounted each of these companies? Not because of the trope characteristic traits of being humble; no no, they are hard workers from opportunist backgrounds. A job is a job and so is a deadline, something which the Mareno family prides themselves on both inside and outside of their company. So expect any order you might have to be promptly seen to. You see streets of merchant stalls with a singular item-of-need in display, yet none in stock, not ever. Is it really that hard to see a shelf be stacked? Mareno thinks not; an overflowing stall is a happy one. So what services does the Mareno Company offer? Ferrum Armour & Weaponry Ranged Weapons for shooty long range. Food for Almaris’ Warriors - steak - porkchop, the lot. Medicinal and Alchemical Herbs Building Materials An Abundant More to Come Shortly All of that is to be always stocked on our shelves, brimming to their rims. But wait, you think yourself as a big guy? Not only do we extend our stock to our stall-bound shops, if to be contacted we also extend our services in bulk. Be it a hundred armour sets delivered to the gates of your keep. Or as we do in Hanseti-Ruska, supply their military with a constant stock of ferrum armour and weaponry -- ranged weapons included. Our integrity and veracity ensures we are their main suppliers of the BSK. EAT SOME MEAT AND JOIN THE ELITE Do not confuse this name for something of the peculiar sort. We only intend to rid of this bread plague-- do you remember in times of old, when one would wake up to a hearty breakfast and not the three-for-one piece of bread. Bread for breakfast, bread for dinner, bread for supper. Why? The cattle farmers have grown stagnant, in their place; Mareno. We are now selling meat across all of our stores for the ridiculously cheap price of 0.3 mina per piece. Meat sustains you longer, and now competing at the same price as most bread merchants, it is certainly bargain for your mina. Drop that foul tasteless bread and eat some meat. Where are we? The City of Karosgrad -- The Kingdom of Hanseti-Ruska. The Principality of Savoy - Corazon The Shipwreck Keep -- Roadside to Elysium Contact Us Bird Jace Mareno or Andronikos Mareno || dannyERP & the60th Leave a letter in our P.O Box at our Main Office in the Sea Maiden store located in Karosgrad, Hanseti-Ruska. Discord: danny 💸#2021 & The60th#5206 Alternatively, inbox me on forums.
  3. Tech Team Update: The Future of Vortex and LotC 1.16 There is an important topic in coding, finance, and even life, and it’s called the sunk cost fallacy. The idea goes that you shouldn’t consider what you’ve already put into something, as it is essentially a sunk cost - there is nothing you can do about it - what we can do is look to the future and see what we can do with the resources we have at our disposal. With that, after much thought, discussion, and community feedback, we’ve come to the decision that we’ll be removing many of the core elements of Vortex, and scaling back to a vanilla crafting system with our 1.16 update, which will be coming towards the end of the month. This decision was made for a few reasons, but the main one was the amount of time and effort that will be required to get Vortex to a state where both the staff and the players are happy with it. This time can be better spent working on other projects, such as planned recodes to item editing, shops, auctioneers, and bringing back some of our more fun plugins like hookah, caravans, and NPCs. So the question goes - have we wasted months and months of programming time working on content that we’ve decided to cut? Not necessarily, Vortex in and of itself has expanded various API’s we use for all of our plugins, and through those additions sprang the idea of these plugin rewrites. Vortex was a fantastic learning experience, and its removal is unlikely to be permanent. We still want to make a professions and crafting plugin down the line, and many of the resources and infrastructure we have made for Vortex will still be usable then, or in other projects between now and then, but the plugin simply isn’t a priority at this moment, and will be put on ice. When we revisit professions and crafting in the future, we’ll be taking a very different approach, and want to assure the community is more involved. An Honest Note from Nickrocky The removal of Vortex was completely, and wholly my call, no admin, manager, or even player was able to convince me to remove the plugin. The reason I decided to pull Vortex is for the explicit issue that I am progressively seeing more and more. Our plugins on LoTC are dated. Plain and simple, plugins are old, buggy, unresponsive, and antagonistically archaic, so much so that not even the shops plugin is willing to cooperate. Here is your obligatory Admin Approved™ leak of staff chat. What will be staying? In short, Vortex will be split off into two standalone plugins: Surge PvP with vanilla crafting recipes for each of the weapons, and Terra, which will be a version of the node system for gathering vanilla resources. Any existing resources, such as apple wood, maple wood, tin, copper, bronze, and lead will be usable in vanilla crafting as if they were regular wood, iron, gold, etc. What will Surge PVP look like without Vortex? Surge PVP has been extensively tested and refined over the past few months on our open beta server, and will be remaining on it’s own with vanilla recipes added to create ferrum gear, gambisons, and special arrows. Aurum will also be usable to create the same materials iron, though this will mainly be for the sake of roleplay items/aesthetics, as we still plan to create a custom resource pack for all of these armaments. Potion brewing and enchanting will still be unavailable. A final remark regarding Surge is that after ample testing on the OpenBeta, Development, and live servers we have determined that the need for a weapon cap is moot. We will be axing the weapon cap from Surge PvP and allowing individuals to carry items as they see fit. How will Terra work? It won’t be too different from the current node gathering system, though it will lack any Vortex resources. Botany nodes will remain unchanged, and the four hubs will be outfitted with a wide, abundant array of vanilla building materials, and a mining improvement. Vanilla crafting will be able to make stone, iron, and gold tools to use for resource gathering and building. What about Tile Improvements? Tile Improvements will be trimmed down to simpler ranching, a standard mine with coal, iron, gold, lapis, emeralds, and redstone, and ‘vanilla building resources’ - which can include lumber yards for vanilla woods, quarries, or other special materials. More information on this will be outlined in an upcoming post from the World Team Ranching improvements will have a 40% (subject to change) chance to give two animals when breeding, with normal breeding possible in any inhabited area. Full Information About 1.16 We are aiming for the end of the month to update Lord of the Craft to 1.16.5, and aside from the aforementioned changes, we have a lot of other exciting changes to release to the community. 1.16 Blocks and Items Many of the new resources building blocks will be made available through Terra nodes at the hubs, or vanilla crafting. This includes basalt, blackstone, chains (note: can not be used within 10 blocks of a bed), chiseled bricks, warped wood, crimson wood, warped and crimson fungi/flora, crying obsidian, quartz bricks, shroomlights, soul soil, soulfire lanterns/campfires/torches, redstone targets and new banner patterns. We haven’t thought of a good way to implement loadstones or netherrite, though may make them available as building blocks if we can do it cleanly. Tutorial Island and Genesis Treshure, WestCarolina, BathRugMan and some other staff members have been working on an awesome revamp for Tutorial Island, which will tie into the New Player guiding plugin, Genesis, which will guide new players to settlements after the tutorial. More information and a full reveal on the new tutorial island will be released down the line in it’s own post. ItemEdit Changes ItemEdit will be implementing a GUI based editor for items, while maintaining the legacy commands for others if they wish to still use them. Additionally this update will see some perk updates for certain VIP ranks, namely Coal, Iron, Bedrock, Ender, and Aether VIP. After a notable discussion in the Development part of Tech Team, we decided to lift the bar for editing items to at base allow an individual with Coal VIP to be able to sign, describe, and rename items. Editing items is a core part of creating an interactive world, and by limiting even an individual that has paid for a rank on our server from creating items fully we are doing the community a disservice. Further, we have decided to revert a change that was made by Korvic in his changes to ItemEdit that limited the number of lines that can be placed in a description. As of our 1.16.5 update for the server, this limit will be raised to 22 lines for all players, the same as Aether VIP currently has. Hookah Updates Hookah was removed from the launch of Almaris due to its old menus, odd data storage, and completely broken hallucinations. With this update of Hookah we will be modernizing the menus, changing some of our backend, and bringing back hallucinations. Additionally we are tinkering with some possible additions of scenarios, and other content for the plugin so stay tuned on that front. Other Projects As mentioned above, after the 1.16 update the Tech Team will be focusing on various other projects, such as shops, showcases, auction houses, fixing bookshelves, llama caravans, fixing NPCs, bringing back tents, recoding the Crown store, looking at VIP perks in general, streamlining various aspects of wars and region management to help Moderation and nation leaders, and so much more. We look forward to opening a new chapter of Lord of the Craft, and taking everything we’ve learned in the past year to make some great content for our community. — Tech Team Leadership | Llir, Nickrocky, and Vooper
  4. As many of you may know, the new combat update for LOTC has been in the works for a while, a lot of tweaks were made following player feedback, and I don’t doubt that after this we will make many more. Today Surge 1.1 will be moving from Alpha to Beta, what this means is Coal VIP+ will now be able to access the beta server. If you are looking for instructions on how to join the open beta, just scroll past this next bit for now. Though I highly encourage everyone taking the time to read this to read the patch notes section and the content update section following it. Patch Notes Legend [+] Addition [~] Change/bugfix [-] Removal [#] Work in progress [!] Note Major Changes [~] Re Added the Weapon Cap [+] Added the ability to dual wield one handed weapons [-] Removal of the limit on allowing players to use Hotkey F to switch off hands with vortex items. [+] Added horse armor within Surge [+] Added Pikes as dismount weapons [+] Added Spears as a melee/short ranged piercing weapon [+] Added a 15 second cooldown after being forcefully dismounted by a pike [+] Added Shields properly into combat [~] Buffed Splintering on great axes to deal 80% of a shields current durability when the perk applies [~] Fixed various bugs regarding off hand’s and perk’s failing to apply. [~] Buffed Splintering to deal 100 durability damage to a shield when the perk applies on war axes [~] Buffed Piercing to deal 10% of an armor piece’s max durability when the perk applies [~] Increased damage by 1 heart on horseback for pikes and great axes [~] Modified all chances for a perk to apply on weapons [!] The perk chances for weapons can be found on their item descriptions. [-] Removed longbows and lances [!] When this change comes to main all long and short bows will merge into becoming just bows. Arrows [+] Addition of modular arrows [+] Implementation of Arrow perks, which give special effects when they hit players [!] Most Arrow perks happen 100% of the time, its just special abilities for arrows, see Arrow Perks under the Content section for more information regarding Arrow perks. [~] Increased the damage floor for arrows [~] Fixed bug where arrows dealt damage to Minecraft durability but not Vortex durability [-] Removal of vortex_arrow, old arrows will be turned into Flint-Applewood Basic Fletched Arrows. [#] Aquatic Fletching's are currently being worked on, this post will be updated when they are implemented fully. [#] While the arrow buffs are in they still require a fair bit of play testing before I would be comfortable calling them complete. Horses/Mounts [+] Addition of horses and tiers for horses [!] All horses currently on the map will be grandfathered into a tier based on their speed stat. [+] Addition of horse whistles [+] Addition of /bridle to allow for the theft of horses mechanically [!] On the main server proper roleplay must still be done to steal horses with /bridle. Further /bridle will not be able to be used on LoTC until Vortex 1.0.0. [+] Addition of Innate Armor + Armor toughness for horses [+] Addition of horse armors for each of the metal tiers in Vortex 1.0.0 Content Arrow Overview All arrows are now crafted from components, these components can be crafted by simply interacting with the woodworking table. The arrows are then crafted by having the items on you and interacting with the same table All arrows have 3 components the head, the arrow body, and the fletching Heads Flint - Effect: Cheap - Arrows are broken after they hit something, for instance if a flint arrow hits the ground the item breaks Bronze - Effect: Well Placed Shot - Arrows have a chance to become critical hit arrows. Ferrum - Effect: Skilled Hunter I - Arrows deal additional damage to low level hunting mobs Steel - Effect: Skilled Hunter II - Arrows deal additional damage to high level hunting mobs Aurum - Effect: Bane of the Undead II - Arrows deal more damage to mobs marked as undead Slayer Steel - Effect: Bane of the Undead I - Arrows deal more damage to mobs marked as undead Black Ferrum - Effect: Does extra durability damage to held shields per hit Bluesteel - Effect: Double Coated - If dipped in a potion effect, the duration of that effect is doubled. Arrow Body's All arrow bodies have three attributes on them, their carrying ability, their damage, and their velocity. Carrying ability is how many potion effects/special effects an arrow can carry. Velocity is how fast an arrow hits its target. Apple - 0 Carry, +25% damage, normal velocity Maple - 1 Carry, +25% damage, increased velocity Elm - 0 Carry, +50% damage, increased velocity Walnut - 2 Carry, +50% damage, decreased velocity Hickory - 1 Carry, +75% damage, decreased velocity Cherry - 0 Carry, +75% damage, normal velocity Twinwood - 1 Carry, +75% damage, normal velocity Fletching's Fletchings are another neat attribute buff but can seriously give you an upper hand especially if in some serious combat. Basic Fletching - Effect: Nothing Harpy Fletching - Effect: Deal an additional heart of damage to players at or below 50% Bokolo Fletching - Effect: Increased Bow Knockback (Punch 1) Aquatic Fletching - Effect: Currently WIP Weapon Cap A player at max can carry: 1 Carbarum Item 2 Shields 3 Weapons 5 Pieces of Armor For each item that is above the capacity you will be granted 1 additional level of slowness. For example, if a player has 5 items, they will be given slowness 2 for being over the cap. NOTE: Weapon Cap will have measures implemented on main to allow for the mass movement of weapons, and prevent ‘weapon griefing’ in pvp. Horses Horses are in the Beta test under supervision of me, I would like to arrange various cavalry tests for horses as they have been fully implemented. Dual Wielding Dual wielding is where a player can choose to use two one-handed weapons in their main and offhands. The result is 50% offhand’s chance to apply its perk being either added to the main hand or rolled for independently. Ex. Mainhand and Offhand are ferrum maces, the effect is that the main hand gives its +8% chance to stun and the offhand gives +4% chance to stun for a total chance of 12% to stun. Ex. Mainhand is a Ferrum Spear and offhand is a ferrum mace, the effect is that the main hand has a 28% chance to pierce the opponents armor, and the offhand gives the player a 4% chance to stun them. How to join the Open-Beta To join the open beta all you need to do is be on version 1.16.4+ and simply type /openbeta. At this time open beta is locked to Coal VIP+ but in the future I would like to test uncapped skirms for performance which will likely allow all players to participate. Basic Commands for the Open Beta /vortex kit list - Lists the kits for pvp /vrepair - Repairs your armor/weapons Beta-Resource Pack We were able to cobble together a pack for our beta test, it is completely optional though it will show you what weapons your opponent is using and lays out a base for people to expand upon with their own textures if they wish. https://drive.google.com/file/d/1w6C8lt49vrUWrs3uYYY3cE6bxRV_oBPw/view?usp=sharing A note from Nickrocky First I would like to give a HUGE thanks to my Alpha Testers that helped me balance a ton of these new features and rebalance the old ones. Not to mention the countless hours of preliminary bug testing to clean up the beta experience. Now that the Surge 1.1 Beta is now fully in swing I will be focusing a ton of my efforts on continuing to work on the Vortex 1.0.0 patch but I will also be working on an ItemEdit update and the return of the Hookah plugin. Please keep in mind that I am only one person and I can't always answer everyone but I’ll try my best. Anyways, have fun with the Surge 1.1 beta, this has truly been a long time coming.
  5. The title and poll says in all. I've always used 1.8 PvP in Minecraft and just started to get into 1.9 PvP when I came back to LotC a couple of weeks ago. Personally, I enjoy the 1.9 system better for 1v1s, but in skirms, warclaims, warzones, or any other fights that contain more than four people, 1.8 is definitely the better system. The issue with 1.9 in group fights is that they feel prolonged and grindy, going in for a couple of crit hits on someone, then falling back/kiting for a minute or so to regain health from how overpowered saturation is in 1.9 (this causes for group fights to take much longer since it takes less skill now to successfully kite people). With 1.8, there was less health and saturation was not overpowered for regen, which very much shortens the fights and is overall a much more enjoyable experience (plus, kiting in 1.8 takes much more skill and practice than kiting in 1.9). Not to even mention are worthless projectiles are in 1.9, although that's mainly due to the nature of vortex (i.e. every player has 40 health). So, overall, in my opinion, 1.8 is a much better pvp system overall. I know my claim is very lackluster, but I am sure that many of you would understand my reasonings for why I believe 1.8 is the better system.
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