Mission:
To create
PWTDM*[* - look for definitions] based on persistant faction/clans, which would fight over game world.
This factions will have own playerbase, structure, ideology, ethics, "religion", etc....all based on
M&B CFW*
Reasons [Why Novi, Why?]:
I play native TDM to relax/chill out/you name it...I use to play PW from the same reasons. It [PW] does not work anymore in that way. It works but it need focus, attention to details, blah, blah...= work/Real life/ blah blah...
I want to play PW as MY RELAXING GAME AGAIN...This is why.
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*
PWTDM - Persistent World Team Death Match - Play based on basic rules of Team Death Match (like "endless life" for example) used in PW mod.
Basic Example:
native TDM - default teams, default arms, default battle field
PW TDM - nothing default and everything to be organised dipend on faction strategy
*
M&B CFW - ... Calradia Fantasy World - Game World which include all maps created. It is alternative reality in which most of
Real
World [RW] nations,ideas, religions, structures, societies do not exist. CFW use English as common language. CFW accepted some of RW concepts like, for example, "templars" and "assassins" [hashashin] as well as "Holy War".
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Serann said:
Even if you don't get banned for w/e reasons (and I am really asking for an example here)
1.To create territorial kingdom you need "clear" the area you claim:
player: "Why?"
you: "because I can and I want to"[brute force]
player: "ADMIN!!!"
admin: "this is randoming" => BAN
2.To control kingdom territory you have to keep it "clear":
player: "Why?"
you: "because I can and I want to"[brute force]
player: "ADMIN!!!"
admin: "this is randoming" => BAN
--------------------------------------------
"Clear"- removing all players you do not like, do not trust or players who do not like you - limiting kingdom population to players who like to participate and in the same time will fallow YOUR LAWS.
Serann said:
.., nothing would change in my opinion. The power of a faction would still only go as far as their troops'
weapons, and it does take a huge amount of players to maintain a faction, especially since if they
start leaving because of their timezone, their faction would get easily taken over or simply abandoned
and renamed by someone else, and you would have to start all over again.
There is no true persistence in PW, other than that the map just keeps going.
Everything else dies and changes quickly.
I agree in general on the base how things stand now. It would have to start from "persistent clan event", which would have to be allowed by server administration or would need PWTDM server.
EXAMPLE:
- clan claim particular castle and surroundings ["Lordship"] in forum were all laws and structure is allready defined
- clan claim "Lordship" in game [with brute force] and try to deffend it against "angry" population of the server [with brute force]
- clan recruit while playing and give other players alternative way to progress in game.
- when clan members do not have time to carry on they "call the day" - splitting money from the chest and leaving server
- clan come back next time and carry on in the same way
If clan is successfull and its
reputation* grows then we have persistent world with persistent faction.
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*Reputation is absolutely essential as Splintert said here:
Splintert said:
... the only thing persistent is the reputation. Building your reputation is the only thing that makes a persistent kingdom, not necessarily holding land on a server for a long time.
...what I am adding to that is only idea of "persistant clan event"
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Serann said:
Well, except those (mostly) commoner RPers, who keep their characters
(those you are condeming so much) and remember the events that happen to them.
Most of the faction lords don't even bother doing that.
I condemn RPers who do not like to be bothered. - this players stay on the way of creating territorial kingdom as they will be first to complain that they can not do "their" staff, or if they do they have been "randomly" killed. This players dressed like outlaws because it suits their RP story and then have issue that somebody see them as outlaws and deal with them as such. This players play "their RP" with total ignorance of world they are "leaving" in.
{more on that soon}
I love players who keep their characters. - and this is absolutely right to say that faction lords HAVE TO DO THAT to build persistent faction, which (as it was said) is based on reputation.
{more on that soon}
NOVICIUS said:
Aldric said:
Yes but it's mainly to avoid cheap tactics like people blocking armory and declaring war with someone camping at the banner flag.
Ok. I got it.
We may want to do a test this weekend, depending if i come back or not on sunday.
You make me happy, but to make more players happy is hard. What we(I mean You) have to deal with now is years of complaining culture. To give everybody indication of what you planning to do you should have strong and clear "start massage"
Something like:
Welcome in United PW server. This is brutal world. Prepere for the worst. Watch your back. ..(..and my favorite)
"In medieval times nobody would listen to your cries"
- this is just a suggestion, but I remember how players react when they getting confuse about server rules and server reality.
I would also suggest to start new map with new(almost no) rules. You need map which clearly divide game world. There is big difference beatwen
RP-rules-controled-map and
almost-no-rules-map. In RP map admins provide relative safety for player. With almost no rules map should help players to protect them selves. How?
almost-no-rules-map:
- easy to deffend castles - 1 maximum 2 ways to enter
- parts(corners) of map should be separated by destructable river crossings or high mountains - this helps deffend territorial faction against "randoming" nomadic factions and give you chance to control population of your lordship.
- alternative ways to make money and getting resources - one or distant mine is not an option as few (morons) can stop many from playing. The best way I can think off is making castles(lordships) almost independent with own (could be small and with limited resources) mine and forest
- hideouts and other areas with difficult access - for clever players who will try survive on its own
- no town - it would be just source of all problems you can imagine. You can justify lack of towns when you think about it as something developed by advance civilisation where trade is reasonably safe and people do not act like savages. Most of towns started from castles with villages around them. It needed long time of peace to reach bigger population or a lot of attention from monarch to protect it (like capital).
- no soldier training for commoners - if you have commoner soldiers running around you will never have clear view what is going on and who fight with who. Knowledge is control. Gray areas means chaos.
almost-no-rules-server:
- no money lost on death for commoners (Vornne give that option to server owners) - it will be serf who die the most in almost no rules environment. If player loosing some of money anytime he is killed then his time to make money extend from 30min (which I believe is OK from fun point of view) to impossible to predict eternity. This alone make players quit. This is also main reason for whining and refund complains.
- admins IN GAME - only by playing it like everybody else you really know what is going on [how You(Aldric) have done recently] from player perspective. Listen to players whinings after something happend brings just frustrations on players and admins side. Let it go and try to pick up the worst players who simply do not get this game. The best admining I saw was when admins blend with server population.
Thanks for reading
I am not trying to say that I know everything about it. This were just things I thought of for a long time. Perfect solution did not exist.
Good Luck with testing.
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This map looks almost perfect..almost because castles seams to lack of own resources...easy fix.
Anyway this is how PWTDM or "almost-no-rule-map" looks like: