New US server

正在查看此主题的用户

VueChangZ

Regular
New US server name: Vue_US Server

PWMOD V2

These are for serious role players you will be kicked/banned if your just there to mess around

Rules to know before playing or you will get kicked or ban by the admin.

Roleplay is what makes this mod very good and better than other mods. I'm tired of random killing and stupid people who come to ruin a good mod
for other who want to roleplay. If you just want to random kill go play Deathmatch or something. Be a bandit and roleplay it to kill everyone is better.

If you join a faction You cannot change factions.  This is to assure a roleplaying feel.  If you want to change factions because your friend is
on a different faction. If there is room in their faction limit, Then you can change factions.  But let the admins know before you change.  You can't just
kill them and say "I changed factions" or "I betrayed you".  If their faction limit is reached, You can ask someone in their faction who wants to switch with
you.  If no one wants to switch then draw your scabbards and meet your friend on the battlefield ^^.  Thats just the life of the persistent world.

We have set a limit of players to 35 because we want to have a balance roleplaying. This will increase if we have more people.

Red Faction max member 5 players including King/lord/ruler

Blue Faction max member 5 players including King/lord/ruler

White Faction max member 5 players including King/lord/ruler

Green Faction max member 5 players including King/lord/ruler

Viking Faction max member 5 players including King/lord/ruler

Mercenary Faction max member 5 players including King/lord/ruler

Bandit Faction max member 5 players including King/lord/ruler

On the weekend when there is more players We have set a limit of players to 56 because we want to have a balance roleplaying.
This will increase if we have more people.

Red Faction max member 8 players including King/lord/ruler

Blue Faction max member 8 players including King/lord/ruler

White Faction max member 8 players including King/lord/ruler

Green Faction max member 8 players including King/lord/ruler

Viking Faction max member 8 players including King/lord/ruler

Mercenary Faction max member 8 players including King/lord/ruler

Bandit Faction max member 8 players including King/lord/ruler

Rules of siege and conquering applies to Viking/Red/Blue/Green/White
1) You can only succeed in taking over another faction by killing all players of that faction who are in the castle and seiged the castle by putting
a flag by the gate top and leaving it there. That is considered that you have wipe clean of that faction.

2) All players who play for the faction that have lost will have to change their color to the faction that they have lost to. If you do not change
color you will be warned and maybe kicked. This is the only way for the faction to grow in numbers and continue to battle across the map. This also makes
diplomacy and mercenaries more valuable more than just words because I hate backstabbers and betrayers.

3) The player of the faction that have lost has to guard the castle that they use to rule for example.
EX: Blue faction siege Green faction and won. Green players change color to blue. Both the Blue and Green castle has to be occupied by blue so the original
green players just have to guard green castle while Blue players just guard thier starting Blue castle. This is to show that Blue has Two Castle and on
it's way of conquering everyone. The losing faction has to follow orders from the winning faction. If you do not follow orders and continue you will be
kicked. This is to assure a roleplay rule and conquer roleplay. If you want to have your faction back than secretly talk to mercenaries and read the rules
on mercenaries.

Rules of siege that applies to bandits
1) Bandits can seige a castle by killing all players of that faction who are in the castle, but can not own or run a castle the reason is because
they are bandits and they steal and kill for a living.

2) Bandits can seige the village by killing all players who are mercenaries who are in the village. The same rules apply to the mercenaries they will
have to change cloth and become a bandit.

Rules of siege that applies to mercenaries
1) Mercenaries can siege a castle by killing all players of that faction and return the original owners of that faction back to normal for example.
EX: Blue faction has taken over Green Castle and the mercenaries are secretly talking to some original green players who wants to rebel against blue to be
green again. The mercenaries just have to attack Blue's starting castle and siege it for green players to rebel and become green again. If the mercenaries
fails to help a rebellion they can not help another rebel for green until they serve another faction before giving service to another green rebel. The green
players who became blue players can not take part of this rebel.

2) Mercenaries can siege the mine and kill all bandits, but the bandits do not change over and the rules of loser does not apply to bandits. if there
are no more mercenaries because they have lost against the bandits and became part of the bandits and a faction needs some help they can attack and kill
all bandits at the mine to consider wiping out all bandits. The mercenaries can become mercenaries again.

*3) The reason why I don't have the bandits joined the mercenaries if they get slaughter by mercenaries is because who will want to go and help the
bandit regroup when they can just hire tons of mercenary who has a pretty good amount of player in their group. This is to assure that you have those
rowdy bandits who always attacked everyone and gives you that roleplaying feel of bandit raids. Its also to assure a more roleplaying feel.


Bandits:
Bandits are allow to kill unarmed players but they must wear a hood always. So do not get mad at them for killing you
if they have a hood on. If you are a bandit and not wearing the hood and call yourself a bandit and kill unarmed players you will be kicked or ban
if you persist on repeating. Bandits are located at the mines that is where your base will be if you decide to have a bandit group. Mercenaries are your
worst enemy.


Mercenaries:
Mercenaries are allow to kill unarmed bandits. Mercenaries should wear the gold armor to be considered mercenary because gold does not
have their own castle to defend and I've seen all lot of mercenaries like wearing gold armors because they want to be different. Here are a few rules to
follow.
1) Mercenaries can not served one ruler/faction for the entire game. They are suppose to be mercenaries who service all.
2) They are allow to have three contract.
a) Help a ruler/faction seige a castle before going neutral again.
b) Help a ruler/faction on a onfield battle before going neutral again.
c) Help a rebel for a faction before going neutral again.
3) You can not service the same ruler/faction twice in a row after completing or failing one of the contract for rule number 2. This is to hold a balance
in the game so that one ruler/faction does not become overly powerfull and gets boring when everyone is in the same team.
Mercenaries are located in the village  that is where your base will be if you decide to have a mercenary group. Bandits are your worst enemy.


Vikings:
Vikings are a mixed of ruler/bandits/mercenaries but they follow a diffrent rule. Vikings are allowed to kill unarmed players and even unarmed bandits.
Vikings follow rule number 1 and 3 of the ruler/factions. Vikings are also mercenaries who offer service to Rulers/faction also. Vikings follow all
mercenary rules except rebellion. Vikings are located at the port that is where your base will be if you decide to have a viking group. Vikings are to use
neutral armor and axes as one of their main weapon including the round shield founded at the port to be considered viking.


4 Colored factions with their own castle.
1) Rulers/faction are to conquer all other factions to become one supreme ruler.
2) Rulers/faction can not kill unarmed players and unarmed bandits but they are allowed to kill unarmed if they are attacked.
3) Rulers/faction are allowed to kill the enemy of theirs if they are unarmed. Unless a peace treaty is given.


Neutrals/civilian
There are no Neutrals/civilian because there is no point of roleplaying them because the mod does not have anything good for them yet. If you are
new to this game and want to try it out feel free to play a civilian, but you must announce that you are new so we keep an eye on you. We will let everyone
know your new and that no one should kill you so you can roam freely and see what tales you can tell after you see what Persistent World is.
If you kill anyone playing a civilian you will be kicked.


Thank you for reading the rules and good luck roleplaying on this server you will have a great story to tell when you are done.

If you have any ideas we'll think about it and respond to it.
 
look..... roleplaying shouldnt be so... restricted. thats the point of roleplaying. theres just too many rules.
 
I agree with Splintert, I'll just stick with Beaver's server. Those faction limits are the worst in my opinion.
 
:grin:
Cool it is understandable, I know what you guys mean. But I say real roleplayers not hack n slash idiots.

I understand what you mean by cooling down the rules, but from what I've seen so far playing; everyone does not RolePlay and none even follow the rules. some rules have to be bind so that you don't get idiots who does everything to make this mod unplayable.

The rules that are there are just bases to work with and may change. If you don't like a certain rule please feel free to ask why so I know which one is bothering your taste of Roleplaying and will change it to fit certain situation.  :smile:

I don't want to have all these rules restrict people from enjoying this great mod, so feel free to read the rules and let me know why. I believe that some rules have to be bind so that this server would be able to have a roleplaying style instead of random killing.

:grin:
Hope to hear from anyone soon and good luck.
 
Rules are good because without them, it becomes another deathmatch server.  Too many rules can be constrictive, but I think this server's rules are perfectly fine for roleplay.

Id like to come to your sever and try this...if it actually works, that is.  I hope you are willing to enforce these rules, because a ton of people will be breaking them.  I say give admins (responsible and trusting admins) instant kick if possible.  Otherwise I highly doubt anyone will vote someone off, even if given a reason.  They'll just say something like "there are no rules in this mod".

Also, how populated does this server get?
 
Remove the limits from factions..once one conquered another they rule the world and all other factions die.
-End of game-
Nice roleplay
*Clap for your idiotically rules that you should think over*

SImple and GOOD rules:
-Force roleplaying, anyone not doing it ----> kick
-Ban rndmers after a warning
-Dont allowe killing peasansts, allow it to take them prisoner maybe ((Other factions need to free em and they can join them etc.))

For example: You get kidnapped by bandits as a neutral civilian, then you get freed by red and start wearing red clothes and mine/buy equipment from the money they earned in their protection.
 
:grin:

Thanks for responding Sarashi

You suggest simple and GOOD rules by Forcing roleplaying, but you say that some of the rules are idiotic.  That does not help on me solving some of the major problem we already have and that is that no one really roleplays anymore just random killing and a little band group here and there.

:grin:

I will explain my reason for having a limit for factions but it depends on how many players are on the server.

  Ex: if there are 20 players and 15 of those players wants to be bandit and they form a bandit group having 15 players and just start killing the other 5 players who either are roleplaying factions lords or mercenaries. In the first few 10-15 minutes of the game it gets boring for some of those 15 bandit players because they are too many bandit and they break off forming another bandit group fighting among themselves. I don't mind that because its just the start of the game.

Than after a few 15-20 minutes of bandits fighting among themselves more players come and join in on the server going up to 28 players. Among most players that I've seen so far most like to become bandits because of they don't like to be killed unarmed and they know some server don't really follow the rules or they bend the rules to their liking and the only way for you to be safe and not get ban or kick is to be able to kill everyone and be a bandit. This usually turn out to be a random deathmatch or maybe even just one faction VS the bandit or Merc VS bandit, but this does not really last long and most people roleplay only one or two factions and bandit roleplay all lot.

1) OK now I come in and set the faction limit.

I allow 4 players per faction ( I took 28 players and divide it to 7 factions because there are 7 factions ex: V/R/B/W/G/M/B) This is to make the player roleplay by being in factions and being able to exploit the 7 factions ability in the game. This would allow for more of a balance and roleplay style instead of the usual random kill deathmatch with only a few band of group here and there.

I do like the idea of kidnapped I may have everyone start as civilian and first come first serve basis for being lords of a faction. I tend to play and be a spectator sometime so I can write down who is what leader and what is going on.

  :grin:
Thank you for your great respond and hope to hear from anyone soon.
 
I dont think it should be divided equally.  While it may make sense, it makes the factions too small, even with a decent amount of people in them.  Maybe for every 10 people, each faction limit is increased by 4.  Should the population count end in 5, add 2 to the limit.  Should it end in any other number besides 0 or 5, ignore it until it becomes a 0 or 5.

Currently there are 18 players in game.  The faction limit is then set to 2.57?
5 more people come in, for a total of 23.  7/23=3.28.  See where it gets a little weird?

BUT, if you use my suggestion:
10 people are in the game.  There can be no more than 4 per faction.
There are now 15 people in the game and the faction limit is extended to 6.
28 people, the faction limit 8.
Now with 28 people, 6 are in red faction, 8 are in green faction, 7 are bandits, and 5 are neutrals.  Now this is a bit more fair.

Though as I was typing that I started to realize that setting limits on every faction will make things very difficult.  Not only for the players, but for you as an admin if you are going to enforce those rules.  I think the only limit should be placed on bandits and neutrals since they are the ones who tend to get way too overpopulated.  The colored factions can have as many as they want.  You can still use my algorithm (or whatever it would be called) for this.
 
Maybe a missed this, but do you have rules for the spawning area(s) being safe zones where they CAN NOT be killed? And also the armory is a SAFE ZONE?

If so, then I agree with MOST of the rules. The rules restricting players to be stuck in the one faction is a little strict. I was more looking at that they could escape, however being hunted down by the owning faction for escaping?

I realize that this COULD lead to the escapees to just go bandit or neutral, thus increasing the pop of those groups, although with the algorithim(?) the other guy said, that may not happen.

Or simply the escapees would just join another faction to free their friends and brothers (roleplay-wise or not  :razz:) from the other faction.

EDIT: I am going to give this server a try.

Oh, and btw, I used the red glo because I've never used it before, and it adds emphasis. In a colorful way. (Looking at my signature and avatar, then the color works perfectly for me. :grin:)
 
Well, first off... the balanced faction rule has to go. In good roleplay, factions will not always be balanced. Now I agree that we can't have 4/1 odds, however, in the real world certain factions are more powerful than others, and so, for good roleplay to exist, this should be how it is ingame. Now, about the mercenaries, while it makes sense to say that contracts should be restricted for balance reasons, from a roleplaying perspective, it kind of ruins the role play. So it comes down to whether you would prefer balance or roleplay. Personally, I would think that the mercs siding with one faction could easily be overcome by making a higher offer (Maybe offering to pay 3000 denars, rather than 2000) So, the mercenaries should be free to serve whomever whenever they want. Now as for the betraying thing, I believe under certain circumstances, it should be acceptable. Say that the blues are about to siege green castle, they should be allowed to disguise one of their men During The Siege, and send him to attempt to infiltrate the castle. Now that would not give him the right to go all out berserk and swing at everything in site, but rather give tactical advantages, perhaps dropping subtle hints about the Green castle's defense plans, opening little side doors when nobody is looking, and perhaps even attacking a soldier caught by himself with no witnessess.


This is all I have for now, I may add more later.
 
:grin:

Thank you for responding.

This is for Lotus Dragon:

Thank you Lotus Now that I have rethink about it it makes more sense to do it that way. I will change that for the faction limit. Anything that is between the numbers round down.

1) 10 players
  A) limit is 4 players per faction even if you have 13-14 players it would still be 4 players max per faction.

2) 15 players
  B) limit is 6 players per faction

3) 20 players
  C) limit is 8 players per faction

4) 25 players
  D) limit is 10 players per faction

I guess you can say that for every 5 players after 10 the number of max faction increase by 2 players. This is great thanks Lotus :grin:

:grin:
This is for CrazyCocoK:

Thanks Crazy I knew I forgot something. You are correct the spawn area which is in the forest area is a safe zone. Now for the armory I believe most people want the armory to be a safe zone. That was a hard decision for me to make because some people would like to role play the fact that anyone could be killed at the armory. For now I don't have a rule for it because some would want to roleplay it and some would want it for safety measures.

:smile:
Pop me some good suggestion cause it hurt either players who like to roleplay the armory and those who like safety measures.

:grin:
This is for Bgfan:

Thank you Bgfan for your suggestion about roleplaying stronger factions usually winning the odds of 5/1 deal. I thought about it and it became clear that yes it is true. The only thing that would be hard to upkeep is the fact that everyone is so use to playing deathmatch/roleplay on other server that if they play in this one they usually play bandit to start and than you start a ripple effect where everyone is bandit and a few people are factions and than comes the fact that everyone wants to play only bandits and than you have no more roleplaying, but another bandit server.

I like what your getting at and maybe I can bend the rules a little to players who like a little more freedom with less rules just pop me some suggestion, but Lotus has this one in a nut shell with faction limits  :grin:

On to the mercenary question. I like to roleplay the mercenary because they seem to fight everyone and protect everyone at the same time. So far to my knowledge V3 is about to come out where giving money is capable and there would be miners and serf's. This would solve the problem that this V2 has and the Mercenary would be able to roleplay to the best of mercenaries. In this mod no one can give gold to mercenary and they still have to go find the the bar of money and chest to make money for themselves.

:grin:
That is one of the reason why I gave them a limit and contract deals. I did this to stop what I notice from playing in a server once. I'll tell you a story of an experience I had  :smile:. There was two faction Green team and Blue team and a few bandits.
Blue team was just killing everyone and they were the admins they had no rules. Someone finally got fed up with it and formed a mercenary band. I joined it also. We attacked Blue team and slaughter them one by one until they b**tch so that we don't attack them. Our leader decided to stop attacking while I kept attacking and to my knowledge Blue team killed me and the mercenaries joined the Blue team.
I spawned and joined the green team knowing that Blue team and Mercenary would attack them and sure enough they did. I fought against fellow mercenary and ask them to betray Blue team cause they were killing everyone on the server but when we kill them they b**tch about unfair play because we had more players on ourside. It was 9VS6 when we attacked Blue. No respond from the mercenary leader or his comrades. We lost and Green castle was siege. I than spawn and was repeatedly spawn killed and even killed by the mercenary and the Blue team. This lasted until blue got tired of just killing everyone and majority of the players were joining the mercenary and blue team so that they did not get killed or spawn killed. It got boring because the players that played decided to fight among themselves because it just became stalemate another Deathmatch game.

Phew that was all lot of typing I hope that answer your question if not feel free to ask again  :grin:

I like your idea of infiltrating into enemy castle roleplaying a betrayer of a faction. I don't want anyone not being able to roleplay betrayer because like Forest Gump said, "Sh*t happens". With the faction limit and the idea from Lotus. I say that betraying would work if they still have room in their faction limit to have you in there. It would not be fair if the faction already maxed out its faction limit and two people from another faction betrayed to join yours. It unbalances the game and it becomes another big faction and later get bored and start to random each other out.

Thank you everyone for great suggestion I hope to hear from everyone soon.
 
I just want to throw some more thoughts in.  To the people who think having faction limits is too restrictive:

This happened today.  It was red vs white and I was a mercenary.  Eventually people from red either left or joined neutrals.  Someone decided to start up green faction, but I had already made green castle my base.  Me, along with an assassin were mercilessly attacking all those who came up the stairs from the basement, including several green and white faction members.  I offered green faction a deal that they can have their castle as long as I control them.  I was betrayed before I could accept their conditions and when I respawned, a guy named Hitler killed me at the town armory and attacked me several times while I was unarmed.  We got ticked off at him and decided to chase him down and spawn camp him when he died.  It didnt work out so well.  Needless to say, 98% of us were neutral faction and because we got bored, we were killing each other. 

Faction population limits are a good thing, as is forcing those who are a certain faction to be part of that faction.  Why are neutrals killing random people?  You cant be a "neutral bandit" or an "evil neutral".  If there is a limit to how big a faction can get, people have a chance at beating them and maybe even stopping the greifers who dont give a crap about courtesy and rules.
 
I would have to agree with you about the bandit thing VueChangZ, that is why I propose a limit of 20% of the server population for the bandits, so if 30 people are on, there should only be 6 bandits. I believe this would solve all of the banditry issues. Now on to the mercenaries, I can see where you're coming from, however, this rule likely would not be neccessary on your server, as I doubt that you will have corrupt admins. Either way with V3 i suspect money will be the driving force, so if you wish victory, you should have to pay the price, not hope that the mercenaries choose you because they have already done a job for the faction with the money. If you have a steam, please add me so that we may discuss these rules a bit more, my Steam name is bgfan39. I also have an MSN (which I hardly use) and an email, which is also bgfan39.

As for Lotus, faction limits should not be the deciding factor in that situation, but rather the administrative team should have given out a few kicks/bans. I do suppose if a faction becomes too strong, and administrator could step in, and size the faction down a bit, however, in the spirit of roleplay, that should be an emergency only response, not a 2/1 ratio response.
 
In good roleplaying, you dont have 20% of the people being bandits.
this rule is not worthless, but will not be needed.

Faction limits cannot be successful.
while it would promote getting only the best soldiers, it would single out the people who are not as good at the game or have lag. also if a faction wins a lot of battles they become dominant and  everyone wants to join them. this makes sense.
 
Splintert 说:
In good roleplaying, you dont have 20% of the people being bandits.
this rule is not worthless, but will not be needed.

Faction limits cannot be successful.
while it would promote getting only the best soldiers, it would single out the people who are not as good at the game or have lag. also if a faction wins a lot of battles they become dominant and  everyone wants to join them. this makes sense.

Not to mention it will be incredibly difficult to monitor who is following the rules and then kick those who arent.  This is a big undertaking.  Im not saying I oppose that rule, but you do have a point.

If there has to be faction limits, I say it should only be on bandits and neutrals.
 
indeed. roleplaying is at its best when there are no rules, but the players themselves make the rules and dont have a-holes in the server.
 
Czar9797 说:
That's like a communist regime of rules...

Well, original communism doesnt have strict totalitarian governmental rules, only local community rules which should be very fair and encourage equality both socially and economically.  Modern communism is twisted and distorted from the original idea.  Also, many people confuse communism, socialism, and capitalism for political systems when they are in fact economic systems.  Ergo, communism doesnt equal totalitarian dictatorship.

Sorry...I dont mean to start a political argument, I just felt compelled to say that.  I really hope I didnt just ruin this nice thread.
 
Lotus Dragon 说:
Czar9797 说:
That's like a communist regime of rules...

Well, original communism doesnt have strict totalitarian governmental rules, only local community rules which should be very fair and encourage equality both socially and economically.  Modern communism is twisted and distorted from the original idea.  Also, many people confuse communism, socialism, and capitalism for political systems when they are in fact economic systems.  Ergo, communism doesnt equal totalitarian dictatorship.

Sorry...I dont mean to start a political argument, I just felt compelled to say that.  I really hope I didnt just ruin this nice thread.

TOOOOOO LAAAATE!
che-guevara.jpg



And by the way, original communism will never happen due to human nature. If we all morally flawless it would work.
 
后退
顶部 底部