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Splintert said:
Perhaps it is time to redefine roleplay. All I ever hear is how everyone's gonna go 'roleplay' and how much 'roleplaying' they're going to do. It's all bull****. No one here has ever touched true roleplay in PW. Saying a few sentenes before slashing someone's head in is not roleplay in the slightest sense, so maybe you could use a better word like "play".

Wait... you never saw decent RP on the server?

This makes SO much sense
 
Splintert said:
Saying a few sentenes before slashing someone's head in is not roleplay in the slightest sense, so maybe you could use a better word like "play".
True that because IRL you shoot first and then run no talking.
 
gaham1 said:
Splintert said:
Saying a few sentenes before slashing someone's head in is not roleplay in the slightest sense, so maybe you could use a better word like "play".
True that because IRL you shoot first and then run no talking.
If we all have a gun
 
Anytime I talk I die. The reason is simple: I use chat which is ancient form of communication comper to TS and it is much slower. If I stark to talk to somebody, somebody have enough time to:
- kill me (I have to look at keyboard while typing  :oops:)
- use TS to get his mates who will kill me
- run

I prefere when players talk to me first. When they say something which make sense I start to talk to them. I usually die anyway but at least this is worth trying.

To guys who ask me "500 or die" or "something or die" I do not talk at all as it is waste of my time. Most of players with brain will ask(demand) for something without adding "or die" as this is obviouse consequence of lack of cooperation.

I spend a lot of time on RPlaying and trying to avoid certan death. I discover that whatever I say I will be dead anyway as most of this guys are players who just look for easy kill and drop money.

Time and time again:

As long players will be rewarded for killing (like in native DM) = money drop on death; as long we will have problem with any basic RP.

Advice to everybody:
1.Read rules carefully so you know what you can and what you can not do.
2.Argue with players who complain about you because if you stay silent admin will think that this is you foult.
3.Try to be predator rather than pray because stronger is always right. Being strong (or looking like one) is always the best way of defence against randomers of both kind: within and outside of rules.
4.Do not trust outlaws because they are outlaws for reason.
5.Do not join faction (as serf) before you make sure this is a winning faction.

[full guide will be done but first I have to play more...Demon save me from banhammer]

PS: sorry for misspell but I am sow fed up with forum and so eager to play that I can not be bothered :wink:
 
NOVICIUS said:
3.Try to be predator rather than pray because stronger is always right. Being strong (or looking like one) is always the best way of defence against randomers of both kind: within and outside of rules.

Or you can just blend yourself in a group. I usually play with basic armor and it's hard for someone to start bothering me, because I walk away from roads and looks too poor to be robbed. And, if everything else fails, ride in circles.
 
Splintert said:
Knüppel said:
gaham1 said:
Crossbow works.
So lock them up? Make them not available for anyone?

Then you get a select few with the crossbows (the robbers) and no one else has access to them.
That is the thought behind this, if I am locking in the weapon then those selecte few are my guards (so ex-robbers at most). Actually, Lowlands showed perfectly how a reduced weapon availability lowers general crime and violence.
Since the switch back to scene 7 with training in the yard and accessable armories it feels like full moon all day long from people's behaviour
 
Knüppel said:
Splintert said:
Knüppel said:
gaham1 said:
Crossbow works.
So lock them up? Make them not available for anyone?

Then you get a select few with the crossbows (the robbers) and no one else has access to them.
That is the thought behind this, if I am locking in the weapon then those selecte few are my guards (so ex-robbers at most). Actually, Lowlands showed perfectly how a reduced weapon availability lowers general crime and violence.
Since the switch back to scene 7 with training in the yard and accessable armories it feels like full moon all day long from people's behaviour

Explain and suggest changes please
 
It's a combination of several factors. What I have noticed as major differences are

The town design (that has been changed lately)- The safe civilian guild got all the taxes while the town faction (town guard mostly from what I have seen) had no serious uncome, making it in the end not worth to make efforts for safe trade and work in town. If the town faction (guard or not) profits directly from a crowded town, they are less likely to piss people off as they actively rely on their taxes.

More money- We have 4 iron mines on the map and several places with silver and/or gold. Those mines are all distant from the castles and reachable for anyone, while on Lowlands Iron access and thus peasant income was controllable (or taxable) by a faction if they felt the need.

More weapons- even with reduced start stockpile we have like 70 sharp blades in stock after a reset in Praven castles armory. Heavies amongst them. Lowlands offered like 5 short words and 2 arming swords, 2 crossbows and 2 shields per armory. Enough to arm up 2 or 3 people to guard the others during work, not enough to get in the persistant war status we have now again.
Also while the Old Port armory was extremely expensive to shop in and to maintain by players, we now have the trade boat with cheap prices and endless weapons.

Armory design- while on Lowlands you had only two armories (Laszloburg and Vornneston) where the engineer could (for the immense cost of 1500 money per iron ore in Vornne) ,buy iron directly next to the forge, making smithing a way slower process in most armories  and thus keeping weapon stockpile low. For Praven and even more the Outposts and Oasis you needed a heavily organized team around the engineer to prepare enough weapons for a serious war, and in Vornneston you had at least to be rich to afford the iron, keeping the stockpile there low until the last day before reset usually when people already was super rich.
Opposite design here on scene 7, you have iron, wood, sawbench and forge right next to the weapons and each other, so a single engineer can craft everything an army needs in an hours work. Two or more engineers working in the same armory usually have to wait at the forge until the other one is finished with preparing his pieces (compared to Lowlands: One craftsman making bars and wooden stuff, one guardsman or serf carrying stuff over to the armory, where the engineer makes weapons. I have not seen a single craftsman since the change)

Locked training rooms- a problem that usually hits big factions that dominate the map (specially when they own more then one castle), random pubs keep joining and you can barely do anything about it besides keeping a man everywhere, kill commoners for trying to join when not wanted (people just LOVE to ignore when you talk to them and ask them what they want, or when you tell them that this faction is closed for recruitment currently).
The annoying part in this is that people who technically should be outlaws can anytime enter the castle yard, join the faction and the war and plunder as much as they want under their legal cover. If faction training rooms was locked by the factions, Joining would be restricted and those people who should not participate in faction wars for good are kept out of castles usually if they have to verbally ask to enter.
 
Knüppel said:
It's a combination of several factors. What I have noticed as major differences are

The town design (that has been changed lately)- The safe civilian guild got all the taxes while the town faction (town guard mostly from what I have seen) had no serious uncome, making it in the end not worth to make efforts for safe trade and work in town. If the town faction (guard or not) profits directly from a crowded town, they are less likely to piss people off as they actively rely on their taxes.

More money- We have 4 iron mines on the map and several places with silver and/or gold. Those mines are all distant from the castles and reachable for anyone, while on Lowlands Iron access and thus peasant income was controllable (or taxable) by a faction if they felt the need.

More weapons- even with reduced start stockpile we have like 70 sharp blades in stock after a reset in Praven castles armory. Heavies amongst them. Lowlands offered like 5 short words and 2 arming swords, 2 crossbows and 2 shields per armory. Enough to arm up 2 or 3 people to guard the others during work, not enough to get in the persistant war status we have now again.
Also while the Old Port armory was extremely expensive to shop in and to maintain by players, we now have the trade boat with cheap prices and endless weapons.

Armory design- while on Lowlands you had only two armories (Laszloburg and Vornneston) where the engineer could (for the immense cost of 1500 money per iron ore in Vornne) ,buy iron directly next to the forge, making smithing a way slower process in most armories  and thus keeping weapon stockpile low. For Praven and even more the Outposts and Oasis you needed a heavily organized team around the engineer to prepare enough weapons for a serious war, and in Vornneston you had at least to be rich to afford the iron, keeping the stockpile there low until the last day before reset usually when people already was super rich.
Opposite design here on scene 7, you have iron, wood, sawbench and forge right next to the weapons and each other, so a single engineer can craft everything an army needs in an hours work. Two or more engineers working in the same armory usually have to wait at the forge until the other one is finished with preparing his pieces (compared to Lowlands: One craftsman making bars and wooden stuff, one guardsman or serf carrying stuff over to the armory, where the engineer makes weapons. I have not seen a single craftsman since the change)

Locked training rooms- a problem that usually hits big factions that dominate the map (specially when they own more then one castle), random pubs keep joining and you can barely do anything about it besides keeping a man everywhere, kill commoners for trying to join when not wanted (people just LOVE to ignore when you talk to them and ask them what they want, or when you tell them that this faction is closed for recruitment currently).
The annoying part in this is that people who technically should be outlaws can anytime enter the castle yard, join the faction and the war and plunder as much as they want under their legal cover. If faction training rooms was locked by the factions, Joining would be restricted and those people who should not participate in faction wars for good are kept out of castles usually if they have to verbally ask to enter.

Yes, yes, and yes. All of this is so true. It's my opinion about the new map, however I've never been able to get it written down correctly. Thank you.
 
It can be fixed.

1. We will reduce the starting stockpile to 0 everywhere except on town castle and trade posts.
2. The Civilian guild chest will be moved into the town watch keep.  ( No more money much ?  :roll: )

3. question : How do you join a starting faction if everyone left with locked training door ?

Do you think a wooden door will do the trick ?
Do you want absolutely want NO open training (even serf and such ? )
 
Aldric said:
It can be fixed.

1. We will reduce the starting stockpile to 0 everywhere except on town castle and trade posts.
2. The Civilian guild chest will be moved into the town watch keep.  ( No more money much ?  :roll: )

3. question : How do you join a starting faction if everyone left with locked training door ?

Do you think a wooden door will do the trick ?
Do you want absolutely want NO open training (even serf and such ? )
do you think itll also be possible to change the layout of armories, like already suggested? And buff up laras by maybe removing the field mine and changing it near laras? Laras is rather useless right now, and the same goes for vald.
 
Aldric said:
It can be fixed.

3. question : How do you join a starting faction if everyone left with locked training door ?

Do you think a wooden door will do the trick ?
Do you want absolutely want NO open training (even serf and such ? )
Serf is no problem, they can barely tax without orders or provoce war (only their own doom)
A wooden door is absolutely enough, it  takes a peasant for ages to break it down just and makes a lot of noise. Besides, dmaging a door is a serious crime, I saw no one bashing in a door to get inside a faction (empty faction is something different, but then no one complains about the broken door :grin:).
And as for the server start I think you can choose doors to either be open or locked, so if you set it all to open it is fine until someone comes and takes the keys.
2. The Civilian guild chest will be moved into the town watch keep.  ( No more money much ?  :roll: )
Problem here is, on this map they ain't got that much special to offer in terms of trade.
A boat trip you usually have to organize yourself, and with the various armory selections there is no real need to shop there as long as you seek a tool and not something that you like to carry and that's out of stock in the castle (Compared to Lowlands where we had Swadian-Only armories and people spent several 100k daily on the "exotic" selection in Old Port).
Every faction has engineer class, so there is no real need to offer this service to castles (A lot of people prefer to be part of the CG as engineer thoug as it keeps them safe when producing war goods or building assault latters.... hey, that's a loophole actually)
What they could do is manually taxing the gold export and the trade boat. But the boat is not that tempting as a residence (besides that it will not take long until some clever customer notices that he is alone with you on the boat).

Stays the tavern, which is always an appreciated service
 
Knüppel said:
And as for the server start I think you can choose doors to either be open or locked, so if you set it all to open it is fine until someone comes and takes the keys.
Locked would be better at the beginning, assuming that the serf training post is outside.
 
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