Yes, it's back!
Well, here you go:
http://forums.taleworlds.com/index.php/topic,201316.msg4844533.html#msg4844533
After seeing that, most of us made up our minds: We wanted to bring RCC back even more, so we decided we'd bring the clan and server back, in hopes that one or both would be successful in one shape or another.
We've run the Oprec server, and the largest server on PWMod - with playercounts of over 180! (Apparently peaking at 200!)
Our admin code of conduct:
Do not spawn gold unless it is to refund randomed players, withdraw from bank accounts or for events.
- Minor exceptions will apply to admins who are admining long term and have not be able to aquire gold for personal play, so they are allowed to spawn a small set of gold.
Do not kick/ban/slay/warn players unless they break the rules, and only use the punishments given for breaking the rules (Listed in the rules section)
We do not use godmode when we are using combat - no 'Roleplay enhancing' bull where an admin gets a massive gameplay advantage so they always win.
(Rules are currently being constructed & decided)
Our ruleset will be dynamic in the way players can roleplay. We used to use the 'New Life Rule' (NLR) in a very 'full' state. But now we'll use just one part of the 'New life rule' - No revenge killing.
We won't allow randoming, nor killing bandits on sight - afterall, won't that be OOC?
OOC. We won't enforce this to it's full extent, but players won't be allowed to say 'You're a bandit! DIE!' Or just attack an outlaw without word.
Outlaws are protected by this rule, but our TW faction will be allowed to set up bounties and 'KOS' status on outlaws when they commit a crime.
Outlaws will have more flexability when it comes to certain things - they will be allowed to kill people, but only if they have a reason to do so first - they ask for a amount of gold from a serf, the serf refuses to pay, so the outlaw has a choice, they can take them prisoner, kill them or let them go.
I think I'm babbling on now, so I'll just go straight onto the rules.
Featured factions:
Nord
Vaegir
Rhodok
Looters
Townwatch
Swadia
Full map (Outdated):
The Town
A large collection of random images from Big_Man:
Some pointers on the town:
(Showing off why we did the town the way we did.)
FAQ:
Q. Why are the castles (excluding the one in the town and the ruined castle) made of wood?
A. Our map is themed in a new land, where the factions have recently settled, so there hasn't been much time for them to build out of stone.
Q. Why are there so few ships?
A. Ships are a minor thing is this marshland, but those that do exist can be used for great strategic advantage, and for a ferry as of the lack of bridges around the map.
Q. Why are there so few bridges?
A. Bridges make it easy to traverse around the map - we want you to feel like the map is bigger and is an actual marshland.
This also has been done so those few ships can be used by civs to transport people accross the river, so those that feel the need to do it, can make a living from being a ferry man or woman.
Q. Why are the castles so small and compact?
A. We feel big castles are harder to manage, even with a large player base, so we want a smaller player base to be able to hold one of these castles, and a larger player base feel like they are holding a fortress instead of a plain.
Q. I want to be an admin, how can I apply?
A. We'll have a thread open soon where anyone can apply, but don't feel bad if you don't get accepted, as we are very strict / tight with how we'll recruit admins.
Q. I like this server, and wish to donate to support it's upkeep! Where can I donate?
A. We don't have a place to donate right now, but we'll have one open to the public soon.
Q. Why are there so few rules?
A. We are still building our rulelist, so there will be a lack of rules until it's finished, but at the same time we are still testing the new rules.
Q. Where is the server? Is it down?
A. It'll be up soon
Well, here you go:
http://forums.taleworlds.com/index.php/topic,201316.msg4844533.html#msg4844533
After seeing that, most of us made up our minds: We wanted to bring RCC back even more, so we decided we'd bring the clan and server back, in hopes that one or both would be successful in one shape or another.
We've run the Oprec server, and the largest server on PWMod - with playercounts of over 180! (Apparently peaking at 200!)
Our admin team:
N0body
Metalhead
Patricio
Apsod
Peton
Dunno
Feretal (Pending)
Darion (Pending)
We have refined and experienced PWMod admins, more so than nearly any other PW admin.
They don't abuse, nor break our rules. They don't have a gameplay advantage either
N0body
Metalhead
Patricio
Apsod
Peton
Dunno
Feretal (Pending)
Darion (Pending)
We have refined and experienced PWMod admins, more so than nearly any other PW admin.
They don't abuse, nor break our rules. They don't have a gameplay advantage either
Our admin code of conduct:
Do not spawn gold unless it is to refund randomed players, withdraw from bank accounts or for events.
- Minor exceptions will apply to admins who are admining long term and have not be able to aquire gold for personal play, so they are allowed to spawn a small set of gold.
Do not kick/ban/slay/warn players unless they break the rules, and only use the punishments given for breaking the rules (Listed in the rules section)
We do not use godmode when we are using combat - no 'Roleplay enhancing' bull where an admin gets a massive gameplay advantage so they always win.
(Rules are currently being constructed & decided)
Our ruleset will be dynamic in the way players can roleplay. We used to use the 'New Life Rule' (NLR) in a very 'full' state. But now we'll use just one part of the 'New life rule' - No revenge killing.
We won't allow randoming, nor killing bandits on sight - afterall, won't that be OOC?
OOC. We won't enforce this to it's full extent, but players won't be allowed to say 'You're a bandit! DIE!' Or just attack an outlaw without word.
Outlaws are protected by this rule, but our TW faction will be allowed to set up bounties and 'KOS' status on outlaws when they commit a crime.
Outlaws will have more flexability when it comes to certain things - they will be allowed to kill people, but only if they have a reason to do so first - they ask for a amount of gold from a serf, the serf refuses to pay, so the outlaw has a choice, they can take them prisoner, kill them or let them go.
I think I'm babbling on now, so I'll just go straight onto the rules.
- No randoming!
- We're sure that everyone knows what this is. No need for an explanation.
- This includes killing bandits - you need a reason other than 'They iz a bandito!'
Punishment for breaking this rule as follows for each player randomed (In order): Warning, slay, kick, temp ban, ban
- NLR
- No revenge killing
- You cannot die and return to fight in a siege.
New life rule, an old rule invented by RCC when we first started up. Not really enforced on any servers now. NLR does NOT apply to defenders in sieges.
Punishment for breaking this rule as follows (In order): Warning, slay, kick, temp ban, ban
- Roleplay whenever possible.
- Simple rule/request.
- Respect other players and admins.
- No racism
- Excessive swearing will not be tolerated.
- Just be respectful in general
- No political/religious slander - This is fine if religions/politics are fictional.
Punishment for breaking this rule as follows (In order): Warning, kick, temp ban, ban
- Do NOT spam the admin chat with complaints or useless talk.
- No bug abusing or glitching in any way. This will not be tolerated.
- A bannable offence, but rewards are given out if bugs are reported (and bug abusers).
Punishment for breaking this rule as follows (In order): Warning, temp ban, ban
- Most important rule of all
Have fun!
No randoming.
- Randoming is 'Deathmatching' - killing without RP reason - 'He looked at me funny' does not count as an rp reason.
No killing outlaws without reason - this is classified as randoming and breaking OOC.
- Outlaws can only be killed if a KOS status has been given out - and approved by an admin. Killing them for the reason 'they are outlaws' is OOC and not allowed.
No revenge killing
- No killing a player because they killed you in a previous life. This is OOC - you were 'knocked out, and do not remember who struck you down'
No outrageous taxes. High taxes that a serf or whoever you are taxing that they would probably not be able to pay, but you are taxing them just because you may wish to kill them is not allowed.
Do not killed townwatch without RP under any circumstance.
- Townwatch is an RP faction, and you may not declare war on them.
- Randoming is 'Deathmatching' - killing without RP reason - 'He looked at me funny' does not count as an rp reason.
No killing outlaws without reason - this is classified as randoming and breaking OOC.
- Outlaws can only be killed if a KOS status has been given out - and approved by an admin. Killing them for the reason 'they are outlaws' is OOC and not allowed.
No revenge killing
- No killing a player because they killed you in a previous life. This is OOC - you were 'knocked out, and do not remember who struck you down'
No outrageous taxes. High taxes that a serf or whoever you are taxing that they would probably not be able to pay, but you are taxing them just because you may wish to kill them is not allowed.
Do not killed townwatch without RP under any circumstance.
- Townwatch is an RP faction, and you may not declare war on them.
Featured factions:
Nord
Vaegir
Rhodok
Looters
Townwatch
Swadia
Full map (Outdated):
The Town
A large collection of random images from Big_Man:
Some pointers on the town:
(Showing off why we did the town the way we did.)
FAQ:
Q. Why are the castles (excluding the one in the town and the ruined castle) made of wood?
A. Our map is themed in a new land, where the factions have recently settled, so there hasn't been much time for them to build out of stone.
Q. Why are there so few ships?
A. Ships are a minor thing is this marshland, but those that do exist can be used for great strategic advantage, and for a ferry as of the lack of bridges around the map.
Q. Why are there so few bridges?
A. Bridges make it easy to traverse around the map - we want you to feel like the map is bigger and is an actual marshland.
This also has been done so those few ships can be used by civs to transport people accross the river, so those that feel the need to do it, can make a living from being a ferry man or woman.
Q. Why are the castles so small and compact?
A. We feel big castles are harder to manage, even with a large player base, so we want a smaller player base to be able to hold one of these castles, and a larger player base feel like they are holding a fortress instead of a plain.
Q. I want to be an admin, how can I apply?
A. We'll have a thread open soon where anyone can apply, but don't feel bad if you don't get accepted, as we are very strict / tight with how we'll recruit admins.
Q. I like this server, and wish to donate to support it's upkeep! Where can I donate?
A. We don't have a place to donate right now, but we'll have one open to the public soon.
Q. Why are there so few rules?
A. We are still building our rulelist, so there will be a lack of rules until it's finished, but at the same time we are still testing the new rules.
Q. Where is the server? Is it down?
A. It'll be up soon