Considering this post was last posted in 182 days ago (according to the helpful feature this forum has for warning about Necros) I decided what with v4 and all these other changes and myself having less and less time to play and asking myself "why is this mod worth any of my time?" I began to really remember why I got into mapping in the first placed, why I first despised v4 and TestScene and all the ilk the changes attracted.
Perhaps reading this will help you understand.
Original Text:
With things like HCRP and the progression map and the generally state, quantity and quality of the maps circulating in the community today it just seems like a pertinant discussion to have.
Old Thread
UPDATE: Splintert's 4th option of much interest for all.
Perhaps reading this will help you understand.
Original Text:
Castle Wars:
Old Oceania. You get some men, take a castle, tax/whatever, and fight other factions with little to no reason. The reason you lack substantial reason is these maps attract people with no interest in a semi-peaceful RP experience. If it's been 15 minutes with a battle or skirmish of some kind these people generally defect or declare war preemptively.
Some people won't play it that way, but the majority of people attracted to these maps tend to stay within the bounds of this categorization: see, Oceania as the map almost everyone banned from RCC loves.
Good for people who are looking for faction-based combat, or native where you can assess a definitive advantage before attacking. They don't have to be bad RPers, they'd just rather RP a medieval knight/king riding into battle from time to time.
City RP:
Kind of slower, can get dull if no one wants to make some commotion, but it gives the masses a place to congregate and allows from more effective TW & Brigand "Cops and Robbers" RP, whereas bandits out in the fields are best coped with by armed knights or other forms of Warbands.
This is liked by people who want to Play a Role, which is to say, actually mother****ing Role Play. You've got a place to go and interact so everyone's not strewn across the map shooting at anyone not in their TS-channel or wearing their colors. The down-side to this is that if there's only one center of power (with, say, the best armory) things can be one-sided and the RP can get too caught up in control over the flow of people into said focal point.
Good for people who don't want to just join a faction and have a war, but would prefer some more human interaction and talking.
Things like bandit cave hide-outs fall somewhere in the middle of the two spectrums.
I would posit that any good map should supply both, enough "castle wars" elements/locales to keep everyone with a location they could claim without always being in the thick of it, while there is a big, appeasing-looking, place for people to gather (with adequate reasons supplied for people to gather there).
Anyway, I'd like to hear other people's opinions. It seems like TKoV pro people liked the former and RRC hardcores liked the later. I was thinking maybe if a map with both elements balanced well were introduced we'd get more people on the server because they'd have the element that appealed the most to them.
What do you think? Are the categories not split like this? Which will create a better environment not just for RPing but for just playing the game as well?
With things like HCRP and the progression map and the generally state, quantity and quality of the maps circulating in the community today it just seems like a pertinant discussion to have.
Old Thread
UPDATE: Splintert's 4th option of much interest for all.
Splintert 说:Aldric 说:
No, no no, you're forgetting that in conquest you start with ~1000 gold which is enough to buy equipment, and make money solely on kills.
If factions had a purpose, it would give them something to do. They could fight over castles. It would give the 'roleplayers' a world to play in, they could talk about the wars and go do things like espionage or court life or whatever. Instead of everything being made up on the spot with no persistency, it would have a setting, a plot, and a defined end. That end, however, comes only if everyone on the server agrees to it. If half the server wants a reset and the other half doesn't, they duke it out over the last castle until it falls or the attackers give up.
Purpose is what this mod needs. An end goal. How the players get to that goal, that is what makes this PW and not Conquest.








