MP Fantasy [WB] Solgaard Roleplay

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Siegbert_von_Meklenburg 说:
So I get this right: you keep all your stuff when you log out?

That's great. That's what kept me from playing PW mod so far.

The main caveat with not losing items upon death is that, eventually, the majority of players will have the highest quality of weapons and armor.  Unless there is some kind of gold-sink (equipment repair, MANDATORY eating, or just simple gold-decay) these players will have little reason to earn gold, and it becomes a large barrier to new players when they realize just about everyone can demolish them in combat. 

Of course players retain the ability to forgo plate armor and continue mining/woodcutting/crafting, but experience in PW servers has shown that most players perform these activities solely to earn gold to buy equipment for combat.


 
While you do not necessary "die" when someone beats you down, on the other hand there is the concept of the enforced character kill.
People that simply assault others are not called "Randomers" as in pw, they are treated as what they are- a risk for public security.
And they are usually handled that way (head off, then go make a new character who obviously doesnt have the old one's gear).

and last but not least serious grievers can just get banned.
 
Hello, first of all i want to say im really looking foward to this project, its seems like a great idea and i think it will work perfectly, fresh ideas are always the best.

I just wanted to know if you thought about adding a guild system, with housing system and stuff like that, to improve teamplay among the users, besides that there is a faction, it could be little guilds that gather in every realm, play tournaments and stuff like that.


Sorry for my english, not my best language, good luck with your project.
 
Knüppel 说:
While you do not necessary "die" when someone beats you down, on the other hand there is the concept of the enforced character kill.
People that simply assault others are not called "Randomers" as in pw, they are treated as what they are- a risk for public security.
And they are usually handled that way (head off, then go make a new character who obviously doesnt have the old one's gear).

and last but not least serious grievers can just get banned.

Is there any difference between dying and being knocked out?  I'm assuming you have to change your "character" if you die, but besides that, what is unique about each of the two?  Also, I don't really understand the rest of your statement.  I'm assuming that you mean that "randoming" is allowed, but people can hunt them down if it's witnessed?  When do they have to "head off, then go make a new character"?

Also, what exactly is an "enforced character kill", and who decides when it happens?  Do you still keep your items upon your character being killed off?
 
Aelwrath 说:
The main caveat with not losing items upon death is that, eventually, the majority of players will have the highest quality of weapons and armor.  Unless there is some kind of gold-sink (equipment repair, MANDATORY eating, or just simple gold-decay) these players will have little reason to earn gold, and it becomes a large barrier to new players when they realize just about everyone can demolish them in combat. 

Of course players retain the ability to forgo plate armor and continue mining/woodcutting/crafting, but experience in PW servers has shown that most players perform these activities solely to earn gold to buy equipment for combat.

Well, since combat is the only thing I want to do in M&B I'm okay with it...
 
Sorry if it seems like I'm interrogating you guys, but I have a few additional questions.

1.  Will names be visible/toggleable in-game?  Will people be expected to introduce themselves before names are known?

2.  What kind of chat channels will there be?  Global, faction, proximity?

3.  Will the siege weaponry be able to damage fortifications like in Napoleon?  If so, how/when will they be repaired?

4.  Will hunting/domesticating animals be a feature?

5.  It seems like you'll be able to carry much more than 4 items.  Is the inventory system based off the single player inventory?

6.  Will you be allowing other servers to use this mod?
 
1.  Will names be visible/toggleable in-game?  Will people be expected to introduce themselves before names are known?
Think I read somewhere that names will NOT be visible

Is there any difference between dying and being knocked out?  I'm assuming you have to change your "character" if you die, but besides that, what is unique about each of the two?
Can say too muc about that matter since there is no official ruleset yet that I knew off.
Mainly, the idea is that a slight hit on the head with a club for example will not like kill people. They might be unconscious for some time, but they will recover. So at first a fight is usually not with the target to kill the opponent(s), but merely to demonstrate and enforce superiority in the particular situation, aka making others do what you want.

The main part about new characters is that they do not only have a new name and face, as well as equipment, but mainly that whatever relations, memories and contacs your old character had, the new one does not have now anymore.
So the classic situation of a character kill is where someone witnessed something he shouldn't have, so people decide to kill him so he can't run and spread the news.
As for the enforcement, no idea how precicely srp will handle that, in 90% of the cases people will agree to a death if it fits the situation, according to my experience.



When do they have to "head off, then go make a new character"?
the first part obviously happens ingame- if an assault is reported, guards will (more or less actively depending on their morale) hunt for the accused, and if he is caught, drive him to the market for a public execution usually, in such cases.
afterwards when one's character died (no matter under what circumstances) you got and make a new one.
 
Knüppel 说:
The main part about new characters is that they do not only have a new name and face, as well as equipment, but mainly that whatever relations, memories and contacs your old character had, the new one does not have now anymore.
So the classic situation of a character kill is where someone witnessed something he shouldn't have, so people decide to kill him so he can't run and spread the news.
As for the enforcement, no idea how precicely srp will handle that, in 90% of the cases people will agree to a death if it fits the situation, according to my experience.


When do they have to "head off, then go make a new character"?
the first part obviously happens ingame- if an assault is reported, guards will (more or less actively depending on their morale) hunt for the accused, and if he is caught, drive him to the market for a public execution usually, in such cases.
afterwards when one's character died (no matter under what circumstances) you got and make a new one.


So don't both of these statements directly contradict what has been said about keeping items on death? 
 
Knüppel 说:
1.  Will names be visible/toggleable in-game?  Will people be expected to introduce themselves before names are known?
Think I read somewhere that names will NOT be visible

Is there any difference between dying and being knocked out?  I'm assuming you have to change your "character" if you die, but besides that, what is unique about each of the two?
Can say too muc about that matter since there is no official ruleset yet that I knew off.
Mainly, the idea is that a slight hit on the head with a club for example will not like kill people. They might be unconscious for some time, but they will recover. So at first a fight is usually not with the target to kill the opponent(s), but merely to demonstrate and enforce superiority in the particular situation, aka making others do what you want.

The main part about new characters is that they do not only have a new name and face, as well as equipment, but mainly that whatever relations, memories and contacs your old character had, the new one does not have now anymore.
So the classic situation of a character kill is where someone witnessed something he shouldn't have, so people decide to kill him so he can't run and spread the news.
As for the enforcement, no idea how precicely srp will handle that, in 90% of the cases people will agree to a death if it fits the situation, according to my experience.



When do they have to "head off, then go make a new character"?
the first part obviously happens ingame- if an assault is reported, guards will (more or less actively depending on their morale) hunt for the accused, and if he is caught, drive him to the market for a public execution usually, in such cases.
afterwards when one's character died (no matter under what circumstances) you got and make a new one.
Hello, would like to know the thing i asked earlier if isnt much trouble :smile:
 
WRP meets PW and then some. I like it.

But seriously, is it just going to be nords vs pirates?
 
e27 说:
WRP meets PW and then some. I like it.

But seriously, is it just going to be nords vs pirates?

Factions are: Swadian, Rhodok, Pirate, Nords, Bandits.

Swadian: Castle and Town.
Rhodok: Castle and Town.
Pirate: Pirate Island, Pirate village.
Nords: Mountain Keep and village.
Bandits: Several bandit hideouts in sewer systems under the towns.
 
Timeless preRelease endorsement to be pointed at later is timeless.

But seriously//<3

ANOTHER BIG DIFFERENCE:

Every character must have a character sheet, posted to the Sol RP forums and approved by the staff. It's not an automated process and you aren't guaranteed an auto/Approve. A mediocre but passable sheet can be around 3 paragraphs of writing (don't forget to have enough fears and interests).

For me the sheer number of PW players who'd need even seen the subForum sort of made a problem. I think people asking "difference between this and PW?" is the auxiliary forum they have is not a joke and is actually integral to being able to play on the server to a real degree (I'm not Staff or anything of the sort so don't take my word as law, just conjecture based on my time with both PW and Swadian RP).

 
Aelwrath:

[*] Names will not be visible ingame. You will not be able to point your camera at a player and see their names because it is deathmatch. So people will have to try and remember faces (Which i know will be quite a challenge but on the plus side you will still be able to see the names in the chat and when you click tab to see whom is online). People will have to introduce themselves before they are known. This also makes it easier for bandits running away and getting into disguises so people do not notice them and do not metagame their whereabouts.
[*] There will not be a global for everyone to see. There will be a global that only the staff team can see so people can contact the admins quicker to report something to them than typing /report. Then there will be a local which will cover a large proximity of space so the community can speak with each other without bothering everyones roleplay.
[*] We are not sure yet. We are still in the process of discussing this.
[*] Everything has been scripted on native so things like the inventory will be text based and you will have to do a /e and /ue (Equipt + Unequipt) command to toggle items or for food /eat.

Sorry I have not answered all of the questions because either it is private information or we are not sure yet.
 
Yep there will be, visit the server's website and forums for info about the lore and pre-existent factions/guilds/organisations
 
Aelwrath 说:
Knüppel 说:


So don't both of these statements directly contradict what has been said about keeping items on death?
That is why you do not use the term "death" for being beaten down, but rather "ko". If you define "death" as being beaten down, you do not lose your items on that event immediately (like on pw).
This, on the other hand, does not mean you can beaten down over and over again, the server will likely have a ruleset covering this topic in detail, but it is possible that trough whatever event your character effectively dies, and you have to play a new one.
 
Ayleth 说:
[*] Our developers have come up with ways to sort the FPS lag because of the vast amount of interiors of the rooms which are placed. I play on a very bad laptop and it is easy enough for me to run and to fight on, ect.
Now THIS is something I am pretty puzzled about. How about some more details? I cant recall any other mod doing something like that. Well, besides PF, but I believe that's a different method, considering you are using Native props and such.
 
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