The Guilds of Runouw

Re: The Guilds of Runouw

Postby Raz » May 20th, 2014, 5:39 pm

Also, Ven and I talked about a plugin that lets you respawn the dragon when you rightclick the egg with a Eye of Ender. (only in the end, though) We're likely to get it.
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Re: The Guilds of Runouw

Postby Venexis » May 20th, 2014, 9:56 pm

About the server and mods: show
    The modpack we're using is a custom pack intended to add a few nifty features to the vanilla game without destroying the game flow. There's only a few that are required, and none are very demanding- if you can play vanilla, you'll almost certainly be able to play this.
  • Required Mods:

    These mods are required to join the server. Missing even a single one will cause the server to refuse you, so it's recommended that you leave these ones alone.

    • Several of the mods (such as Carpenter's Blocks, Bibliocraft, and Statues) are purely aesthetic. Carpenter's Blocks adds a range of non-cube blocks to the game, enabling players to create more intricate patterns and slopes. Bibliocraft adds lighting options as well as several neat storage alternatives. Statues lets you create and pose any Minecrafter for display around your base.
    • There's new weapons. Balkon's Weapons mod adds several melee and ranged alternatives to the broadsword and bow in the vanilla game. They all have five tiers (wood to diamond) as well as unique stats and special abilities (activated by right clicking). It might be worthwhile to craft a few and get the feel for them before you need to use them in battle.
    • A few mods are just here to assist you. Many Runouw members are unfamiliar with mods, so we included a few to make it easier. WAILA will tell you what block you're currently looking at (default at the top of your screen) and NEI can show you the recipe of any item or block in the game, even the ones added by mods (default to the right of your screen while your inventory is open).
  • Optional Mods:

    Half the mods aren't even necessary. Some function client-side only, that is, they only affect your experience of the game. Feel free to delete them from your mods folder if you dislike them for any reason, and feel free to add additional client-side mods to customize things to your liking.

    • Mods like Damage Indicators, Armour Status, and VoxelMap have been included in the pack because they are very useful for things like navigation, displaying the health of your opponent, or the damage on your armour. VoxelMap comes with a ton of neat features like mob/player radar and cavemapping, but these features are extremely gamebreaking for multiplayer, and you're strongly encouraged to disable them (M key by default) while playing on the server.
    • Optifine is a clientside mod, meaning you can add it and still be able to connect to the server, and can potentially help if you're suffering from low FPS. It was not included in the pack due to its Terms of Service, which prevent it from being packaged with other mods, but is an invaluable addition. Just drag 'n' drop it into your mods folder and you're set.
  • Server Plugins:

    Plugins are sortof like server-side mods. Similar to how client-side mods work, they're only installed on one end, but affect the entire server. They aren't really intended to be used alongside mods, though, and sometimes cause strange effects. If any weirdness or crashes occur, let an op know and we'll do our best to fix it.

    • WorldEdit and WorldGuard are currently installed to make changes to the map and protect against illegal raids, among other uses. Additionally, there's block logging plugins that can tell ops who interacted with the world, how, and when- we'd prefer not to use this, but it makes tracking down rulebreakers pretty easy.
    • This server also runs HeroChat. It's basically a chat plugin that creates two channels, a local one and a global one. Things said in the global chat are broadcast to everyone on the server, but things in local only appear to players in a 100 block radius of you. This can have a number of uses, from making plans in semisecret (but watch for eavesdroppers) to just having a guild-wide chat about random things. Type /ch g to make global chat your default chat, /ch l to make local chat the default, /g to send a single message to global, or /l to send a single message to local.
  • Banned Blocks and Items:

    The use of these blocks will crash local players and/or the entire server; server will need to go down so an op can manually edit out the offending block in MCEdit. We can't block these with plugins, so we're enforcing this with bans- a first time offence will be a 24 hour ban, with increasing penalties for repeat offences. Just please don't use them, it's a pain for us and ruins the experience for everyone else. In the event of an accidental placement or use, contact an op immediately so we can fix it as soon as possible, penalties may be reduced or eliminated altogether depending on the situation.

    • Carpenter's Ladder (Carpenter's Blocks mod)- Can't be removed in-game, will spawn hundreds of item entities and crash server if broken or manipulated via WorldEdit.
    • Showcase (Statues mod)- Can't be removed in-game, will duplicate itself and crash server if broken or manipulated with WorldEdit.
    • Flail, any type (Balkon's Weapons mod)- Causes all players within render distance of the wielder to crash after a period of use. It's been disallowed as this could be utilized for an unfair and unpreventable combat advantage, as well as being irritating to other players.
    • Carpenter's Door (Carpenter's Blocks mod)- Only single Carpenter's Doors are allowed, double doors cannot be removed in game and may crash the server/the player who attempts to use them. We still haven't quite nailed this one down so if you notice your Carpenter's Doors acting weirdly, take a screenshot and send it to an op along with the coordinates for further investigation.
    • Battleaxe (Balkon's Weapons mod)- They hit through armour, quite powerfully. With Sharpness enchantments, these things can seriously undermine combat mechanics. We're asking that you only use them against non-player mobs, unless roleplay allows their use in player combat. Means if one side has a problem with it, leave your battleaxes at home.
    • Invisibility Potion (Vanilla Minecraft)- Similar to the battleaxe issue above, invisibility potions give a gamebreaking advantage during raids. Please restrict use accordingly.


About the custom map: show
    The map is an entirely custom work intended to include and improve upon the vanilla game's most impressive features. It even adds a few things not possible in vanilla biomes, like giant forests, massive mountains, volcanoes, stunning ice precipices, and custom villages/strongholds.

  • Elemental Territories:

    These four territories are inspired by the four classical elements of Fire, Water, Earth, and Air. Each belongs to one of the four guilds, and they may guard it however they wish- allowing travelers to stay at will or brutally murdering all trespassers. More information on the specifics and lore of each guild can be found in the first post. Each territory has a uniquely themed custom village with NPCs, as well as it's own set of unique resources and landmarks.

    • Earth is the northeastern territory, home to some of the most stunningly large trees in Elemyn. Their land is lush and majestic, speaking of thriving ambition. Earth has the greatest variety of wood, as all six tree species can be found somewhere within their borders.
    • Fire is the southeastern territory, land of undulating sand and colossal canyons. Their land is sunseared but colorful, painting impressions of artistic superiority. Fire has the largest sand reserves in all of Elemyn, and is the only place one can find hardened clay naturally.
    • Water is the southwestern territory, realm of imposing ice spikes and waterlogged swamps. Their land is serenely beautiful, quietly implying underestimated strength. Water has the largest supply of snow and ice, and is the only land known to have both packed ice and surface dwelling slimes.
    • Air is the northwestern territory, home to the highest peaks on the continents. Their land towers above all else, imposing thoughts of pride and resourcefulness. Air has the largest reserves of sugar cane and moss stone, and is the only territory known to have podzol.
  • Neutral Zones:

    Neutral zones initially belong to nobody, but can be claimed by an ambitious guild if they have the resources to defend it.

    • Northern/Southern Plains:
      • Two large plains can be found on the map, one on the northern continent between Air and Earth and one on the southern continent between Water and Fire. Both plains contain a single village, which is also neutral to start.
    • Bodies of Water:
      • All major rivers and oceans (the ones that appear on the maps at spawn) are start neutral. Rivers have intentionally been made wider so that they may be used for boat transportation, it may be worth looking into.
      • Minor rivers are only neutral where they pass through neutral territory.
    • Nether/The End:
      • Both the Nether and The End begin as neutral territories, but particular care should be taken in the Nether- it is an extremely tricky method of transportation if harnessed properly. Both the Nether and The End dimensions themselves have not been modified in any way.
  • Stronghold:

    There is only one stronghold this map, and it's been custom made. Unlike a regular stronghold, which may be cleared by a single moderately-armed player, this one is much more challenging.

    • The stronghold in this map is clearly marked by a spire in the shadow of the floating spawn island. Adventurers be warned, though, attempting to solo it will likely get you killed. Attempting to enter without proper gear and supplies will likely get you killed. Any careless moves may not only get you killed, but also destroy your gear- it will not be spawned back. This stronghold is intended to be tackled by several players, perhaps several guilds; even then, there may be some areas that would be better left alone. You have been warned.


Hey guys I did a thing. Stronghold still needs to be finished up (it's coming along well, fantastic even. Seriously, I love what you've done with it Chau), and I still need to get the rules cleaned up, but for now, you guys with access to the first posts can do whatever you want with these. Any careful readers may have noticed the numerous small edits, figured if we were going to make the rules more concise, might as well update everything else too. Also Raz you'll see it doesn't include the stronghold lore you suggested. I was messing around earlier and discovered something that might be even neater, because it would play really, really well into the roleplay. If I don't yell at you tomorrow about it feel free to yell at me.
Last edited by Venexis on May 21st, 2014, 1:44 pm, edited 2 times in total.
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Re: The Guilds of Runouw

Postby Chaukai » May 21st, 2014, 12:51 am

Venexis wrote: Seriously, I love what you've done with it Chau


Wahaha~ Anybody who actually has seen the stronghold via op powers I ban you guys from leading in a stronghold attack. You can be a part of a group but you cannot tell people where to go or venture in by yourself. So decrees Chau.
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Re: The Guilds of Runouw

Postby Venexis » May 21st, 2014, 12:12 pm

About player relations and roleplay (detailed version): show
    Various details have been tweaked to encourage players to cooperate with their guild members and sometimes opposing guilds to accomplish in-game achievements. Hopefully this will result in a much more dynamic game with warring factions and trade routes.

  • Guilds:

    There's four current guilds, each with their own unique territory and structure. More information about the guilds can be found in the first post.

    • To join a guild, just pick the one you like the most (whether it's because of their territory, their political setup, or their RP ideologies) and post in this topic. An op will change your name to the guild's color and from that point forward, they're your companions. There are four warps at the spawn island, corresponding to the four elemental territories- just push the button of your guild and you'll be teleported to their realm.
    • Each guild has some kind of leadership. Whether it's a single tyrant governing by force, an elected leader voted into power by the other guild members, independent members who secretly watch each others' backs, or collection of lone wolves who care for nothing but their own success, every guild has its own unique political structure. This may influence how members settle their realm, and how the guild trades or fights with others.
  • Roleplay:

    This is a roleplay server. This means that certain events should be done with the voice and mannerisms of a character you choose. It's not necessary 100% of the time, and you're more than free to just play the game normally if you want to, but it's strongly encouraged that you try if the opportunity comes up.

    • Players should have some form of in-game character. Your character can be anything- an stranded alien seeking to return to his homeworld, an elemental golem born from strange magicks in the bowels of the earth, an adventurer with amnesia- even just yourself. The only limit is your imagination here, but please post a character bio (see template in the first post) for other players to reference.
    • There's freedom to change your in-game name to your character's name, if you so desire. Bonus points if you want to change your skin too, but neither is required.
    • You don't have to roleplay constantly, but if you're consistently avoiding it, other players may catch on and give you a surprise visit. It's not hard, just weird, and while some players are very experienced at it, most of us aren't. We'd be more than happy to help and accomodate. Local chat is great roleplay conversations, whereas global chat is for general organization and non-RP talks.
    • Large server events like a stronghold raid are expected to be roleplayed. While the events themselves would take place primarily in local chat, they should be planned in global chat a while prior (at the very least, three or so days before the event takes place) so that everyone has a chance to get in on the action. Failure to notify the server beforehand may result in consequences or even a ban.
  • Trading:

    It's immediately obvious that the territories are arranged in such a way that some resources are much more common in certain areas. This is intentional, and done to force interaction with players outside your own faction.

    • It's possible to take the friendly approach and establish agreements with other regions, or sneak in at night (see looting) to steal some resources for yourself. Is it worth starting a war over? That's a decision your guild will have to make when it comes to trade relations.
    • Trades between two different guilds should be roleplayed from start to finish. This can include the negotiation of prices, and if no agreeable deal is found, may escalate into combat. If you aren't happy with a deal and wish to fight for the resources at stake, have your character drop hints so that neither side is totally unprepared.
    • Trades between members of the same guild may be roleplayed, but it isn't required.
  • Combat:

    Killing both allied players and enemy players is allowed for this map, but there are a few catches. A lot of things can go wrong during combat to result in one side (or both) feeling cheated, humiliated, and angry. This section is very important, and should be read thoroughly.

    • For this map, battles are allowed any time, anywhere- with two restrictions.
      • Firstly, WorldGuard will be used to prevent people breaking into bases by punching or mining blocks; you now need to blast in with dynamite or a cannon. Both can be blocked by obsidian, so that might be worth keeping in mind.
      • Secondly, the size of the defending party must be equal to or greater than the size of the attacking party. The defenders don't need to be at their base for this, just online- plan your bases and don't idle longer than necessary. Just like a real war, the element of surprise will be critical here.
    • Any combat between two or more guilds must be roleplayed. This is a vital point intended to negate any hard feelings- roleplay should include a cause for the conflict, a goal of the conflict (attackers may wish to win resources, or simply disagree with the defender's politics; defenders might want revenge for the attack, or simply to protect their hard-earned materials), and a conclusion. Who won? Are there any post-war agreements? Was this just the first battle in an all out war? Even if you don't roleplay these things with your opponent, make sure it's discussed and agreed on after the battle.
    • Killed players can immediately respawn and start attacking again, in an attempt to slay or drive off the threat, so watch out.
    • Battleaxes and invisibility potions are strongly discouraged during combat (because of their ability to hit through armour and hide players, respectively) unless otherwise agreed on by both sides before or during a battle.
  • Looting:

    If you've managed to infiltrate a guild's base during a battle, you're permitted to take some of their resources (assuming you can find their storage, of course). Due to this, it's recommended that you hide or trap your valuables.

    • You can only loot a guild once per (real life) day. This means a guild may raid a target multiple times in a day, but may not send a player to that target more than once. "Guilds" are specified by region, and not bases- this means even if all members live in separate bases, you're still only allowed to raid the entire faction's territory once per 24 hours. No loopholes by raiding one player's base, taking stuff, then returning an hour later to a different player's base within the same territory.
    • Each raiding player can only take AT MOST one stack per resource. This means enderpearls/eggs cap at 16, potions and tools cap at 1 since they don't stack at all. Stealing one of each type of potion/tool is fine, but effect duration/strength and enchantments do not make items sufficiently different from each other:
      • Taking 1 diamond pick and 1 iron pick is valid, as they're made of different materials.
      • Stealing 1 diamond pick and 1 diamond shovel is also valid, as they're different tools.
      • Looting 1 unenchanted diamond pick and 1 Fortune III diamond pick is not valid, as they're the same tool and same material despite being enchanted differently.
      • Similarly, a Silk Touch and Power V enchanted book may not be taken together (as only their enchantments differ), nor could an 8 minute night vision potion and a 3 minute night vision potion be taken together (since they're the same apart from effect duration).
    • Exceptions to this are resources that can be crafted into storage blocks. The cap for diamonds/emeralds/gold is set at one block (9 items), and the cap for iron/lapis is set at 3 blocks (27 items). Redstone/coal caps at 7 blocks (64 items).
    • Destroying crops is allowed, as is killing mobs (as long as you leave two, for breeding purposes).
    • Violators will find the WorldGuard protection on their base lifted for the duration of the next (real life) day, as well as server-wide broadcasts every hour saying that protection is down. This is the only time punching or mining into a base is acceptable, but the rules still stand- one raid per player per day. Outside factions may use the protection downtime to their advantage as well.
    • After successfully killing a raiding or trespassing player, it is required to leave their items in a chest or other safe place. You may take only one of their carried items, unless a compelling roleplay argument is given and it is found agreeable by both sides.
  • Exile:

    In extreme cases, players may be exiled from a guild. If there are at least three exiled players, they may wish to band together as a fifth guild.

    • ALL members of the affected guild must be in agreement (regardless of political structure) for this to initiate, and there MUST be proof (of a worthy offence, and of collective agreement).
    • If these conditions are met, the player being exiled will have a chance to make an appeal, and the guild will vote once more- if the vote is unanimous, that player will be cast out.
    • He will have one in-game day to salvage anything he can before any remaining resources become fair game, at this point, he will be able to join another faction (if any are willing) or stay as an Exiled member with a neutral-colored name. It is up to each faction how they respond to Exiled members.


Heyo I'm doing more stuff. Do these rules look good? Just sorta want to make sure I've got it right this time before doing up the compacted version.
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Re: The Guilds of Runouw

Postby nin10mode » May 21st, 2014, 2:08 pm

Spoiler: show
Venexis wrote:
    Various details have been tweaked to encourage players to cooperate with their guild members and sometimes opposing guilds to accomplish in-game achievements. Hopefully this will result in a much more dynamic game with warring factions and trade routes.

  • Guilds:

    There's four current guilds, each with their own unique territory and structure. More information about the guilds can be found in the first post.

    • To join a guild, just pick the one you like the most (whether it's because of their territory, their political setup, or their RP ideologies) and post in this topic. An op will change your name to the guild's color and from that point forward, they're your companions. There are four warps at the spawn island, corresponding to the four elemental territories- just push the button of your guild and you'll be teleported to their realm.
    • Each guild has some kind of leadership. Whether it's a single tyrant governing by force, an elected leader voted into power by the other guild members, independent members who secretly watch each others' backs, or collection of lone wolves who care for nothing but their own success, every guild has its own unique political structure. This may influence how members settle their realm, and how the guild trades or fights with others.
  • Roleplay:

    This is a roleplay server. This means that certain events should be done with the voice and mannerisms of a character you choose. It's not necessary 100% of the time, and you're more than free to just play the game normally if you want to, but it's strongly encouraged that you try if the opportunity comes up.

    • Players should have some form of in-game character. Your character can be anything- an stranded alien seeking to return to his homeworld, an elemental golem born from strange magicks in the bowels of the earth, an adventurer with amnesia- even just yourself. The only limit is your imagination here, but please post a character bio (see template in the first post) for other players to reference.
    • There's freedom to change your in-game name to your character's name, if you so desire. Bonus points if you want to change your skin too, but neither is required.
    • You don't have to roleplay constantly, but if you're consistently avoiding it, other players may catch on and give you a surprise visit. It's not hard, just weird, and while some players are very experienced at it, most of us aren't. We'd be more than happy to help and accomodate. Local chat is great roleplay conversations, whereas global chat is for general organization and non-RP talks.
    • When you're developing your character, keep everyone else in mind. Do not say another player did something in your past unless they agreed to it. Also keep the map's history in mind. Anything new should be mentioned in this thread so we do not have inconsistencies in story.
    • Large server events like a stronghold raid are expected to be roleplayed. While the events themselves would take place primarily in local chat, they should be planned in global chat a while prior (at the very least, three or so days before the event takes place) so that everyone has a chance to get in on the action. Failure to notify the server beforehand may result in consequences or even a ban.
  • Trading:

    It's immediately obvious that the territories are arranged in such a way that some resources are much more common in certain areas. This is intentional, and done to force interaction with players outside your own faction.

    • It's possible to take the friendly approach and establish agreements with other regions, or sneak in at night (see looting) to steal some resources for yourself. Is it worth starting a war over? That's a decision your guild will have to make when it comes to trade relations.
    • Trades between two different guilds should be roleplayed from start to finish. This can include the negotiation of prices, and if no agreeable deal is found, may escalate into combat. If you aren't happy with a deal and wish to fight for the resources at stake, have your character drop hints so that neither side is totally unprepared.
    • Trades between members of the same guild may be roleplayed, but it isn't required.
  • Combat:

    Killing both allied players and enemy players is allowed for this map, but there are a few catches. A lot of things can go wrong during combat to result in one side (or both) feeling cheated, humiliated, and angry. This section is very important, and should be read thoroughly.

    • For this map, battles are allowed any time, anywhere- with some restrictions.
      • Firstly, WorldGuard will be used to prevent people breaking into bases by punching or mining blocks; you now need to blast in with dynamite or a cannon. Both can be blocked by obsidian, so that might be worth keeping in mind.
      • Secondly, the size of the defending party must be equal to or greater than the size of the attacking party. The defenders don't need to be at their base for this, just online- plan your bases and don't idle longer than necessary. Just like a real war, the element of surprise will be critical here.*
    • Any combat between two or more guilds must be roleplayed. This is a vital point intended to negate any hard feelings- roleplay should include a cause for the conflict, a goal of the conflict (attackers may wish to win resources, or simply disagree with the defender's politics; defenders might want revenge for the attack, or simply to protect their hard-earned materials), and a conclusion. Tell them your reason ahead of time, out of character. Who won? Are there any post-war agreements? Was this just the first battle in an all out war? All parties MUST reach some sort of consensus about:
      • Spoils and reparations (who gets what when a party wins).
      • Team balancing* (it is unfair for a lightly armored team to defend against a fully enchanted, diamond team).
      • Battlefield (the borders of your battle should be contained to something reasonable.* You may use the preset WorldGuard borders, landmarks, biomes, or any combination of the 3).
      This MUST be before the battle, not part of the roleplay. The losing side tends to be defensive about what it should keep, and the winning side tends to be more selfish.
    • If you are chased out of battle(you should announce this out of character), that does not mean you keep all the spoils. You must still leave a chest of everything you took besides the one item you are allowed to take.
    • Killed players can immediately respawn and start attacking again, in an attempt to slay or drive off the threat, so watch out.*
    • Do not attempt to stir battle by doing something that affects the whole server(i.e. claiming the stronghold,
    • Battleaxes and invisibility potions are banned during battles.*

      *: May only be broken if all affected sides agree for roleplay purposes.
  • Looting:

    If you've managed to infiltrate a guild's base during a battle, you're permitted to take some of their resources (assuming you can find their storage, of course). Due to this, it's recommended that you hide or trap your valuables.

    • You can only loot a guild once per (real life) day. This means a guild may raid a target multiple times in a day, but may not send a player to that target more than once. "Guilds" are specified by region, and not bases- this means even if all members live in separate bases, you're still only allowed to raid the entire faction's territory once per 24 hours. No loopholes by raiding one player's base, taking stuff, then returning an hour later to a different player's base within the same territory.
    • Each raiding player can only take AT MOST one stack per resource.* This means enderpearls/eggs cap at 16, potions and tools cap at 1 since they don't stack at all. Stealing one of each type of potion/tool is fine, but effect duration/strength and enchantments do not make items sufficiently different from each other:
      • Taking 1 diamond pick and 1 iron pick is valid, as they're made of different materials.
      • Stealing 1 diamond pick and 1 diamond shovel is also valid, as they're different tools.
      • Looting 1 unenchanted diamond pick and 1 Fortune III diamond pick is not valid, as they're the same tool and same material despite being enchanted differently.
      • Similarly, a Silk Touch and Power V enchanted book may not be taken together (as only their enchantments differ), nor could an 8 minute night vision potion and a 3 minute night vision potion be taken together (since they're the same apart from effect duration).
    • Exceptions to this are resources that can be crafted into storage blocks.* The cap for diamonds/emeralds/gold is set at one block (9 items), and the cap for iron/lapis is set at 3 blocks (27 items). Redstone/coal caps at 7 blocks (64 items).
    • Destroying crops is allowed, as is killing mobs (as long as you leave two, for breeding purposes).
    • Group raids should be announced to everyone at least an hour prior to the raid. The deadline before you have to announce again is 3 days.*
    • Violators will find the WorldGuard protection on their base lifted for the duration of the next (real life) day, as well as server-wide broadcasts every hour saying that protection is down. This is the only time punching or mining into a base is acceptable, but the rules still stand- one raid per player per day. Outside factions may use the protection downtime to their advantage as well.
    • After successfully killing a raiding or trespassing player, it is required to leave their items in a chest or other safe place. You may take only one of their carried items, unless a compelling roleplay argument is given and it is found agreeable by both sides.

*: May only be broken if all sides agree for roleplay purposes.
  • Exile:

    In extreme cases, players may be exiled from a guild. If there are at least three exiled players, they may wish to band together as a fifth guild.

    • ALL members of the affected guild must be in agreement (regardless of political structure) for this to initiate, and there MUST be proof (of a worthy offence, and of collective agreement).
    • If these conditions are met, the player being exiled will have a chance to make an appeal, and the guild will vote once more- if the vote is unanimous, that player will be cast out.
    • He will have one in-game day to salvage anything he can before any remaining resources become fair game, at this point, he will be able to join another faction (if any are willing) or stay as an Exiled member with a neutral-colored name. It is up to each faction how they respond to Exiled members.
    • Exiled members may set up their base wherever they wish, so long as the guild who has their land agrees to it. Bear in mind that this does not mean that guild will be friendly towards you, they may just want a place close enough to steal from regularly.

Also some details on reporting that I don't want to type right now.
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Re: The Guilds of Runouw

Postby Venexis » May 21st, 2014, 10:34 pm

That looks like it's a pretty accurate summary of everything, to me. I 100% agree. Just a bit of confusion:
nin10mode wrote:Group raids should be announced to everyone at least an hour prior to the raid. The deadline before you have to announce again is 3 days.*

What's a group raid, and how does it differ from a regular raid? How exactly does the 3 day deadline work, is it a cooldown?

Also not sure what you mean by details on reporting, but with this set of rules, a compact version should be done tomorrow afternoon.
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Re: The Guilds of Runouw

Postby Oranjui » May 22nd, 2014, 5:30 am

I think nin means that you can say "Hey, we're going to raid X soon, is that okay?" but if you wait longer than 3 days to execute the raid (if it's okayed by the defending party), you have to announce it again. I would assume group = more than 1 attacker, but then where would the deadline for solo raids be? I'd assume that there's no difference since that wasn't specified, but I shouldn't be putting words in nin's mouth (fingers?).

Just making sure, you're going to put the rules in plain view (not a spoiler), right? Or at least the condensed version?
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Re: The Guilds of Runouw

Postby nin10mode » May 22nd, 2014, 5:41 am

You're mostly correct.

However, I typed it like this hoping to make a distinction between a raid and an attack. A raid should have the sole purpose of theft and more emphasis on Minecraft resources, while battles are primarily for RP.

I put a permission restriction solely on group raids because it is more likely to turn into an attack, as we've personally seen.
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Re: The Guilds of Runouw

Postby Venexis » May 22nd, 2014, 9:03 am

I don't actually have the power to edit the first post(s), but yeah, having them non-spoilered would be nice. I'm just doing it now since they're all pretty lengthy, and no sense having it take up all that space when it's already going to take up space in the OP.

Condensed/general rules: show
  • Double Carpenter's Doors, Showcases, Carpenter's Ladders, and all types of flails are banned, as they crash the server. Invisibility potions and battleaxes are only banned during combat, unless all involved sides agree otherwise.
  • Every guild has a unique territory, structure, and color. You should probably pick the one that corresponds most closely with your character's beliefs, although there can be other reasons for choosing one.
  • As it is a semi-roleplay server, you're expected to have an in-game persona. This can be anything, but should follow the bio template in the OP. If your character does something, try not to have them act in a way that involves other players without their knowledge- clear it with them first.
  • COMMUNICATION IS VERY IMPORTANT. If you or your guild is planning a large event like a stronghold attack or raid, plan it out in global chat several days prior. This gives everyone a chance to get in on it, and also prevents unnecessary conflict or hard feelings over any details that would be overlooked in a rush.
  • Fights and trades should be roleplayed unless otherwise agreed by both sides- if you're planning to initiate combat, drop hints so that it's not totally unexpected. Intra-guild combat must have a cause, a goal, and a battlefield, in addition to agreements by both sides concerning team balancing and how any loot will be divided. This must be settled out of character before the actual combat starts. As a general rule, the number of defenders online must be greater than or equal to the number of members in the attacking party.
  • If you need resources, you may raid each guild once per day. This means that as long as you don't leave the territory, you can steal from every base in that guild- as long as looting restrictions are followed. If you manage to find their storage, you can take up to ONE STACK of any resources per player- pay careful attention to stack sizes. Differences in enchantments, effect duration, or effect strength do not make items sufficiently different, but differing materials do (can take an iron pick and a diamond pick, but not a Fortune 3 book and a Silk Touch book). Resource blocks are an exception to this, you may take one block of diamond/emerald/gold, three blocks of lapis and iron, and up to seven blocks of coal and redstone. Destroying crops or killing animals is allowed (just leave two, for breeding), but any unlawful looting will have consequences for both you and your guild.
  • Group raids (raids with more than one person) must be announced at least an hour beforehand, but if it doesn't happen within three days, must be announced again.
  • If you kill another player, you can take any one piece of their gear (or a stack of their carried items). The rest should be put in a chest near where they were killed, unless other arrangements have been made.
  • Players who commit severe offences within their guilds may be eligible for exile. If all of the affected guild's members are in agreement, the player will have a chance to appeal their case before a vote is taken. He will be exiled and have one in-game day (20 minutes) to salvage anything he can before his resources become fair game. Guilds may respond to Exiled players as they see fit.
  • If you wouldn't do it on the forums or chat, don't do it on the server.


Anyway, there's this. Considerably shorter.
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Re: The Guilds of Runouw

Postby Karyete » May 22nd, 2014, 10:33 am

Wait, if it says the 'exiled member' can take anything before the rest of the day/20 minutes is up, can he just take whatever he wants to? Or do the 'raiding rules' apply to the same salvaging?
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