The Guilds of Runouw

Re: The Guilds of Runouw

Postby Raz » April 28th, 2014, 7:43 am

Mine as well add to the to do list that I need to set up permissions and herochat and such.
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Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
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Re: The Guilds of Runouw

Postby BrawlerEX » April 28th, 2014, 2:16 pm

Are we going to go at the stronghold together? Also, I think it would be nice if The End was a bit more challenging. Nothing too much but maybe stick some spawners in the pillars or something. U gais agree?
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Re: The Guilds of Runouw

Postby Raz » April 28th, 2014, 2:35 pm

BrawlerEX wrote:Are we going to go at the stronghold together? Also, I think it would be nice if The End was a bit more challenging. Nothing too much but maybe stick some spawners in the pillars or something. U gais agree?

We're gonna improve the end. EDIT: If we have the time.
Karyete, Master of Civil Conversation
Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
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Re: The Guilds of Runouw

Postby BrawlerEX » April 28th, 2014, 5:14 pm

I don't see the need for a rush. I know that people have waited a long time, but since we have waited this long I think we can wait one more day. I am all for a better map, as long as you guys don't have a problem with it.
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Re: The Guilds of Runouw

Postby Raz » April 28th, 2014, 5:20 pm

Eh, Nin and OJ decided against it and Ven and I didn't really care so we're not gonna do it.
Karyete, Master of Civil Conversation
Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
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Re: The Guilds of Runouw

Thumbs up x1

Postby Venexis » April 28th, 2014, 7:17 pm

SERVER CHANGES


  • About the modpack:

      The modpack we're using is a custom modpack 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:
      • 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. Mods like Damage Indicators and VoxelMap are clientside, and aren't required to connect to the server- feel free to delete them from your mods folder. They've been included because we feel that they are very useful for things like navigation or displaying the health of your opponent or the damage on your armour, but you'll be able to join just fine if you remove them.
      • 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:
      • WorldEdit and WorldGuard are currently installed to make changes to the map and protect against illegal raids, among other uses.
      • A dynmap (basically an internet map of the world)is planned, but not yet implemented.
      • There is a plugin that alters the vanilla sword blocking mechanic to make it more beneficial, this also affects a few of the mod weapons that are capable of blocking as well. It is recommended to familiarize yourself with the timing before engaging in serious combat with other players.
      • 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:

      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)- cannot be removed in-game, will spawn hundreds of item entities and crash server if broken or manipulated via WorldEdit
      • Showcase (Statues mod)- cannot be removed in-game, will duplicate itself and crash server if broken or manipulated with WorldEdit
      • Flail, any type (Balkon's Weapons mod)- crashes all players except the wielder within render distance after a period of use, is 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 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
  • About player relations:

      Various details have been tweaked to "encourage" players to cooperate with their guild members and sometimes opposing guilds to accomplish in-game achievements. It's a roleplay server, but that doesn't mean you can't just play Minecraft, it's just a little extra something to keep things interesting.

    • Guilds:
      • 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 idologies) 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:
      • 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 the opportunity presents itself, you're encouraged to try. It'll probably be weird at first, especially if you're new to this kind of thing, but it's really fun when everyone's involved. Local chat is great for this, whereas global chat is for non-RP talks.
    • Trading:
      • It's immediately obvious that the territories are arranged in such a way that some resources are much more common in certain areas. For example, Fire is the only place to find large quantities of sand and stained clay, while Earth has every type of tree within its boundaries. Water is the only territory with ice and slimeballs, and Air is the only source of emeralds and podzol. 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 combat) 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.
    • Combat:
      • For this map, wars and raids 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.
      • Killed players can immediately respawn and start attacking again, in an attempt to slay or drive off the threat, so watch out.
      • Heated combat may escalate into war:
        • After any combat, the defending party may declare war on the attackers. A declaration of war should take the form of a verbal announcement in global chat.
        • War is the ONLY time standard combat/raiding rules differ, but they MUST be roleplayed to the end. Players in the involved factions may ignore the one raid per player per day limit, as long as there are no more attackers than there are defenders at any one time. During war, you may recruit uninvolved players to your cause, and they will be counted among your ranks for the duration of the war.
        • Players may not loot from chests during the war, but may take gear from fallen players without limit. There is a catch, though, none of it may be destroyed.
        • The war lasts until one side declares defeat. A declaration of defeat should take the form of a verbal announcement in global chat, and once given, loyalties return to how they were. Treaties should be decided upon, and loot from the war may be used as leverage in these agreements.
        • THIS SECTION MAY SEE FUTURE CHANGES!
    • Looting:
      • 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.
      • 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 stealing one 8 min night vision potion and one 3 min night vision potion (or one enchanted diamond pick and one unenchanted diamond pick) is not.
        • 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 and one item (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 day. Outside factions may use the protection downtime to their advantage as well.
        • After successfully killing a raiding or trespassing player, you have right to take any and all of their gear.
      • Exile:
        • In extreme cases, players may be exiled from a 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 white name. It is up to each faction how they respond to Exiled members.
    • About the custom map:

        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 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.
      • Neutral Zones:
        • 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. These regions are neutral to start, but may be claimed by an ambitious guild if they have the resources to defend it. 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 neutral to start. As with the plains, any guild can claim these realms as their own, but only if they can defend it.
          • Rivers have intentionally been made wider so that they may be used for boat transportation, it may be worth looking into.
      • Stronghold:
        • The stronghold in this map is clearly marked by a spire in the shadow of the floating spawn island. Adventurers be warned, though, this is not a regular stronghold- it will require careful preparation and teamwork to even enter, let alone clear. 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.
      • Nether/The End:
        • Both the Nether and The End begin as neutral territories, similar to the plains and rivers above. Again, they may be claimed by a daring guild, 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 have not been modified in any way. The End may see the inclusion of several more small islands surrounding the main one, but this is unconfirmed.

IF YOU HAVE ANY QUESTIONS, CRITICISM, OR CONCERNS: PLEASE CONTACT AN OP. We can't do anything if we don't know there's a problem.
Last edited by Venexis on May 10th, 2014, 9:31 pm, edited 4 times in total.
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Re: The Guilds of Runouw

Postby captain yoshi » April 29th, 2014, 12:05 am

Ok, I've finally got a backstory for my character.

NAME: Friomus the IV (Heh, get it? Because frio is cold in Spanish and the water guild lives in the cold? :P I suck at naming,)
AGE:36
APPEARANCE: Viking helmet, huge white beard, light blue tunic (I'm not changing my skin to this, so just use your imagination)
BACKSTORY: Before the ship crashed, his ancestor, Friomus the 1st, was made fun of by the other pirates for refusing to follow their lifestyle. When the ship crashed on the frozen land, he was the first to figure out how to survive in the cold weather. The rest of the group crowned Friomus the 1st as their leader. Since Friomus the 1st wasn't much of a pirate, Most of the pirates stopped living the pirate lifestyle in an attempt to follow in his footsteps, but a few decided to stay pirates. Ever since Friomus the 1st became leader, the role of leader has passed down from generation to generation, and today marks Friomus the IV's turn to take the crown.
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Re: The Guilds of Runouw

Postby Karyete » April 29th, 2014, 6:12 am

Gonna update my bio to fit the story n stuff.

Name: Karyete Mirzh
Age: Unknown
Appearance: Darkened face and body, purple markings, crystal embedded in chest, deep glowing purple-pink eyes.
Bio: At a very young age, Karyete and his parents caught a rare and horrendous virus that caused them to transform into Endermen. Fortunately, he was cured quickly, but his parents were executed mid-transformation to prevent it from spreading. He wandered the land for years, living on what he found. Much later, over many years, he encountered Ellie Csari. Ellie attacked Karyete, but Karyete did not intend to cause harm. As such, he simply defended against the onslaught of attacks, and Ellie relented after a while. They agreed to team up due to the current events; a volcano that had destroyed a lot of life over the lands was only just calming and they both needed to survive.
Personality: Karyete can be a bit quick-witted and suspicious, but is generally a lighthearted, sympathetic and friendly face. Despite his decently dark and lonely life, he treats others with respect and warmth. His willingness to help out has once lead him to near-death, but it's in his nature to help others.
Guild: Water
Last edited by Karyete on May 3rd, 2014, 10:32 am, edited 3 times in total.
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Re: The Guilds of Runouw

Postby BrawlerEX » April 29th, 2014, 6:20 am

Ay, ay, ay. Can we raid someone's base if we find it through a portal in the nether, and/or enter the base through a portal in the nether????
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Re: The Guilds of Runouw

Postby Karyete » April 29th, 2014, 6:50 am

You can enter a base in any way besides breaking it, basically, so I assume entering via Portal is allowed.

However, I have two questions. One minor, one major.

Minor first:
Is there meant to be a member preview for the server? (Hovering over green bars on the server list to see who's online)

Major:
Me and Oranj discussed the weapon situation, with certain guild being restricted to certain weapons in order to keep the balance. Is this going to happen?
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