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Topics - Sage McQuincy

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1
Archived Announcements / Building request update
« on: February 20, 2021, 05:14:48 PM »
Hey everyone,

There's been a lot of demand for private housing, and so far I have not replied to any of them because we are running out of door and chest IDs.
I made a list of door IDs that are not locked, and can be used double (1 being a TP door, and one being a rotatable door).

This means that every faction can have +2 private houses. (a public building requiring a locked door or chest is also considered private housing).
Anything behind a locked door will be very basic (bed, chest, table and chairs)
Faction leaders can vouch on BRs, of steam/discord me if it's about private BRs.
Eventually it's possible another +1 can be built.

I also had a lot of requests for crafting stations. We are not going to allow crafting stations to be built. This is because of KB limits, chest limits, locked door limits, and if I accept 1, I have to accept all. And that's a lot of requests.

I will also not be adding more resources: fields, mills, breweries, winepresses, fish spawns, etc. This is mainly for KB reasons, since if I accept 1, I have to accept all. And before we know it we will have all resources everywhere across the map.



2
Archived Announcements / About Private housing and Building requests
« on: January 31, 2021, 02:59:16 PM »
Hey everyone,

Lately there have been a lot of requests for private housing.
Currently, we do not have a lot of lockable doors left (there is a hard limit because of the game), so it will be hard to accept them all. And if I accept one, I'll have to accept all of them for the sake of being fair.
This is why I have been accepting buildings/locations that either do not need a locked door, or will house a lot of players or an organisation first.

I will have a look at reorganizing the door IDs, and maybe try to recuperate some doors that have not been used enough to justify a lock.

You can still make the requests, but I will not yet accept them until I have freed up some door IDs or found a system to make it fair and balanced between the factions. (something like +1 house for each factions as a start)


Feel free to discuss here, or reach out to me in PMs/discord/steam if you have any questions.

3
Announcements / Map changelog
« on: January 17, 2021, 12:52:29 PM »
In order to keep things organized, as well as to announce changes to the map that are not always immediately visible (but still useful to know) I'll be keeping a changelog of all the map edits from now on.
This is also so you guys can check if my edits actually work (it's hard to test this in the editor sometimes)


17th of January:

- Cliffglitch between some cliffs in Ambean behind the vineyard should be fixed: added a rock and a barrier.
- Vayejeg pig farm now has a unique ID so it can actually be used. (pig not there yet)
- Fenada storeroom now also has an invisible wall facing inwards to keep idiots people from nearly dieing jumping out.
- Practice shields in the arena now have stock so you can actually buy them.
- The stable at the bridge between the mines and the Vaegir castle should work now.
- Construction site has been mapped on the island
- Vaegir castle: patched a hole were people could jump in next to the portcullis.
- Vaegir castle: idiots people can now not get stuck between a wall and the hangman stands anymore.
- Added 8 choppable trees, 4 on the Swadian side of the river, 4 on the Nord side of the river.

4
Archive / Sage's Sketchbook
« on: January 14, 2021, 05:18:43 PM »
After some years of not drawing, I wanted to pick up a sketchbook and pencil again. So to get back into it I've drawn some locations on the map. They aren't really finished but I thought you guys would appreciate them.
Hopefully, more should appear soon.





5
General Discussion / Map bugs
« on: January 03, 2021, 04:56:24 PM »
When you encounter a map bug, please fill in the form below:

Code: [Select]
[b]Description of Bug:[/b]
[b]Description of Location:[/b]
[b]Screenshot[/b]

6
Rules & Info / Building in-game
« on: January 01, 2021, 06:34:43 PM »
Hello everyone,
The following is an explanation on how we will handle building requests, and building IC.

The main thing is that map space is limited. We're limited in how many KBs the map can be, how laggy certain areas can get, how many chests we can place, and so forth. This means that not all building requests will be accepted. Even if "it should be possible to build X and Y IC", it might just not be worth it to actually place it on the map.
Since building requests are all unique and with their own reasons, it's hard to make a general list of rules. But below here I will give some examples I can think of, that can either make a building approved or not approved. Do's and Don't, so to say.

These are guidelines and not guarantees. The final decision is made by the staff team.


So you want to build?

Things that help your request getting accepted:
Your request:
- Fits within the current map
- Allows interaction with many players
- Provides or promotes Role-Play or interesting scenarios
- Slightly alters or adds to existing structures

Things that help your request getting denied:
Your request:
- Asks for private housing (private housing can be added in towns when we feel there is a need for it)
- Wants to upgrade fortifications to make them overpowered (we need to keep some balance on the map when it comes to sieges/battles)
- Asks for huge structures with huge amounts of detail.
- Requests to lock off part of the map
- Random houses or shacks in the woods

In addition:

- Any resources gathered and RP required will depend heavily on what the building is, and will be dealt with case to case.

- When it comes to the final esthetics of the structure, I/staff will have the last word. You can give me plans, diagrams, screenshots and descriptions, and I will work as closely as I can towards the idea you have. But in the end, you get what I give you.

- You first need permission IC of the faction or organization leader in order to start building. (I assume every corner of the map will be claimed by someone)



In the end, as long as the request is reasonable, we can work with it.

For any questions: https://steamcommunity.com/id/SageMcQuincy/
or Discord: SageMcQuincy#3182



7
Rules & Info / Safe zones and Patrol zones
« on: December 30, 2020, 08:00:44 PM »
Hello all!

We will be working with "Safe zones" and "Patrol zones" on the map.

Safe zone = red =  Faction keeps. Anything beyond the portcullis gate of the faction.
This means: No combat is allowed by anyone unless accepted by staff or leadership within the faction.

Patrol zone = yellow = The towns and villages.
This means: Combat can only be initiated when: 30 or more people are online OR you belong to the faction the patrol zone belongs to.

Combat scenes which are done without respecting the zones indicated will result in the scene being voided, if you are involved in a scene where someone has ignored the indicated zone rules call for a staff member to give a ruling on the scene.
If there is any dispute as to where exactly the borders are, any staff member's decision is final.

If the borders are not clear enough, a higher resolution picture will be made.


(click on the image for a larger resolution)

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