ClanWar RP

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The forum for ClanWar RP Minecraft server located at mattserv.com


5 posters

    Roleplaying aspect

    Ryralane
    Ryralane


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    Post  Ryralane Mon Oct 25, 2010 2:33 pm

    I know this isn't exactly off-topic, but there's no general discussion/suggestion place.



    Although this is a roleplaying server, I haven't seen much roleplaying other than "I build a house and mine from there."

    I'm thinking that, for those who are interested, there could be an option to limit yourself by choosing a profession and sticking with that general area of expertise, Like perhaps someone who hires themselves out to dig tunnels for people, or someone who has a lumber mill. The thing I've found is that people will still go build mine shafts, even if their main thing is to farm, or something like that.

    Also, there are like 3 different towns, all with pretty much the same people in them.

    I don't really know what I'm getting at, but I thought it was an interesting concept. Instead of someone who owns, say, a wood shop going out to mine for cobblestone, they could just step next door to the guy who specializes in cobblestone and offer some wood for stone.

    I'm not quite sure if I got my point across clearly. I've been up for about 24 hours now, and I'm bored cause the server's not working for me (not sure if it's down, or if my computer just likes to mess with me).

    I'm curious as to what everyone else thinks about this, so post here and let me know.
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    vendettabf


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    Post  vendettabf Mon Oct 25, 2010 2:36 pm

    i like doing stuff to an extent on my own. so i wouldn't really like a profession. also server isn't working for me either. what happened?
    Mieka2588
    Mieka2588


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    Post  Mieka2588 Mon Oct 25, 2010 3:01 pm

    I would like that, but I'm a farmer, and everyone has farms.

    So, I couldn't really sell things, because there is no point in farming if everyone has there own farm. Maybe there could be leaders who give deeds to people to do things (e.g License to farm, license to mine, license to build for others)
    Also, maybe limits on selling things.
    Mieka2588
    Mieka2588


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    Post  Mieka2588 Tue Oct 26, 2010 12:14 pm

    Also, Computers like to mess with everyone. Your not alone. Have you seen the Topic Appropriate ads on gmail?
    First they'll convince you your musty and fat, Then when you go in for Lipo, they will suck out you souls.
    HerpDerp
    HerpDerp


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    Post  HerpDerp Tue Oct 26, 2010 3:05 pm

    I don't farm.

    I built my house and I mine.
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    SamwiseTruckstop


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    Post  SamwiseTruckstop Tue Oct 26, 2010 4:49 pm

    I agree with what you're saying- there isn't a whole lot of roleplaying going on in here. I think the best solution is to start doing it yourselves and hope people follow suit, since it's not like we can force people to do it.

    I hear you, and I'm going to do my best. I'm currently working on my own "project" and once I've worked out a few more things, I plan on hiring people, having jobs, wages, etc. etc.

    It would also help if people had "quests" or "jobs" for people to do, one-time things as well as weekly or daily things.

    Just my two cents.
    Ryralane
    Ryralane


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    Post  Ryralane Sun Nov 07, 2010 12:25 am

    Here's what I think we should do to improve the server:

    First off, remove the entire /shop function. If the players can sell/buy from an external source that's not another player, it's gonna break the economy. Leave the /money function so they can /money -p people, though.

    Second of all, I don't think people should be able to just create towns on their own randomly. Servers that require you to have a certain number of signatures, along with a certain amount of coin, seem to be the most balanced. In order to start a village they should have to have at LEAST 5 signatures, and have to pain somewhere near 500 coins. With becoming a village, they could get a certain radius that they have full control over what happens in (being the founder of the village), including building and selling lots.

    Another thing would be pulling away the medieval theme. Leave the theme of the village up to the founder.

    And I really like the caste system in Buxville, and if we could come up with something similar that'd be friggin awesome. Perhaps have a place that can trade gold for coins (since gold's useless otherwise) and get a dice rolling mod for casinos? And have a massive center for teleporting and take out the /warp command.

    Also, we should have a nice starting spawn that has a tunnel or tower or something explaining the rules, how everything works, and such so that new players aren't overwhelmed.
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    vendettabf


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    Post  vendettabf Sun Nov 07, 2010 1:03 am

    Since we're not able to get such things on out own like cloth, i think we should keep shop, or atleast let us buy stuff that aren't able to be made as of right now.

    I would think keeping the shop in order to sell would be beneficial for people like me who buys materials. we would get more money to use, or atleast keep it for awhile since the rich people as of now, aren't even spending money and buying from other people. they are not redistributing their wealth.

    I agree on some parts of the Village signature thing. We should make people have around 5 signatures. i do not like seeing cities like the docks where i don't know for sure, but seems like a ghost town. The founder(s) would also have to pay for that land maybe PER-BLOCK. the payment for unclaimed land i guess would be payed to like a government. in our case, if we have jobs the admins/mods and even donators could fit the role of a polician. People with pre existing land could also sell their land, and a tax will be payed to the government.

    The government will not spend the tax money on their personal gain, but use it to make life better in our server. they could maybe hire workers, buy materials for community projects, fund tournaments and other events, and to minimize cash flow in general.

    We seriously need to move away from what our server is as of now and into a more serious roleplaying server. a caste system would be an excellent step for us to make. we should start on this as soon as possible. maybe only have mods, admins, and maybe donators work on this. having too much people arguing on this might delay the process so i'm against opening this to the normal, public, users. they still can inform us what they want and their ideas just won't be directly in the making process.

    And for the tunnel, i'm planning to make one under the castle area after i'm done with the castle itself. if anyone wants to make one though, i'll be cool with it. if not ill stick to my plan and make it later.
    Ryralane
    Ryralane


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    Post  Ryralane Sun Nov 07, 2010 1:26 am

    For your argument of keeping the shop open, from what I can tell, is "I want items that I probably shouldn't even have and I'm too lazy to gather my own minerals for big projects."

    You have to remember, this is for the greater good of the server. If there is a purely player-run economy, I feel that we'd be far better off.

    Rather than paying per block, I think they should just pay for the chunk, and be able to upgrade it later when they get more residents and coin.

    As for the government, I don't feel that's really necessary. It should just naturally happen that way.

    And there should probably be a coin wipe. I feel that having a low-end economy is better than having one run by the thousands.
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    vendettabf


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    Post  vendettabf Sun Nov 07, 2010 10:55 am

    When i was was talking about cloth and such, i was thinking along the words of couldn't get instead of shouldn't, and for shop the only way i'm able to make money as of now is selling random junk to shop so i'll have enough money inorder to buy materials from people like the kingofxbox. this is considered lazy on my part, but i do this just to make projects faster. i like to consider myself a builder, and as a builder i would like to be building than mining. king, i bet consider himself a trader, merchant, so he sells these materials to me. aren't we both contributing to the roleplay aspect. for the shop to be fully closed. we would need some paychecks or somesort of income.

    EDIT: actually with the cauldren from the craftbook mod, i guess we are now able to make stuff like cloth, but the admins need to put recipes in the recipe list.

    shop as of now is the only source of my income. unless we started getting paid for w/e. we would need to have a pretty big reform which include jobs and ways to get paid. if other people agrees with this, than an admin such really start preparing to start up one

    well the government/politician idea came out of buxville's caste system actually, not necessary.

    i'll be aite with a coinwipe, since im not riches and the riches do not even spend their money except the few occasions they buy from /shop, and just keeping it for some sort of eye candy.


    Last edited by vendettabf on Sun Nov 07, 2010 11:13 am; edited 1 time in total
    Ryralane
    Ryralane


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    Post  Ryralane Sun Nov 07, 2010 11:03 am

    What I'm saying is that if we have players constantly buying and selling from each other, we shouldn't have to worry about cash flow. Whereas if we have people buying and selling to the shop, then we constantly have coin appearing and disappearing.

    If we do have the nshop still open, I think that only certain people should be able to sell to it (no buying) Maybe shop owners or something.

    I think that there should be some jobs and such, yeah, but no daily income. Perhaps a different sort of daily income like they have in Buxville? (Sponges instead of coin)
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    vendettabf


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    Post  vendettabf Sun Nov 07, 2010 11:28 am

    well as of now, not everyone is buying and selling. so i'll take your word on it because i havent been to many advance servers. since what you brought up, includes some sort of income ing paid as a builder is a big deal to meenabling us to buy things from other ppl, ill be fine with it. gett since i'll usually only be contributing to the economy by buying and not selling.

    i think most if not all will be solved by a caste system. we'll use buxville's as a guideline i guess.

    im not too familiar with it, but they are split up into 3 types: constructions, trading, and government. each comes with different levels and promotion. in construction you can start off being a sapling planter and then be promoted to a log collector, etc. as for trading, you could start off helping someone on their farm and be promoted to farm's manager, etc. <~ i'm pulling shit out of my ass xD.

    So i guess the first thing we should do is think of the classes/jobs of the caste system. imo buxville got it right with the building class, trading class, and government class. i guess we could have a farming/food/manufacturers type of class.

    Ryralane
    Ryralane


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    Post  Ryralane Sun Nov 07, 2010 3:44 pm

    It's extremely complicated and we're better off taking the idea and making our own classes instead of trying to model it off of them.

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