Archived A Change To Bandits And Raiding. Also, Perhaps An Addition Of A Pve World.

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Hiddenmonkey10

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I've been in a few discussions on the forums over the past two days, and I think I've come up with a few fairly good ideas to attempt to please many of the upset masses.

-The raiding rules may need to be looked at again in regards to the removal of pacifist. I suggest that if there are any groups that wish to raid an area, they must make an RP thread stating when and where they'll be raiding. PvPers will likely disagree and feel this is unfair. However, if you consider that you're only HALF of a community, hopefully you can understand why some people may not be as keen to be stabbed to death when all they're wanting to do is go out and gather supplies or work on building up their factions.

An example thread would be something simple like...

"Bandits sighted in New Ceardia, citizens are being asked to take caution when traveling or working in this area."
You could definitely go into more detail, as in more specific locations in New Ceardia or perhaps how long until the attacks will end.

Bandit presence would only be allowed in the area for a week (keeping two hours per faction if they decide to raid factions or maybe increasing that amount of time?). From an RP standpoint, the reason they would only be allowed to raid in a continent per week is that guard activity would have increased too much due to the bandit and raiding activities.

After the week is up, they will not be allowed to attack the same region for anywhere from two weeks to a month.

Note, that this would not change anything in regards to faction vs. faction wars.

Now, on to my second subject. I know that there are more RP oriented players (such as myself) that like to adventure, as opposed to being stuck inside of a city. However, due to PvPers being able to attack anybody they'd like to in the worlds outside of Regalia, I propose that a strictly PvE (Player vs. Environment) world be implemented. This world would not be able to be claimed by factions and would have various structures or ruins for players to visit/rest from adventuring. They would still be able to build, fight mobs, and gather resources in this world. As it stands, nobody is 100% "safe" from PvP attacks and I know without a reasonable doubt that some people would like to be.
 
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Yes, unless you have multiple leaders, as quite a few factions do. These leaders are all in cooperation as to how things need to be run and what needs done. The faction I'm in currently has quite a few officers that essentially act as co-leaders, so between them, they have enough time. However, the resources still run thin since a new world hasn't been released in a while (aside from the nether resource world).
Both New Ceardia and Fendarfell are rich with minerals to be collected. And wood and most other resources aren't that hard to collect either. Maybe it is just due to lack of effort?
 
Both New Ceardia and Fendarfell are rich with minerals to be collected. And wood and most other resources aren't that hard to collect either. Maybe it is just due to lack of effort?
I guess I'm just very unlucky then with my resource gathering.... I've gone out to try to gather resources quite a few times but can never find diamonds (which would be used in the crafting of more God Armor of course). I don't go too far away from my F home though, since I don't want to be killed as soon as I'm seen out wandering about.
 
I guess I'm just very unlucky then with my resource gathering.... I've gone out to try to gather resources quite a few times but can never find diamonds (which would be used in the crafting of more God Armor of course). I don't go too far away from my F home though, since I don't want to be killed as soon as I'm seen out wandering about.
I manage to easily mine in Fendarfell, strip mining is very effective and prevents you from being caught on the surface.
 
I manage to easily mine in Fendarfell, strip mining is very effective and prevents you from being caught on the surface.
yeah, I've tried that and end up losing my fix power or pickaxes before I'm able to profit enough to suffice for everyone. Most people are busy building the city (which is in the middle of a complete makeover) so there aren't many people available for supply gathering. That, plus we don't really force people to go out and do things, since we're not tyrants.
 
yeah, I've tried that and end up losing my fix power or pickaxes before I'm able to profit enough to suffice for everyone. Most people are busy building the city (which is in the middle of a complete makeover) so there aren't many people available for supply gathering. That, plus we don't really force people to go out and do things, since we're not tyrants.
Good luck to re-building your whole city, trust me its not fun. Done it 3 times with Steadfast.
 
I find the idea of anything being "well-protected" while enderpearls exist comical. The only way things could be protected to the point of enderpearls being irrelevant is to (quoting @Mecharic here)
A. Build a dome, which is illegal.
or
B. Build an underground city, which is VERY unattractive to anyone aside from Dwarf RPers (not anything wrong with Dwarf RPers by the way.)
False
Underground city is attractive to
A.Dwarf Rpers
B.Mekket Rpers.
C.Dakkar Rpers
D.Grondar Rpers
It's not the pvpers fault. A good idea is to build an underground section of the base so that you can hide during a raid, why can't you just enjoy hype RP parts of the server and let the pvpers enjoy their parts.
 
Reading replies, too many to reply to thoughtfully without wasting my entire day. This is how I communicate. If you don't like that well.. I'm sorry, I guess?

Irregardless, this is completely unrelated to the thread. Please continue posting as you would, I will be waiting and ready to rate ;)

Additionally, I love the idea of a Pve world. There is plenty of PvP area as it stands, no one is telling you you'd be forced to roleplay there. It's simply the fact that a safe area where people can explore and not worry about having to engage in such an action would be beneficial to everyone, really. PvPers can do what they like, and non-PvPers can do what they like. Everybody wins, as far as I'm concerned.
I find it hard to imagine people would disagree with something like this? It's not as if it would hurt you at all; And it may, in general, attract more people to the server who don't feel much into PvP, those who would like a taste of the more RP-oriented side of the coin. There's nothing wrong with that.
 
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Reading replies, too many to reply to thoughtfully without wasting my entire day. This is how I communicate. If you don't like that well.. I'm sorry, I guess?

It lowers my entire rating thing for no reason, other than one person just hitting a button over and over.

Explain, or remove.
 
I have a point to make here. Since the changes to pacifist, no one drops armour. Now, since most people don't have good weapons, but spend much more time on armour, that was the main loot when bandit factions would hit smaller factions to plunder. Since this has been removed, the amount of decent gain from hitting smaller factions has decreased significantly, while larger factions aren't really phased by it, since most of the loot gained there was weaponry anyway. In my opinion, this makes it harder for 'bandit' factions to get more loot, and, as such, tightening the restrictions would put more and more pressure on them. In medieval times, bandits had no motive, other than the feel of coin, or to tear the flesh of another from his bones, so why do bandits need a reasoning now?

However, as for the PvE world, I think it may possibly work. Darkrooms would still be the more efficient method of training, however.

And also, making bases unraidable isn't hard, at all. Dual door systems, traps and cannons can all work well in fortifying a base, using them well is the key in making a base unable to be raided. So, for what I would say, is just use common sense when building and fortifying
 
I have a point to make here. Since the changes to pacifist, no one drops armour. Now, since most people don't have good weapons, but spend much more time on armour, that was the main loot when bandit factions would hit smaller factions to plunder. Since this has been removed, the amount of decent gain from hitting smaller factions has decreased significantly, while larger factions aren't really phased by it, since most of the loot gained there was weaponry anyway. In my opinion, this makes it harder for 'bandit' factions to get more loot, and, as such, tightening the restrictions would put more and more pressure on them. In medieval times, bandits had no motive, other than the feel of coin, or to tear the flesh of another from his bones, so why do bandits need a reasoning now?

However, as for the PvE world, I think it may possibly work. Darkrooms would still be the more efficient method of training, however.

And also, making bases unraidable isn't hard, at all. Dual door systems, traps and cannons can all work well in fortifying a base, using them well is the key in making a base unable to be raided. So, for what I would say, is just use common sense when building and fortifying

Tenebrosam. Silencio. SilencioKeep. Morthion. Luciferam. SilencioV2. All unraidable factions if we want them to be. <3

Apart from when i forget to claim a wall...
 
It lowers my entire rating thing for no reason, other than one person just hitting a button over and over.

Explain, or remove.
I feel ya, like 24 of the 29 disagrees I have recieved are @Rooseus and @SaintsDemon on my pvp world thread just out of spite.

Anyhow I must agree with @Tokugawryuu and @Terrariauk here, it isn't too hard to build a safe base and it doesn't have to look bad because of it.
Damorn is built in a way that ensures that those who don't want to fight will hardly be affected at all in case of a raid and in my opinion Damorn is the best looking faction on the server (atleast in that build style)
 
It lowers my entire rating thing for no reason, other than one person just hitting a button over and over.

Explain, or remove.
Lol I wish I had decent explanations for everyone that disagreed with my post. You and one other person maybe gave me at least some sort of reasoning XD. I made it pretty obvious that I wanted to hear from people in the voting section. I kinda feel like disregarding any of the votes without any sort of reasoning honestly.
 
I have a point to make here. Since the changes to pacifist, no one drops armour. Now, since most people don't have good weapons, but spend much more time on armour, that was the main loot when bandit factions would hit smaller factions to plunder. Since this has been removed, the amount of decent gain from hitting smaller factions has decreased significantly, while larger factions aren't really phased by it, since most of the loot gained there was weaponry anyway. In my opinion, this makes it harder for 'bandit' factions to get more loot, and, as such, tightening the restrictions would put more and more pressure on them. In medieval times, bandits had no motive, other than the feel of coin, or to tear the flesh of another from his bones, so why do bandits need a reasoning now?

However, as for the PvE world, I think it may possibly work. Darkrooms would still be the more efficient method of training, however.

And also, making bases unraidable isn't hard, at all. Dual door systems, traps and cannons can all work well in fortifying a base, using them well is the key in making a base unable to be raided. So, for what I would say, is just use common sense when building and fortifying
You're right, a darkroom /would/ still be more efficient... However, I wasn't wanting a PvE world for training skills, it was more so meant for sating a player's craving for adventure instead of being stuck in one city for RP only. It would be awesome to have something like @Alj23 mentioned with a WoW-style world with boss mob camps and etc.
 
@thor5648, since you seem to be the newest person to just outright disagree and state that you do not like either idea. I'll ask, why do you disagree, and what do you believe can be better? Or, are you just disagreeing because every PvPer is since it has nothing to give them more pull than they currently have? Save for the few that have actually made logical arguments and statements.
 
See im very much confused about this whole thing and i think im missing this world of people bieng slaughtered on the day to day while gathering resources.

in the nearly 2 years ive been playing this server ive only ever been acosted in the wilderness 3 times? maybe 4? this was purely my own fault for harvesting near spawn areas or bieng a little to obvious.
I find when taking adequate precautions i.e /dynmap hide , not harvesting in populated areas, taking appropriate armour and weapons aswell as regularly backpacking resources I have no issue when it comes to threats, even when i was a complete scrub i still managed to get stuff done.

I dont feel this is an issue that really needs fixing, i feel like were spraying wd40 on ducktape right now, just be smart when your out harvesting or exploring, if you dont want to get completly roflstomped then dont harvest alone and use the precautions as said earlier. It all works for a better experience and team bonding anyway plus you get more stuff when more of you harvest.

Remember bandits arnt trained soldiers they use the element of surprise to prey on the weak and extort smaller parties instead of asking them to give you an early warning just dont make yourself that party and youll be fine and hey you can always feel free to announce where people are raiding and banditing.
 
I agree with the drunkard. I have only had 2 encounters with unfriendly bandits in the wilderness in 1 year and 7 months. You have to consider if you are hid on dynmap then no one is going after you. PvPrs do not raid people in the wilderness. They hardly even go into the wilderness with their portal networks being fairly large. That being said there are 5 gigantic worlds and only 200-300 players on at a time most of which are in regalia. PvPrs and Bandits make up a very small portion maybe half on a good day. Meaning if you were in the fenderfell desert your only threat would be MassiveMobs

Also underground bases can look super good. I have lived in 3 underground cult bases each of them were very good looking and impossible to get into.

One last thing, I am getting tired of all this helplessness I see. Everywhere I log into the forums another post about PvPrs being way overpowered is pops up. If you are willing to spend a little less time RPing you can make your base hard to raid. You just have to google. "Minecraft Traps" You can get an array of blueprints, schematics, and videos on how to make your base a death trap.
 
If you don't want to get killed in the wild, do /dynmap hide, or
yeah, I've tried that and end up losing my fix power or pickaxes before I'm able to profit enough to suffice for everyone. Most people are busy building the city (which is in the middle of a complete makeover) so there aren't many people available for supply gathering. That, plus we don't really force people to go out and do things, since we're not tyrants.
Using haste 2, night vision, and an efficiency 5, unbreaking 3, silk touch, I can easily get a stack of diamond ore within 30 minutes.
 
I agree with the drunkard. I have only had 2 encounters with unfriendly bandits in the wilderness in 1 year and 7 months. You have to consider if you are hid on dynmap then no one is going after you. PvPrs do not raid people in the wilderness. They hardly even go into the wilderness with their portal networks being fairly large. That being said there are 5 gigantic worlds and only 200-300 players on at a time most of which are in regalia. PvPrs and Bandits make up a very small portion maybe half on a good day. Meaning if you were in the fenderfell desert your only threat would be MassiveMobs

Also underground bases can look super good. I have lived in 3 underground cult bases each of them were very good looking and impossible to get into.

One last thing, I am getting tired of all this helplessness I see. Everywhere I log into the forums another post about PvPrs being way overpowered is pops up. If you are willing to spend a little less time RPing you can make your base hard to raid. You just have to google. "Minecraft Traps" You can get an array of blueprints, schematics, and videos on how to make your base a death trap.
Just like PvPers don't feel like they should be forced to RP, I don't feel like RPers should be forced to make traps or do other things in order to prevent PvP raids.
 
Uhm...I dont understan why PvPers cannot spare a single person who's just adventuring in the wilderness..I mean, honestly- there's absolute no reason for you to do that other then to kill and lol about it and brag later on.
 
Uhm...I dont understan why PvPers cannot spare a single person who's just adventuring in the wilderness..I mean, honestly- there's absolute no reason for you to do that other then to kill and lol about it and brag later on.

There is reason? Item? money? as i said in my post just take the proper precautions whe in the wilderness
 
Just like PvPers don't feel like they should be forced to RP, I don't feel like RPers should be forced to make traps or do other things in order to prevent PvP raids.
I will say this though....
When in Regalia, you are usually there to Buy from the Market, look around, or Role-play

When in any of the Wilderness worlds, you're at the risk of being killed. I understand that role players also like to role play outside of Regalia , and I am completely for role-play locations outsides of Regalia. The notion that if you are role-playing and should be 100% safe from death, or not have to defend yourself is absurd though. The moment you enter the survival worlds with pvp enabled, you accept the risk that you may die or be killed by another player. We can't change those rules just because you don't want to die. Who would that be unfair to?

My personal opinion: I don't feel that PVPers should have to include some role-play in any of their once per week raids until it comes to having to file out a war declaration, then they might want to include a more detailed reason. I do not feel that role-players should be safe outside of Regalia on the notion that they shouldn't be attacked if they are role-playing, although they should still be protected under the clause that if they announce a RP event prior to its happening by two weeks, it cannot be disrupted.
 
Just like PvPers don't feel like they should be forced to RP, I don't feel like RPers should be forced to make traps or do other things in order to prevent PvP raids.

It is what you do in the survival world. You are not forced to make the traps, but do not complain when you die because you can't put the time aside to actually protect yourself. The same can be said about PvPrs. The PvPrs are not forced to RP, but if they want to pursue a faction greater than a petty 2 hour raid then they put the extra time into creating a war declaration. We all make sacrifices.
 
I'd like to stress the following: If you would like to host a role-play event, and want it to be protected under the "no disrupting role play" clause, post it HERE! I honestly think role-players that wish for their role play to not be interrupted should take more advantage of this rule. Posting your RP event two weeks in advance protects it from being disrupted by raiders or the like. If you don't post it on the forums, there is no way/was no way to know that a RP event would be happening, and therefore the raiders cannot be held at fault.
 
I will say this though....
When in Regalia, you are usually there to Buy from the Market, look around, or Role-play

When in any of the Wilderness worlds, you're at the risk of being killed. I understand that role players also like to role play outside of Regalia , and I am completely for role-play locations outsides of Regalia. The notion that if you are role-playing and should be 100% safe from death, or not have to defend yourself is absurd though. The moment you enter the survival worlds with pvp enabled, you accept the risk that you may die or be killed by another player. We can't change those rules just because you don't want to die. Who would that be unfair to?

My personal opinion: I don't feel that PVPers should have to include some role-play in any of their once per week raids until it comes to having to file out a war declaration, then they might want to include a more detailed reason. I do not feel that role-players should be safe outside of Regalia on the notion that they shouldn't be attacked if they are role-playing, although they should still be protected under the clause that if they announce a RP event prior to its happening by two weeks, it cannot be disrupted.
Well, I understand this, however, I' not wanting 100% safety from death. People can still die due to mobs, environment, etc. By the way, bandits didn't always kill their victims, they sometimes trapped them and left them for dead.
 
Sorry to ruin you steam here @Hiddenmonkey10, but are bandits not supposed to be announced and use the element of surprise rather than just announce they are being bandits to the entire world?
I thank you for speaking your mind and I've already reconsidered the announcing bandits rule. However, it /would/ be fun to have both a PvE and a PvP specific world so people that hate either RP or PvP won't be openly subjected to either.

Edit: It could even be the same world honestly, just released twice. Both having mob camps and other interesting things but one being more PvP oriented and one being more PvE/RP oriented.