The Regalian Sewers

Togal

Combat Engineer
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The streets are bathed in sunlight, the vendors and peddlers dispute over petty deals. Men, women and children live in relative safety behind the law and their stone walls… But nobody bats an eye of the deeds that happen in the depths below… Is it fortune you seek? Escape from the law, glory, honor or your maddening blood lust… All is possible yet easily taken away as you venture to the depths of Hades itself, tread lightly adventurer, for even the gods have abandoned this place.
Abstract:
The concept of the Regalian sewers is to bring both of our struggling communities together by promoting certain aspects of both PvP, RP and possible PVE. Random spawn points can be placed into the sewers to discourage spawn camping therefore making it less frustrating for the newer players as well as preventing the veteran players from gather up together too quickly, spreading risks to all sides that enter the area.

Balancing the game-play (only for the Regalian sewers, not overall):

By removing splash potions from this area and only allowing drinkable health (excluding all the other potions e.g speed, strength), therefore favoring numbers (for the RPers out there) over quality of gear and supplies, this gives other players a chance by ganging up with each other to reduce risks or threats (it takes time to drink health potions, therefore they can't spam it which usually prolongs a which can be distasteful, favoring quick deaths over long and tedious ones) as well as please the ones that want to test their acquired skills due to the challenges that will be faced. Allowing invisible potions only in this area would be wonderful, allowing smaller bands of players to sneak past larger gangs or set up ambush points , if they would attack others the invisibility should end as well as give invisibility a 10 minute cool-down in order to drink another.
Removing McMMo from the area would give newer players a better chance of survival. Once a player enters the sewers there should be a cooldown of 15-30 minutes in order to teleport out, or have different exits that the player must strive through in order to exit the area.

Rewards:
The rewards should benefit both PvPers and Rpers, by setting up multiple interesting quests in the sewers which allows Rpers to obtain more rare lore items as well as unique armor and weapons (e.g lore branded god armor or weapons) which would benefit PvPers as well. There should be certain areas with unique bosses (single extremely strong bosses instead of making it a darkroom which would be laggy) which would encourage players to venture to these areas for loot, making the boss drop rare PvP, RP and building materials such as ghast tears, dragon breathe, lore items, ect (in moderate amounts) would encourage them to do more raids on bosses, since only drinkable health is allowed (with invisibility of course) would be much harder for a single person to make a massive profit from fighting a boss alone, theres also the possibility of another group or player coming in to steal your loot as well as kill you, making it a better risk and reward system.

Having the Regalian sewers could give both RPers a new environment to roleplay in, and a new environment for pvpers. I know this may sound more in favor of pvpers, therefore I would like more of you to discuss if it was a bad or good idea as well as ways to improve it. This is just a suggestion to massive therefore its not cannon.

 
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yeah, i dont want pvp in a rp area, its make everyone feel unsafe.
 
Its supposed to be unsafe, however the fact that other players are not allowed to use splash health, strength or speed means that any pvper can be overwhelmed if you have the numbers.
Which'd be great f it didn't mean that everyone would still be separated between the safe zones where rp would happen,and everywhere else where pvp would happen.
 
Forgot to mention another thing, I didn't intend for this to be right underneath regalia, after all its easy to build on a flat surface, block up all the sunlight and say its under Regalia when its not.
 
Either way, you will have players limited to one area to rp, and thats a safe zone. If you have a unsafe roleplay area players wont rp there.
 
The sewers are supposed to be unsafe, but it's up to the discretion of the roleplayers in there to create this unsafety. The sewers exist to fill a different aspect of roleplay. However, I do like your idea if it were to exist in a different world, just not the existing sewers. I'm all for everyone suggesting to combine aspects of roleplay and pvp together, but leave the respective areas alone. Pvpers want to pvp and Roleplayers want to roleplay. The only way to combine them is to create new worlds that implement both.
 
How about some Dungeons in the sewers where this would be possible?
So you have the parts we have now, they can stay unchanged, but don't forget the sewer is suposed to have many layers, with each layer down it becoming more dangerous.

I realy like Togals idea.
 
Either way, you will have players limited to one area to rp, and thats a safe zone. If you have a unsafe roleplay area players wont rp there.
Theres the factor of bosses, that could drop valuable lore items as well as quests that could be done down there, A large group of roleplayers can easily finish off a small group of pvpers (no splash potions so numbers are the key to winning, plus there are more roleplayers compared to pvpers) however receive less reward due to the loot being split or an individual receiving it. I mean wouldn't it add to the immersion of a knight or a brave warrior venturing down a dangerous area? Or a squad of bandits seeking to ambush prey. Either way I thank you for your criticism, please suggest ideas if you have any ;)
 
We still have the old sewers, I think. Maybe that could be the 'pvp' sewers, and the current one could be strictly roleplay.
I did mention it would be easier to build it on a flat surface someplace else, and just call it the Regalian sewers, since the surface environment cannot be viewed. Possible lore and stories can be created down there.
 
I did mention it would be easier to build it on a flat surface someplace else, and just call it the Regalian sewers, since the surface environment cannot be viewed. Possible lore and stories can be created down there.
It's just a suggestion- The old one is fairly flatter and easier to navigate than the new, and it seemed like it'd be a fun setting for mob fights and all.

Now this isn't a confirmation that it's possible but imo it would be a nifty use for something that would otherwise be removed.
/tp sewer is how you can take a look.

Scratch that, I forget if that only works for me. If it doesn't, I believe the entrances in Regalia are still linked to the old one.
 
How about some Dungeons in the sewers where this would be possible?
So you have the parts we have now, they can stay unchanged, but don't forget the sewer is suposed to have many layers, with each layer down it becoming more dangerous.

I realy like Togals idea.
Had an idea that there could be lore items such as keys that could open up certain areas not accessible, as well as better chances of gaining better loot from harder bosses.
 
It's just a suggestion- The old one is fairly flatter and easier to navigate than the new, and it seemed like it'd be a fun setting for mob fights and all.
Yup, although I have the feeling of this not being cannon, just wanted to share my ideas. The main point here is for a high risk and reward system. The idea was inspired from ESO Imperial City.
 
It's just a suggestion- The old one is fairly flatter and easier to navigate than the new, and it seemed like it'd be a fun setting for mob fights and all.

Now this isn't a confirmation that it's possible but imo it would be a nifty use for something that would otherwise be removed.
/tp sewer is how you can take a look.

Scratch that, I forget if that only works for me. If it doesn't, I believe the entrances in Regalia are still linked to the old one.
Was thinking of allowing an entrace in regalia, something similar to being flushed down large toilet (not actually a large toilet more like a wirlpool) so it makes the random spawn points more realistic.
 
I can't speak for anyone but myself, but I think your suggestion would require:

1. A lot of coding. Probably the creation of a new plugin or system of existing plugins that manages loot drops, boss mobs, etc..

2. A lot of staff work. The only way I can imagine this working is if a bunch of Game Staff created boss fight events and manually grant loot.

I don't see a problem from the building side of things; if this project is supported by my peers then it wouldn't take much time to copy and convert one of the two sewers or make a new sewer entirely.

But I can't imagine roleplayers having much interest in your idea. The even playing ground that you suggest would be very accessible and would likely attract faction players who don't PvP actively, but I doubt this will do much to mix PvP and RP. That being said, I do like the gist idea and would enjoy implementing it from my perspective as a World staff.
 
not gonna lie this sounds like it would just end up as one big cluster-fucky anarchy pool of pvp that would last a good couple of days before it just ends up as a spicier version of kit.

I mean, I find the sewers hard to navigate as it is, but if I were randomly thrown down there with no point of reference, it would be basically impossible to find my friendos and team up. especially if they too were randomly tossed around.

not only that, but I don't see any benefit at all that's actually ya know, geared towards roleplayers. roleplayers don't need weapons n junk and lore items are more of a luxury than anything. nothing here actually adds like, an incentive for roleplayers specifically to come here.
 
I can't say I'm on board with this. The sewers is a heavily-packed place for crime RP. Why would anyone want to suddenly have their fight scenes disturbed with PVPers coming in to kill them? Why would roleplayers have to carry around loads of gear just so they can try and make sure they aren't killed by the savage PVPers from the faction worlds? Roleplay is supposed to be a haven for the pacifistic side of MassiveCraft that don't want to have to gear up with stacks of golden apples and potions and armor and swords. Death messages would spam, everyone would lose their items, and it basically turns into an alternate way for PVPers to attack roleplayers without them having to come to the faction world first.

Safezones wouldn't be a solution, either. Everyone would just RP in the safezones, and they would be puppy-guarded by eager fighters from those elitist PVP factions. Most of the map would never get to be visited, because, I don't know about you -- I wouldn't want to leave a safe zone if I knew I'd be hunted down the moment I step out.

This mostly sounds like an idea to try and chase roleplayers out of the sewers and further shrink the PVP-less areas that we have to go to. There's plenty of faction maps... If you wanted to fight, you'd go to a world designed for fighting. But we're in Regalia because we DON'T want to fight. This doesn't benefit us whatsoever.
 
I can't say I'm on board with this. The sewers is a heavily-packed place for crime RP. Why would anyone want to suddenly have their fight scenes disturbed with PVPers coming in to kill them? Why would roleplayers have to carry around loads of gear just so they can try and make sure they aren't killed by the savage PVPers from the faction worlds? Roleplay is supposed to be a haven for the pacifistic side of MassiveCraft that don't want to have to gear up with stacks of golden apples and potions and armor and swords. Death messages would spam, everyone would lose their items, and it basically turns into an alternate way for PVPers to attack roleplayers without them having to come to the faction world first.

Safezones wouldn't be a solution, either. Everyone would just RP in the safezones, and they would be puppy-guarded by eager fighters from those elitist PVP factions. Most of the map would never get to be visited, because, I don't know about you -- I wouldn't want to leave a safe zone if I knew I'd be hunted down the moment I step out.

This mostly sounds like an idea to try and chase roleplayers out of the sewers and further shrink the PVP-less areas that we have to go to. There's plenty of faction maps... If you wanted to fight, you'd go to a world designed for fighting. But we're in Regalia because we DON'T want to fight. This doesn't benefit us whatsoever.
I did mention it would be easier to build it on a flat surface someplace else, and just call it the Regalian sewers, since the surface environment cannot be viewed. Possible lore and stories can be created down there.
 
This mostly sounds like an idea to try and chase roleplayers out of the sewers and further shrink the PVP-less areas that we have to go to. There's plenty of faction maps... If you wanted to fight, you'd go to a world designed for fighting. But we're in Regalia because we DON'T want to fight. This doesn't benefit us whatsoever.
By removing splash potions from this area and only allowing drinkable health (excluding all the other potions e.g speed, strength), therefore favoring numbers (for the RPers out there) over quality of gear and supplies, this gives other players a chance by ganging up with each other to reduce risks or threats (it takes time to drink health potions, therefore they can't spam it which usually prolongs a which can be distasteful, favoring quick deaths over long and tedious ones) as well as please the ones that want to test their acquired skills due to the challenges that will be faced. Allowing invisible potions only in this area would be wonderful, allowing smaller bands of players to sneak past larger gangs or set up ambush points , if they would attack others the invisibility should end as well as give invisibility a 10 minute cool-down in order to drink another.
Removing McMMo from the area would give newer players a better chance of survival. Once a player enters the sewers there should be a cooldown of 15-30 minutes in order to teleport out, or have different exits that the player must strive through in order to exit the area.
What I wrote here competently gives the pvper the disadvantage due to the only drinkable health to reduce pvpers survival as well as invisibilty to allow roleplayers and pvpers to sneak pass minor problems, majority of Rp factions are allied which makes it much easier to destroy pvpers. Your missing the point but still thank you for your comment.
 
The hell does this have to do at all with the question asked?Relevant text is here:
Comment 30 because reply is currently convulsing in a corner.
 
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Honestly, I can see the difficulties, but on the same note, I like the perks.

The Old Sewers could make a return, with some added tunnels and some more collapsed bits to fit the current lore. Then just set up some safe areas- IE the old Magdalena, maybe even have safe rentable bases. Make it light-RP, with keep inventory on so players dont lore their lore related items as well.

I would honestly love this.


As for Bosses and Loot- The Pinatas that are used for some events are an example of how one of these bosses could work- if it is possible to recycle those. I could easily see one Game Staff and One Lore Staff being able to run a full boss fight- I have done similar on a smaller scale before.


EDIT: To add on to this, if I remember correctly, the parts needed to make the sewers- each segment and corner and junction piece- are saved above the Sewer map. So it wouldnt be much issue to expand the Old Sewers at all.
 
What I wrote here competently gives the pvper the disadvantage due to the only drinkable health to reduce pvpers survival as well as invisibilty to allow roleplayers and pvpers to sneak pass minor problems, majority of Rp factions are allied which makes it much easier to destroy pvpers. Your missing the point but still thank you for your comment.
What you wrote here is a throwaway excuse that might work on paper,but in reality will probably just fall flat on it's face.