10-06-2025, 09:04 PM
(10-06-2025, 05:02 AM)FrozenDeadGhost Wrote:(10-06-2025, 12:14 AM)Callen200 Wrote:Let there be more wars- im tired of every settlement with the same ideals of "Fel stinky bad bad" its all your bog standard good guy settlements
Delthala, arcadia, gloomlight, serenity, you name it, Altharim, i could go on
All carry and wave that same banner, i miss Evil settlements- undeads and witches roaming and attacking people, demons and many forces
Most necromancers and witches are in hiding, can't do sabbaths without doing the crazy Kidnap thing and be outed as a witch,
There was a raid today between two settlements which were not related to the Fel. A raid that I felt was really unexpected for a lot of the players but throughout the narrative of the raid a lot of IC was revealed and a lot of narrative was pushed that will affect the future story for many nations.
I would also like to side note that Altharim never was originally intended to be a standard good guy settlement, I think even with it's activity slowing down it's shown that it isn't a standard good guy nation either.
If you miss evil settlements? Make an evil settlement. There are tons of spaces that can be used by evil factions/guilds that are hidden away for safety. You can hide for a period of time, build up yourself, and then take over a current 'good guy' settlement to have a place on the mainland if thats the narrative you want. Not all evil guys have to be loud and proud from the very beginning. Sometimes a great villain plots and plans quietly until the opportune moment. I'd also like to add on that 'evil' does not necessarily mean only undead/witches/necromancers. It can mean a lot of things and currently the game's focus is not on the Fel, it's on the evils of humanity and how everyone is another person's villain (i.e. aetius/delphina/republic/enos).
The only point here that I agree with you on is that the kidnap system for witch's is awful. Taking influence from an entire faction in order to have a kidnap victim for a sabbath which also alerts the entire faction is INSANE.
Quote:Settlements: stop making settlements PLEASEGood lord.. i understand let your ic flow but why is their a billion and one settlements, Can we lock settlement building- Heck i heard of a new one coming up 'Kindlehelm'Oh yes make it harder for town settlements and smaller places already in to fight with other settlements already got it good- Looking at you gloomlight, DelthalaWhy visit a smaller settlement when you can spawn in and join one already made- Evil people have nowhere to go, but that brings up my other gripe
It's too bad that you can't see the narrative value of why Kindlehelm is being created after a very large nation was just destroyed. Not everyone fits into the current settlements that are currently on the board. I know plenty of people will look at me building Kindlehelm and think I'm just recreating the Vigil but all it takes is some interaction to make it very clear that is not what is going on. I think the larger issue is when there are settlements created for a role hook when they could have just been a guild house application app. I have no hate against these locations at all but I do think they would have done better as guild houses rather than a full on settlement. Riviera/Dreadman Pact/Epitaph/Stonehaven. All three of these function like guilds rather than a faction. The only reason I am building Kindlehelm is from a narrative push from a group of people IC to create a new faction or else I would not be making one. It is a lot of work to create/run a settlement but sometimes building settlements promotes narrative growth in the world. It gets people to argue or to start wars or to have political meetings which are a lot of the reasons we are all here. Beyond the factions that maybe would have functioned fine as a guild house, I think that another issue is places like Delphina where it's size is warranted due to its age and being the first (correct me if I'm wrong) settlement in the current version of the game. Because of the old way of the settlement growth, there are two settlement's (Amaryllis & Pekeo District) that extend Dal'thala's territory further than it really should be going and likely should be NPC'd and removed in order to promote new settlement growth and also more wilderness to play around with.
Again, I want to be clear, I really like engaging with all the places I listed above. This is just my input on what I've seen and activity level. Altharim is not excluded from me believing it should also just be a guild house since it activity is not what it used to be.
Quote:Antagging: The unpaid jobWe had big bads like Kathul, Varaach But ive seen as stated above so many people just capped and killed off- i truly think the playerbase don't know what a 'false death' isI have been the example back and forth of Capped once, Ask for a -40... nah.. DEADi argued with admins "Nah this is legit" Magical beasts are treated as just walking mats- killem and keep moving, undead.. same treatmentOh someones a witch or doing necromancy- cappem and killem, Not like they had to app for necromancy and get it approved,Ive tried to do for this community as an antag- but sometimes it feels like an unpaid job, Try hard, get cap killed- Hero gets a sig off it, you get a brand new characterI get it the game should have death- i think out with the old and in with the new, But.. Stealing crops=Death outrightCome on dude.. nature magis can legit growth your crops up to completion yall need to chill over some wheat and tomatosnow my last point ima state here today is.
Magical beasts & undead are generally something that should be played if you realize the death chances will be high. If you manage to get to the point you actually can app and make something more of it? That's excellent! Congrats, but those are a 1% probability and it should be that way. Magical beasts are a great part of the wilderness narrative but it's not so much that people are viewing them as walking dev mats as there is IC around people's behavior. Mykolos has done an excellent job of changing that narrative and there are currently an absurd amount of non hostile magical beasts in the world. It is actually DIFFICULT currently to find a danger for a magical beast because when people see you they go 'are you friendly mr. beast?'
I think I've proved that witches and necromancers don't get immediately cap killed in the current arc of the story. That was a huge part of arguments used against why to destroy Goldlight is because we were too kind to witches/necromancers from the view of people who weren't part of the nation.
Antagging isn't for everyone, it is a difficult role to play and generally when you play an antag you should go into it knowing that you're going to get beat up constantly. You're going to have a bad time sometimes. The only way to have peak fun with an antag is if you go into every scene and interaction knowing there is a 70% chance you're going to die in that scene. If you do that? You'll have a really good time.
Stealing crops has such an extreme reaction for obvious reason. People put in a lot of work into it and it has gotten to the point that it feels necessary to punish heavily when people steal the work they put into ingredients for their craft. There is nothing worse than going to gather your crystals you are creating for a dev project only to see they are all gone after you put in time/energy to grow them.
I think if you traveled around on your characters and interacted with more of the playerbase you'd see that there is a lot of really cool stuff going on that makes the current game state actually exciting. Not every location or group of people are the next person's cup of tea and that's totally valid but there's plenty of fun stuff to enjoy on the game, but if you aren't having fun? Perhaps it might be time for a break to go do something else and come back when you do feel that drive to engage with new groups, settlements, and events.
I have no hate for kindlehelm, i was listing the newest settlements coming up, But i have traveled
Talked to many people, i do see a bloat in settlements, major and minor, some even stated when one is blown up, week later another one rises up.
Now with the Statement "Going into a scene with a 70% chance of dying" is extremely poor
Yes i get it antags are supposed to make it big and die, Yet it takes time to make it big, Many times people try to just toss a Cap on you and end it right off the gate, don't get me wrong i love the risk Yet i am firm the community dose not know how to 'False Kill'
Stealing crops? I nobody puts a descriptor- i can see it, though straight up death is not a correct answer, ive planted crops- watered and done such before
Had them stolen outright- did it make me mad.. yeah but i don't think that justifies death for a few crystals or tomatos
For magical beasts and undead- yes the death stake is high, they can dev to be more if they are not capped and killed instantly, But i think ive said my peace
Gamestate can be fun- its a bit hard to get an Antag hideout and something going with many places already estabilished and enjoy the good side
But who knows- its up to players to change it, i still love and cherrish this community even if it is unbearable sometimes
Yet these are my opinions- and thats what they are, sabbaths are kinda scuffed and out you to easily,
But times can change all we can do is ride with the cards given.
Talked to many people, i do see a bloat in settlements, major and minor, some even stated when one is blown up, week later another one rises up.
Now with the Statement "Going into a scene with a 70% chance of dying" is extremely poor
Yes i get it antags are supposed to make it big and die, Yet it takes time to make it big, Many times people try to just toss a Cap on you and end it right off the gate, don't get me wrong i love the risk Yet i am firm the community dose not know how to 'False Kill'
Stealing crops? I nobody puts a descriptor- i can see it, though straight up death is not a correct answer, ive planted crops- watered and done such before
Had them stolen outright- did it make me mad.. yeah but i don't think that justifies death for a few crystals or tomatos
For magical beasts and undead- yes the death stake is high, they can dev to be more if they are not capped and killed instantly, But i think ive said my peace
Gamestate can be fun- its a bit hard to get an Antag hideout and something going with many places already estabilished and enjoy the good side
But who knows- its up to players to change it, i still love and cherrish this community even if it is unbearable sometimes
Yet these are my opinions- and thats what they are, sabbaths are kinda scuffed and out you to easily,
But times can change all we can do is ride with the cards given.

