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During specific times on the server, large groups of players may wish to combat one another over a specific resource. These are typically | During specific times on the server, large groups of players may wish to combat one another over a specific resource. These are typically managed by Lore Staff, and are regarded as System Raids. These rules exist in order to provide structure to these long form combat scenarios, and allow a quantifiable end point to what otherwise might be a multiple hour long endeavor. | ||
'''For both Raid Systems, players must give at least 4 days notice through the Massivecraft Discord Ticket Bot before raiding to schedule.''' | '''For both Raid Systems, players must give at least 4 days notice through the Massivecraft Discord Ticket Bot before raiding to schedule.''' | ||
==Divinium Raids== | ==Divinium Raids== | ||
In the event that a force occupies a Temple or Holy Site within Regalia, a Divinium Raid officially begins. This is different from day to day CRP, as they are also expected to last for multiple days in a row. The rules for these Divinium Raids, sometimes called Temple Raids, are as follows: | |||
In the event that a | * In the event that a group officially occupies a viable place of worship (listed below), a ticket should be made on the RP Community Discord detailing what Temple is being claimed, the general description of the group occupying it, and how many days they are occupying it for (minimum 3, maximum 10). An announcement will then be made public that the temple is being occupied for Divinium, and that the Occupants will have 'control' over it for the duration. | ||
* | * During the time period of the occupation, Occupants are expected to Roleplay actively in the Temple, with good etiquette, conduct, and a reasonable attempt to make themselves available for RP (timezones and schedules permitting). | ||
* | * The list of current temples that are able to be raided for Divinium are as follows: | ||
** The Unionist All Beacon Temple | |||
** The Unionist Hero's Contemplation Temple in Gloomrot | |||
** The Eili Temple in Fairbanks | |||
** The Vola Temple past the Mercenary Keep & Walkway | |||
** The Khama Temple located near the Regalian Park | |||
** The Estelley Temple in the Floralcourt District | |||
** The Dragon Temple in the Wilderness | |||
* | *Whenever there is any kind of conflict/interaction at the Temple, players should create a Ticket informing lore staff of the following information: time/date, important usernames and character names of those present, and (if applicable) who won the CRP. Screenshots are helpful, but not mandatory. However, screenshots sent must be a link to an image hosting website, and not a direct file upload (discord does not host files). What counts as a "conflict" or "interaction" includes, but is not limited to: a literal fight, a debate, attempts to preach/protest the raid, attempts to infiltrate the raid and sow dissent within, attempts to bribe and or negotiate with the raiders, attempts to intimidate the raiders into leaving, etc. | ||
* | *Temple Raids follow all rules for regular day to day RP (and CRP), with the two following exceptions: Advanced Roleplay Mechanics that alter Ability or Combat Functions cannot be used during Raids, and Occupants cannot be kidnapped from the Temple location and taken elsewhere (this can be justified ICly by 'they escaped,' but we encourage players to contrive reasons why they weren't able to capture someone even if they might really want to). | ||
* | *Temple Raids do not have active Lore Staff moderation presence, so players are expected to contact Lore Staff if there is a dispute, but otherwise must on their own roleplay out the conflict with one another. | ||
* | *At the end of the established Raid time period, Lore Staff will tally and confirm all interactions and announce a "victor." It is expected that the Occupying force will "win", as long as they do not: break rules, refuse to provide RP, do not appear, or are otherwise rude or unpleasant. If CRP occurs, victories in CRP will confer extra bonus rewards to either side, but at the end of it, only the occupying force has the chance to earn (or not earn) Divinium. Bonus rewards are always single-use and minor (ex. psuedo Divinium to summon one particular god), and are never guaranteed. | ||
* | *In the event that no attempts are made to "stop" the raiders ICly, this confers a much larger reward to the raiders, and counts as a devastating loss for the Temple, with unknown consequences. | ||
* | * Once a temple has been raided, there is a two week long cooldown before any temple can be put under raid again. If the Raid lasted longer than 5 Days, the Cooldown becomes 3 weeks. | ||
* | * Divinium Raids cannot be used as evidence in Regalian Court rulings. | ||
==Artifactspark Raids== | ==Artifactspark Raids== | ||
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* Once the raiding party is locked in, an announcement is made that a ritual is being performed in the chosen location, and a maximum of 8 Aelrrigan Knights or their allies may attempt to stop it. While priority is given to Aelrrigans in deciding who attends, allies joining are treated as first come, first serve if an OOC agreement cannot be reached. | * Once the raiding party is locked in, an announcement is made that a ritual is being performed in the chosen location, and a maximum of 8 Aelrrigan Knights or their allies may attempt to stop it. While priority is given to Aelrrigans in deciding who attends, allies joining are treated as first come, first serve if an OOC agreement cannot be reached. | ||
* The Aelrrigans are tasked with convincing the hosting party to abandon their ritual, and if they cannot then Artifactspark generation is paused and the Raid begins. System Combat is enforced, and an 8v8 battle will occur to determine who is the winner | * The Aelrrigans are tasked with convincing the hosting party to abandon their ritual, and if they cannot then Artifactspark generation is paused and the Raid begins. System Combat is enforced, and an 8v8 battle will occur to determine who is the winner. All raids are arranged to happen at 7PM EST, unless circumstance demands otherwise. | ||
** During large group fights, there are no enforced turn orders. Players are expected to time their responses fairly, but if a player has not emoted in 3 minutes or longer then others are fine to continue acting without them. | ** During large group fights, there are no enforced turn orders. Players are expected to time their responses fairly, but if a player has not emoted, rolled a dice, or talked in OOC in 3 minutes or longer then others are fine to continue acting without them. | ||
** In the event that the Raiding party is successful, the leader of the Raid is granted | ** In the event that the Raiding party is successful, the leader of the Raid is granted 2 Artifactsparks for them to either store or use immediately. If the Aelrrigans are successful, or are able to convince the Raiding party to abandon the ritual, then no Artifactspark is granted. | ||
* Artifacts and their Sparks can be taken from opponents in Raids if (1) there is more than 1 Artifact in play, and (2) one side has more than the other. In that case, the side that has more Artifacts can lose up to the difference in Artifacts. For example, if one side brings 3 Artifacts and one side brings 1, and the side with 3 loses, up to 2 can be stolen. However, if one side brings 1 and the other has 0, that 1 cannot be stolen. | |||
* Once complete, Artifactspark Raids go on a 3 Day cooldown. | * Once complete, Artifactspark Raids go on a 3 Day cooldown. | ||
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** The Black Market located within the East Sewers. | ** The Black Market located within the East Sewers. | ||
* During these raids, | * During these raids, Custom Kits are disabled. |
Latest revision as of 04:36, 22 November 2024
During specific times on the server, large groups of players may wish to combat one another over a specific resource. These are typically managed by Lore Staff, and are regarded as System Raids. These rules exist in order to provide structure to these long form combat scenarios, and allow a quantifiable end point to what otherwise might be a multiple hour long endeavor.
For both Raid Systems, players must give at least 4 days notice through the Massivecraft Discord Ticket Bot before raiding to schedule.
Divinium Raids
In the event that a force occupies a Temple or Holy Site within Regalia, a Divinium Raid officially begins. This is different from day to day CRP, as they are also expected to last for multiple days in a row. The rules for these Divinium Raids, sometimes called Temple Raids, are as follows:
- In the event that a group officially occupies a viable place of worship (listed below), a ticket should be made on the RP Community Discord detailing what Temple is being claimed, the general description of the group occupying it, and how many days they are occupying it for (minimum 3, maximum 10). An announcement will then be made public that the temple is being occupied for Divinium, and that the Occupants will have 'control' over it for the duration.
- During the time period of the occupation, Occupants are expected to Roleplay actively in the Temple, with good etiquette, conduct, and a reasonable attempt to make themselves available for RP (timezones and schedules permitting).
- The list of current temples that are able to be raided for Divinium are as follows:
- The Unionist All Beacon Temple
- The Unionist Hero's Contemplation Temple in Gloomrot
- The Eili Temple in Fairbanks
- The Vola Temple past the Mercenary Keep & Walkway
- The Khama Temple located near the Regalian Park
- The Estelley Temple in the Floralcourt District
- The Dragon Temple in the Wilderness
- Whenever there is any kind of conflict/interaction at the Temple, players should create a Ticket informing lore staff of the following information: time/date, important usernames and character names of those present, and (if applicable) who won the CRP. Screenshots are helpful, but not mandatory. However, screenshots sent must be a link to an image hosting website, and not a direct file upload (discord does not host files). What counts as a "conflict" or "interaction" includes, but is not limited to: a literal fight, a debate, attempts to preach/protest the raid, attempts to infiltrate the raid and sow dissent within, attempts to bribe and or negotiate with the raiders, attempts to intimidate the raiders into leaving, etc.
- Temple Raids follow all rules for regular day to day RP (and CRP), with the two following exceptions: Advanced Roleplay Mechanics that alter Ability or Combat Functions cannot be used during Raids, and Occupants cannot be kidnapped from the Temple location and taken elsewhere (this can be justified ICly by 'they escaped,' but we encourage players to contrive reasons why they weren't able to capture someone even if they might really want to).
- Temple Raids do not have active Lore Staff moderation presence, so players are expected to contact Lore Staff if there is a dispute, but otherwise must on their own roleplay out the conflict with one another.
- At the end of the established Raid time period, Lore Staff will tally and confirm all interactions and announce a "victor." It is expected that the Occupying force will "win", as long as they do not: break rules, refuse to provide RP, do not appear, or are otherwise rude or unpleasant. If CRP occurs, victories in CRP will confer extra bonus rewards to either side, but at the end of it, only the occupying force has the chance to earn (or not earn) Divinium. Bonus rewards are always single-use and minor (ex. psuedo Divinium to summon one particular god), and are never guaranteed.
- In the event that no attempts are made to "stop" the raiders ICly, this confers a much larger reward to the raiders, and counts as a devastating loss for the Temple, with unknown consequences.
- Once a temple has been raided, there is a two week long cooldown before any temple can be put under raid again. If the Raid lasted longer than 5 Days, the Cooldown becomes 3 weeks.
- Divinium Raids cannot be used as evidence in Regalian Court rulings.
Artifactspark Raids
To reclaim the lost spark of an Artifact, or to simply hoard the charges required to bring one back to full power, a character may choose to initiate an Artifactspark Raid. These are separate from day to day CRP, as they cannot be interrupted by an outside party. The rules for Artifactspark Raids are as follows:
- Up to a minimum of 4 days before the Raid, the party wishing to claim an Artifactspark should make a ticket on the RP Community Discord with a general description of their group and where they’d like to perform the Raid. A maximum number of 8 characters can be included in the party roster, but informing the DMs who these characters are is not mandatory. If a character does not have a valid Character Application on the forums, they immediately forfeit.
- Once the raiding party is locked in, an announcement is made that a ritual is being performed in the chosen location, and a maximum of 8 Aelrrigan Knights or their allies may attempt to stop it. While priority is given to Aelrrigans in deciding who attends, allies joining are treated as first come, first serve if an OOC agreement cannot be reached.
- The Aelrrigans are tasked with convincing the hosting party to abandon their ritual, and if they cannot then Artifactspark generation is paused and the Raid begins. System Combat is enforced, and an 8v8 battle will occur to determine who is the winner. All raids are arranged to happen at 7PM EST, unless circumstance demands otherwise.
- During large group fights, there are no enforced turn orders. Players are expected to time their responses fairly, but if a player has not emoted, rolled a dice, or talked in OOC in 3 minutes or longer then others are fine to continue acting without them.
- In the event that the Raiding party is successful, the leader of the Raid is granted 2 Artifactsparks for them to either store or use immediately. If the Aelrrigans are successful, or are able to convince the Raiding party to abandon the ritual, then no Artifactspark is granted.
- Artifacts and their Sparks can be taken from opponents in Raids if (1) there is more than 1 Artifact in play, and (2) one side has more than the other. In that case, the side that has more Artifacts can lose up to the difference in Artifacts. For example, if one side brings 3 Artifacts and one side brings 1, and the side with 3 loses, up to 2 can be stolen. However, if one side brings 1 and the other has 0, that 1 cannot be stolen.
- Once complete, Artifactspark Raids go on a 3 Day cooldown.
- Due to the nebulous nature of Artifacts within Regalia, Artifactspark Raids cannot be used as evidence in court, and attending or taking part in one is not a crime under any law.
- The locations available for Artifactspark Raids are as follows:
- The Graveyard located just outside Crookback.
- The Ruined Dragon Temple Grounds located in New Town.
- The Gloom Council located in Gloomrot beyond the Acid Flats.
- The Black Market located within the East Sewers.
- During these raids, Custom Kits are disabled.