FeudalRP v0.2 [EU][PVP-RP][WHITELIST]

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dingusmcgeehee
 
Posts: 21
Joined: 02 Oct 2014, 23:04

FeudalRP v0.2 [EU][PVP-RP][WHITELIST]

Post by dingusmcgeehee » 18 Oct 2014, 10:36

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IP: 146.0.32.143:28800
PW: Given after whitelisting
TeamSpeak IP: 5.9.226.69:9997

Uptime: 24/7

http://www.feudalrp.com


The Server
Hi there, my name is magw33d and I run the server and roleplay community FeudalRP.com along with my good friend Hofer.

We've come a long way together, being involved with some of the biggest hardcore roleplay servers on the net, and have a lot of enthusiasm for the more immersive style of roleplay that looks for proper character progression, respect for godmodding and powergaming, and above all, the mature environment that a real roleplaying server requires.

The server uses a whitelisting system, which we think is necessary for a roleplay server as it allows us to keep all of the trolls, cheaters, and generally unwanted roleplayers out of the game. One of the grounding requirements in our eyes for a roleplay server is a solid set of rules that allow people to play in a fully immersed way. No character breaking, no trolling, and absolutely no KOS without roleplay. To keep this high quality we think the whitelisting system is necessary- it makes sure people understand the rules and know how to adhere to them.

Our project is ambitious, and we have a highly skilled developer working away on features that will bring more variety and substance to the game. We have a custom map in the works, retextures to add more spice to the variety of looks you can achieve, custom banners and tabards, implementation for proper guilds on LiF:YO - I could go on, the list of features that we are pulling together is huge, and almost ready to be put into the game. Our developer Jolieto has worked on several projects, including DayZRP and Space Station 13.


Backstory
Our server story takes place on the island of Skrattey, nestled in the North Sea between Scotland and Norway in the early 1300s. An island that has remained fairly untouched despite attempts to colonise, the Skrattish island has an interesting blend of Celtic, Norse, and even Christian cultures.

As the first war for Scottish independence is being waged against the English, and being further fuelled by famines due to several cold seasons, English and Scottish peasants are flocking to Skrattey, occasionally financed by ambitious lords looking to increase their wealth. As Skrattey is not part of any kingdom, it is not limited by any laws or restrictions but the simple norms of the locals. With trading ships come the persecuted and the opportunistic, as criminals and pirates haunt the shores.

The Skrattish people consists of a small population of fishermen and farmers living in clan-like social networks. Ethnoculturally, they descend from the Gaelic natives and Norse settlers who made up the subject class of the Viking aristocracy that ruled between the 9th and 11th centuries. As Norse supreme rule ended, the hierarchic social structure on Skrattey disintegrated. Therefore the free men among the Skratts consider themselves principally equal, and as such there is little respect for, or understanding of authority. In effect, society is largely unorganized apart from a minute set of social contracts and norms to regulate feuds. Legal assemblies are called irregularly, usually only when large disputes arise. Conflicts are commonly resolved by duel or compensation. Due to the emphasis on honour and shame in Skrattish ethics, blood feuds occasionally occur. Skratts tend to be suspicious towards their neighbours, and are known to enlist people specialised in magical know-how to curse other families out of petty interest or spite. None the less, Skrattish culture puts huge emphasis on the exchanging of gifts, hospitality and politeness to keep order (and to avoid pointless violence).

Skrattish religion is polytheistic. Their mythology lends largely from the Norse pantheon, though certain Christian saints are also known to have been deified. However, some aspects of the world view are clearly Gaelic in origin. Skratts often venerate marshes, ponds and wells as chosen holy places, but day-to-day religion revolves more around ghosts and spirits, rather than the gods. Deities are usually invoked during oath-taking, marriage and other solemn occasions. Religion is practiced with occasional feasts on certain times of the year, and through small, symbolic sacrifices intended to secure luck in fishing, good harvest, and to avoid disease. By sacrificing, Skratts assume the favour gained with gods, spirits and otherworldly beings, come at the expense of the well-being of others (for example one's neighbors).

Skratts believe in a paradise-like afterlife, where the dead go to a pleasantly magical island. Religious and mythological lore is orally transmitted from generation to generation within each family. Lacking orthodoxy and dogma, myths often have several variations that, to outsiders, may appear to tell conflicting stories, but are not considered as such by the Skrattish. Their religion is tolerant and pliable, but Skratts are often skeptical towards clergy and church officials. The most common myth among Skratts is Thor's battle against St. Olaf the Holy, where Thor is given credit for saving Skrattish culture. The most obvious monotheistic import in their religion is a vaguely defined belief in an original, now passive creator – older than the rest of the gods.



Latest Changelog
(updated 11/1/2014)

  • Sawmill, Blacksmith's Shop, Windmill, Bloomery, Carpenter's Shop, Herbalist's Shop, Kitchen, Siege Engineer's Workshop, Wooden Keep, Keep, and Large Keep are now claimable.
  • Claim times correctly increased to 1 week.
  • Claim cast time reduced to 10 seconds.
  • Animal lore should now level up faster.
  • Slaughtering animals should reward more experience now.
  • Crossbow skill should level up faster now.
  • Praying and praising god should now reward more experience for piety.
  • Healing experience increased.
  • Tree inspection time decreased.
  • Fertilising skill requirement reduced to 60.
  • Planting flax skill requirement reduced to 60.
  • Bone Glue creation moved to animal lore skill tree. This should help people level AL faster.
  • Various changes to skill line progression, see images below for details.
  • All tooltips have been spell checked.
  • Chest container size increased.
  • Cart container size increased.
  • Trader Cart container size increased.
  • Barn Capacity Increased.
  • Warehouse and Large Warehouse capacity increased.
  • Pounce nerfed to prevent wallhopping.
  • Clay requirements on buildings reduced by approximately 30%.
  • Small Wooden House building logs requirements reduced to 150 logs.
  • Wooden House building logs requirements reduced to 300 logs.
  • Wooden Keep buildings logs requirements increased to 600 logs.
  • Wild Plant Fiber requirements reduced in snares, slings, and kilns.
  • Clay Tiles now only need 8 Unfired Clay Tiles.
  • Shaped Granite and Marble Plates now require 12 of their respective ingredients to create.
  • Flax Fibers now require only 8 Flax Stems create.
  • Cloth now requires only 20 hanks to create.
  • Flux requirements for Steel Ingots and Bars halved.
  • Wolf damage and run speed reduced.



If you're looking for a server that is properly moderated, with experienced staff, and has the integrity and backing that a real roleplay server requires, look no further than ours.

Register today at http://feudalrp.com
Last edited by dingusmcgeehee on 06 Nov 2014, 16:36, edited 11 times in total.


KingOfHell
 
Posts: 71
Joined: 25 Sep 2014, 13:00

Re: FeudalRP v0.1 [RP] [WHITELIST]

Post by KingOfHell » 20 Oct 2014, 12:21

sounds interesting, might check out later. i would suggest u contact the other mod maker maegfaer, he could help you make a lot of tweaks and good features for your mod.

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dingusmcgeehee
 
Posts: 21
Joined: 02 Oct 2014, 23:04

Re: FeudalRP v0.2 [RP] [WHITELIST]

Post by dingusmcgeehee » 01 Nov 2014, 16:59

Mod Updated to v0.2
(See OP for latest changelog)

Upcoming Events
Baasch Company Fayre
Amalric's Strongboxes


We also have a new currency system and market implemented, owned by the famed Baasch family.

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