So much argument. It is my opinion that the 30% is fair. It is all about tactics. People raiding have a better chance then the people defending without the buff because the defenders are unprepared while the raiders are organized. If you think it is unfair, then do not raid.
I disagree that theres not a significant difference. There actually is. His health starts going down.
His health might go down, yes, but is it a 'significant' amount? In my opinion no, not really. @gridiron1024 only had to heal twice during the entire video of them hitting him for about 2 minutes straight.
Most people who have played on this server for more than a couple months use potions regular during combat. Second, the people I think you are addressing have developed great tactics.
I must say potions are a yes but I hate potions and mostly abstain from them. Guess that is why I lose so much. Also the tactics I have seen is Charging right at me or Hitting and Running, which are both basic tactics, if at all.
Yes RP'rs do not fight. That is why they get slaughtered in the cross fire. It still affects RP'rs as much as PVP'rs. Maybe even more because weak players become targets.
How about, factions that have raided or slain a member of another faction within the other faction's territory in a week or something lose the 30% buff. That way nobody loses.
I don't think you quite understand the issue. The problem is that good pvpers can become invincible, the leading buff being the 30% damage reduction. Rpers could have all the buffs and still lose. Adding damage reductions does not make bad pvpers good, it makes good pvpers gods.
So what your saying is that if our enemy is at their base and they take a resistant buff such as archerresistant or axe resistant the total will add up to 25+30=55% damage decreased, making it much harder to actually do an attack, causing a stale mate inbetween both factions due to them not raiding, i know you peeps care about the 30% buff but you don't even use it so you wouldn't understand... so if you hide in your hole like alot of the others do you'll be safe from all the big bad boogy monsters lurking in your faction...
I would recommend cutting the 30% buff by half, there everybody goes away happy and its not impossible to raid.
I do not agree with removing this because the RP fits. The RP is much like the Vietnam war. Americans went blindly into the jungles to get hit by a barrage of guerrilla fighters. The 30% defense bonus is to simulate a raider having no clue what they are attacking. However a nerf that I would see worthwhile is some form of a counter of how long someone has been in that faction. If that counter is above 1 week the character will get the bonus, but if it is below he would not get that bonus. This would prevent allies and mercs from joining and getting the buff when they hardly know the land either. @yendor46 is this kind of technology available. A counter to tell how long someone has been in a faction, and possibly log past factions someone was it. This would be great for the above reason, but also be nice to deter faction hopping.
There is not presently any measure of how long a person has been in a faction. Some data would have to be added to the database to track this. The implementation you have proposed would likely introduce more lag in PVP, making it a less than ideal solution.
Now with the 30% buffs, axe/swordresistant, and resistance pots, that's 55% damage reduction plus what ever reistance potions add, which can make raids almost impossible to win, if it was nerfed down to maybe 15% that would be a bit better, but 30 is about op
Like @Sunsh1ne901 said, just bring it to around 15 (maybe even only 20) percent - people say it doesn't make a difference, but defenders already have the advantage of home territory, meaning access to ALL their storages and homes (which you can hide in), and the ability to basically re-equip and get back to the fight much faster than attackers.
If the issue is that they stack too easily, couldn't they just stack diminishingly? For example: 30% resistance + 30% more resistance = 51% resistance ((100-30) * 0.3)
It's pretty much impossible to check every offensive threat, taking Sword, Axe, and ArcheryResistant forces you to flake out on PvE or your offensive prowess. Holy can also be used, most people who would take many of the resistant traits would probably need Unholy to counteract all of the points you spent on those. Not to mention that holy water is going to hit them like a train. Also, if you take a trait like SwordExpert then you automatically counteract their resistance trait, and you only have to worry about the resistance potion, home field advantage, and whether or not their a premium member. The best part of using just one of the Expert traits is that you only have to take one of them, and you can take traits such as WitherStrike and PoisonStrike in addition. If you're not one for taking any of the Expert traits, then you've still got access to residual damage, poison II fully counters regeneration, and if they're not using regeneration potions then they're only got so long before they reach critical health. It should also be mentioned that fire aspect/flame will always be dealing damage as well. Residual damage always trumps defense if they don't have a way to recover. I'd also like to mention that axes can deal extra damage through armor impact and axe mastery, and that swords can deal DoT with bleed. Oh yeah and strength II gives you 260% more damage so.. And besides, the 30% territory reduction is so that the "hardcore" PvP gamers don't come in and just wreck RP or peaceful factions, kill them multiple times, overclaim, and then destroy the builds they've worked so hard to make. Besides, most PvP I've seen isn't in these hardcore fights or raids, they're out in the wilds and one of the two isn't a premium in god armor.
Oh yeah, and if you like banning things to keep an "honest and fair" meta, I'd suggest you request Smogon to make their own Minecraft server.
But its not banning things to make the meta fair.... Massivecraft added this in, its not vanilla. Its like adding a fakemon to a silmulation server, then wanting to remove it because it was OP.
30% damage reduction in "Home territory" Is an easily debatable topic. When looking from an rp perspective one can wonder how a faction of 3 has said "30%" for a home field advantage against 7 attackers. From a player perspective i find it extremely ridiculous when it takes 83 hits to kill a fully equipped premium in their home territory. So.. instead of just complaining i have a proposition. Maybe we could move an agreed amount of damage resistance to a player has pacifist true in their faction territory. That way unsuspecting players could still have a chance to make it out of the fight if they don't choose to participate. I would agree to disagree with that previous statement. Example: Said defending faction has 20 active players online at the moment, said other faction wishes to take on other faction with 30 online players. Why should the defending players receive a home advantage? One might say its because they know their own home territory better than the opponent. Others may say that the reduction is there to compensate for the offline players. Sure.. the defending players do have a better knowledge of their own home area. But i still think that the raiding faction with 30 fighters has the upper hand. Do you agree to disagree?
Why don't they make it so temp joining factions for the buff is disabled? I mean say if Magnanimus are raiding mithril. And raptum wants to defend mithril so benalex144 temp joins mithril, he would have to wait a day to receive the buff and for the players who are permanently in the faction they can have 20%so it's less over powered ??
I do not agree to disagree - there a many examples of the attackers outnumbering the defenders and losing utterly. Being in the defensive position by default gives someone a greater chance of victory, like fighting from the high ground. MassiveCraft can't simulate properly all the aspects of defensive combat with regards to things like the desire to protect ones home and the support of walls (walls don't do jack in Massive). As such, I support the 30% fully.
Well, there are a lot of good traps too. I have seen quite a few good traps, and after thinking up some good ones, I must say that traps can be very deadly if used correctly. Especially if you are constantly creating new ones to keep attackers on their toes. I remember raiding Valyria after they installed their portal trap in the stairs, and that first raid was a complete disaster since about 4 of us died xD