About Sharding And Factionsv2...

So this is just the sharding compatible version and not the complete recode?
 
Yes, its NOT about adding in new features. Its all about cleaning it up and making it sharding compatible.
 
Question will sharding happen at the same time as factions 2?
 
Factions V2 is not full of new features its a recode to make it sharding compatible. It is a component that is needed for sharding to be done.
 
correction I mean will the sharding compatible factions plugin be released at the same time or before sharding.
 
correction I mean will the sharding compatible factions plugin be released at the same time or before sharding.
It is always available on github, so it surely gets released at some point. (Besides, noone else has sharding technology so they will just see it as a recode of factions with the semi same output as before.)
 
Will all the current plugins be compatible with sharding, for example MCMMO?
 
Will all the current plugins be compatible with sharding, for example MCMMO?
Yes, some of them did need additional coding to work but that has been done already.

Hey all, my names Fatratking in game but my characters name is Zid. It's also my real life nickname, so feel free to refer to me as such. I've been playing on the Massivecraft server for a little over a month and in that time, i've solidified my friendship with the friends who I originally came here to rp with, as well as made more than a few new friends. I've even been considering getting some of the folks from my gaming guild to come in and check the place out.

The main thing I was considering doing was contributing to the server by picking up a subscription. After all, I know it takes a lot of work to run a server like this, and that's time and effort put in by people who are doing a mostly thankless task for little to no reward beyond the satisfaction of having done a good job and made a few people happy and maybe picked up a few new friends along the way.

That's why this latest factions update has me a tad upset. Specifically, the mobs spawning inside faction borders. I'm part of a well maintained and carefully cultivated vampire faction. We put a lot of work into our faction, and we're especially proud of the work we've done as far as our home is concerned. While we might not be a giant faction, we've spent an enormous amount of time carefully constructing our faction home. Redstone torches and careful placement of what few torches we use has created a certain gloomy moodiness that most everyone who has visited our home has gone nuts over.

That's why it's disturbing that now we have to worry about losing a lot of the effect we've worked hard for due to mobs just spawning inside anywhere. Our non-vampire daywalkers will be under constant threat and we would have to be careful who we invited. The impact on our rp will be tremendous as well, seeing as bright lights everywhere is hard to ignore as a vampire. We pride ourselves on our contributions to the community via our roleplaying, we love helping people get into the setting and server and we'de really love to continue doing so but right now, the lack of an option to turn the mob spawning off within the faction is having a very detrimental effect on our morale. I would really hate to see my faction fall apart and would hate to see the server lose our support, both community/rp wise and via the loss of donations.

Won't you please consider giving us the option to turn mobs off within factions? I'm sure we won't be the only ones to sincerely appreciate it.
I and the team surely sees the problem that you encounter and I personally don't know if this is a temporary or a permanent change. However, we have a team-meeing at saturday where I can push foreward your concerns about this change.

I personally like the change (but I wasn't there when it was decided) because it gives me the feel of minecraft realism back. You need to light up your streets and building to make them protected from mobs, unless you are a vampire. With being a vampire, you can avoid lightsources because you are truced with the monsters.

I see the problem for mixed factions though and I agree that there should be a possibility to turn it off. That however, is up to cayorion to decide. He made the plugin and tells us with his coding how he wants things to be, but he is a person which can be talked with. I am sure we'll find a solution.
 

The problem I find with this is that you have supplanted the server lore with your own roleplay situation, and now grow aggravated when you cannot maintain it. There will be more vampire related changes in the future, including one that might result in vampires only being able to drink blood from human non vampires, and this is just one example out of many that could affect the way you roleplay. There are several reasons why mob spawn is enabled in factions, the strongest of which is that factions can now claim darkrooms without having them endlessly griefed or attacked. There might be a change in the future with regards to spawnfrequency and faction power, but I currently don't see a reason to give players the option to turn off mobspawn.
 
I am not questioning what you say, nor the experience you bring with you, but let me ask you this:
Why would you quit a place when only one out of many aspects changes? Would you start over again at another place rather than adapting to the current situation?

For me as a very new player(long ago), I encountered a similar situation. Someone killed me, my character, took all my stuff and went away....What to do now? The community was great, I had the chance for really RP settings but I lost everything. I did decide to adapt, let my character survive barely and travel away.

If everything is right besides one little thing, get around it as good as you can. You don't have to change everything, nor loose all you have by quiting what you do. Adapt your ways to the facts as good as you can.
 
We are currently still in a phase where we internally or externally decide whether we want to continue lending our services for third party roleplay (such as roleplay that has nothing to do with the server per se, but happens on it) or whether to enforce our own roleplay universe strictly across the board.

Our dilemma right now, is that many roleplayers ask for more strict roleplaying tools and opportunities, but when we implement those, disagree with our method because it ruins their individual roleplay they built up as it becomes incompatible with the whole server at large.

We have not yet decided on a course regarding this matter, heck I don't even have an opinion myself about it yet. MassiveCraft is and stands around the point where we must decide a future course to take, in the past we have always been an open arm to those wishing to join our universe, but lately we have been splitting our entertainment value all over the place from a radio broadcast, to organizing games between players on different platforms like league of legends, or Minecraft hunger game servers. More so does the server not become Minecraft by itself, but entertainment for friends groups at large, meeting new people and socializing, not necessarily related to Minecraft itself anymore, with expansions like the mini-games, war arena's and creative building in the future. This is one of those changes where we have to try the waters and see how it affects our identity and entertainment value, and then make decisions as we go.

Oh and you don't have to be so formal to me, I'm not going to look down on you for disagreeing with me, these issues are still hotly debated and any form of alternative input might lead us to important new insights. Factions V2 is very much a beta, anything can change at this point.
 
But it also gives the opportunity to have HUGE swaths of land that now is going to be claimed that were previously darkrooms