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Bandits do not attack cities. They attack small groups of travelers and the occasional village/hamlet. They cannot steal everything because EVERYTHING is too heavy, following logic, to run away while carrying.Think of it from a roleplay aspect, you're running from a bandit and you die. The bandit, at that point has access to everything on you!
Null point. People don't do that anyway because they lost items if they entered combat.This will also let people think a bit more before/during fighting. They won't take on people that they know they'd loose to.
It will not add to the game because a PvPer will not leave someone alone after a minute or so of running, they will just keep at them until the person dies. I expect an increase in combat logging.People would run to get pacifist then be okay with dying (Unless PvP score matters to you). I think now that a persons main goal is to survive instead of run for 30 seconds it will add more strategy to the game and seem a bit more real and ultimately more fun for some players.
Cities and bases cannot get much more secure since people cannot build domes over them. Until that happens, an enderpearl is all it takes to break into a massive city with a sturdy wall.This will also encourage people to make their cities and bases more secure.
What is there to disagree with about this post? Honestly, people just rate disagree and don't bother to voice their own thoughts.
I've spoken to many of the PvP'ers on Teamspeak recently and not many are upset with this change from the PvP community. As a matter of fact I can assure you that 99% of the "best and well known PvP'ers" will not leave the server due to this change.I feel with the removal of pacifist the pvp community will die down in a sense and many of the servers best and well known pvpers will leave.
Bandits do not attack cities. They attack small groups of travelers and the occasional village/hamlet. They cannot steal everything because EVERYTHING is too heavy, following logic, to run away while carrying.
You're right, I made a mistake while typing that, bandits wouldnt attack a city, but how about an enemy kingdom?
Null point. People don't do that anyway because they lost items if they entered combat.
Trust me, I've entered battle with people I know could beat me because I knew if I wanted to, I could run away for 30 seconds and not loose my things.
It will not add to the game because a PvPer will not leave someone alone after a minute or so of running, they will just keep at them until the person dies. I expect an increase in combat logging.
Not all PvP'ers enjoy chasing, all it takes is a sneaky enderpearl or flywater to get away.
Cities and bases cannot get much more secure since people cannot build domes over them. Until that happens, an enderpearl is all it takes to break into a massive city with a sturdy wall.
I didn't mean make bases more secure like that I meant make sure no holes in the walls (I've seen them a lot) and that the buildings themselves are secure too.
You're right I have used pacifist in PvP to not loose my items, as have all pvp'ers. I understand and see why the pacifist was a problem though.@Wannag you have a point but some of the rising pvpers are upset with the removal of pacifist. And you cannot tell me you have never used pacifist in PvP.
For people bothering to whine about this (no offence). Pacifist was removed for a reason that none of staff could change. It was removed for EULA which basicly doesn't allow servers to charge for IG advantages such as pacifist.
This right here is a HUGE problem that I have with how the server is set up. Massivecraft is flagged as an RP server with PvP aspects, as it stands, the only place safe for RPers /is/ Regalia. I would LOVE for there to be a place where the server was set to PvE only so that RPers could survive without worrying about getting killed by hardcore PvPers. Sure, bandits were a thing in medieval ages, but there were places that bandits were NEVER seen, unlike on massive.Because in Regalia you totally go around pvping. Sure it could be more of a challenge in the survival world, but if you cannot handle yourself in the survival world, you should probably stick to Regalia.
Yes, deflation.
But, but, does factions get raided that often that everyone has to cry?This right here is a HUGE problem that I have with how the server is set up. Massivecraft is flagged as an RP server with PvP aspects, as it stands, the only place safe for RPers /is/ Regalia. I would LOVE for there to be a place where the server was set to PvE only so that RPers could survive without worrying about getting killed by hardcore PvPers. Sure, bandits were a thing in medieval ages, but there were places that bandits were NEVER seen, unlike on massive.
I never once mentioned that this problem had to do with the faction that I'm in specifically, it's a problem with the server itself, not any particular faction or factions. "Bandits" do not only attack factions, but people that are out gathering resources and adventuring. By allowing bandits to have free roam of the entirety of the areas outside of Regalia, they are essentially killing player's want and desire to travel.But, but, does factions get raided that often that everyone has to cry?
I does rarely get raided, just remember that your leader shouldn't have 2k+ regals, so the enemy think they can't get tribute.
EDIT: and of course some other things too. But just do a few things (can't give more tips) and raiding won't be a big problem.
Sorry I didn't mean to say it to y specifically. But just to the crying people. I just don't understand all the problems, raiding isn't a too big problem if you just do a few things, like building a wall securing your portals, and giving people no reason to attack you.I never once mentioned that this problem had to do with the faction that I'm in specifically, it's a problem with the server itself, not any particular faction or factions. "Bandits" do not only attack factions, but people that are out gathering resources and adventuring. By allowing bandits to have free roam of the entirety of the areas outside of Regalia, they are essentially killing player's want and desire to travel.
As it stands, raiders don't NEED a reason to attack, you just have to be found. This becomes easier as your member base grows, they'll attack factions with a higher population because they can find them easily on the /f list. Then, it's just a matter of finding your faction on the dynmap. Also, they'll attack players that are geared to survive MOB attacks as opposed to player attacks because "oooohhh shiny diamond armor".
@Mecharic Apologies, I seem to have made it seem like you wrote all of that, when I tried to pick apart your post :/
What if its them attacking you? You won't have a choice since you'll lose everything anywayWell..
..there's always the option of not fighting someone whom you can outrun or beat..
Sorry I didn't mean to say it to y specifically. But just to the crying people. I just don't understand all the problems, raiding isn't a too big problem if you just do a few things, like building a wall securing your portals, and giving people no reason to attack you.
What about if you've only just started, or they're using another aspect of the server. PVP is not the only thing you can do...Do you not feel that if they are a better PvP'er that they deserve your things instead of some cheap kid using health pots so he can run back to his base and hide? I like the change to be honest. It will encourage some new players to rise to the occasion in the pvp ranks.
I just gave a few tips. But moving factions leaders money to an alt stopped magnanimus from raiding Cissa (I wasn't leader back then). I can't give many tips, but here is one more. Traps find someone on planet minecraft or YouTube and use schematica, when it has been tested in sp.I'd like to deconstruct your post and point out all of the wrong in it. This may take a while.
"But just to the crying people. " - We are not crying, we are arguing the benefits of not dropping items when slain unless you attack someone. There is no crying about it, and to say otherwise is both misleading and incorrect, and takes away from your argument by alienating people against you.
"raiding isn't a too big problem if you just do a few things" - For a faction that doesn't PvP even a small raid can be disastrous. Small raids are the kind that end up doing the most damage because it takes a little while for people to realize that a raid is even happening, and by then large amounts of resources have been lost to the raiders, especially if they catch a faction building something.
"like building a wall securing your portals" - My city, Docktown, has a wall. It also has well secured portals, with the except of the trans-town portals which are free to use by anyone. That doesn't stop a single person, because enderpearls exist. They make walls redundant, meaning that only a dome (against the rules) or an underground city (-_-) can be safe from raiders.
" giving people no reason to attack you" - People don't often NEED a reason to raid, they just see 'oh, active people, kill kill kill keeeeeeelllll!'. You don't need a roleplay reason for raiding people, and larger factions that don't PvP are exceptionally vulnerable due to the lack of any real defense against such raids. It isn't fair and it damages large factions, preventing true cities from being able to form. Basically the opposite of reality, where size does matter.
I just gave a few tips. But moving factions leaders money to an alt stopped magnanimus from raiding Cissa (I wasn't leader back then). I can't give many tips, but here is one more. Traps find someone on planet minecraft or YouTube and use schematica, when it has been tested in sp.
No it's not, but it is a huge part of the server. And they already have balanced the safe zones with wilderness and factWhat about if you've only just started, or they're using another aspect of the server. PVP is not the only thing you can do...
You act as though pacifist restricts you from gaining items while in combat. If those you are attacking aren't role-players or defenseless noobs who neither have expensive potions nor weapons in their inventory, they will fight you thus losing their pacifist.I feel a lot of you are looking at it the wrong way. First off none of the good PvP'ers will be quitting due to this. If anything try will be raiding more. This will encourage more PvP, yes. Either you like it or you don't. But I don't think it should be given to everyone. If pacifist is given specifically to those in their faction territory there will be no more raids. Because their is nothing to earn. I don't see why it is a huge issue for Roleplayers aswell. In my faction right now we work extremely hard to balance our pvp and RolePlay. In our cities we will put taverns with doors that shut. 0_0. If you are suprised by this tactic or unaware of why we do it, it is because people outside of our faction can't open doors! So our Roleplayers are completelysafe. I am extremely excited for this change because "I love PvP" as I quoted before in this fourum post. People will adapt. Massive craft has made so many huge changes in the past two years, and people react the same way each time. Like shown above. Although, the main problem here for me is how many votes that "everyone should have pacifist" has. I don't want this mainly because there will be no point in raiding anymore. Even for the defending factions, if they hold off the raiders they will just run and then health potion until they get their pacifist and die. And their is nothing to be said about the non-premium members anymore. Because of the balances that have been made (which I love and am very excited about) there will be no "unfair fights". If you don't want to PvP you certaintly don't have to, massive has made that very easy. Long reply but hope some people see the light in this change.
Very much so not true. Some, actually most of the average PvP'ers health potion until they get their pacifist so they can die without losing their items. I have seen this happen many times. Me and other faction members will corner a player and he will see that he is clearly outnumbered and has lost the fight will just potion, so we get absolutely nothing from beating him or her, fair in square. Being a great PvP'er is a lot more than knowing how to hit and wearing god armour, it also has to do with knowing how to seperate opponents and kill them off one by one (assuming your outnumbered like I pointed out above) and also being good at running. So in a sense it does restrict item gain from lower level fighters.You act as though pacifist restricts you from gaining items while in combat. If those you are attacking aren't role-players or defenseless noobs who neither have expensive potions nor weapons in their inventory, they will fight you thus losing their pacifist.
I don't necessarily think it would collapse, as that is the system that we used for a suuuuuper long time, and it worked pretty okay I guess. But I disagree with the OP's sentiment still, I really don't think pacifist should be put back in.Right, here are my thoughts. If everyone has pacifist, the entire economy would collapse. Those who do not want to PVP, would lose nothing from being raided. Surrender would become even more rare, people would not need to buy anything much either, as they can just keep whatever they have all the time.
I don't necessarily think it would collapse, as that is the system that we used for a suuuuuper long time, and it worked pretty okay I guess. But I disagree with the OP's sentiment still, I really don't think pacifist should be put back in.
To the folks who focus on people going afk, I agree, afk people are their own problem. The issue I have is with people like me who are, say, building a nice set of houses in their well fortified city that, in roleplay, would have a small standing army in the form of the City Guard. PvPers will just come in, kill me, take my building supplies, and run away with the loot. It's not logical.
Bandits do not attack cities. They attack small groups of travelers and the occasional village/hamlet. They cannot steal everything because EVERYTHING is too heavy, following logic, to run away while carrying.
Null point. People don't do that anyway because they lost items if they entered combat.
It will not add to the game because a PvPer will not leave someone alone after a minute or so of running, they will just keep at them until the person dies. I expect an increase in combat logging.
Cities and bases cannot get much more secure since people cannot build domes over them. Until that happens, an enderpearl is all it takes to break into a massive city with a sturdy wall.
I believe I just explained everything that can be disagreed with in your post. And this is the 2nd time I've done it.
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Suggestion: Have pacifist true when in your faction's territory and having not been in combat for 120 seconds. No smart bandit would chase someone down for 2 minutes over whatever loot they have, and no sane bandit would attack a city or town that has a guard. As such, within roleplay, people wouldn't be attacked (and definitely not surprised) while in their own settlements.
Remove MCmmo and you may have a point here.A single guy shoulden't win over a army of 15! When is it time to realize that?
Remove MCmmo and you may have a point here.
I'm going to avoid the rest of that post like the plague, since I've already made my replies to those points.