Archived Bringing Back Traits Within Pvp And Creating A New Trait System To Benefit Both Types Of Players.

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Shaneski101

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Hello. My name is Shane, and I am currently one of the oldest pvpers on massivecraft, I have experienced almost every source of combat such as races, vampirism, traits, no traits, magic.

One thing I will attest to and state off the bat-our combat is boring and bland and we have no unique benefits other than mcmmo.

Traits and even races gave us players a nice spice up to combat, and gave us a lot of variety on how to approach combat.

As of now, there isn't much unique combat on the server. You pot up, you fight, you win or lose. There are not really any strategy or thought put into it besides maybe debuffing or trapping, two things people highly detest.

I think a majority of people on this server found combat with traits to be a fun experience minus a few exceptions. One of the most prominent exception was glitches and another being flywater and absorption.

One thing a lot of people like to assume is that "traits give skill to worse players and give them a better advantage". I think personally no matter what traits you have, as long as you don't have any hard countered traits such as holy vs unholy, the better player will win. And you shouldn't complain if you have unholy and they have holy, if they were able to outsmart you on paper they can outsmart you during combat. And that's another reason why I believe traits for combat should be return, because it brought a sense of building yourself and defining who you are through PvP. Some people may not be good with a sword or in regular PvP, but traits allowed that player to be a good debuffer or a good archer. Traits appealed to everyone to create their own unique play style not just outside of combat but during combat too.

This is where my new system comes into play.

A "passive" trait set and a "combat" trait set

This is a 2 system trait system that works just like how it currently works but instead of disabling all traits all together during PvP, it will disable your trait build for "passive" and enable your combat trait build. This is also how it works vice versa, once you are out of PvP and inactive, your passive build will re-enable and your combat build will disable.

Passive trait build
The passive trait build side of the system will use the regular /t a command or /t a b (b stands for build) and this will feature your normal 10 trait limit. The passive trait build will feature traits that you are allowed to use while passive, but not while PvP active. This includes traits such as flywater/web/lava, haste traits, night vision, jumpboost, feedalways, truce traits, etc.

Basically this side of your trait build is for 10 traits to make your passive side of massive craft unique to your playstyle. For example if you want to have haste2 and feedalways all the time, you'd create your passive trait build to have those traits. This trait build is SEPARATE to your PvP build so you have two separate trait builds, but only one is active at a time depending on the scenario. If Staff adds this in, they can all agree on what they consider a passive trait or not. Only "passive" traits can be added to this side making /t a healrevenge or /t a harmstrike an error if you try to add them due to the fact that those are pvp traits and not considered passive traits.

The middle grounds
These traits are considered neutral as in they can be added to both sides, this includes your immune traits such as wither immune, poison immune, slowimmune, etc, also speed and speed 2 are neutral traits and can added to either build. Expert traits can also be neutral for darkrooming. Other neutral traits include most negative traits that exist, such as nonivore, mining fatigue, harmwater, etc. these can be used in both builds in order to get max amount of traits that one would like, with the limit being 10.

The combat trait build
This combat trait build are for traits that only become active once you are hit by another player, or hitting a player. They will disable the moment you receive PvP inactive again. To create a combat trait build, you have to now do instead of /t a (trait) or /t a b, you'll do /t a p (trait) this will allow PvP traits to be added to your PvP only build. So if you want to understand both commands, a nice simple way to do it would be

/t a (b) for build/passive

/t a (p) for PvP/not passive

The PvP side of the trait build will bring the return of every PvP trait that was removed from massive craft, minus absorption as it is disabled. This includes holy, your heal traits, your experts, your inepts, your revenges, etc. your PvP trait build includes 10 traits too, and with your PvP trait build you will also see the return of negative traits that will only be used in your PvP trait build, such as your vulnerables, inepts, and unholy.

YOU CANNOT USE PASSIVE TRAITS IN THE PVP TRAIT BUILD!

This includes flywater, feedalways, etc etc. these traits will disable the moment you are hit.

If you try to add a passive trait to your PvP build, it will give you an error.

PROS
1) the unique experience of having two separate builds that do not collide or interfere with each other, creating an experience with traits both outside and during PvP.
2) the unfairness of traits separated into two different categories. Example: flywater is a good trait for traveling but extremely unfair during PvP. With this system, it is not entirely removed and can still be added to your passive build. Also, you will always be ready to fight as your build traits or passive traits will turn off the moment PvP happens, getting you right into the action.
3) no annoying switching back and forth over every other hour. You won't have to constantly change your traits from build to PvP as you have two separate builds.
4) the possibility of creating more traits based on what category they can fit into, creating super fun traits for passive builds that could be considered too op in PvP will now no longer affect PvP.
5) creating new PvP traits too, that won't have a affect outside of PvP.

CONS
1) Coding.

Conclusion:
This new system will create a new unique experience that caters towards both pvpers and players who don't PvP, giving both groups a unique fun experience when it comes to traits and what they have to offer.

Any complaints? Ideas? Suggestions? Comment and tell me! Make sure to vote as that allows people to see right away how you feel. Also, please vote not from your opinion on me, but on the subject matter.



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I love this idea! For me, half of the fun in PvP was always designing my trait sets to try and out-strategize my opponent. This is no longer possible, and I've always felt that the PvP scene could be improved by bringing this kind of strategy back in one way or another. If the programming manpower exists to implement it, I'd love to see PvP become something more interesting than just McMMO again.
 
I'd much rather see a better implementation of magic into PvP, which I think can also be done with less work from the tech department, which is effectively dead.

I do not see a way of traits ever working properly without a massive rework in combat traits. Disabling fly water and the like in PvP would be a start, yes, but it doesn't fix the core issue in that some traits are just inherently better than others, and so everyone runs a variation of the same thing. I'm sorry, but I just don't feel that running stunstrike instead of slowstrike does anything but make PvP harder to balance. If we started over with traits, made new ones and reworked the old ones, yes, I think traits could work. But it's just not possible with the current state of tech, and I don't see this working with the current trait list.
 
I agree we need traits back in PvP.

I would have much rather had them balance the plugin and expand it. I liked making trait builds, and with even more truly balanced traits we would have enough variety, if done correctly, to ensure that not everyone would run the same builds.

The reason it didn't work last time is because they used too many flat damage or resistance modifying traits.

If massive wasn't so xenophobic toward outside plugins, SkillAPI does everything our traits does but better with more customization of modifiers and when they effect the player.

It's also so easy to make a "trait" with SkillAPI that even the most inexperienced minds could design a trait with the dynamic editor.
 
If massive wasn't so xenophobic toward outside plugins
You do remember about this time last year we were recovering from a malfunction with factions that disbanded pretty much every faction and unclaimed all the land... Because of a new third-party PVP plugin that got installed. So if the staff are "xenophibic" or skeptical... They have good reason to be
 
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