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So, I'm just gonna jump right into this cause I have a truckload of homework to do.
I've been thinking of neat things to add to massive that don't require an excessive amount of coding but still offer a lot of content for survival players. The goal of these features is not to "fix pvp" or "fix factions," but do aim to improve those environments and experiences.
TL;DR version: A plugin sucks if its OP or if its worthless or if there is a single best way for every person, and fresh content gives everyone hype even if it sucks and shouldn't be avoided just cause past plugins failed.
So, here are some ideas that may or may not suck:
The blocks do not drop, you cannot break locked blocks, and you have the /glow effect enabled. The goal being that the enemy faction is forced to defend, however defending only consists of wacking the attacking player once so he loses his progress. Several other very basic things are needed to avoid abuse of this feature and to make it "not stupid." This idea is an extensive one and I do realize it does seem to want to "fix pvp"
I also suggest making several steps to the recipe (if you can without making it too expensive). The goal of this idea is to make gathering alchemy stuff more immersive while also (bonus!) not clogging up your inventory as much while darkrooming.
It should be noted that all these potion ideas would work best with the regeneration potion because its already hard to get, but still used about 50% of the tie in pvp. Other pvp potions would be great though, as long as you can brew a lot of the desired potion once one of the required drop is obtained. These things should also be tweaked a lot.
More to come later! Also, added more 12/13/17
I've been thinking of neat things to add to massive that don't require an excessive amount of coding but still offer a lot of content for survival players. The goal of these features is not to "fix pvp" or "fix factions," but do aim to improve those environments and experiences.
Also, it should be kept in mind that a good addition should offer a enough benefit for those who use it for it to be commonly used but be tested and tweaked so there isn't a single best way to use it and it can be safely ignored by the players without a landslide of missed opportunities. I'll use brewing for an example. Brewing potions offers a lot of benefit, however many players don't brew their own potions or even know the best ways to do so. This means that players who know how to brew have value in pvp even though they don't know how to pvp.
Finally, adding content into a server or even a game is essential to keep players interested and engaged. Even if you throw a ton of super small things at a server, it still seems special. I want to acknowledge and commend massive for having a lot of quality over quantity, but quantity is important too. Keep the quality up though, we don't want terrible plugins.
Finally, adding content into a server or even a game is essential to keep players interested and engaged. Even if you throw a ton of super small things at a server, it still seems special. I want to acknowledge and commend massive for having a lot of quality over quantity, but quantity is important too. Keep the quality up though, we don't want terrible plugins.
TL;DR version: A plugin sucks if its OP or if its worthless or if there is a single best way for every person, and fresh content gives everyone hype even if it sucks and shouldn't be avoided just cause past plugins failed.
So, here are some ideas that may or may not suck:
- If a pickaxe is right-clicked in enemy territory and the enemy has several people in the same world as you, a message is declared to the enemy: "bob is attacking you in so-and-so world" and you get mining fatigue IV along with the ability to break blocks for 20 minutes or so.
The blocks do not drop, you cannot break locked blocks, and you have the /glow effect enabled. The goal being that the enemy faction is forced to defend, however defending only consists of wacking the attacking player once so he loses his progress. Several other very basic things are needed to avoid abuse of this feature and to make it "not stupid." This idea is an extensive one and I do realize it does seem to want to "fix pvp"
- Iron and maybe diamond smelted with fuel other than coal will yield an iron ingot with a different (white) name. Examples being steel, copper, dwarf-steel, elvish-steel, etc. These ores can be included in fancy custom crafting recipes to make a few lore items or even make items with actual applications.
- Vanilla brewing items (at least the ones with no other use than brewing) are not obtainable in the vanilla way and are instead a result of a massivemagic crafting recipe. The ingredients for this recipe should be a common massivemob drop (Not every time but enough to make them fairly common) and the recipe should give a lot of the brewing ingredient for only one of each drop.
I also suggest making several steps to the recipe (if you can without making it too expensive). The goal of this idea is to make gathering alchemy stuff more immersive while also (bonus!) not clogging up your inventory as much while darkrooming.
- Make an alternative to mcmmo potions that use massivemob drops. This would be simple and makes everything more cohesive overall.
- Add common drops to several rare (yellow) massivemobs that, when crafted, yield an excessive amount of an essential ingredient to one of the above potion things.
It should be noted that all these potion ideas would work best with the regeneration potion because its already hard to get, but still used about 50% of the tie in pvp. Other pvp potions would be great though, as long as you can brew a lot of the desired potion once one of the required drop is obtained. These things should also be tweaked a lot.
- Warning! Drastic: Use the same method mineplex did to prevent x-rayers and make ores spawn randomly when you expose stone block in the wilderness to air. This doesn't change mining much if you do the same things mineplex did with veins and stuff. then once this is done, delete like 70% of all the diamond blocks on the server. It'll suck for some people, but Monmarty mentioned faction world inventory resets and stuff which, if I understand everything, was for the purpose of getting rid of the inflated number of diamonds in the economy owned by shopowners and left over from when corrupted staff (apparently) duped/x ray-ed. I should note that this is a terrible idea.
- Change massivemagic so 1. its tons more powerful and make spells much more useful for movement and PvP 2. change the words so they are completely fictional, even in the commands. 3. Make it so there are two types of words: Spell-words that cast a specific spell, (not how it is right now with a base word for the thing created and other words that describe it, but instead a bunch of pre-set combinations of those spells) 3. make it so those spells all have a modifier that make the spell more or less powerful in some respect depending on how far a number I'll explain in a sec is from a pre-set number that is unique to each spell. 4. make a bunch of words that are just words, but give people the option to add another word part to any of those words... for instance they learn "Yathori", and they have the option to add words like til to that to get "Yathoritil." these words represent numbers, and the things to add to the end represent... uh... mathy actions? (whatever subtracting and dividing and adding and squaring and stuff is)
Thats a really long complicated one. But anyways, the idea is that they can structure spells with one action-word, then they have a string of number-words with minus and stuff attached. Each word costs manna, but bigger numbers don't necessarily have bigger costs. The goal is to use experimentation to figure out which numbers are which, which math-action-prefixes are which, and which spells have which number associated with them. You then need to figure out which combination of numbers and prefixes work best for each spell. This means that one could either get better by experimenting with words and spells a bunch, or they could learn more numbers so they could get less specific. Players could also learn a way to string number-words to get the optimal number for a spell, but then another player could come and discover one that does it in less words...
In any case, these massivemagic changes (as long as spells are changed so they are REALLY good for pvp) would make it so massivemagic needs to be learned in a way that is more than just a statistic on a scoreboard or questing for all the best words or just looking up on the forums what the best, #1, OP way is, but instead finding new ways for themselves on a slightly more personal level.
In any case, these massivemagic changes (as long as spells are changed so they are REALLY good for pvp) would make it so massivemagic needs to be learned in a way that is more than just a statistic on a scoreboard or questing for all the best words or just looking up on the forums what the best, #1, OP way is, but instead finding new ways for themselves on a slightly more personal level.
More to come later! Also, added more 12/13/17
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