Archived Fixing Pvp By Fixing Factions

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Sevak

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This is a long post obviously. Some of it may seem like rambling, because some of it is. This was the best I could do at organizing my thoughts without sounding like one of those "back in my day" grandparents. I'm going to hold the first line of the most important sections. If you don't feel like reading the whole thing just read those parts. Thanks!

For as long as I've been on the server the concept of "Fixing PvP" has been on the table. It's commonly discussed among pvpers and while yes, there are issues with the game mechanics, is PvP itself really the problem? We've removed traits, removed vampirism, added kit PvP, koth, and fixed many minor issues. So why has none of this helped? Because PvP was never the actual issue. It's always been factions.

All of the changes in the past two years that have affected PvP are appealing to the normal MineCraft pvper. We've thought of adding HCF (hardcore factions, more competitive PvP system) features, and made the fighting style more vanilla in attempts to attract more PvPers to the server. In my opinion, we've been going about that the wrong way. The PvP community on massive has always been made up of mostly people who began on massive craft and learned to PvP on here. I can only think of a few specific players that actually came from outside PvP servers, that already had knowledge of pot PvP mechanics, and most of them just came because they had a friend that already played on Massive. Most of these players quit after a few tries because they didn't like the PvP system. So let's stop thinking of trying to make massive appealing to outside Pvpers because that's just not working.

Now when I say factions is the issue, I don't mean the plugin itself. I mean the treatment of the factions worlds and lack of interest most players have in it. When PvPers say they want more PvP, what we really want is more raids. There's a difference, trust me. Kit PvP, KOTH and a fight between two power factions that starts with the incredibly stupid "knock knock" or one leader messaging another "we're gonna raid now get ready" are all examples of PvP. These are events, staged PvP with no backstory, no meaning, and no reward apart from bragging rights. A raid is when one faction attacks another without any warning. The attacker kills off a noob, alerting the rest of the defending faction. The defending faction can call in their allies, and a fight breaks out. A raid isn't set up, there's no communication beforehand, it just happens because the defending faction wants to protect their land, and the raiding faction wants them to surrender. When was the last time a pvper could say that happened? I've brought up the idea of a proxy war multiple times. Two power factions lead their own sides, and all other factions that get raided are forced to align themselves with one side, in order to survive.

Why doesn't this happen anymore? Because no one cares. It's simple. Go give raiding a shot. Raid any faction you see on f list. Find their f home on the dynmap and go there. You won't find anyone, and if you do they'll tell their officers, and then just get told to stay inside. "Stay inside until the raiders get bored and leave" is the greatest system of defense. And now a days factions won't even make allies so they can get some help on defense because having allies come to your aid will just make the raiders want to keep coming back.

How has raiding sunk to this level? Because every change to factions in the past two years has allowed it to be this way. Even the ones you wouldn't even think about. The biggest one is that factions used to be a part of the lore. I was never around for this but I'm pretty sure a good amount of players stopped caring about factions completely when Regalian roleplay became a thing. It seems that there's some stuff going on to introduce survival worlds back into the lore or something with the new lore posts done by @Optimalfriskies. So that's a good start. Maybe this could rekindle some interest in the factions world for some of the old players. The next thing on my list is something I can guarantee most people would never think of as a reason there's no PvP. Why is it that you can never find a player in their cities in the factions world? Well maybe they're in regalia role playing. Or maybe.. it's because every faction owns approximately 18 cities in every world now. The system used to be that factions could only have one set of claims in each world, they had to be attached to each other. You couldn't spider claim, and you couldn't have multiple cities on opposite ends of the world. Which makes sense, because why should an empire own multiple cities if they won't even defend one? PvP factions are probably used to claiming raid portals now and some of you might be thinking, "but Sevak, how could people claim their raid portals if they're not attached to their city?" Well, that's the thing. You didn't. People actually had to hide their raid portals, in trees, underground, etc. This was actually part of the fun because defending factions would feel like they had some way of defending themselves if they could somehow find the raid portal and destroy it. Back then, there was no massive restore, so it's not like you had to remake your raid portal every month or something. If you know me, you know I absolutey hate massive restore. It's a great idea in theory. But it takes away one of my favorite parts of massive from when I was a noob, which was being able to run around, exploring the worlds and finding abandoned factions to scavenge.

The next thing is a bit of a tangent but probably the most controversial topic of the past year so I'll go over it anyways. Massive Mobs. Now if you know me, you know I absolutely hate massive mobs even more than I hate massive restore. I don't care what anyone says, @Gethelp had actually found a way to fix lag completely for about a solid week before massive mobs were added to every single world. I don't have statistics to prove it, that's true, and maybe I'm wrong, but what I don't get is why we can't even put it to a test? Remove massive mobs completely for one weekend. That's two days without massive mobs. This will be the time when the most amount of players are on. Pvpers can have some raids, and if theres still lag. We'll shut up about it finally. But if a good amount of the servers active community don't like massive mobs, isn't testing what the server is like without them something that should at least be considered? All I'm asking for is two days. Okay just had to get that out there. Back on topic now.

So what can we do to actually fix the issue of the lack of raids? Well we can't just delete regalia and force all the roleplayers back into factions, so let's start small and start moving back towards massivecraft's roots. Some ideas I've had:

- Increase massive restore to every 4 months but give players the option to create tickets and have land manually restored if they want it for building. I get that massive restore is intended to keep the worlds clean, but hyarroc won't turn in to daendroc over the course of 4 months. Maybe the chance to explore and find bases will inspire young players to stick around. For people like me, there's significance in every build someone makes. Everything repesents history and nostalgia to someone.

- This is a long shot, and wouldn't have an immediate effect. But it used to be that premium players had 20 power and non premiums had 10. Now everyone has 30. So a group of 5 people can claim a decent sized city. How does that make sense? So why not decrease each players power a bit. And to top that off, allow one claim per world, rather than as many claims as humanly possible in 3 worlds. This will force factions into more intimate situations. Not only building stronger community, but also giving each piece of land more meaning and a drive to defend it. Rather than "oh they're attacking our city in north Ithania? Everyone go chill in the one in south ithania, it'll take them 20 minutes to get down there lol." I can see the issues with this idea and wouldn't understand if it wasn't ever implemented. But it's all up for compromise.

IF YOURE GOING TO TAKE ANYTHING FROM THIS POST, LET IT BE THIS
- Now this last idea is something that I can't see why we shouldn't do. A server wide factions war. Create two sides, backing the current power factions. One side could be lead by Solarian (New Raptum) and Deldrimor. The other could be lead by the opposing Wrath and Wyvern. This could be a continuation of the current voyage threads in the server news and announcements section on the Forums. Maybe the ship that's currently sailing around could discover this huge war going on. Each side presents their case for why their side is good and a thread is made allowing factions to choose a side in this war. Like one of those old faction war threads under faction announcements! Those always looked so cool and I'm sad I missed them. From this point on all factions involved have a duty to their side to take part in some way. Each faction on both sides could be the host for some cool raids. The war could be documented by more server announcement posts, faction announcements from players, YouTube videos, etc. Also if the server wants to host some events for it, KOTHs that actually take place in the factions world (could be given lore so they're like "strategic points in the war" or something) would be so much fun. These KOTHs would actually be competitive and costly rather than just free loot for whoever is bored enough to outlast the other trolls.
 
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I'l definitely consider the last idea, If you managed to get the faction leaders in on it.Me and Squid'd love to help realize that into writing form. (Plus, Clyde would gush over the opportunity to cover a real war.)
 
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Well. I only PvP in koth on occasion. My faction is just one chunks of storage and a cloud to fly off of with Elytra, and a group chat with a couple close friends. And I can use ally chat with it so. I don't think I really have much uh affect on this and it doesn't affect me much. But uh yeah good ideas Sevak I guess? The last time I was at any faction besides my own was when I visited FongCo.
Also I'm really bad at PvP especially when i don't waste money on pots >.<
 
Coding debt seems to have been resolved. I have credible statements from Tech to suggest Tech department will start making tangible work of Factions coding medio next month.
 
Overall, I like what you're doing. As you can see, me and Jared have put PR on a more faction's central focus without abandoning RP. We're gonna keep bring attention to factions as we can.

Now in regards to PvP itself, I would like to ask you to put a halt on all PvP structuring requests aside from things that just make sense to remove or change(like PvP flagging elytras). The main reason is the coming of MassiveMagic. The sheer amount of changes MassiveMagic is bringing is immense. HCF classes and all that can almost be emulated by it if you worked hard enough to reach that mage level. PvPers will be able to play legitimate roles like in a dungeon raid(tank, healer, DPS). As involved as I am in the PvP and faction community, I am beyond excited to see what you guys do with it.

I can't really get behind removing MassiveMobs. We have tools that literally allow us to view the percentage Mobs play. I don't see us ever removing MassiveMobs due to the sheer utility of them. But that isn't really my department, just my opinion.

Honestly, I wouldn't mind seeing MassiveRestore increased. 4 months might be a bit much.. 2 perhaps? I'm right there with you. I remember crashing old ruins all over the world. Was great.

I'm honestly not sure how I feel about the power. On one hand I hate how much more effort I'd have to put into recruiting as other factions would have to do the same. Would be crazy in recruitment chat. On the other hand it would help fix the overclaiming a lot of factions participate in. I'm just dreading the recruiting. I don't really like the idea.

But your last idea, the server wide war? I'm all over it. The issue is availability and coordinating. I'm not worried about it on staff end, I'm worried about it on player end. I'll draft up something. I could see this happening, the difficulty would just be immense.
 
Allow the faction leaders to help on the player end. The fact of the matter is, is that it's not something everyone needs to be on for. What im suggesting wouldn't be an event. It would be an ongoing thing. All it takes to kick it off is a post summarizing the war so far and the two sides, allowing people to choose which one they want to join.

As for removing massive mobs, would doing it in just one or two worlds really be all that bad? Ithania and New ceardia are where most PvP happens. If pvpers really don't like it I just don't see the harm in at least considering it. I know it's not your department just proposing a counter argument.

Also none of my suggestions had anything to do with PvP mechanics. I don't want HCF classes or anything at this point. I just want PvP to stay the same as it is.
 
I totally agree with the increased Massive Restore.

I totally agree with the increased power. I think that more people should join factions before creating their own and this, along with the price increase from a while back, would help push that.

I absolutely love the idea of the serverwide war. Although I wasnt around for the time when those were big so i really cant give a lot of personal input.

I am against completely removing Massive Mobs . However limiting them to a few worlds again doesnt sound bad.

And everything else I really dont have an opinion in tbh so i will leave out of those
 
I totally agree with the increased Massive Restore.

I totally agree with the increased power. I think that more people should join factions before creating their own and this, along with the price increase from a while back, would help push that.

I absolutely love the idea of the serverwide war. Although I wasnt around for the time when those were big so i really cant give a lot of personal input.

I am against completely removing Massive Mobs . However limiting them to a few worlds again doesnt sound bad.

And everything else I really dont have an opinion in tbh so i will leave out of those
Sorry if it came off that way. I wouldn't want to completely remove massive mobs but just two or three worlds without them isn't much to ask for haha
 
For the most part I agree with this, and this is probably one of the more constructive threads in a while, as it gives reasonable suggestions that don't screw over anyone too much.

First off, as a guy with 4 alt accounts as a faction, I agree that the claims per player is insane. I'd be content with lowering the amount of claims to 10 or 15 chunks per player, since that provides a reasonable amount of claiming area for an individual (case in point, my vault takes up about 15 chunks on an island, and that's more than enough for one person to handle). If you're a 1 man faction that has claims to a mega city, there's obviously a problem.

I'm also on board with MassiveRestore. I actually remember finding an abandoned faction near my old base in Jorrhildr, and inside was a few lore chests that noob me didn't have yet, so it was well worth the 15 minutes of exploration. I'd love to be able to hunt for those tiny one man abandoned vaults and reap all of the rewards inside.

Which I suppose brings up a point that I'm not really sure on, and that's MassiveLocks expiring after inactivity. Essentially, after about a month of inactivity, all the locked areas become unlocked, allowing people to open chests that probably aren't going to be missed much. This would further encourage people to hunt for ruined factions, as all of the loot would be ready for taking. I guess the negative of this is that when the old owner comes back after two months and finds everything gone, they'll be salty. But all I can say is that you should've kept the faction upkeep maintainable and write your perms correctly. (Once again, no idea if this is already a thing, but throwing it here cuz rellevant.)

Last part I guess I'd like to say is I'd like to see faction claims limited to only 2 maps. Controversial, since everyone loves their builds and doesn't want to choose. But at the same time, 17 out of 18 cities in one faction being abandoned most of the time is also wasted land. It might lead to some more cycling of factions as well, since everyone will have their home base in the first map they choose, and then have a satellite outpost on another map to utilize until they get bored or want to move to a new map. Just food for thought.

Overall, liked the read.
 
For the most part I agree with this, and this is probably one of the more constructive threads in a while, as it gives reasonable suggestions that don't screw over anyone too much.

First off, as a guy with 4 alt accounts as a faction, I agree that the claims per player is insane. I'd be content with lowering the amount of claims to 10 or 15 chunks per player, since that provides a reasonable amount of claiming area for an individual (case in point, my vault takes up about 15 chunks on an island, and that's more than enough for one person to handle). If you're a 1 man faction that has claims to a mega city, there's obviously a problem.

I'm also on board with MassiveRestore. I actually remember finding an abandoned faction near my old base in Jorrhildr, and inside was a few lore chests that noob me didn't have yet, so it was well worth the 15 minutes of exploration. I'd love to be able to hunt for those tiny one man abandoned vaults and reap all of the rewards inside.

Which I suppose brings up a point that I'm not really sure on, and that's MassiveLocks expiring after inactivity. Essentially, after about a month of inactivity, all the locked areas become unlocked, allowing people to open chests that probably aren't going to be missed much. This would further encourage people to hunt for ruined factions, as all of the loot would be ready for taking. I guess the negative of this is that when the old owner comes back after two months and finds everything gone, they'll be salty. But all I can say is that you should've kept the faction upkeep maintainable and write your perms correctly. (Once again, no idea if this is already a thing, but throwing it here cuz rellevant.)

Last part I guess I'd like to say is I'd like to see faction claims limited to only 2 maps. Controversial, since everyone loves their builds and doesn't want to choose. But at the same time, 17 out of 18 cities in one faction being abandoned most of the time is also wasted land. It might lead to some more cycling of factions as well, since everyone will have their home base in the first map they choose, and then have a satellite outpost on another map to utilize until they get bored or want to move to a new map. Just food for thought.

Overall, liked the read.
Well said. Thanks for the input
 
Like especially the factions having multiple cities, I hadn't even thought of that before. Good post Sevak!
 
Allow the faction leaders to help on the player end. The fact of the matter is, is that it's not something everyone needs to be on for. What im suggesting wouldn't be an event. It would be an ongoing thing. All it takes to kick it off is a post summarizing the war so far and the two sides, allowing people to choose which one they want to join.
I'll see if we can work on something but we won't integrate it into any of our current running series as they already have a clear purpose. It would have to be a separate thing. I really like the idea.
 
I personally like the claims attached idea the best. I tried to make a thread about factions being more like kingdoms, or at least something like that, and having claims attached brings a whole new meaning to raiding. I also feel the need to add conquering land as a term of surrendering, and a way to actually conquer land that you have occupied, so that war is actually war.
 
I personally like the claims attached idea the best. I tried to make a thread about factions being more like kingdoms, or at least something like that, and having claims attached brings a whole new meaning to raiding. I also feel the need to add conquering land as a term of surrendering, and a way to actually conquer land that you have occupied, so that war is actually war.
Agree with the first part, not so much on the second, mainly because I doubt anyone would put anytime into a build if they knew there was a chance someone could just declare war on them and take it :P
 
Agree with basically everything said.

KOTHs in their current state are boring and meaningless, we might as well hold them in the KitPvP world at this point (which also is not a substitute for meaningful PvP).

@Gethelp did an absolutely insane job at fixing lag for about a week - to the point where it felt like I was playing on a real lag-less PvP server (i.e. Kohi, Badlion). If there is ANY chance at getting performance like what we had a few months ago back, it is worth it.

In terms of raids not happening, which I've also talked about a fair bit, nobody cares until it actually effects them, i.e. why there must be an incentive to surrender. As you said, the real decline of PvP occurred due to everyone moving to Regalia, which subsequently caused people to become OK with being camped in their faction because they can simply go RP. Several years ago, it used to be that most players spent the majority of their time in their faction, producing, building, farming, etc. so when enemies showed up and you couldn't defend yourself, you actually had to interact with them by a) fighting them or b) actually using the surrender rules.

Also, don't give too much credit to the lack of player interaction causing the decline in PvP, because PvP itself is still in a pretty terrible state. As you mentioned, MassiveMobs suck. Whether they cause lag or not, they do not and have never had a positive impact on the way I experience MassiveCraft. They are just nuisances that simply exist. This is nobody's 'fault', its just that mobs will never have any meaningful place on a server like MassiveCraft due to the limitations of Minecraft AI (unless we go about trying to 'fix' that, which is a complete waste of time, imo).

Also, as many people know, I'm very against McMMO in general, but a small section of it, Alchemy, has completely changed PvP in a absolutely negative way. At this point, literally half of my inventory has to be filled with absorption 2 potions, health boost potions and others just so I can be competitive in PvP. The result of this has been that PvP has purely become an inventory management game and as a consequence the only thing that really matters is numbers, because the side with more potions (people) generally always wins (unless you make a huge mistake, i.e. simply not watching your health). I believe that McMMO potions need to be either removed, or at the very least nerfed so that they are only useful in very niche situations.
 
Agree with basically everything said.

KOTHs in their current state are boring and meaningless, we might as well hold them in the KitPvP world at this point (which also is not a substitute for meaningful PvP).

@Gethelp did an absolutely insane job at fixing lag for about a week - to the point where it felt like I was playing on a real lag-less PvP server (i.e. Kohi, Badlion). If there is ANY chance at getting performance like what we had a few months ago back, it is worth it.

In terms of raids not happening, which I've also talked about a fair bit, nobody cares until it actually effects them, i.e. why there must be an incentive to surrender. As you said, the real decline of PvP occurred due to everyone moving to Regalia, which subsequently caused people to become OK with being camped in their faction because they can simply go RP. Several years ago, it used to be that most players spent the majority of their time in their faction, producing, building, farming, etc. so when enemies showed up and you couldn't defend yourself, you actually had to interact with them by a) fighting them or b) actually using the surrender rules.

Also, don't give too much credit to the lack of player interaction causing the decline in PvP, because PvP itself is still in a pretty terrible state. As you mentioned, MassiveMobs suck. Whether they cause lag or not, they do not and have never had a positive impact on the way I experience MassiveCraft. They are just nuisances that simply exist. This is nobody's 'fault', its just that mobs will never have any meaningful place on a server like MassiveCraft due to the limitations of Minecraft AI (unless we go about trying to 'fix' that, which is a complete waste of time, imo).

Also, as many people know, I'm very against McMMO in general, but a small section of it, Alchemy, has completely changed PvP in a absolutely negative way. At this point, literally half of my inventory has to be filled with absorption 2 potions, health boost potions and others just so I can be competitive in PvP. The result of this has been that PvP has purely become an inventory management game and as a consequence the only thing that really matters is numbers, because the side with more potions (people) generally always wins (unless you make a huge mistake, i.e. simply not watching your health). I believe that McMMO potions need to be either removed, or at the very least nerfed so that they are only useful in very niche situations.
I agree. That's one of the few things I dislike about current PvP is all the damn McMMO pots.
 
A server wide war means nothing if the players involved don't actually experience consequences.

The reason the past three server wide wars meant anything is because they promised consequences for being involved, and that was a product of the PVP environment. A quick summary of how the implications of the server wide wars would effect people in ways they can't today:
  • The Imperials: a group of people going around conquering factions. People actually surrendered because they didn't have Regalia to hide in, because Regalia didn't exist for rp like it does now, and people actually cared about their reputation in the survival world. Conquering people now isn't viable because they just hide in Regalia or refuse to fight you.
  • Magnanimus vs Solaris: two very polarized sides fighting to destroy the other. The origination of this war was Solaris revealing the coordinates of Mag's darkroom (back when you didn't have to claim your darkroom), as well as other compounding factions that were mainly seen as insults and challenges of the status quo and established veteran PVP factions. No one offends anyone anymore, and there's no animosity in PVP. Deldrimor is enemied to my current faction, but if Sevak came and raided us, it wouldn't feel real because I consider Sevak a friend. I don't hate or dislike him, so the PVP isn't enjoyable to me. I don't feel like I'm defending my faction from a foreign power that wants to destroy us.
  • The Viridian Crusade: two polarized sides with one fighting to prove themselves the new PVP power and trying to destroy two factions with the other side defending themselves to stay alive and prove their claim to still being a strong PVP force. This was probably the last time any notable faction(s) surrendered to another notable faction(s). They understood that if they didn't surrender their faction might not survive the war. People actually worried about their faction.
Fix the above aspects of PVP not being present anymore, and I feel like a lot of issues would be resolved.
 
A server wide war means nothing if the players involved don't actually experience consequences.

The reason the past three server wide wars meant anything is because they promised consequences for being involved, and that was a product of the PVP environment. A quick summary of how the implications of the server wide wars would effect people in ways they can't today:
  • The Imperials: a group of people going around conquering factions. People actually surrendered because they didn't have Regalia to hide in, because Regalia didn't exist for rp like it does now, and people actually cared about their reputation in the survival world. Conquering people now isn't viable because they just hide in Regalia or refuse to fight you.
  • Magnanimus vs Solaris: two very polarized sides fighting to destroy the other. The origination of this war was Solaris revealing the coordinates of Mag's darkroom (back when you didn't have to claim your darkroom), as well as other compounding factions that were mainly seen as insults and challenges of the status quo and established veteran PVP factions. No one offends anyone anymore, and there's no animosity in PVP. Deldrimor is enemied to my current faction, but if Sevak came and raided us, it wouldn't feel real because I consider Sevak a friend. I don't hate or dislike him, so the PVP isn't enjoyable to me. I don't feel like I'm defending my faction from a foreign power that wants to destroy us.
  • The Viridian Crusade: two polarized sides with one fighting to prove themselves the new PVP power and trying to destroy two factions with the other side defending themselves to stay alive and prove their claim to still being a strong PVP force. This was probably the last time any notable faction(s) surrendered to another notable faction(s). They understood that if they didn't surrender their faction might not survive the war. People actually worried about their faction.
Fix the above aspects of PVP not being present anymore, and I feel like a lot of issues would be resolved.
I mean honestly I would be just happy with a mag v world situation (i.e. The one that spectec got hated for and made apology threads and shit)
 
Conquering people now isn't viable because they just hide in Regalia or refuse to fight you.

The worst part about this is that one side of the server is so accustomed to Regalia by now that suggesting that it become less important, or even removed, is completely out of the question. We can't really remove it at this point. It is too integral to the way the majority of the server plays. Reputation in the survival world will never mean anything again because a) there's no economy (and no surrender) and b) its not lore compliant + regalia.
 
There was an idea for a seperate Survival wiki that would detail factions and wars and other survival world stuff and keeping it seperate from the strict RP lore.. (thread is Here) but idk how if its gonna end up happening
 
If the suggestion of limiting a faction's claims to one world and effectively one place (which I would absolutely love) was implemented, what would happen to factions that currently have claims in multiple worlds or different areas in one world? Would they retain them? Or could this be an enforced thing where anyone with multiple claims have to work to getting them down to one with staff oversight or something?

And as the leader of one of the mentioned opposed leading factions in your hypothetical server war, I would be completely down for that ;)
 
Two power factions lead their own sides, and all other factions that get raided are forced to align themselves with one side, in order to survive.

Why doesn't this happen anymore? Because no one cares. It's simple. Go give raiding a shot. Raid any faction you see on f list. Find their f home on the dynmap and go there. You won't find anyone, and if you do they'll tell their officers, and then just get told to stay inside. "Stay inside until the raiders get bored and leave" is the greatest system of defense. And now a days factions won't even make allies so they can get some help on defense because having allies come to your aid will just make the raiders want to keep coming back.

Wrath will start trying to raid allies of Deld and Solarian, if it doesn't workout where I guess it starts a 'proxy war', at least we'll have a change of scenery other than just the Wrath tower and the Solarian birthday cake :/
 
If the suggestion of limiting a faction's claims to one world and effectively one place (which I would absolutely love) was implemented, what would happen to factions that currently have claims in multiple worlds or different areas in one world? Would they retain them? Or could this be an enforced thing where anyone with multiple claims have to work to getting them down to one with staff oversight or something?

And as the leader of one of the mentioned opposed leading factions in your hypothetical server war, I would be completely down for that ;)
So when the 3 world limit was implemented, it wasnt retroactively enforced. Meaning that if you already had claims on more than 3 worlds, it wouldnt make you unclaim anything. I imagine it would work similarly to this, if a one world limit were enforced.

That being said I feel conflicted about the one world limit. I like it and dislike it for different reasons so idk how i feel about it lol
 
If the suggestion of limiting a faction's claims to one world and effectively one place (which I would absolutely love) was implemented, what would happen to factions that currently have claims in multiple worlds or different areas in one world? Would they retain them? Or could this be an enforced thing where anyone with multiple claims have to work to getting them down to one with staff oversight or something?

And as the leader of one of the mentioned opposed leading factions in your hypothetical server war, I would be completely down for that ;)
I don't know really. I doubt staff would just be like, "nope, only one base, unclaim everything else." It'd be more of a, in the future, you can't claim in more than one world thing
 
So when the 3 world limit was implemented, it wasnt retroactively enforced. Meaning that if you already had claims on more than 3 worlds, it wouldnt make you unclaim anything. I imagine it would work similarly to this, if a one world limit were enforced.

That being said I feel conflicted about the one world limit. I like it and dislike it for different reasons so idk how i feel about it lol
Instead of one world, I doubt they'd do this but just one claim i.e everything would have to be connected no spider claiming, I personally wouldn't mind this, but I feel like alot of people would be really salty if staff did this
 
Instead of one world, I doubt they'd do this but just one claim i.e everything would have to be connected no spider claiming, I personally wouldn't mind this, but I feel like alot of people would be really salty if staff did this
That's what I meant. That'd be so cool but its just not practical with the amount people have built. This would've been a good thing to think of years ago
 
@Gethelp did an absolutely insane job at fixing lag for about a week - to the point where it felt like I was playing on a real lag-less PvP server (i.e. Kohi, Badlion). If there is ANY chance at getting performance like what we had a few months ago back, it is worth it.

the lag you see on the koth world is from the shit koth plugin it makes a LOT of lag on the server


also im working on fixing the pot log that is going on in kitpvp
 
That's what I meant. That'd be so cool but its just not practical with the amount people have built. This would've been a good thing to think of years ago
Yeah maybe they could start by reducing it to one world? Then idk eventually just reduce it to no spider claiming? Idk how'd they do it just because if it's only one big claim which one of the factions claims will this be based on? if they have many cities i.e tyberia, how would they make it so you can only claim in one area? It's a good idea which I'd love to see but its not realistic :/
 
@Gethelp did an absolutely insane job at fixing lag for about a week - to the point where it felt like I was playing on a real lag-less PvP server (i.e. Kohi, Badlion). If there is ANY chance at getting performance like what we had a few months ago back, it is worth it.

the lag you see on the koth world is from the shit koth plugin it makes a LOT of lag on the server


also im working on fixing the pot log that is going on in kitpvp
I don't mean any disrespect but why are you working on fixing pot lag in kit pvp if what pvpers are asking for is less focus on kit pvp and koth and more focus on factions. It just seems like any time a post about PvP is written you only seem to have input on those things and other PvP mechanics. I'd like to hear your thoughts on the actual concept of the post seeing as you are in charge of PvP related stuff.
 
I don't mean any disrespect but why are you working on fixing pot lag in kit pvp if what pvpers are asking for is less focus on kit pvp and koth and more focus on factions. It just seems like any time a post about PvP is written you only seem to have input on those things and other PvP mechanics. I'd like to hear your thoughts on the actual concept of the post seeing as you are in charge of PvP related stuff.
Yeah honestly, I think I've been to kit pvp once or twice in the last month, no one ever uses it, obviously we can't tell you what to do but kit pvp and koth aren't the problems with pvp, it's in the factions world, yeah fixing kit pvp might be a kinda cool thing to have but at the end of the day it would barely affect the pvpers, it'd be nice to see what you think of the stuff in this post + what current things staff are working on to improve pvp in the factions worlds :/
 
Yeah honestly, I think I've been to kit pvp once or twice in the last month, no one ever uses it, obviously we can't tell you what to do but kit pvp and koth aren't the problems with pvp, it's in the factions world, yeah fixing kit pvp might be a kinda cool thing to have but at the end of the day it would barely affect the pvpers, it'd be nice to see what you think of the stuff in this post + what current things staff are working on to improve pvp in the factions worlds :/
Well said
 
@Gethelp did an absolutely insane job at fixing lag for about a week - to the point where it felt like I was playing on a real lag-less PvP server (i.e. Kohi, Badlion). If there is ANY chance at getting performance like what we had a few months ago back, it is worth it.

the lag you see on the koth world is from the shit koth plugin it makes a LOT of lag on the server


also im working on fixing the pot log that is going on in kitpvp
Also this is a completely seperate topic but is there a reason that there's no potion particles/splash potion sounds on massive?