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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@Sevak

So this thread started out with some pretty substantial thought and discussion, but the last few comments have veered off topic.

Since I care about PVP as much as you do, I ask: What are some very simple and non coding dependent, but important changes the staff could make at this very moment that would start down the right road to fixing some problems outlined in the last few pages.

I'll offer my suggestions when I get home from work.
 
@Sevak

So this thread started out with some pretty substantial thought and discussion, but the last few comments have veered off topic.

Since I care about PVP as much as you do, I ask: What are some very simple and non coding dependent, but important changes the staff could make at this very moment that would start down the right road to fixing some problems outlined in the last few pages.

I'll offer my suggestions when I get home from work.
I'll take a look at yours and see what I can think of. Haven't played much recently so my mind is blank
 
@Sevak

So this thread started out with some pretty substantial thought and discussion, but the last few comments have veered off topic.

Since I care about PVP as much as you do, I ask: What are some very simple and non coding dependent, but important changes the staff could make at this very moment that would start down the right road to fixing some problems outlined in the last few pages.

I'll offer my suggestions when I get home from work.
Penalties for staying inside lol
 
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.
I like and agree with everything here except for the removal of Massivemobs... actually I want Massivemobs 1.0 back LOL.

But yeah, I agree with Sevak etc etc.
 
@MonMarty @Gethelp @Kaezir

So I've gotten lots of positive comments, and ratings, and it seems like a majority of the active forums members like the ideas I've presented. My worry now is that if my server war idea is implemented, that it will be done in a way where it is just a series of staff managed events. This is me begging the staff members now. If you're considering any of my ideas, please discuss the way you do it with myself, and some other players beforehand, to make sure it is done properly. I know I'm not in any way in charge of the decisions made, but I do hope for the best in the server, and want to make sure the right choices are made for the players.

I have high hopes for the server still, even though I've honestly been extremely disappointed this past year. And that's me giving an honest opinion, not trying to be spiteful towards staff. If we are to bring back the times when PvP on massive happened regularly and naturally, then we have to take the proper steps carefully. Thank you
 
@MonMarty @Gethelp @Kaezir

So I've gotten lots of positive comments, and ratings, and it seems like a majority of the active forums members like the ideas I've presented. My worry now is that if my server war idea is implemented, that it will be done in a way where it is just a series of staff managed events. This is me begging the staff members now. If you're considering any of my ideas, please discuss the way you do it with myself, and some other players beforehand, to make sure it is done properly. I know I'm not in any way in charge of the decisions made, but I do hope for the best in the server, and want to make sure the right choices are made for the players.

I have high hopes for the server still, even though I've honestly been extremely disappointed this past year. And that's me giving an honest opinion, not trying to be spiteful towards staff. If we are to bring back the times when PvP on massive happened regularly and naturally, then we have to take the proper steps carefully. Thank you
I'm working on the proposal for the event. I suppose I can hold a public Q&A for it this Saturday.
 
@MonMarty @Gethelp @Kaezir

So I've gotten lots of positive comments, and ratings, and it seems like a majority of the active forums members like the ideas I've presented. My worry now is that if my server war idea is implemented, that it will be done in a way where it is just a series of staff managed events. This is me begging the staff members now. If you're considering any of my ideas, please discuss the way you do it with myself, and some other players beforehand, to make sure it is done properly. I know I'm not in any way in charge of the decisions made, but I do hope for the best in the server, and want to make sure the right choices are made for the players.

I have high hopes for the server still, even though I've honestly been extremely disappointed this past year. And that's me giving an honest opinion, not trying to be spiteful towards staff. If we are to bring back the times when PvP on massive happened regularly and naturally, then we have to take the proper steps carefully. Thank you
I'm having trouble wrapping my head around what you're exactly asking me to do. If I had some sort of time table and actions required, I could give a more substantial response, but as it stands right now I'm in the middle of structural reforms within the Lore department, and I have an upcoming 2 week holiday from the Saturday after the next. My time is very limited.
 
I'm having trouble wrapping my head around what you're exactly asking me to do. If I had some sort of time table and actions required, I could give a more substantial response, but as it stands right now I'm in the middle of structural reforms within the Lore department, and I have an upcoming 2 week holiday from the Saturday after the next. My time is very limited.
I don't mean to sound rude, but is it not a good idea to even out the two wasn't massivecraft created to RP and PvP. The past year or so Massivecraft has turned into a Roleplay server more then a PvP and Roleplay server. Should we as a server not slow down on the lore aspect of the server and start working on equalizing the two. I mean look at the great work you've done when you guys have put your heads toward something you've created a server that is close if not is the best roleplay server in minecraft, what if those talents combined with some of the respected pvpers in our lovely community came together and helped us get to a similar level as roleplay.
 
I don't mean to sound rude, but is it not a good idea to even out the two wasn't massivecraft created to RP and PvP. The past year or so Massivecraft has turned into a Roleplay server more then a PvP and Roleplay server. Should we as a server not slow down on the lore aspect of the server and start working on equalizing the two. I mean look at the great work you've done when you guys have put your heads toward something you've created a server that is close if not is the best roleplay server in minecraft, what if those talents combined with some of the respected pvpers in our lovely community came together and helped us get to a similar level as roleplay.
I am not PVP or Game staff. I run the Lore and World department. This means I specifically became staff specialized in those areas. Asking me to do things for survivalists now, aside from throwing my weight around to support some things they bring up for the sake of practicality, is like asking a truck driver to man a boat ferry.

I don't really know where to start in survival, all my friends are in roleplay, I don't have my own faction, nor does the faction I'm in really seriously participate anymore. I'll gladly work /for/ the survival worlds by making new worlds and such or assisting in like helping World staff improve the builds in spawns for survival, but I don't see a manageable path to work /in/ the survival worlds without serious jeopardizing the above mentioned structural reforms in the lore community, and the further complications of my own life taking precedence: Holiday, engagement, future plans. What limited time I have available goes into the Faction coding planning with documentation and what not. I really don't have more time available than the 30 odd hours I pump in every week.
 
I am just wondering, how would any of this motivate people that usually don't fight to fight this time?

Sure there could be rewards and such, but one might argue that the "Veteran PVP'ers" will win them anyway.

So that leads to my next question, how will this event lead to more and "new" people start to PVP?

Don't get me wrong, it is not like I dislike the idea, but I think the main priority should be to invest manpower to actually improve the PVP and Survival Community size wise rather than hosting a grand event that seems /at least to me/ unlikely to bring in new people.

That time might be wiser spent thinking and working on how to bring more people to the survival worlds, how to lower the entry bar to PVP and increase the variation of skills and specializations that are available to make it more fun for everyone.

Now before I get clubbed or anything that is only my personally opinion so feel free to ignore it, but at least try to consider all these ideas from another person's perspective once in a while.
 
I am just wondering, how would any of this motivate people that usually don't fight to fight this time?

Sure there could be rewards and such, but one might argue that the "Veteran PVP'ers" will win them anyway.

So that leads to my next question, how will this event lead to more and "new" people start to PVP?

Don't get me wrong, it is not like I dislike the idea, but I think the main priority should be to invest manpower to actually improve the PVP and Survival Community size wise rather than hosting a grand event that seems /at least to me/ unlikely to bring in new people.

That time might be wiser spent thinking and working on how to bring more people to the survival worlds, how to lower the entry bar to PVP and increase the variation of skills and specializations that are available to make it more fun for everyone.

Now before I get clubbed or anything that is only my personally opinion so feel free to ignore it, but at least try to consider all these ideas from another person's perspective once in a while.
Again, punishment for those who don't fight. I think it is absolutely ludicrous that you can play Factions without any of the risk involved from other players by staying inside.

"variation of skills and specializations that are available"
Tried it with traits, was a buggy mess that resulted in mass glitch abuse and general grievance, as well as one build that EVERYONE ran, effectively negating the purpose of the plugin.

"I think the main priority should be to invest manpower to actually improve the PVP and Survival Community size wise"
I can't see any way of doing this, other than removing the giant safezone that is Regalia. Fact is, the Staff care more about RPers than they do Factions players, which is for a good reason as RPers are the ones that donate and make up a majority of the server.
 
Thank you for that reply, it actually showed the exact mindset that did lead us to the situation we are in now. Meaning fewer players in factions or rather in the survival side of the server altogether.

First off a bold statement from me: "Stop relying on Rp'ers to fix your problems".

It is quite funny how every now and then people show up and blame Regalia or even RP for the situation the Survival worlds are in. A fact is that you could completely remove either part and the synergies that would be destroyed through that would mainly be communities that developed through people being in the same faction. Of course, there are more things but they are minor when it boils down to it.

The question you should ask yourself instead is why is it that people transition from Survival to RP rather than the other way around?

But back to that later, I wanted to address your points so here I go:

Again, punishment for those who don't fight. I think it is absolutely ludicrous that you can play Factions without any of the risk involved from other players by staying inside.

Is it tough? With this statement, you simply reduce factions to PVP. People don't fight with you so they take away from your fun and for that, they should be punished, right?

I, on the other hand, think it is ludicrous for you to claim the right to take away from other's people fun. I am not talking about battel's between factions here, but instead raids on players that simply don't care for PVP.

The servers point of view for the matter during the past years was clear, which is probably partly to blame for this mindset and situation. "If you play factions, you PVP", that was fine when there a lot of players in Survival that actually liked to brawl with others. Raids on "peaceful" players happened but were not as frequent due to the higher player count, so everything was fine.

With fewer people playing survival that changed because there simply are not enough PVP'rs to cover the desire for amusing fights. So what do you do? You attack the "peacefull" factions if not because of boredom then simply for a change of pace.

With these raids becoming more frequent there were two choices for players to make, defend or ignore them. So what do you do? You defend right? Who cares if you loose.

Well ... maybe for the first couple times but after the 20th or 30th raid? So you have two choices again, grind and train or ignore.

So as a person that didn't care much about PVP in the first place what will you do? You will most likely ignore it and stop whatever you do to hide inside right? No big deal right? But what if that happens if that happens again and again and again?

The answer is another two choices, you endure or you quit. Quitting, in this case, doesn't mean they necessarily leave the server but rather stop to play survival or simply playing less.

Fostering this exact attitude lead to the situation we find ourselves in now, but hey it is ok if a certain player group is having fun right?

"variation of skills and specializations that are available"
Tried it with traits, was a buggy mess that resulted in mass glitch abuse and general grievance, as well as one build that EVERYONE ran, effectively negating the purpose of the plugin.

Indeed we tried it, but did we really? In the end, the plugin was released some people complained and some of the traits were removed and altered to make PVP more "fun" again.

So what could have been done? Instead of fighting a plugin that could have changed the survival gameplay completely the community could have worked on improving it.

There are various things that come to mind, but something simple as a slot system could have done the trick.

"I think the main priority should be to invest manpower to actually improve the PVP and Survival Community size wise"
I can't see any way of doing this, other than removing the giant safe zone that is Regalia. Fact is, the Staff care more about RPers than they do Factions players, which is for a good reason as RPers are the ones that donate and make up a majority of the server.

It is completly fine if you say you don't know a solution for a problem, but that does not mean stonewalling other peoples ideas is.

As explained above removing Regalia would do nothing but cause even more harm, because if we are honest the server would be pretty empty then.

Also regarding the staff favoring the RP side, is that really the case ? Or are there simply a lot more players that became staff members from the RP side than the Survival side? Might be worth thinking about.

Kell out

PS: Please don't take this personal that is rather a adress on the different issues written in a rather biased way.
 
Thank you for that reply, it actually showed the exact mindset that did lead us to the situation we are in now. Meaning fewer players in factions or rather in the survival side of the server altogether.

First off a bold statement from me: "Stop relying on Rp'ers to fix your problems".

It is quite funny how every now and then people show up and blame Regalia or even RP for the situation the Survival worlds are in. A fact is that you could completely remove either part and the synergies that would be destroyed through that would mainly be communities that developed through people being in the same faction. Of course, there are more things but they are minor when it boils down to it.

The question you should ask yourself instead is why is it that people transition from Survival to RP rather than the other way around?

But back to that later, I wanted to address your points so here I go:



Is it tough? With this statement, you simply reduce factions to PVP. People don't fight with you so they take away from your fun and for that, they should be punished, right?

I, on the other hand, think it is ludicrous for you to claim the right to take away from other's people fun. I am not talking about battel's between factions here, but instead raids on players that simply don't care for PVP.

The servers point of view for the matter during the past years was clear, which is probably partly to blame for this mindset and situation. "If you play factions, you PVP", that was fine when there a lot of players in Survival that actually liked to brawl with others. Raids on "peaceful" players happened but were not as frequent due to the higher player count, so everything was fine.

With fewer people playing survival that changed because there simply are not enough PVP'rs to cover the desire for amusing fights. So what do you do? You attack the "peacefull" factions if not because of boredom then simply for a change of pace.

With these raids becoming more frequent there were two choices for players to make, defend or ignore them. So what do you do? You defend right? Who cares if you loose.

Well ... maybe for the first couple times but after the 20th or 30th raid? So you have two choices again, grind and train or ignore.

So as a person that didn't care much about PVP in the first place what will you do? You will most likely ignore it and stop whatever you do to hide inside right? No big deal right? But what if that happens if that happens again and again and again?

The answer is another two choices, you endure or you quit. Quitting, in this case, doesn't mean they necessarily leave the server but rather stop to play survival or simply playing less.

Fostering this exact attitude lead to the situation we find ourselves in now, but hey it is ok if a certain player group is having fun right?



Indeed we tried it, but did we really? In the end, the plugin was released some people complained and some of the traits were removed and altered to make PVP more "fun" again.

So what could have been done? Instead of fighting a plugin that could have changed the survival gameplay completely the community could have worked on improving it.

There are various things that come to mind, but something simple as a slot system could have done the trick.



It is completly fine if you say you don't know a solution for a problem, but that does not mean stonewalling other peoples ideas is.

As explained above removing Regalia would do nothing but cause even more harm, because if we are honest the server would be pretty empty then.

Also regarding the staff favoring the RP side, is that really the case ? Or are there simply a lot more players that became staff members from the RP side than the Survival side? Might be worth thinking about.

Kell out

PS: Please don't take this personal that is rather a adress on the different issues written in a rather biased way.
"think it is ludicrous for you to claim the right to take away from other's people fun."
I can easily make the argument that they are taking away my fun because they don't want to fight. Then we get into the question "Whose fun matters more?" which is a very murky area indeed. The entire purpose of Factions is to compete with other players. I don't buy the whole "It's just for playing with your friends in a group" argument.

"Raids on "peaceful" players happened but were not as frequent due to the higher player count, so everything was fine."
Patently false. The huge wars that started in the early days of the server were because of factions creating empires to subjugate other factions, and rebellions started (Like early Magnanimus) to fight them, which resulted in "peaceful" factions joining the cause. The reason PvP is stagnant and peaceful factions get raided is because being a pansy and a coward is not only easy, it's actually encouraged by a majority of these "peaceful" players, who are peaceful in everything except when it comes to actively trying to remove PvP from the server.

"Indeed we tried it, but did we really? In the end, the plugin was released some people complained and some of the traits were removed and altered to make PVP more "fun" again."
It wasn't because of making it fun again. I would know, I was amongst those who asked for major reworks in traits. They were removed because they were broken and made people ridiculously strong if they got lucky with their traits glitches, which led to some people passively taking less damage or doing more for no reason other than luck.

"Instead of fighting a plugin that could have changed the survival gameplay completely the community could have worked on improving it."
No one fought the idea of Traits, nearly everyone in the community wanted it as part of the server. However, after a year of bugs and glitches the problems still existed and actually appeared to have gotten worse. Hence why they were removed.
 
the end, the plugin was released some people complained and some of the traits were removed and altered to make PVP more "fun" again.

So what could have been done? Instead of fighting a plugin that could have changed the survival gameplay completely the community could have worked on improving it.
It's true, nobody really wants to improve how PVP is done, because any potential that somebody might use something other than axes or swords and still win isnt allowed to happen. If anything comes up, it's immediately petitioned to be flagged useless by the combat tag.
I can easily make the argument that they are taking away my fun because they don't want to fight
You know I love you, but this makes no sense. You are basically saying that you can't have fun unless other people arent.


Also both of you are kinda wrong on one thing.
@Kellock93 you are 100% correct when you say removing regalia would be detrimental to both sides and likely kill the server all together. But regalia didn't always exist and the server was fine. People actually had to work and build their own towns to roleplay in and the entire server was more of a cohesive community. And because of regalia's existence, whether directly or indirectly, the survival worlds have slowly begin to suffer more because people have the option to not be there. And unfortunately its too late to go back. So @Synthesia it is very unlikely that any of those large Wars could ever happen again, or anything even close to it, because people now have that option to just not be in the survival worlds.

That's not me trying to be pessimistic about this idea, because I really love it. I'm just saying don't try and get your hopes up by remembering all of those large Wars of the past when there aren't nearly as many players interested in participating as there were back then.
 
It's true, nobody really wants to improve how PVP is done, because any potential that somebody might use something other than axes or swords and still win isnt allowed to happen. If anything comes up, it's immediately petitioned to be flagged useless by the combat tag.

You know I love you, but this makes no sense. You are basically saying that you can't have fun unless other people arent.


Also both of you are kinda wrong on one thing.
@Kellock93 you are 100% correct when you say removing regalia would be detrimental to both sides and likely kill the server all together. But regalia didn't always exist and the server was fine. People actually had to work and build their own towns to roleplay in and the entire server was more of a cohesive community. And because of regalia's existence, whether directly or indirectly, the survival worlds have slowly begin to suffer more because people have the option to not be there. And unfortunately its too late to go back. So @Synthesia it is very unlikely that any of those large Wars could ever happen again, or anything even close to it, because people now have that option to just not be in the survival worlds.

That's not me trying to be pessimistic about this idea, because I really love it. I'm just saying don't try and get your hopes up by remembering all of those large Wars of the past when there aren't nearly as many players interested in participating as there were back then.

"It's true, nobody really wants to improve how PVP is done, because any potential that somebody might use something other than axes or swords and still win isnt allowed to happen. If anything comes up, it's immediately petitioned to be flagged useless by the combat tag."
Eh well until Mojang add pole-arms, halberds, dane axes, maces, crossbows, ballistas, rapiers, spears, proper shields, warhammers, blundergats, or nuclear warheads that's unlikely to change. And there was a time with traits where archers could literally 3 shot you (There's a video of me doing it to 6 people from Tyberia while they were raiding me). I actually support buffing archery, but they've gone and made it useless by making the daze damage so low.

"You know I love you, but this makes no sense. You are basically saying that you can't have fun unless other people arent."
Can a carnivore live without live prey? I could roleplay (I've got the English grades and the approved char app to do so), but I feel like it's a highly, HIGHLY exclusionary community that requires you to be a staff to have any sort of influence on the Lore or progression of the world. Don't believe me? Take a peek at who gets mentioned the most in world progression events. They're almost always Staff or friends of Staff. PvP does require two people. It's sorta like sex. And without two people it becomes a lot less fun

lol
 
And another thing, there's this mindset that just because you are prone to being involved in raiding or PVP if you play in the survival worlds, somehow turned into "The attackers must always win" instead of actually survival, because pretty much any way of escaping has been flagged useless by the combat tag. People are wondering why more peaceful players don't want to be in the survival worlds, it's because they have no way of helping themselves if they don't want to attack back or simply dont know how. Unless they want to stay inside... Which then people complain about.
 
And another thing, there's this mindset that just because you are prone to being involved in raiding or PVP if you play in the survival worlds, somehow turned into "The attackers must always win" instead of actually survival, because pretty much any way of escaping has been flagged useless by the combat tag. People are wondering why more peaceful players don't want to be in the survival worlds, it's because they have no way of helping themselves if they don't want to attack back or simply dont know how. Unless they want to stay inside... Which then people complain about.
Hm
Maybe there needs to be PvP training, kinda like how England during the 13-15th century required that every boy practised with a Longbow

Would be impossible to implement tho
 
Can a carnivore live without live prey? I could roleplay (I've got the English grades and the approved char app to do so), but I feel like it's a highly, HIGHLY exclusionary community that requires you to be a staff to have any sort of influence on the Lore or progression of the world. Don't believe me? Take a peek at who gets mentioned the most in world progression events. They're almost always Staff or friends of Staff. PvP does require two people. It's sorta like sex. And without two people it becomes a lot less fun
Oh I totally know how screwed up the role play community is with being exclusionary and favoritism and all of that, it's not news to me. It's not hard to see that you really need to be close to a staff who is involved in the lore in order to get ahead. Luckily that isn't the same case in survival.. but as I stated previously, since people have the option to no longer be in the survival worlds then you essentially don't have your prey, and to go back to you or carnivore analogy, your species is dying.
 
Oh I totally know how screwed up the role play community is with being exclusionary and favoritism and all of that, it's not news to me. It's not hard to see that you really need to be close to a staff who is involved in the lore in order to get ahead. Luckily that isn't the same case in survival.. but as I stated previously, since people have the option to no longer be in the survival worlds then you essentially don't have your prey, and to go back to you or carnivore analogy. Your species is dying.
Yeah

What sucks is that a lot of these problems COULD be fixed if the Staff were bold enough to try something crazy and new but a majority of the community will just have a cry and leave.
 
Yeah

What sucks is that a lot of these problems COULD be fixed if the Staff were bold enough to try something crazy and new but a majority of the community will just have a cry and leave.

It's like you might be fine going to a little local Carnival near you, but once you experience Disney World, that little local Carnival doesn't seem as thrilling anymore. Thats Regalia being disney world and whatever rp existed before would be the carnival.
 
It's like you might be fine going to a little local Carnival near you, but once you experience Disney World, that little local Carnival doesn't seem as thrilling anymore. Thats Regalia being disney world and whatever rp existed before would be the carnival.
Yep

Could be fun to incorporate PvP into RP, like in tourneys or whatnot, but obvious issues arise, such as the fact that most of the "godly fighters" in the RP scene are horrible at actually... fighting

Hm
That's awkward
 
"think it is ludicrous for you to claim the right to take away from other's people fun."
I can easily make the argument that they are taking away my fun because they don't want to fight. Then we get into the question "Whose fun matters more?" which is a very murky area indeed. The entire purpose of Factions is to compete with other players. I don't buy the whole "It's just for playing with your friends in a group" argument.

Very murky indeed, that's why I was pointing out why that point of view, in general, is wrong. The problem is simply that you can not choose between PVP and normal PVE Survival.


"Raids on "peaceful" players happened but were not as frequent due to the higher player count, so everything was fine."
Patently false. The huge wars that started in the early days of the server were because of factions creating empires to subjugate other factions, and rebellions started (Like early Magnanimus) to fight them, which resulted in "peaceful" factions joining the cause. The reason PvP is stagnant and peaceful factions get raided is because being a pansy and a coward is not only easy, it's actually encouraged by a majority of these "peaceful" players, who are peaceful in everything except when it comes to actively trying to remove PvP from the server.

You are right I completely forgot about that, I was rather referring to the time between Solaris etc. and the start of the Proxy War period.
The second paragraph, on the other hand, shows again how set you seem to be on your point of view, but we are getting murky again there, right?

"Indeed we tried it, but did we really? In the end, the plugin was released some people complained and some of the traits were removed and altered to make PVP more "fun" again."
It wasn't because of making it fun again. I would know, I was amongst those who asked for major reworks in traits. They were removed because they were broken and made people ridiculously strong if they got lucky with their traits glitches, which led to some people passively taking less damage or doing more for no reason other than luck.

"Instead of fighting a plugin that could have changed the survival gameplay completely the community could have worked on improving it."
No one fought the idea of Traits, nearly everyone in the community wanted it as part of the server. However, after a year of bugs and glitches the problems still existed and actually appeared to have gotten worse. Hence why they were removed.

I am not talking about bugs and glitches here, you are right if something is not working right it should be fixed. But here is the problem, no one wanted to work on a real fix, removing them is so much easier after all, right?

I am sorry but I will not continue this from here on out. You seem to be so fixed on your viewpoint, that arguing is pointless.

Well since thinking like this what lead to this situation, why not continue, right?

@Zacatero It may seem that way but in the end, the server was different in a very important way. It was simply really small. When it began to grow and Roleplay actually started out with any form of guidance you had Daenshore and then Regalia V1. While it sure snatched some survival players the overall impact is a lot lower than one might think. And one of the reasons for people to move to Regalia was mentioned a post above ;)
 
Thank you for that reply, it actually showed the exact mindset that did lead us to the situation we are in now. Meaning fewer players in factions or rather in the survival side of the server altogether.

First off a bold statement from me: "Stop relying on Rp'ers to fix your problems".

It is quite funny how every now and then people show up and blame Regalia or even RP for the situation the Survival worlds are in. A fact is that you could completely remove either part and the synergies that would be destroyed through that would mainly be communities that developed through people being in the same faction. Of course, there are more things but they are minor when it boils down to it.

The question you should ask yourself instead is why is it that people transition from Survival to RP rather than the other way around?

But back to that later, I wanted to address your points so here I go:



Is it tough? With this statement, you simply reduce factions to PVP. People don't fight with you so they take away from your fun and for that, they should be punished, right?

I, on the other hand, think it is ludicrous for you to claim the right to take away from other's people fun. I am not talking about battel's between factions here, but instead raids on players that simply don't care for PVP.

The servers point of view for the matter during the past years was clear, which is probably partly to blame for this mindset and situation. "If you play factions, you PVP", that was fine when there a lot of players in Survival that actually liked to brawl with others. Raids on "peaceful" players happened but were not as frequent due to the higher player count, so everything was fine.

With fewer people playing survival that changed because there simply are not enough PVP'rs to cover the desire for amusing fights. So what do you do? You attack the "peacefull" factions if not because of boredom then simply for a change of pace.

With these raids becoming more frequent there were two choices for players to make, defend or ignore them. So what do you do? You defend right? Who cares if you loose.

Well ... maybe for the first couple times but after the 20th or 30th raid? So you have two choices again, grind and train or ignore.

So as a person that didn't care much about PVP in the first place what will you do? You will most likely ignore it and stop whatever you do to hide inside right? No big deal right? But what if that happens if that happens again and again and again?

The answer is another two choices, you endure or you quit. Quitting, in this case, doesn't mean they necessarily leave the server but rather stop to play survival or simply playing less.

Fostering this exact attitude lead to the situation we find ourselves in now, but hey it is ok if a certain player group is having fun right?



Indeed we tried it, but did we really? In the end, the plugin was released some people complained and some of the traits were removed and altered to make PVP more "fun" again.

So what could have been done? Instead of fighting a plugin that could have changed the survival gameplay completely the community could have worked on improving it.

There are various things that come to mind, but something simple as a slot system could have done the trick.



It is completly fine if you say you don't know a solution for a problem, but that does not mean stonewalling other peoples ideas is.

As explained above removing Regalia would do nothing but cause even more harm, because if we are honest the server would be pretty empty then.

Also regarding the staff favoring the RP side, is that really the case ? Or are there simply a lot more players that became staff members from the RP side than the Survival side? Might be worth thinking about.

Kell out

PS: Please don't take this personal that is rather a adress on the different issues written in a rather biased way.
You realize you're pretty much suggesting that the entire pvp community just quit or play less right?
 
Very murky indeed, that's why I was pointing out why that point of view, in general, is wrong. The problem is simply that you can not choose between PVP and normal PVE Survival.




You are right I completely forgot about that, I was rather referring to the time between Solaris etc. and the start of the Proxy War period.
The second paragraph, on the other hand, shows again how set you seem to be on your point of view, but we are getting murky again there, right?



I am not talking about bugs and glitches here, you are right if something is not working right it should be fixed. But here is the problem, no one wanted to work on a real fix, removing them is so much easier after all, right?

I am sorry but I will not continue this from here on out. You seem to be so fixed on your viewpoint, that arguing is pointless.

Well since thinking like this what lead to this situation, why not continue, right?

@Zacatero It may seem that way but in the end, the server was different in a very important way. It was simply really small. When it began to grow and Roleplay actually started out with any form of guidance you had Daenshore and then Regalia V1. While it sure snatched some survival players the overall impact is a lot lower than one might think. And one of the reasons for people to move to Regalia was mentioned a post above ;)
How were you pointing that out exactly? Your entire reply consisted of "Too bad, it's up to the PvP community to manage their own problems." I find it hilarious that you accuse me of being "set in my views."

"I am not talking about bugs and glitches here, you are right if something is not working right it should be fixed. But here is the problem, no one wanted to work on a real fix, removing them is so much easier after all, right?"
Literally the ENTIRE PvP community proposed fixes and possible changes to the trait system, and even when they were implemented the change either didn't work or brought 10 more bugs with it.
Dozens of forum threads asking for fixes and proposing them too
Countless hours testing bugs and straight up PvPing and finding issues with the trait system

And you have the gall to say "Well no one wanted a fix"

I'm kinda speechless
 
Would just like to add that on the FRONT PAGE of the Massivecraft website it talks about a realistic and fun experience. Being able to hide inside without consequence during a raid is neither of these things. This is the cold hard truth.

Nobody
Has
A
Reason
To
Fight

And furthermore, there are no consequences for being a coward and sitting inside while taunting the raider. I think they should re-implement cannons that could actually damage bases, but this damage regenerates so it isn't a permanent grief.
 
I'm having trouble wrapping my head around what you're exactly asking me to do. If I had some sort of time table and actions required, I could give a more substantial response, but as it stands right now I'm in the middle of structural reforms within the Lore department, and I have an upcoming 2 week holiday from the Saturday after the next. My time is very limited.
I'm asking you to talk to the player base before making any large changes
 
Would just like to add that on the FRONT PAGE of the Massivecraft website it talks about a realistic and fun experience. Being able to hide inside without consequence during a raid is neither of these things. This is the cold hard truth.

Nobody
Has
A
Reason
To
Fight

And furthermore, there are no consequences for being a coward and sitting inside while taunting the raider. I think they should re-implement cannons that could actually damage bases, but this damage regenerates so it isn't a permanent grief.
Alright, I have been reading through some of these posts, and am a little confused. First, you want to bring ropelayers to survival, but then you want to kill them right off the bat. If any roleplayer reads through your post I think it would scare them away if anything. You are talking about repopulating the survival servers and then breaking into their bases with 'cannons' and then killing them. You speak about how this isn't a fun or realistic experience, but I would like to point out that your fun isn't the only thing that matters. Yes, Pvpers feelings on this matter, but I would like to stress that Roleplayers feelings matter EXACTLY the same. Roleplayers are people, but from what I am reading you are treating them poorly.
 
@Synthesia @Kellock93

There are way too many factors in why PvP has died and become so unattractive - some being:
  • Large factions have several large cities, which decentralizes PvP and allows players to simply move to a different city when they are attacked
  • New worlds continue to be added, causing factions to be much further away from one another, causing less player interaction (enemies / alliances)
  • Regalia allows players to simply warp out into a safe zone where they can wait the raid out
  • Nobody cares about 'reputation' anymore - that is that it used to be when factions could not defend themselves they would get others to defend or they would surrender
  • The survival economy is completely screwed (due to bugged McMMO fishing in 2014) to the point where nothing is worth producing, and the only things that can be sold are niche lore items with literally no use besides looking nice (further destroyed by things like /fix and gifts4all
  • PvP on MassiveCraft has always been pretty bad, and the bugs and glitches that came with the implementation of traits killed off 2/3rds of the PvP community - not to mention the awful lag and desync that happens 24/7 and consistently terrible tps drops coupled with the tedious inventory managment caused by McMMO potions
All in all, there is basically no way to fix any of these problems in a way that would make everyone happy. We can't remove Regalia because people have grown used to their safety and using it as a Roleplay hub, instead of using cities built by players in the survival worlds to do it. We can't force anyone to surrender because people are too accustomed to having everything go their way - and suggesting that people who don't defend themselves should face at least some consequence means you are actively trying to ruin people's fun on the server.

At this point, I'm pretty much convinced nothing will change and PvP will just continue to slowly decline into nothing, because there really isn't any good solution to save it - and any "solution" that would theoretically save it is either not possible or would make people unhappy (God forbid anyone has to deal with being unhappy). The community is no longer made up of players who seek to be competitive with one another - which is not necessarily a horrible thing for the server - just for the small and dying PvP community - which is almost completely irrelevant at this point.

The nature of PvP dictates that one side is a winner and one side is a loser - but on this server it seems like nobody can handle being on the losing side so there simply isn't one.
 
Whats annoying is that you cant really fix any of those.

Large factions have several large cities, which decentralizes PvP and allows players to simply move to a different city when they are attacked
This would require retroactively enforcing a rule that you can only have one contiguous claim (and will make a few factions very unhappy)

The survival economy is completely screwed (due to bugged McMMO fishing in 2014) to the point where nothing is worth producing, and the only things that can be sold are niche lore items with literally no use besides looking nice (further destroyed by things like /fix and gifts4all
Theres no way we can successfully reset the economy to a point where this wont happen anymore, and also not make everybody quit.

PvP on MassiveCraft has always been pretty bad, and the bugs and glitches that came with the implementation of traits killed off 2/3rds of the PvP community - not to mention the awful lag and desync that happens 24/7 and consistently terrible tps drops coupled with the tedious inventory managment caused by McMMO potions
Even if you fixed this, it would be for nothing since those players wont be returning anyway.

Nobody cares about 'reputation' anymore - that is that it used to be when factions could not defend themselves they would get others to defend or they would surrender
This one actually has a chance, but it would need some way to validate which faction is "the best" and honestly like with the thing above... its not like there are gonna be many participating.


Its just kinda sad that we are "the official factions server" and our survival is basically only alive on life support at this point. And thats only because of the few PVP communities still around that put up a fight. I understand that the factions plugin is being revamped and i have high hopes for how awesome it will be, but it still wont bring back all the players who quit because Massive has dying survival and isnt living up to what its status SHOULD be.
 
4PM CST this Saturday I'll open a Q&A. Can't hold it any earlier due to work.
 
The server has been slowly deteriorating in the PvP aspect for ages now and as I do understand its hard to reset the economy back to its regular state it is possible to ease it into a better position that It already is. I also do think there should be some "Explosives" system as to where you can blow a hole in someones base which temporarily damages the build so you can enter but should make it so it regenerates after a short period of time.

People are saying that a lot of the players who left due to the bad PvP system but there can be a chance to create a new one, People come and go all the time but there is a chance to get players to stay for the PvP if we fix the system.