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MassiveCraft factions is in a very big lull in numbers and interest, from old players and new players alike. After playing on very similar servers with double, triple, or quadruple the playercounts, the big thing massive is missing is not quality. It's an endgame, a competition, and freshness. Most of these servers have seasons or resets to accommodate this. Massive doesn't, but should try to adopt something that appeals to that playstyle.
My suggestion is for a separate world. This world would be much smaller and short term. Factions from one world could claim in this world and build, but it would have a different inventory as the main worlds. Players can transport items over via "ports" that exist on the main worlds in various places, which would allow a limited amount of items, take 24 hours or more, and have other limitations such as cost and control of the "port". Since such a limited amount of items would be transferred, it could be done manually via locked chests and staff using worldedit in lieu of coded automation.
The point being that you can opt-in to this world, this world can have new mechanics that are too risky to attempt on the other worlds, and yes you could have a certain level of connection and influence between worlds.
The separate world would have different mechanics, which can be changed each "season". Seasons can also last different amounts of time or indefinitely: for instance, summer break might have two seasons, but each typical college semester might be one season. Some seasons might even be a full year long. At the end of the season, winners are declared and rewards distributed, and a closing event might take place.
or, one might give out passive rewards for levels of participation, and not have an official winner, for instance if you had a resource-rich world and allowed exporting items, or rewards based on the amount of CoK style points earned.
Also I'd recommend giving out commemorative lore items for every noteworthy build, since these builds will be temporary, there's not much incentive to build something nice.
My suggestion is for a separate world. This world would be much smaller and short term. Factions from one world could claim in this world and build, but it would have a different inventory as the main worlds. Players can transport items over via "ports" that exist on the main worlds in various places, which would allow a limited amount of items, take 24 hours or more, and have other limitations such as cost and control of the "port". Since such a limited amount of items would be transferred, it could be done manually via locked chests and staff using worldedit in lieu of coded automation.
The point being that you can opt-in to this world, this world can have new mechanics that are too risky to attempt on the other worlds, and yes you could have a certain level of connection and influence between worlds.
Suggestion details:
The separate world would have different mechanics, which can be changed each "season". Seasons can also last different amounts of time or indefinitely: for instance, summer break might have two seasons, but each typical college semester might be one season. Some seasons might even be a full year long. At the end of the season, winners are declared and rewards distributed, and a closing event might take place.
- Different mechanics might include:
- Different rewards should be given out. For instance:
- Winners might be decided on via a variety of factors. This might include:
or, one might give out passive rewards for levels of participation, and not have an official winner, for instance if you had a resource-rich world and allowed exporting items, or rewards based on the amount of CoK style points earned.
Also I'd recommend giving out commemorative lore items for every noteworthy build, since these builds will be temporary, there's not much incentive to build something nice.