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Today in general chat several members of the community, including myself, had a healthy discussion on ideas of how we could possibly make the factions world popular and stop "PVPers" and "Roleplayers" from arguing and to unite them. Here is what we got:
1. Give Factions Lore - We have come up with the idea to give factions their own lore. We believe this could help get factions, especially the ones that are PVP based or just survival, to lean toward roleplay. This can also make players more active as try to become more popular in lore and gain more power as well as make the factions world more active. Also someone said that we maybe could have a area or wiki where faction lore can be put and anyone could edit it. Maybe faction leaders can create the lore and send it to the lore staff and staff can approve it? (To check that a faction isn't saying they own all of Aloria or Regalia and have a small loan of 1 million soldiers at their hand.)
2. Safe Cities - Another idea that was introduced during the discussion is to create safe cities. I myself am not certain about this one, because if not handled correctly this may ruin PVP, but if a faction/location is large enough and populated enough and powerful enough (and probably good looking enough) that they could become a designated roleplay area within the faction world. This could help attract people who spend all their time in Regalia to give the faction worlds a chance, and to draw more people to factions. This can also give players motivation, especially the people who stay in Regalia most of the time, to create their own "civilization" to try to become stronger and achieve becoming a safe city. Now I know what some are thinking, "Well what about PVP? Now we cant raid in the faction worlds either?", Well, we had the idea that if you own a large enough party of people that you could raid or besiege cities. It makes sense roleplay and realism wise, in the medieval ages 1 man does not just rush into a city all on his own and slaughters the common folk and soldiers without planning or help from his people. You could make an application that at this time of day these people will raid whatever city. I think it would make for some good battles. However, I think that it should be EXTREMELY difficult to become a safe city. If anyone and everyone could become a safe city, then PVP would be ruined for sure.
3. Return of Races? - I know, this has been an argument that has gone on for ages, and if I remember correctly the old races code isn't compatible with current minecraft and that it is outdated. Myself and some others have agreed that the divide between RP and PVP really started to show up when races was removed. Races added some roleplay feel to PVP, and got the attention of roleplayers. I think that traits should be removed because they are useless for PVP now because they disable when you enter combat. I believe we should re-create races because it will help give PVP a roleplay sort of touch and will attract roleplayers to survival/PVP because of its roleplay feel. People will be able to Roleplay at what race they are if they wanted to, or Elven based factions can be Elves and Dwarves can be Dwarves and give them the "Hey, we are actually dwarves, we arnt just pretending." vibe. I understand that it may be hard for the creators of the massivecraft plug-ins to create a new races plug-in, but if they really need to, you can call out to the massivecraft community because i'm sure their are players who want races back that are willing to volunteer and help create it.
4. More Faction Power or Less/No Upkeep - This is another topic that was introduced. In Regalia, the people only have to worry about paying 300r a month (depending on what you are buying) for their well made and aesthetically appealing house. In the faction worlds, some factions (like Insani) have to pay nearly 300r a /day/ to keep their faction land. I think that factions should get more perks for having to pay so much to keep their faction alive or they should have lower or no upkeep to pay (If you remove upkeep I suggest you remove taxes too because then owners can just milk money out of members. Taxes is used to help take the load off owners so that they can pay the upkeep, not to go into the faction leader's pockets.) This will help take stress off of faction leaders and persuade others to create their own communities.
5. Harder To Make Factions - Last idea, but not least. I and several others agree that factions should be harder to make. Back in the day I had to work my arse off every day to earn silver and copper because I really wanted to create my own faction where I was the king and that I could rule my own people and not having to listen to other leaders orders. This idea of owning my own faction kept me online for hours a day making money. Right before I made Insani regals became the new currency and I worked up to 1000 regals and was able to create my own faction. The feeling I had when I pressed enter after typing "/f create Insani" made me so happy, I felt so achieved. I think it should be harder to create factions because it will give people something to work for and to stay on longer for and in the end make them feel achieved and proud of what they have done. It will make things more realistic too, not every man and women were able to get up and go "Hey, today I have decided I want to be a king." It was a process, you needed to be popular and needed to be rich. If factions were harder to create, then their would be no need for such high upkeep either.
I did not create this to start a war between "roleplayers and PVPers" and I hope none will start one. I just want what is best for massivecraft honestly, and I believe these ideas will help make it better and more popular. I miss the old days where the server was full, 300/300, and how there were no roleplayers and pvpers argueing because there were no roleplayers or pvpers. There were just /Players/. Everything went well together, people rped in the faction world. Instead of finding someone in Ithania and then potting up to gank them from behind there were groups of bandits who would wander the roads and halt players and tell them to give them coin or face death. There were taverns and other player made businesses in the faction worlds that people created and ran and their would be groups of people who traveled there to RP and some people went there to PVP. Not all people got along, but the whole game did. I today own a very old faction with 12,000 regals in the bank and own double chests of god gear and have 50 players at my command however I sometimes wish giving it all up to go back to the old days when I was a poor, powerless farmer in Leyowiin because those days were the most fun days I have ever had on this server. I believe if even just one of these ideas were implemented, massive could step one foot closer to becoming greater then it has ever been before.
1. Give Factions Lore - We have come up with the idea to give factions their own lore. We believe this could help get factions, especially the ones that are PVP based or just survival, to lean toward roleplay. This can also make players more active as try to become more popular in lore and gain more power as well as make the factions world more active. Also someone said that we maybe could have a area or wiki where faction lore can be put and anyone could edit it. Maybe faction leaders can create the lore and send it to the lore staff and staff can approve it? (To check that a faction isn't saying they own all of Aloria or Regalia and have a small loan of 1 million soldiers at their hand.)
2. Safe Cities - Another idea that was introduced during the discussion is to create safe cities. I myself am not certain about this one, because if not handled correctly this may ruin PVP, but if a faction/location is large enough and populated enough and powerful enough (and probably good looking enough) that they could become a designated roleplay area within the faction world. This could help attract people who spend all their time in Regalia to give the faction worlds a chance, and to draw more people to factions. This can also give players motivation, especially the people who stay in Regalia most of the time, to create their own "civilization" to try to become stronger and achieve becoming a safe city. Now I know what some are thinking, "Well what about PVP? Now we cant raid in the faction worlds either?", Well, we had the idea that if you own a large enough party of people that you could raid or besiege cities. It makes sense roleplay and realism wise, in the medieval ages 1 man does not just rush into a city all on his own and slaughters the common folk and soldiers without planning or help from his people. You could make an application that at this time of day these people will raid whatever city. I think it would make for some good battles. However, I think that it should be EXTREMELY difficult to become a safe city. If anyone and everyone could become a safe city, then PVP would be ruined for sure.
3. Return of Races? - I know, this has been an argument that has gone on for ages, and if I remember correctly the old races code isn't compatible with current minecraft and that it is outdated. Myself and some others have agreed that the divide between RP and PVP really started to show up when races was removed. Races added some roleplay feel to PVP, and got the attention of roleplayers. I think that traits should be removed because they are useless for PVP now because they disable when you enter combat. I believe we should re-create races because it will help give PVP a roleplay sort of touch and will attract roleplayers to survival/PVP because of its roleplay feel. People will be able to Roleplay at what race they are if they wanted to, or Elven based factions can be Elves and Dwarves can be Dwarves and give them the "Hey, we are actually dwarves, we arnt just pretending." vibe. I understand that it may be hard for the creators of the massivecraft plug-ins to create a new races plug-in, but if they really need to, you can call out to the massivecraft community because i'm sure their are players who want races back that are willing to volunteer and help create it.
4. More Faction Power or Less/No Upkeep - This is another topic that was introduced. In Regalia, the people only have to worry about paying 300r a month (depending on what you are buying) for their well made and aesthetically appealing house. In the faction worlds, some factions (like Insani) have to pay nearly 300r a /day/ to keep their faction land. I think that factions should get more perks for having to pay so much to keep their faction alive or they should have lower or no upkeep to pay (If you remove upkeep I suggest you remove taxes too because then owners can just milk money out of members. Taxes is used to help take the load off owners so that they can pay the upkeep, not to go into the faction leader's pockets.) This will help take stress off of faction leaders and persuade others to create their own communities.
5. Harder To Make Factions - Last idea, but not least. I and several others agree that factions should be harder to make. Back in the day I had to work my arse off every day to earn silver and copper because I really wanted to create my own faction where I was the king and that I could rule my own people and not having to listen to other leaders orders. This idea of owning my own faction kept me online for hours a day making money. Right before I made Insani regals became the new currency and I worked up to 1000 regals and was able to create my own faction. The feeling I had when I pressed enter after typing "/f create Insani" made me so happy, I felt so achieved. I think it should be harder to create factions because it will give people something to work for and to stay on longer for and in the end make them feel achieved and proud of what they have done. It will make things more realistic too, not every man and women were able to get up and go "Hey, today I have decided I want to be a king." It was a process, you needed to be popular and needed to be rich. If factions were harder to create, then their would be no need for such high upkeep either.
I did not create this to start a war between "roleplayers and PVPers" and I hope none will start one. I just want what is best for massivecraft honestly, and I believe these ideas will help make it better and more popular. I miss the old days where the server was full, 300/300, and how there were no roleplayers and pvpers argueing because there were no roleplayers or pvpers. There were just /Players/. Everything went well together, people rped in the faction world. Instead of finding someone in Ithania and then potting up to gank them from behind there were groups of bandits who would wander the roads and halt players and tell them to give them coin or face death. There were taverns and other player made businesses in the faction worlds that people created and ran and their would be groups of people who traveled there to RP and some people went there to PVP. Not all people got along, but the whole game did. I today own a very old faction with 12,000 regals in the bank and own double chests of god gear and have 50 players at my command however I sometimes wish giving it all up to go back to the old days when I was a poor, powerless farmer in Leyowiin because those days were the most fun days I have ever had on this server. I believe if even just one of these ideas were implemented, massive could step one foot closer to becoming greater then it has ever been before.