Archived Just A Short Rant.

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65jes89

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First off, if I put this in the wrong section, sorry. This is a feature suggestion, but also kinda a rant. So yea, sorry.

I'd like to start off by saying that massive is the best server I've ever been on. Ever. It was here on Massive where I learned how to do just about everything in minecraft. Pvp. Build (kinda lol). Make money. All that good stuff. Over the past 21 months I've been on Massive, I've matured and changed quite a bit. Anyone who knew me when I first joined, thygerson, wannag, lizman, pokyug, mecharic, all those people, can probably tell you that I acted like an absolute idiot when I first joined the server. During this time, however, I had a ton of fun, especially pvping. Or what I called pvp at the time. I'm pretty sure I didn't even know what strafing was for a good 6 months of playing on Massive. But that's not important. What's important is that I had a ton of fun doing this. And so did everyone else. Maybe I just didn't see it back then, but it seems like pvp on massive is quite a bit less fun then when I was first playing all that time ago. Sure, it had its moments, but overall it was a much better experience then it is now.

Now, there's obviously multiple explanations as to why this is. It could just be the community, or people's skill levels, or whatever you want to blame it on. But the fact is, it's happening. Now, for my take on it. I believe that the less than satisfactory feeling that has come along is largely due to traits. So yes, this another one of "those" threads. And, being totally honest, it's not any different. It's pretty much exactly like every other "anti-traits" thread that's ever been made.

Now, if you've stuck around this long, I'll go ahead and guess that I've got you captive no matter what I say. So I'll go ahead and say what you've been expecting me to say for a while now. I think traits should be removed. Simple as that. Along with this, vampire should be removed. The 3x armor durability buff should be removed or significantly nerfed. Fix power should be removed or significantly nerfed. mcMMO should be looked into for balance issues. And finally, the lag must be fixed. And yes, must.

Now for my reasoning for each of these. I'll keep traits last, just in case you don't want to scroll through that argument once you've realized it is literally the exact same as every other argument against traits.

So, first, vampires. The reasoning for this is pretty well known and already explained, but I'll go through it for anyone who has missed it. Basically, vampire is pretty much superior to traits in every way. The only real drawbacks for it are the who daytime thing, which is easily countered. Anyone who says otherwise either hasn't participated in long raids involving vamps or is kidding themselves. Nobody in their right mind will stay and raid as a vamp during the day. It simply doesn't happen. Vampires can use /time to easily find out when they just need to tp out, and due to the speed5 effect, they have no problem getting away from any fighting. The second drawback is holy water, which affects vampires about as much as a water gun affects a 6 year old at a birthday party. It's pretty much the same, in fact, as that water gun. All you need do is throw your enderpearl or run away, wait the few seconds for the debuffs to go, and you're back in business. I might just not pay attention enough, but I've never seen holy water lead to an experienced vampire dying. It's just to easy to run away till the effects are gone.

So next. This is actually one I don't think I've seen before, or at least recently. Now, I'm expecting the armor durability buff to be rather controversial, but I'll do my best to explain my opinion anyway. Basically, the lack of armor damage pretty much makes it impossible for god armor to ever break. I remember, quite clearly, when god armor went for 1k a set. Now, the current price is 400ish, if you buy it in trade chat (I don't consider market prices to be accurate representations of actual worth). Now, this is probably where someone's going to pull out monmarty's graph showing the primary, secondary, tertiary and so on activities that make up a real economy. But see, the key word with that is real. Massive, as much as it strives to be, is not like a real life economy. It, unfortunately, is limited to the confines of minecraft, which to put it briefly, are incapable of representing a real economy. So, currently, we're stuck with a ton and a half of god armor, tools, weapons, and so on, that never, ever break. One of the big arguments I'm expecting on this one is "but how ever will we make our items last longer than the flimsy unbreaking 3 enchantment allows?!" Well, I do believe you're completely forgetting anvils, something which has pretty much lost all meaning on Massive. It's actually incredibly easy, especially with 1.8 enchanting, to repair god armor, as well as make it. Additionally, it will create a small but effective diamond drain, which will make mining actually worth something.

The /fix argument is pretty much the same as the above.

Now for mcMMO. I'd like to start by saying that I love mcMMO. However, thinking about it now, I realize that I really don't. What I actually like, and I think most people who "like" mcMMO can agree with, is the "grind" involved with it. I really, more than any armor damage, super breaker length, or new potion, is turning on some music and relaxing with a simple, relatively repetitive task. And, remember, I'm not asking that it be removed, just looked into for balance issues, assuming traits/vampire are removed, which I doubt either will be.

Now, for the big one. Traits. Fun. Not really, actually. I believe traits are pretty much the root cause of all pvp issues. As much as they've been complained about, I honestly don't understand why they're still here. Anyways, since I don't have anything really new to add to this particular discussion, I'll just go over a few main points. One: Damage inconsistencies and glitches. Yeah, they're not really gone. They're definitely reduced, but not gone. Do a bit of PvP and you'll seen a couple 6 heart hits. A couple interesting damage outputs. Of course, I'm pretty sure the response to this will be the same as it always has: "Prove it. Record it and give us exact bugs in the form of a bug report." So yeah. I'm going to be rather frank now. I mean this in the best possible way with all due respect to cayorion and all staff members. This simply put, should not be our problem. It should not be the consumers' responsibility to fix the product, as anyone with any idea about public relations can tell you. And again, I realize cayorion is busy, and I mean no offense to him.
Two: PvP should not rely on who has the better trait setup, or as some people call it "strategy." PvP should rely on skill. Period. End of story. Someone should not be able to get 3 lucky hit and kill someone. All in all this ruins pvp for everyone. Now, am I suggesting going back to races? No. That, I suppose is where I am slightly different from others. Earlier, while I was looking around the website, I stumbled upon this: http://www.massivecraft.com/?s=traits
Woah, woah, woah. These are what?... Traits? Isn't that what you're saying you don't like? Yep. However, what I am suggesting is that traits is formed into a plugin similar to races, but using preset traits "classes," which could be built off of traits. Of course, these could be a little more fleshed out to include things such as a class with speed2/haste2 so we don't completely remove the fun in insta mining, but current traits doesn't really make sense for pvp or roleplay. I honestly have never roleplayed in my life, but I'm still pretty sure you can't have a race that shoots fireballs while flying around the water. Just saying.

So anyway, this isn't really a formal suggestion or discussion, mostly just a rant. I haven't suggested much of anything new, and don't expect for anything to be done about it, but who knows, right? It certainly feels better to have said it.

tl;dr PvP isn't enjoyable. Make it skill based and fix the lag. Thanks for your time. Don't flame. :)
 
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Sorry for anything that doesn't really make sense, it's getting late and I'm tired. Leave a comment and I'll fix it in the morning :)
 
@65jes89 I would like to point out that they do not ask for bug reports simply for the heck of it. I suppose you think they get their highs off of reading bug reports? No, they actually need them in order to be able to reproduce the circumstances and isolate the problem so that it can be fixed. As someone who has done a lot of debugging of code, I find your assumptions very offensive.

Furthermore, you are not required to pay to play on the server, if you actually had been paying to use software that was developed by MassiveCraft, only then would you have reason to expect them to be responsible for bug tracking on their own.
 
Honestly I don't PVP in melee because I simply think the system for melee PVP in minecraft as it is is broken, and augmenting it with plugins can't solve the fundamental issues with the PVP in Minecraft. However i'll throw my two cents (as worthless as they are) into the PVP discussion as it stands currently:

Traits is the best attempt I have seen, even among full mods, to make minecraft PVP more strategic and interesting while abiding by it's rules, not to mention it's a completely unique to massivecraft plugin which I would be very sad to see go. Assigning traits to classes you pick from would be fine with me, but it would require a LOT of testing, and severely restrict freedom. Pro's and Con's to everything.

Vampires are OP and have been for a while from what I know, they need a severe nerf. Nuff said.

Armor I hold no opinion on either way.

MCMMO, if we had none of the other plugins would leave PVP as a grind to win affair, with older players always being more powerful unless a level cap was implemented, which would piss off many people I imagine. Best to keep a strategy encouraging (or more impactful/OP) PVP plugin like Traits (or vampire) as a way to get around always losing to people with higher MCMMO stats.

Your suggestions are close to good ideas I think, but need some fairly big adjustments away from extremes as far as I see it. Don't say to remove any of the plugins, suggest they be reworked in X way to make them better. Though I doubt this will be taken too seriously, as you said, this is a big rant. Perhaps you, or someone else, should take these suggestions and make them less opinion based (and possibly offensive) then re enter them in a more professional suggestion thread? That might help them be more seriously considered.

Then again this is my own opinion, and i'm not a PVP or server guru, so take my uncredible opinion with a grain of salt.
 
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I agree with a lot of this post, but I think if it were up to the majority PvPers on Massive entirely, McMMO would be removed completely (Or remove the PvP McMMO skills), Vampires would be gone as well, and traits would be replaced by races. This would probably fix a lot of the lag too. But since it isn't up to us and I hear that traits are used by RPers (Although all they do is just sit still and type?) I guess that wouldn't be done by the staff, although I'd encourage them to make those changes temporarily for a week and see how it all plays out.

Oh yes, and in case any of the staff are wondering if PvP is fun or not, it's not.
Massive is like a pizza, instead of just being the pepperoni pizza that everyone likes, it throws on a bunch of toppings (Plug-ins) that don't mix and instead make something that nobody should eat.

Go to this video and skip to 1:10 and that's a perfect analogy for Massive, if toppings were Plug-Ins and the pizza was Massive.
 
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Jes... you seem to think that skill is the only important factor in combat. Head out to the real world and see how well skill matches up to a better strategy and sheer luck. If anything, mcMMO needs a massive pvp-stat nerf, maybe even a cap on how high you can lvl certain aspects of mcMMO - because it's so powerful that people who spend hours every day darkrooming will ALWAYS defeat someone who either cannot or will not darkroom for days. And if you say "then it's their problem" my reply is that mcMMO is my problem the same way Traits are your problem. You need to adapt or you will no longer be able to function.

I do agree on vampires - there are trait builds that mimic their weaknesses and strengths without being nearly so OP as a vampire. As for armor, that'll only make it even harder on non-prems who don't have /fix, and I doubt many prems would want to give up their /fix.

I seriously think that PvPers just don't want to think in order to win. You want to click as many times as possible in a big dark room (because that somehow gives you more skill than needing to balance traits and know your enemy) rather than actually think about who should use what sets of traits and how they should be positioned on the battlefield. A truly good raid faction would have people who are good shots using archery builds and lvling archery, while the people with less aim use axes or swords (both have perks) to fight. Keep the archers in the back and bulk them on speed pots and pearls so they can bail and reposition easily. The melee players should work to keep the archers safe while also thinning enemy players. If defending, keep archers in a safe place and make sure all major roads can be fired down - or use traps. And to anyone who has ever said "axes are better" I will now point you to the bleed feature and the fact that swords have much more powerful enchantments.

Lastly, all of this should wait until after the Combat Update, since that'll probably reconstruct PvP from the ground up and could very well render mcMMO and Traits obsolete.
Seems like you didn't read the whole post, because if you had, he said that traits should basically just be replaced by races, which took a lot more strategy honestly, more so than traits can ever hope to have. Also, if you PvPed at all, which you don't (So why are you even talking about the subject?) you would know that Archery is completely useless and the fact that you go on about your immersive strategy when you literally never PvP makes me laugh quite a lot.

Also, your "all PvPers do is left click" is literally the equivalent of "all RPers want to do is type in a chat box".
 
Also, your "all PvPers do is left click" is literally the equivalent of "all RPers want to do is type in a chat box".
sounds about right.
so, now that that is out of the way. I only read the TL;DR.
@65jes89 let me ask you, if you want PVP to be more about skill, why do PVP on minecraft?
i can ask teh same for every PVP'r actually. Why? just an honest question.
What does PVP on minecraft posses that other games don't?
 
sounds about right.
so, now that that is out of the way. I only read the TL;DR.
@65jes89 let me ask you, if you want PVP to be more about skill, why do PVP on minecraft?
i can ask teh same for every PVP'r actually. Why? just an honest question.
What does PVP on minecraft posses that other games don't?
Minecraft PvP takes more skill than over PvP games such as Cod or Battlefield etc
 
Minecraft PvP takes more skill than over PvP games such as Cod or Battlefield etc
then why complain about the skill?
and, Cod? (spoiler alert, opinion incoming)
it's a terrible game that should not exist.
I can name 3 games out of my head that arguably need more skil then PVP in MC. shoot a pm if you want to know.
 
then why complain about the skill?
and, Cod? (spoiler alert, opinion incoming)
it's a terrible game that should not exist.
I can name 3 games out of my head that arguably need more skil then PVP in MC. shoot a pm if you want to know.
Thats what i meant when i said MC PvP Takes more skill than CoD
 
Okay, I'm gonna put forward what I feel could be a compromise between two opposing forces.
I completely agree with the majority of this post, vampires need to go because the majority of people won't fight a vampire, even other vamps. I also agree with the removal of PvP based McMMO stats, and with the new 1.8 enchanting mechanics, along with the removal of /fix.
With the traits however, I quite enjoy them for travelling around the worlds with relative ease. If it were possible, could traits be removed with the introduction of the PvP flag? Hence, when you enter combat (either hitting or being hit) your traits are effectively nullified. I know this is a long winded fix to a problem with which neither people agree with, but it is a compromise which would allow people to keep traits while building, RPing etc. but would mean that PvPers would either rely on Vanilla PvP, or races themselves could make a resurgence
 
sounds about right.
so, now that that is out of the way. I only read the TL;DR.
@65jes89 let me ask you, if you want PVP to be more about skill, why do PVP on minecraft?
i can ask teh same for every PVP'r actually. Why? just an honest question.
What does PVP on minecraft posses that other games don't?
I personally love the adrenaline rush you get during PvP, fighting and getting rewarded for it. I also enjoy collecting the weapons and heads of my enemies and hang them up on mah wall as trophies or memories of the battles I've fought.

My opinions on the rest of the topic:

Vampires
Even though what originally brought me to the server was the vampire plugin I think we'll have to let it go except if a rework is implemented. Furthermore I'd also like to hear if anybody have reported that wood stakes doesn't do more damage to vampires than diamond currently? I'm pretty sure that vampires should take extra damage from it. I'd like to find out how huge an impact wood stakes would have on vampires if they weren't bugged which they currently are. I can report the bug myself if it hasn't already been done yet.
@Madus

Traits
Sooo traits. I love traits because you can customize yourself to get an advantages in different situations.
Examples during: PvP'ing, Mining, Grinding, Roleplaying etc.
That doesn't mean that the plugin shouldn't get balanced/improved. After playing around with the plugin for a very long time I'm pretty sure that the whole PvP community easily can spot the difference between a decent or good trait and a trait that simply is crap. In my opinion all PvP traits should be just as viable as the others. What Jes stated in the post about turning traits into non player made builds/races could be a possibility
Something I also would like to see implemented is a pop up when successfully applying a strike trait onto a target (should be visible for both players). This wouldn't only help players when PvP'ing but also in order to discover bugs concerning the trait plugin which I honestly think there might be a few of. Maybe even making a command that could notify your damage output?

The /fix command
I agree with Jes about removing the command. I've never had a reason to switch out my god armor with another set because of the command. It may also increase the prices of god armor and tools. Overall shape a more healthy economy.
Since both god armor, weapons and tools have become A LOT easier to craft in 1.8 I don't think there's any reason to keep the command.
 
When I was a squire I suggested the removal of mcmmo or only the combat skills multiple times cause that would fix a lot of problem on massive like the lag (have you ever seen a server lag this much?) or the fact that you dont have to grind combat skills for 2 months to be able to pvp and it was a NO all the time so keep dreaming cause they will never change their mind about mcmmo.
 
@65jes89
Going to be honest, I didn't read the entire post, but I read most of it; and I agree with you on most of the things you said.

I'm going to voice the way I think on things.

Vampire: It's overpowered, and in all honesty nerfing it will just make traits much more powerful, there is no way to even out vampire and traits sadly. I think it needs to be completely removed. I understand that the server worked hard on the plugin, and I respect that, but there won't be a way that the PvP community will be happy and satisfied when there are still vampires

Traits: I like traits, I think they're fun, and Jes, I don't think there are many (if any) 'trait glitches' anymore. The thing is, some traits done have the necessary points they should... It's imbalanced, but can be fixed by switching a few variables oh how many points some specific traits have. One example is flywater. Flywater (50pts.) = Invincibility if you're anywhere near a body of water. No chance of killing someone with flywater unless they do something colossally stupid, which most people don't do. Someone with flywater gets low? They just hop into the water and escape easily.

Races: Races were here when I first joined Massivecraft, so this may be a bit biased. But I truly liked races, and if you ask me flat out races v/s traits which would I choose? It would be races. I remember when I was still in GranLaurona and even when I joined Magnanimus there were still races. 1 thing I remember about races, that stood out so much was the PvP. There were literally raids every. single. day. PvP was fun, and most importantly it was balanced out. Some will say "Every pvp'er used undead" which is mostly true, you'd find the occasional Dwarf or Orc, and sometimes a Maiar as support. But it was never 'OP'. Another thing I noticed, is that there were DOUBLE the amount of PvP'ers there were with races than with traits. @65jes89 what you said about Races with specific traits in them, I gotta disagree with that, I see too many threads in the future about changing what traits are in what races, and why some races would be too overpowered. I think if they change this, it needs to go back to the way it was before (which I know most likely wont happen) just plain races, with no traits.

SUMMARY (If you didn't read the main post, at least read this part, where I clear up most things that may have been jumbled together)
I know the massivecraft staff work hard, and I thank them but here's what I think on each topic.

Remove Vamp. Too op, wont ever go together with traits or races again, at least not the bloodlust part.

Traits are fun, I like them, and wouldnt mind if they are kept (Though I prefer races). Just a few things need tweaking in Traits like point value for some traits.

Races. I think PvP on massive was best when there were races, lots of pvp. lots of pvp'ers. and lots of fun. I used to enjoy going on raids/defending during races.

I think the best thing would be to remove vamp, and do a test run for a few months. Remove traits in these few months and RE-ADD RACES FOR A FEW MONTHS TO TEST. See what the pvp community likes as a whole. Readding races for a few months and removing traits for those months, just see if Pvp gets more active, see if old players and new players join/re-join the server and instantly jump into PvP.

Edit: 1 final Thing massivecraft. Like the analogy @BenRekt gave about the Pizza. Massivecraft is a good pizza, and most people like some of the toppings but there are many toppings that people many people don't like, and time should be taken to find out which toppings those are, and they need to be removed from the Pizza :P
 
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A quick list of my opinions.

  1. PVP should not rely on mcmmo stats. While I love the idea of brewing potions, harvesting food, fishing, repairing, etc relying on stats, as a type of "skill" system, pvp "skill" should not be how long you lock yourself in your room and abandon the real world so that you can darkroom. Real skill in pvp should be in the person behind the computer, not a statistic.
  2. Vampires are OP, from my point of view. It seems that it is hard to counter their speed 5 jump 5, especially when they jump up, over, then land behind you. I would love to see their health/resistance buffs reduced, their speed reduced, and their jump reduced. However, I love the idea of vampires being a unique race and style of pvp, that are countered with special weapons (wooden stakes)
  3. Remove traits, add races. Frankly, I do enjoy traits and all, but I really do want races back. I joined Massive around when races were being removed, but I believe that both RP and PVP would be more fun with races than with Traits. I don't really think I need to explain why I want races back, because it really is just a matter of personal preference.
  4. Don't re balance the diamonds. Is there a real problem with diamonds, and god armor/tools/weapons being cheaper than normal? In the end, the good pvpers always end up with the majority of armor, and so the bad pvpers need new armor. Taking away the accessibility of diamonds will not affect many pvpers, who already have full coffers, but rather the newer/less wealthy players who are already being stolen from by the good pvpers. No, I'm not saying to make pvpers give back their loot, I'm just saying to allow there to be a constant flow of diamonds.
 
@65jes89 let me ask you, if you want PVP to be more about skill, why do PVP on minecraft?
i can ask teh same for every PVP'r actually. Why? just an honest question.
What does PVP on minecraft posses that other games don't?
Minecraft is honestly the most skill based game I can think of. Granted, I don't play many other games besides mc, but minecraft is almost entirely skill based, as not much is left up to random chance in vanilla pvp.
then why complain about the skill?
and, Cod? (spoiler alert, opinion incoming)
it's a terrible game that should not exist.
I can name 3 games out of my head that arguably need more skil then PVP in MC. shoot a pm if you want to know.
The problem isn't minecraft, it's how massive has changed minecraft to make it less skill-based. I am honestly an absolutely terrible pvper on massive. Sure, I get some decent kills every now and then, but all in all, my kdr is most likely barely over 1.5ish. That being said, I go on other servers and get 5 to 10 kill streaks. Of course, many people, from what I've seen so far in this general train of thought, are under the assumption that I just don't use enough strategy with traits. But, being honest, there really is no "strategy" with traits. The most strategy with traits is deciding who needs to use flywater so they can run and which person should use holy. Call me an idiot, but last I checked that's not enough thought to say that someone's traits should completely cancel out someone else's. Because that's what happens. If you pvp a lot, you'll eventually find that there really isn't any "winning trait build." That's the problem with traits. There really are too many possibilities. Because of this, once you figure out how to do some basic strafing, you can get kills without a doubt. But, you'll also get a lot of deaths. I'll put it like this, as obi-wan kenobi said: There's always a bigger fish. Except in this case there's always someone with a better trait build than you, and no matter how good you are, how much you think about your trait build, they will beat you. Period. Amen. End of story.
 
@65jes89 i've read it, and i might be misunderstanding you.. (actually, i'm quiet sure i did) small note, i'm no pvp'r, but don't hold taht against me, i'll ignore you if you do
so, you are saying this:
The problem isn't minecraft, it's how massive has changed minecraft to make it less skill-based.
so you want that it's more about skill?
but tehn you say this:
If you pvp a lot, you'll eventually find that there really isn't any "winning trait build." That's the problem with traits.
basicly you just contradicted yourself, if there is no wining trail built, then you still need skil to beat somoeone right?

>.>
There really are too many possibilities. Because of this, once you figure out how to do some basic strafing, you can get kills without a doubt.
<.<

But, you'll also get a lot of deaths.
now it seems like you don't want to die, okay, that's fair, but, it ruins your point a litle in my opinion and let's it seem like you are just whining about it, sorry.

you'r an idiot
jokes2you
 
Minecraft PVP only requires skill when you use a bow, and due to traits/MCMMO/vampire it's impossible to hit anybody or use a bow effectively on massive. Therefore the only real way to fight is using a axe or sword, both of which actually discourage skill. Strafe comboing, as it's called doesn't do everything people claim it does (Nor does it require even a little bit of skill), anyone who knows MC mechanics would know that it's literally just a more fancy version of running straight at an opponent spamming your sword. The most effective way to fight is to do one of two things: either constantly run forwards away from your opponent to get distance to use potions and etc. Or you run full tilt forwards, spamming your sword while your hitbox lags behind you (making it impossible for the other person to hit you back).

Please stop saying vanilla MC pvp requires real skill, it's a contest of who has the better gear, who is spamming their sword faster, and who is the more aggressive player.
 
Before I begin my new post (others deleted) I would like to note the following: 1) I do not PvP as a hardcore PvPer who goes around killing people and taking their stuff and flaming them and making everyone feel like shit. I do PvP with friends and people who are my equal, as that is fun and fair. 2) I am a casual gamer as a rule - I do not take games seriously, personally, or in any way aim to "win". 3) I believe that games should be fun for ALL players, not exclusively one group or another.

Also, please do not disregard my post because I'm "not a pvper". My donations to the server are just as real as yours, and my contributions matter just as much. And I do understand PvP as I see and enjoy it, even if it may not be the PvP that some of you want to have.

On to my post.

I'd like to start off by saying that massive is the best server I've ever been on. Ever. It was here on Massive where I learned how to do just about everything in minecraft. Pvp. Build (kinda lol). Make money. All that good stuff. Over the past 21 months I've been on Massive, I've matured and changed quite a bit. Anyone who knew me when I first joined, thygerson, wannag, lizman, pokyug, mecharic, all those people, can probably tell you that I acted like an absolute idiot when I first joined the server. During this time, however, I had a ton of fun, especially pvping. Or what I called pvp at the time. I'm pretty sure I didn't even know what strafing was for a good 6 months of playing on Massive. But that's not important. What's important is that I had a ton of fun doing this. And so did everyone else. Maybe I just didn't see it back then, but it seems like pvp on massive is quite a bit less fun then when I was first playing all that time ago. Sure, it had its moments, but overall it was a much better experience then it is now.

I do agree with you Jes, PvP is not what it once was. I may not have ever been a hardcore pvper but I've raided, and I've definitely been raided. The biggest difference I see in the modern pvp age is the sheer toxicity of the PvP community. It used to be fun to be raided, the other guys would crack jokes, chat, sometimes complement the building skill of the raided and even give tips on how to better secure their base. Now it's all "Ur ez!" and "Flameski has arrived bishes!" and other bullcrap. The PvP community is not a giant, ever changing community. It's tiny, and you'll meet the same people most of the time. So, really, flaming and being assholes to each other... that's just going to make people less and less fond of PvP. In summary, it's the community, not the gameplay, that's made it so much less fun.

And if people say I don't know what I'm talking about, I've been here for over 3 years, I remember when being raided consisted of plenty of luls on both sides and no small amount of chatting once one side was trapped by the other.

Now, there's obviously multiple explanations as to why this is. It could just be the community, or people's skill levels, or whatever you want to blame it on. But the fact is, it's happening. Now, for my take on it. I believe that the less than satisfactory feeling that has come along is largely due to traits. So yes, this another one of "those" threads. And, being totally honest, it's not any different. It's pretty much exactly like every other "anti-traits" thread that's ever been made.

*cough* PvP Community Sucks *cough* So much flame *cough cough*.

Now, if you've stuck around this long, I'll go ahead and guess that I've got you captive no matter what I say. So I'll go ahead and say what you've been expecting me to say for a while now. I think traits should be removed. Simple as that. Along with this, vampire should be removed. The 3x armor durability buff should be removed or significantly nerfed. Fix power should be removed or significantly nerfed. mcMMO should be looked into for balance issues. And finally, the lag must be fixed. And yes, must.

I suggest a 1.5x armor durability, or a 2x armor durability. Less OP, but still a factor. And as for lag, do you have any ideas? Because other than actually improving the computers the server runs on there's no permanent solution. Wanna pay for it? :P

Now for my reasoning for each of these. I'll keep traits last, just in case you don't want to scroll through that argument once you've realized it is literally the exact same as every other argument against traits.

So, first, vampires. The reasoning for this is pretty well known and already explained, but I'll go through it for anyone who has missed it. Basically, vampire is pretty much superior to traits in every way. The only real drawbacks for it are the who daytime thing, which is easily countered. Anyone who says otherwise either hasn't participated in long raids involving vamps or is kidding themselves. Nobody in their right mind will stay and raid as a vamp during the day. It simply doesn't happen. Vampires can use /time to easily find out when they just need to tp out, and due to the speed5 effect, they have no problem getting away from any fighting. The second drawback is holy water, which affects vampires about as much as a water gun affects a 6 year old at a birthday party. It's pretty much the same, in fact, as that water gun. All you need do is throw your enderpearl or run away, wait the few seconds for the debuffs to go, and you're back in business. I might just not pay attention enough, but I've never seen holy water lead to an experienced vampire dying. It's just to easy to run away till the effects are gone.

Yes. Vampires can be replicated using traits without them becoming obscenely OP in combat. So why do we need 'em?

So next. This is actually one I don't think I've seen before, or at least recently. Now, I'm expecting the armor durability buff to be rather controversial, but I'll do my best to explain my opinion anyway. Basically, the lack of armor damage pretty much makes it impossible for god armor to ever break. I remember, quite clearly, when god armor went for 1k a set. Now, the current price is 400ish, if you buy it in trade chat (I don't consider market prices to be accurate representations of actual worth). Now, this is probably where someone's going to pull out monmarty's graph showing the primary, secondary, tertiary and so on activities that make up a real economy. But see, the key word with that is real. Massive, as much as it strives to be, is not like a real life economy. It, unfortunately, is limited to the confines of minecraft, which to put it briefly, are incapable of representing a real economy. So, currently, we're stuck with a ton and a half of god armor, tools, weapons, and so on, that never, ever break. One of the big arguments I'm expecting on this one is "but how ever will we make our items last longer than the flimsy unbreaking 3 enchantment allows?!" Well, I do believe you're completely forgetting anvils, something which has pretty much lost all meaning on Massive. It's actually incredibly easy, especially with 1.8 enchanting, to repair god armor, as well as make it. Additionally, it will create a small but effective diamond drain, which will make mining actually worth something.

The /fix argument is pretty much the same as the above.

I am on the edge about this one. With increased armor damage raids will "cost" more for raiders, but it'll hurt the defenders more because they're probably not PvPers and won't have giant stashes of armor either taken from defeated enemies or crafted by the raiders since they know they'll need armor. Maybe just a small nerf, enough to damage armor but not so much that someone loses a set each battle, regardless of the axes level of their enemy?

Now for mcMMO. I'd like to start by saying that I love mcMMO. However, thinking about it now, I realize that I really don't. What I actually like, and I think most people who "like" mcMMO can agree with, is the "grind" involved with it. I really, more than any armor damage, super breaker length, or new potion, is turning on some music and relaxing with a simple, relatively repetitive task. And, remember, I'm not asking that it be removed, just looked into for balance issues, assuming traits/vampire are removed, which I doubt either will be.

The strange thing is I hate the grind of mcMMO more than you can imagine. It's dull, repetitive, and tbh, if I wanted to do something like grinding I'd go get a factory job in China. I suppose some can find it relaxing, but I don't. I just find it dull, and I can assure you I'm not the only one. mcMMo is also about as balanced as an 2o year old playing football with toddlers, since anyone who's been online will by default have higher stats than newer players. That's the key flaw in mcMMO that I see, though MassiveMobs certainly helps with lvling pvp mcMMO stats, so I won't say it should be removed or anything. Maybe nerfs or caps on certain aspects, but I've been told that's not possible for Cay to code since he doesn't own the plugin.

Now, for the big one. Traits. Fun. Not really, actually. I believe traits are pretty much the root cause of all pvp issues. As much as they've been complained about, I honestly don't understand why they're still here. Anyways, since I don't have anything really new to add to this particular discussion, I'll just go over a few main points. One: Damage inconsistencies and glitches. Yeah, they're not really gone. They're definitely reduced, but not gone. Do a bit of PvP and you'll seen a couple 6 heart hits. A couple interesting damage outputs. Of course, I'm pretty sure the response to this will be the same as it always has: "Prove it. Record it and give us exact bugs in the form of a bug report." So yeah. I'm going to be rather frank now. I mean this in the best possible way with all due respect to cayorion and all staff members. This simply put, should not be our problem. It should not be the consumers' responsibility to fix the product, as anyone with any idea about public relations can tell you. And again, I realize cayorion is busy, and I mean no offense to him.
Two: PvP should not rely on who has the better trait setup, or as some people call it "strategy." PvP should rely on skill. Period. End of story. Someone should not be able to get 3 lucky hit and kill someone. All in all this ruins pvp for everyone. Now, am I suggesting going back to races? No. That, I suppose is where I am slightly different from others. Earlier, while I was looking around the website, I stumbled upon this: http://www.massivecraft.com/?s=traits
Woah, woah, woah. These are what?... Traits? Isn't that what you're saying you don't like? Yep. However, what I am suggesting is that traits is formed into a plugin similar to races, but using preset traits "classes," which could be built off of traits. Of course, these could be a little more fleshed out to include things such as a class with speed2/haste2 so we don't completely remove the fun in insta mining, but current traits doesn't really make sense for pvp or roleplay. I honestly have never roleplayed in my life, but I'm still pretty sure you can't have a race that shoots fireballs while flying around the water. Just saying.

Jes, there are 3 parts to your argument here, so I'll address all three as points.

1) Traits are not the root of all pvp issues, PvPers are. They turned that community into a toxic, acidic mess that no-one except hardcore pvpers from hardcore pvp servers can actually bear to be part of for very long. Jackmo left PvP because of the toxicity of the community there, not because he found traits to be bad. As for traits being the "root cause of all pvp issues" I think you're missing the Raid & War Rules. PvP was pretty steady until those were put in place, it was then that a number of big pvpers went inactive. I'd also like to note that about half the PvPers who were around when I first joined have been banned for hacking. Just sayin', that could have a weee tiny effect on the PvP community... As for traits having glitches, I actually haven't seen one for ages, and I can't remember anyone in my alliance chat (which includes SunKiss, BlackFlag, Magnanimus, and Arthas) complain about glitches in the past month (and nothing sticks out farther, but my memories of chats over a month old are hazy at best). And the reason they need you to record it and explain how it happened is because they cannot get rid of it unless they know how it works. Also, you're not a consumer. You're a player choosing to play MassiveCraft, which comes with all the risks and loopholes. You don't pay for it, you donate to help the server survive.

2) Skill is bullshit. Being able to spend more time grinding than another player does not give you skill, it gives you stats. Stats and skills are MASSIVELY different aspects of a game. Anyone can bulk up on their stats given time and the ability to mindlessly grind, but not nearly as many people can actually think things through. I for one have acceptable pvp stats (axes 850+) with all the needed weapons and armor, but because I cannot for the life of me learn how to PotPvP (which is a SKILL) I suck at pvp on Massive. As for lucky strikes ruining PvP for everyone... Jes, I for one love lucky strikes, regardless of whether they hit me or are dealt by me. They make it more realistic. Even the most skilled soldiers in the world can be taken down my a stray bullet or a newcomer who got lucky. Skill, stats, and luck are all equally valuable to realistic combat.

3) The issue with classes, as has been stated by almost everyone on the server ever, is that there will always be a "strongest" class and once people figure out what it is they'll all be using it because it's the strongest. That happened with races (Dwarves for axe damage, Undead for resistance), with weapons (axes for damage) and will happen with traits if you don't let them self-balance. The great thing about traits, in my mind, is that literally any trait build will have weakness. Maybe some rebalancing of trait costs (flywater really should be 100 points) but the fun thing about traits is that individual OP traits CAN be fixed/rebalanced. Classes can't be rebalanced that way. I'd also suggest some mutually exclusive traits, like flywater and fireball, or flywater and feed/healwater. That way you are forced to have a limited number of choices when you pick exceptionally powerful traits.

So anyway, this isn't really a formal suggestion or discussion, mostly just a rant. I haven't suggested much of anything new, and don't expect for anything to be done about it, but who knows, right? It certainly feels better to have said it.

tl;dr PvP isn't enjoyable. Make it skill based and fix the lag. Thanks for your time. Don't flame. :)

My own tl;dr. It's the community that's making PvP so unfun. Skill is different from Stat, and both are needed for realistic PvP (along with luck). The Lag does need fixing, but easier said than done.
 
Minecraft PVP only requires skill when you use a bow, and due to traits/MCMMO/vampire it's impossible to hit anybody or use a bow effectively on massive. Therefore the only real way to fight is using a axe or sword, both of which actually discourage skill. Strafe comboing, as it's called doesn't do everything people claim it does (Nor does it require even a little bit of skill), anyone who knows MC mechanics would know that it's literally just a more fancy version of running straight at an opponent spamming your sword. The most effective way to fight is to do one of two things: either constantly run forwards away from your opponent to get distance to use potions and etc. Or you run full tilt forwards, spamming your sword while your hitbox lags behind you (making it impossible for the other person to hit you back).

Please stop saying vanilla MC pvp requires real skill, it's a contest of who has the better gear, who is spamming their sword faster, and who is the more aggressive player.
Do you even pvp? Like for real?
I'm on my phone atm please tell this guy what strafing really is. @Wannag @BenRekt
 
@65jes89

Well, I will give you props for making good arguments. You did that very well. You also came across respectfully with valid points. The highest of points to be awarded to you.

Now to my point. I've always looked at things with an Independent mindset (Firefly Frak Yeah). What this means is when something is fraked to hell and back, I look at what I can do, not what I can make others do for me. For example, don't vampires have aversion to wood? And can't we put sharpness V upon wooden weapons? There is also the tested method of getting vampires yourself, or making use of trait combinations that aren't generally fielded.

I'm sure at least someone will look at this and come up with some terrible salt to spread upon this, but honestly if people were more independent, it'd help out the server as a whole. Look at the problem, find a solution. Do your best to outsmart others. Adapt. People who have excelled because they took the time to learn the meta's shouldn't be punished for taking the time to learn how to win. Find your own meta's.


Well, I'm gona make some homemade fries, since I'll definitely have more than enough salt after this.
 
Do you even pvp? Like for real?
I'm on my phone atm please tell this guy what strafing really is. @Wannag @BenRekt
I have played PVP. For real. You don't have to address me like that.

Strafe comboing, as many 13 year old youtubers have described it, it's where you move left and right to try and get a specific hit on somebody that (supposedly) stops them from hitting you back. Which can be more easily done by just running straight forward so your hitbox lags behind you, which does prevent someone from hitting you.

If you're talking about regular strafing, then that is also ineffective against someone who knows how to abuse the broken hitboxes in MC. If you're strafing that means your hitbox is still lagging a bit behind your movements, meaning even if you just strafed away from a sword strike, you'll still get hit. Moving forward puts your hitbox behind you, which means someone in front of you is less able to hit you.
 
Seems like you didn't read the whole post, because if you had, he said that traits should basically just be replaced by races, which took a lot more strategy honestly, more so than traits can ever hope to have. Also, if you PvPed at all, which you don't (So why are you even talking about the subject?) you would know that Archery is completely useless and the fact that you go on about your immersive strategy when you literally never PvP makes me laugh quite a lot.

Also, your "all PvPers do is left click" is literally the equivalent of "all RPers want to do is type in a chat box".

2 things...

1) A honestly don't mind if you laugh at my PvP skills (or lack thereof) but do not, do not disregard someone's valid opinion and thoughts simply because they can't switch pots and darkroom as well as you can. That just ignores the majority of the server - you know, all the non PvPers who make up most of it's playerbase.
2) PvPers click and scroll, RPers type in chat boxes, Builders place blocks. Surprise surprise, this is Minecraft.
 
I have played PVP. For real. You don't have to address me like that.

Strafe comboing, as many 13 year old youtubers have described it, it's where you move left and right to try and get a specific hit on somebody that (supposedly) stops them from hitting you back. Which can be more easily done by just running straight forward so your hitbox lags behind you, which does prevent someone from hitting you.

If you're talking about regular strafing, then that is also ineffective against someone who knows how to abuse the broken hitboxes in MC. If you're strafing that means your hitbox is still lagging a bit behind your movements, meaning even if you just strafed away from a sword strike, you'll still get hit. Moving forward puts your hitbox behind you, which means someone in front of you is less able to hit you.
When you are talking about Straight Lining people then yes the person who is doing it tends to have better ping. No disagreement there since it happens on a day to day basis.

But for the hitbox lagging you are wrong. Since the whole point of a strafe is to knock your enemy up and backwards.
Up = Minecraft mechanics allow someone from lower to hit the persons feet while the person on top can not hit them back. So they know have a harder time hitting the person doing the strafe.
Back = Now they are farther away which makes it once again harder to hit the person doing the strafe since they are no longer in range.

Also while your enemy is in the air they can no longer move where they wish to go for about .5 of a second (maybe longer or shorter i haven't tested it). Which would allow me to "move left and right" making it difficult for the person to hit me since they are getting tossed in the air not allowing them to:
A. Health Pot since they are in the air.
B. Not allow there accuracy to be as good since I am now a moving target

So please tell me how strafing doesn't require skill? Because according to your first post anyone that has 30ish ping should be able to kill anyone on this server without much of a thought. And I would know since I do have good ping and still lose to people that have more then I do and why? Because of strafing and pvp mechanics instead of a "lagging hitbox".
 
OK my turn. I'll keep this short and simple as I tend to ramble sometimes.

1. Vamps need to go. As wannag stated there is no way to balance it so traits and vamp are on the same level one or the other is just gonna be better depending on what's nerfed and what's buffed.

2. mcmmo I like it a lot and do not want it removed. Perhaps it could use a little balancing like capping armor damage but beyond that I don't really see any need for changes.

3. Traits I absolutely love them. In my eyes they add a whole new level of strategy to PvP. They force you to learn your enemy so you can come up with ways to counter their builds and their strengths/weaknesses as pvpers. It also adds a crutch to people who maybe aren't so blessed with fast internet speeds or great hardware. You can argue it all you want but a lot of the outcome of a fight is connection based and if you are lagging far enough behind you'll feel like you are fighting a brick wall nothing is gonna get through. In instances like that traits can help you survive and even get the upper hand when otherwise you'd just die without ever getting a hit. Traits however are not perfect and on this point I'm going to again have to agree with wannag in that there are some serious balance issues in trait points the most glaring being Flywater at only 50 points.

*One point I never even thought of that I think is absolutely brilliant is what @GameFlame suggested which is having a message pop up when strike or revenge traits are activated. That would help so much that I can't believe I've never seen such a suggestion mentioned though I apologize if it has before and I just didn't see it.*

4. Races I can't really speak much about they were still a part of the server when I first started... I chose Human then logged off. I didn't play again for another 2 weeks or so and by that time races had been removed and traits added so I never really got a chance to PvP with races or really even get a grasp for what exactly they were.

5. /fix is an outdated necessity. From all the grinding I have done I have such a huge stockpile of weapons and armor that never even get used because I use just one set and keep fixing it endlessly. 1.8 made things way too easy and we need to adjust to that I think. Even if I started over again I could easily arm myself with everything I need to PvP in just one day and I mean seriously starting with absolutely nothing. In fact I actually did just that on another server using everything I learned from Massive.


Tried to keep it short but LOL guess I failed. Anyway my 2 cents. xD
 
Sure, place blame on all the plugins. Traits make this so unfair, vampire makes that unfair, mcmmo is a lie. Blame whatever you like execpt yourselves and the community. I needs to be noted that back when PvP was more fun, chat had a ton more restrictions. The server has grown since then, and placing so many restrictions would be a lot tougher now, but PvP chat definately has not helped make PvP a better place. Now people are almost urged to say destructive things towards their fellow players, and this is just wrong. I agree that the plugins could be fixed, and some things could be nerfed, but the community could use a little fixing itself.
 
When you are talking about Straight Lining people then yes the person who is doing it tends to have better ping. No disagreement there since it happens on a day to day basis.

But for the hitbox lagging you are wrong. Since the whole point of a strafe is to knock your enemy up and backwards.
Up = Minecraft mechanics allow someone from lower to hit the persons feet while the person on top can not hit them back. So they know have a harder time hitting the person doing the strafe.
Back = Now they are farther away which makes it once again harder to hit the person doing the strafe since they are no longer in range.

Also while your enemy is in the air they can no longer move where they wish to go for about .5 of a second (maybe longer or shorter i haven't tested it). Which would allow me to "move left and right" making it difficult for the person to hit me since they are getting tossed in the air not allowing them to:
A. Health Pot since they are in the air.
B. Not allow there accuracy to be as good since I am now a moving target

So please tell me how strafing doesn't require skill? Because according to your first post anyone that has 30ish ping should be able to kill anyone on this server without much of a thought. And I would know since I do have good ping and still lose to people that have more then I do and why? Because of strafing and pvp mechanics instead of a "lagging hitbox".

You can hit someone up and backwards without strafing, and the time spent moving left and right could be better spent. Like I said before, anyone who knows how MC hitboxes work can completely nullify your "Moving target" argument, since your hitbox still sits in the same place, it just makes some less mechanic savvy players try to track your character, which does lower their accuracy. If someone actually targeted where they know your hitbox is going to be, strafing becomes ineffective. Sure you CAN strafe in MC, and sure it does require about half a brain cell more to figure out than normal PVP, but if you know MC's mechanics involving hitboxes, it is much more effective to selectively do either a full on retreat or full on attack with no inbetween.

Strafing moves your character, while your hitbox lags behind in the opposite direction you're moving, which means strafing can be nullified and pointless if the opponent knows about how hitboxes move. Nobody on this server has done this because everyone assumes hitboxes are perfect in MC when they're very much broken and abusable.
 
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Well since we're going to just pettily insult each other. "Lol u mad MC PVP sucks bro?"

I said there were two extremes of PVP, or are you blind as well as stupid? Jitter clicking = spamming (SO MUCH SKILL). Healing = Running away and using potions, which I said was a viable option, you ARE blind. If gear doesn't matter how about I fight you in god armor and you get leather, sound fair?

Troll harder.



You can hit someone up and backwards without strafing, and the time spent moving left and right could be better spent. Like I said before, anyone who knows how MC hitboxes work can completely nullify your "Moving target" argument, since your hitbox still sits in the same place, it just makes some less mechanic savvy players try to track your character, which does lower their accuracy. If someone actually targeted where they know your hitbox is going to be, strafing becomes ineffective. Sure you CAN strafe in MC, and sure it does require about half a brain cell more to figure out than normal PVP, but if you know MC's mechanics involving hitboxes, it is much more effective to selectively do either a full on retreat or full on attack with no inbetween.

Strafing moves your character, while your hitbox lags behind in the opposite direction you're moving, which means strafing can be nullified and pointless if the opponent knows about how hitboxes move. Nobody on this server has done this because everyone assumes hitboxes are perfect in MC when they're very much broken and abusable.
If I remember right you can do f3 and H together to show hit boxes of everything in minecraft. And want to know what happens when I swing at a player hit box while fighting? You guess it right I hit them. There is nothing about lagging hit boxes unless there is a ton of lag which we all know massive has in worlds like fender which is why we wish to get rid of pvp plugins that we deem not needed for:
A. Being broken and unbalanced
B. they cause lag which makes pvp just annoying

So please stop talking about lagging hit boxes since it makes no sense and nor have I ever heard anyone that pvps on any server say it before.
 
65jes89, post: 379693, member: 5725"] Minecraft is honestly the most skill based game I can think of. Granted, I don't play many other games besides mc, but minecraft is almost entirely skill based, as not much is left up to random chance in vanilla pvp.

There is a fair amount of skill required to be good at Minecraft pvp. But it is not nearly as skill based as many other games like CS: Go, Dota 2 e.t.c.

1. It is an extremely ping reliant game, having good Ms to a server gives you a huge advantage over other players.
2. Fps makes a big difference in your PvP Skill. Anything below 30 fps is hard to fight with
3. Things like having a gaming mouse, gaming keyboard etc. will give you an advantage

There are only a few things you can master to become better at Minecraft PvP
  • Click Speed
  • Aim
  • Some sort of strafing technique
  • Debuffing and avoiding Debuffs
  • Reaction Time

Then there are always "cheap" strategies you can use to win like
  • Knockback 1 and 2 swords
  • Camping until a match ends
  • Running until their buffs run out
  • Block-hitting is a fairly broken mechanic that is easy to abuse
  • Poison II/Jump Critting
TLDR: Minecraft is not a very skill based game

Otherwise great post :D[/QUOTE]
 
If I remember right you can do f3 and H together to show hit boxes of everything in minecraft. And want to know what happens when I swing at a player hit box while fighting? You guess it right I hit them. There is nothing about lagging hit boxes unless there is a ton of lag which we all know massive has in worlds like fender which is why we wish to get rid of pvp plugins that we deem not needed for:
A. Being broken and unbalanced
B. they cause lag which makes pvp just annoying

So please stop talking about lagging hit boxes since it makes no sense and nor have I ever heard anyone that pvps on any server say it before.
It seems we're not on the same page, so our arguments are unrelated at this point.

The term "lagging hitboxes" which I am using, does not mean "lag" as in the traditional "laggy connection". I have been using the dictionary form of the word (something "lagging behind" or "slow to follow"), lagging hitboxes in MC have nothing to do with ping, ping is an entirely different argument I haven't touched on. It's a mechanics related issue, and has only really been noticed by people who do actual tests of the minecraft PVP system. If you want a proper explanation of this mechanic I can link a video for you.
 
It seems we're not on the same page, so our arguments are unrelated at this point.

The term "lagging hitboxes" which I am using, does not mean "lag" as in the traditional "laggy connection". I have been using the dictionary form of the word (something "lagging behind" or "slow to follow"), lagging hitboxes in MC have nothing to do with ping, ping is an entirely different argument I haven't touched on. It's a mechanics related issue, and has only really been noticed by people who do actual tests of the minecraft PVP system. If you want a proper explanation of this mechanic I can link a video for you.
Lagging hitbox or not, straight lining is just a stupid idea if you're trying to win.

There are 2 types of people that starightline.
1. Noobs that are destined for death.
2. People with godly pings that don't have to cause everyone lags so far behind it doesn't make a difference.

If you have high ping like I do (never below triple digits) no amount of speed clicking is gonna do you any good and I can post some videos of mine that clearly illustrate my point if you'd like.

Strafing is the only way I stand a chance and I'm talking even against total noobs.

I can't even believe someone is trying to argue that strafing is not needed literally every good pvper uses strafes to get the advantage it's common knowledge for anyone who PvPs.
 
Lagging hitbox or not, straight lining is just a stupid idea if you're trying to win.

There are 2 types of people that starightline.
1. Noobs that are destined for death.
2. People with godly pings that don't have to cause everyone lags so far behind it doesn't make a difference.

If you have high ping like I do (never below triple digits) no amount of speed clicking is gonna do you any good and I can post some videos of mine that clearly illustrate my point if you'd like.

Strafing is the only way I stand a chance and I'm talking even against total noobs.

I can't even believe someone is trying to argue that strafing is not needed literally every good pvper uses strafes to get the advantage it's common knowledge for anyone who PvPs.
"Lagging hitbox or not" So you're just going to disregard hitbox movement as a factor in this discussion of PVP? Okay.

Just because strafing is common doesn't mean it's the best way to fight. Mechanics wise, if you switch between full on attack and full on retreat and abuse hitboxes you can defeat anyone strafing. Again, when I say full on attack, I mean being very aggressive, not overly aggressive. There is a balance between those two that anyone with two brain cells can find. I've said several times that you need BOTH proper aggression and retreat. I have NEVER said you ONLY do agression, you do need to retreat here and there, but retreat only works if you do it properly, the same with aggression.

If you're getting triple digits i'm surprised your winning any PVP matches, that's an ungodly amount of lag that I wouldn't be able to deal with. If strafing works when you're lagging that hard then by all means do it, it probably means you're teleporting on their screen more when you strafe with such lag. However I wouldn't condone the use of a "strategy" that has only been proven to work when you have extreme lag.

Personally I can't believe someone is completely ignoring my offer to show them evidence of my claims, retorting with "It's what the "good" pvpers use".
 
If you're getting triple digits i'm surprised your winning any PVP matches, that's an ungodly amount of lag that I wouldn't be able to deal with.
stop calling it lag. Your ping is not "lag" its latency meaning that people with lower ms will see things happens and be able to react before someone with higher ping. So no it doesnt mean that hes teleporting on other people's screen
 
I'll open by stating that Traits doesn't cause Lag. Vampires doesn't care lag. I can't say if Mcmmo doesn't because we didn't make it, but let's assume it doesn't. The majority of the lag is formed by:
  • Players logging on.
  • Player existing.
  • Mobs.
  • Players using Potion machines.
  • Players using auto sorters.
  • Players darkrooming.
  • Players darkrooming.
  • Players darkrooming.
  • CHICKENS
Cayorion constantly works to eliminate lag where possible. In recent past in fact he deferred player information loading to a more slower process, which eliminated 30% of the lag from players connecting. In the long run however, players have only felt 0.3% of that, in increasing increments.

__________________________________________________________________________________

Now as for the gist of this thread, I'm trying to understand the opposing sides.

We have Side A who thinks:
  • Traits should be removed.
  • MCMMO should be removed.
  • Races should be brought back.
  • Vampire should be removed.
Concluding: Massive PVP should return to Vanilla PVP but with a 15% damage reduction bonus that 95.9% of the players are going to pick, so basically vanilla PVP with less damage.

We have Side B who thinks:
  • The plugins are fine.
  • Players are toxic.
  • Toxic behavior is encouraged and not stamped down upon.
Concluding: Massive PVP is fine, it's the community that's toxic and pointing fingers at the plugins to lay the blame elsewhere.

We have Side C who thinks:
  • The plugins are fine but need balancing.
  • The players are fine, not any more or less toxic than an average pvp server.
Concluding: These people are trying to encourage others to take a pro-active role in fixing the problem instead of pretending it's so large that removal is the only option.



Is that all a fair assessment?
 
@Caedit
I think you are right but if you can't take a bit of hostility in a thread it is time to go outside grow up and then come back without crying about rules and regulations as soon as you feel sad.
 
@Caedit
I think you are right but if you can't take a bit of hostility in a thread it is time to go outside grow up and then come back without crying about rules and regulations as soon as you feel sad.
Hey i'm just following the rules. If you and the people who have rated you "winner" don't like it why do you post on the forums? It straight up says don't take an argument away from the topic to insult someone personally. I will happily continue to argue, but if someone is going to derail a thread, TWICE just to personally insult me I think they need a reminder of the rules. Good job on derailing it a third time though, just so you can personally insult my ability to take some criticism after I point out a violation of the forum rules.

Somehow, people still wonder why there is complaints of toxicity of this server.

/Rerail
 
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