Now, I don't normally make threads about these things as I'm normally cool to go with the flow for updates, but I really feel this is something that needs to be adjusted. The new massivelock system is insanely hard to use for shops, and I wholeheartedly believe that keeping signshop would be a better and simpler choice for players. Let me explain the flaws here:
Signshop is very familiar to players, and as it is completely visual and created through the use of signs it is incredibly easy for new players to pick up and understand. Massivelock requires quite a bit of reading, and while it does offer up a much easier system for survival protection, I do not think this is suitable for a market filled with chests with different items, in different quantities for different prices.
If you did want to keep massivelock for the market however, I do have a few general ideas that may make their creation easier:
Either way, I hope this was a sufficiently kind and detailed enough thread to get my point across and offer up some alternatives. Obviously you're free to take it or leave it, but I don't think I am the only one who finds the new system unnecessarily difficult. In fact, I don't think many people have even tried to convert their shopsigns yet!
If you have any good ideas or alternatives, please post them below!
Thankyou for reading, and I hope my voice can be heard if the majority also agrees.
- Eccetra
The market has, and always has had immense lack issues. Due to the number of chests in a small space, there isn't really much that can be done here. The particle effects of massivelock, even with /lock visualize turned off, makes the tps very significant in the market.Explained!- Due to the nature of massivelock, shop chests can only be used if they can be opened normally. Many shops in the market use a format where the item within the chest is displayed above it. This can no longer be done, as the chest cannot be opened in this way, vastly reducing market shop space.
- The previous premise of the market was that one could purchase a shop space, and then create as many locked chests within that area free of charge. Each individual chest now has to be payed for seperately, and re-purchased if moved, greatly increasing the total cost of renting a market shop.
- Finally, massivelock is simply very complicated and convuluted to use when making shops. Even after making a ticket and reading the guide over and over, I simply cannot figure out for the life of me how to use it!
- The command tree is very long and tedious to have to repeat over and over for different items.
- Item names which require a space between words are unusable unless the ID code is used.
To my knowledge, you can only sell items in stacks of 64.That was just my lack of knowledge.- It is very difficult to remember exactly what you are selling, where it is placed, and for what price.
Signshop is very familiar to players, and as it is completely visual and created through the use of signs it is incredibly easy for new players to pick up and understand. Massivelock requires quite a bit of reading, and while it does offer up a much easier system for survival protection, I do not think this is suitable for a market filled with chests with different items, in different quantities for different prices.
If you did want to keep massivelock for the market however, I do have a few general ideas that may make their creation easier:
- Make a separate plugin or parent command for the shop system. Something like /shopaccount or /marketshop, which allows players to access these commands without the need to go through the whole /massivelock child nodes to get to it.
- This could be possibly be intertwined with the current /buyregion renting of shops, allowing players to lock chests these regions for free as was previous.
- Allow locked chests to be opened even when there is a block on top of them. I feel like this would be a simple change to make, but would make a whole world of difference.
- Disable massivelock particle effects in the market or lower them altogether. They can be rather obnoxious.
- Create a guide specifically for making market shops. The current massivelock guide is rather sparse, and while it is sufficent for teaching players how to secure their bases, it barely touches upon the shop system. I had to create a ticket to learn the command for changing a lock to shop mode.
Either way, I hope this was a sufficiently kind and detailed enough thread to get my point across and offer up some alternatives. Obviously you're free to take it or leave it, but I don't think I am the only one who finds the new system unnecessarily difficult. In fact, I don't think many people have even tried to convert their shopsigns yet!
If you have any good ideas or alternatives, please post them below!
Thankyou for reading, and I hope my voice can be heard if the majority also agrees.
- Eccetra
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