• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

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The closest comparison we have to the Maraya situation is the Slizzar. Most races have an understandable niche that they can fill very well, and in fact, allow you to create a character to fit in nicely into the world, such as by being part of a family (almost every race), filling a niche in a caste system (Allar), or meeting an archetype that the race fits snuggly into with little deviation (Orcs). Maraya and Slizzar both deal with a situation where they cannot effectively be part of a family, have a niche, or a sound archetype that generates RP. The major difference between the Slizzar and the Maraya, however, is that Slizzar have not one, nor two, but three different abilities which make them desirable to play in lieu of fitting in somewhere. In other words, Slizzar are required to carve their own place into Regalian society using their specialities, and that fits them. If you claim that the power of these two offered abilities is too much, then by that logic, Slizzar are straight up overpowered and would require trustee to play; as I based the power level of those two abilities directly off of the Slizzar's sensation ability, ensuring that they have enough limitations to be on par, or even less powerful than it.


So yes, this is a push for abilities. And the reason for that is that the Maraya are currently two cubic tons of work in order to get a character that's like an elf, except they can't have blood relations to anyone, can't have children (due to timing restrictions since Zzarlo's Plague), have literally no means of having an established power they can go to while in Regalia, can't have a meaningful history with an organization, can't have any worthwhile spell knowledge, and is distrusted even more than a true Nelfin (somehow) while in the pro-human-anti-elf city, which makes forming these bonds hilariously difficult. There is literally only two reasons to make a Marayan character over a Nelfin one, and that's if you want to: A.) Pull the "I'm 3000 years old" card, or: B.) Play a race with eye-gougingly-bright color schemes.


There's a reason that you see more Slizzar than you do Maraya, and why when you do see a Maraya, they are often in the same place that a Slizzar would be.


I'll probably add more to this tomorrow.