Massivecraft Pvp - What Is Fun, What Is Not, And What Should Change?

Just stating my opinion, I think if people don't like mcmmo for the way it is, Why are you fighting? if you get raided either pay tribute, hide in your house, or simply work hard and train in a dark room just like every other pvper has. Besides majority stay at regalia for roleplay so if your being raided just go roleplay if thats what you do aswell. Lots of us worked hard on mcmmo.

I just want to make a wee little statement regarding this. I enjoy building. In order to build I need 3 things: supplies (which cost money/time), a location, and safety. So, lets say I've just made a massive purchase of resources to build with and am therefor broke. It's at that time that a powerful, aggressive individual or faction attacks me and my little building community. We're broke, we're peaceful, we have crappy pvp stats because we prefer building to darkrooming, and we can't just hide because then we can't build. That pretty much shuts down every reason we have for playing on MassiveCraft right there and we can't do a damn thing about it. Docktown hasn't grown or changed since Chronikatr started to attack it because no one who's a member can safely leave their homes thanks to 24 hour raiding from Chron. Docktown is dying, literally and figuratively, and I haven't even gone to the base to build stuff in over a week now.

So, what solution do you give to someone who can't pvp, can't pay tribute, and to whom hiding shuts down all reason to come to the server?

_____________________________________________________________________​
My Thoughts on PvP on Massivecraft:​
I will not claim to be an expert on MCmmo in PvP, I'm definitely not (as anyone who has ever battled me can assure you of) but I do have some things I've noticed about it. First I'll explain what I've experienced as the "noob" classification on most combat fields.​
The Problem(s):
  1. Instant Death - I am a premium, I generally keep diamond armor on so that mobs don't just kill me on contact. Regardless of this, if I leave my faction home for more then like 10 seconds during a battle I generally get killed. In fact, I'm usually lucky if I last 10 seconds. This is in full diamond armor - albeit unenchanted - so I can only imagine the swiftness of death to people wearing iron armor.
  2. The Great Gap - I have a powerlevel of 4928 (as of 9/21/2013). This is a decent powerlevel I think, but when compared to someone with double that the gap is exponential. Someone with 800 swords is far more then twice as powerful as someone with 400 swords. The same goes for most of MCmmo (to my knowledge). I don't know if that is just an illusion due to the difference in experience or something, but that is how it feels on the receiving end.
  3. Population is Crap - Reality: 100 people usually wins against 1, regardless of powerlevel. The 100 could just crush the 1 under the weight of their dead, slowly cooling bodies. Minecraft: 1 person can wipe out 100 people with ease. That's just a slap to the face of anyone who has ever seen the Zerg Rush or tried to build a faction based on numbers - indeed, the end result is that they end up paying a higher tribute, which kills larger factions.
Possible Solutions:
  1. Slower Damage - I don't know jack about coding, so this may not be possible, but if it is then someone should look into either a) lowing the damage of MCmmo by like 500% (1/5th of it's current power), b) slowing each hit so that someone can turn around before death, or c) giving everyone a crapload more life. Whatever's easiest.
  2. Easy Leveling or Specialization
    1. Easy Leveling - Make it easier to gain MCmmo levels so that a new player who has been on the server for like 1 month can actually survive or get away from that baddass who's been around for over a year.
    2. Specialization - Already mentioned, it would basically make it impossible to be both the best swordsman and the best archer. You'd need to pick, like, absolutely pick, a set of skills you want to increase and only those skills can get beyond a certain point.
  3. Numbers Matter - Make it so that people gain attack power based on how many friendlies (allies and fellow faction members) are within a certain radius. This would make it possible for a faction of 50 people to, by getting like a dozen of them close together, equal a faction of 5 pvp specialists. Because that's how logic, reality, and war actually works. It would also make it safer to be a large faction (Hisoka broke into 5 factions to escape the massive tribute having 100+ members allowed).
That's really about all I can think of... let the rage begin at my audacious thoughts that 100 noobs should win against 1 toptener.
 
Mecharic
Your mcmmo power level is not a huge problem so long as you have decent gear and average combat skills ( Say about 400 axes and unarmed ). Many, many times I have seen people kill others have double or triple and more their own power level.
So is the issue mcmmo? No. Yes it gives an advantage but it is earned, and it is not everything.
I think the main problem is to do with the strength of weapons and armour, or lack of it ( depending on which side you're on ).
Also as some others have said their needs to be a way to make people surrender in some shape or form. As mech illustrated so well, people just go inactive instead of surrendering this is ridiculous, it reduces the amount of people playing and reduces the enjoyment for everyone.
 
Also, I would like to note that it is not the Chron-Hisoka war that I am referring to when I state that there are times when a faction may not be able to afford tribute.
 

I'd like to add on to your last solution if I may? Assuming it can be coded, I'd like to suggest a small power bonus of some kind for being within friendly/allied territory as well, possibly even a small bleed effect or some such for being in enemy territory.

I realize attrition and defense bonuses are usually applied in strategy games to mimic "over time" things during the course of a battle, but they would help give a sense of realism to sieges, and help make it harder to enforce such 24hr raids as Mecharic has experienced. The Friendly power buff would also make it easier for the small group of lower levels to stand up to a PvP god. I would suggest it also stack with the group bonus Mecharic suggested. That way when in the wilderness, or even attacking another faction, your group would get that bonus, and get the second bonus when at home (as seems natural). ((You could also make a separation between your own's faction territory and allied territory when it comes to the buff, giving maybe half the buff if you're helping an ally defend compared to if it was your own.))

Further, the buff could be designed to reach a cap. (Optionally apply this to Mech's group buff) That way if you're already a PvP god, you wouldn't receive as much of an effect from the buff, or adding more people to your group will at some point stop adding to the buff, promoting multiple groups working in tandem (yay realism).
If the attrition were instead a debuff to damage (instead of a slow health drain) being a PvP god could counter act that (which could also be capped to have a minimum debuff no matter what) and could still work in groups to counter act the debuff.

It sounds complicated I know, but it really isn't. It's basically just a bunch of IF THAN statements.
 
Mecharic
Your mcmmo power level is not a huge problem so long as you have decent gear and average combat skills ( Say about 400 axes and unarmed ). Many, many times I have seen people kill others have double or triple and more their own power level.
So is the issue mcmmo? No. Yes it gives an advantage but it is earned, and it is not everything.
I think the main problem is to do with the strength of weapons and armour, or lack of it ( depending on which side you're on ).
Also as some others have said their needs to be a way to make people surrender in some shape or form. As mech illustrated so well, people just go inactive instead of surrendering this is ridiculous, it reduces the amount of people playing and reduces the enjoyment for everyone.


I may be wrong, but you may be overestimating the mcmmo levels of the type of players Mecharic and I seem to be representing in our problems/suggestions. These types of players generally build, build, build, dig out holes to build in, and build some more. 400 axes may be the reasonable combat level needed to stand up as a PvPer, but a builder will probably only have something along the lines of 75 axes (or other single combat skill) that has been leveled purely from dealing with mobs in caverns or that spawn while they're building over time. They came to the server to build, and should ideally not have to sit down and train for long periods of time, doing something they don't enjoy, just to attempt to defend themselves from something they don't enjoy.

For example, I plan on having the biggest tiny party ever when I get my bow to 100, because the rate I train it between building is so slow, especially considering I have a hard time with arrows, but that's a personal problem, not a Massive one.
 
I feel that one thing affecting the PVP in Massive is the armor, Everyone uses either diamond or sometimes iron, no one ever uses leather or chain. I feel that adding a slight speed reduction while wearing the heavier armors(iron, gold, Diamond) that would increase with every piece of heavy armor you put on. I feel this would help balance the pvp a bit, so that it would give horses another use and nerf the god PVPers.
the armor would be classified into two groups:

Light Armor and Heavy armor.

Light armors:
Leather
Chain

Heavy armors:
Iron
Gold
Diamond

I feel this makes pvp a little more tactical as there would be two classes of warriors on the battlefield. Light armors would not reduce the speed at which you walk or run and heavy armors would. I feel this would make pvp a little more balanced and would give people in heavy armors a reason to use horses so they dont get destroyed by archers in light armor.

Think about the possibilities! There would actually be foot soldiers in light armor and knights in heavy armor on horses on the battlefield. The nerf wouldnt be too bad and the God pvpers could balance it when they ride horses, which gives the heavy armored a weakspot(the horse) unless they give it armor.


I actually wear chain for the looks >.> but I was just thinking the other day about why this doesn't happen with vanilla lol it makes so much sense.

Also to tie it in with the Enderpearl suggestions above: light armor only.
 
I actually wear chain for the looks >.> but I was just thinking the other day about why this doesn't happen with vanilla lol it makes so much sense.

Also to tie it in with the Enderpearl suggestions above: light armor only.


honestly the trait system can provide buffs without changes and have the same effect, spend points into courier for speed lose points needed for pvp abilities.
 
honestly the trait system can provide buffs without changes and have the same effect, spend points into courier for speed lose points needed for pvp abilities.

Or implement both, take courier and wear heavy armor to balance out the penalty. All about options at that point. Since the armor class doesn't add a buff, only a penalty, and traits would only add a buff, not a penalty, so if you add both, you have proper evening of the fields. Fast people, average speed people, and slow people.
Edit: Have the heavy armor penalty be the same amount as the courier speed buff basically.
 
Lady Julianne Then may I suggest you don't pvp? It's the realism aspect, if you train you can fight well, if you don't then you die or surrender. Oh being raided is part of the server as much as building if they/you don't enjoy it then surrender or get an ally to help or something, there are always options rather than in effect punishing people who pvp.
 
Or implement both, take courier and wear heavy armor to balance out the penalty. All about options at that point. Since the armor class doesn't add a buff, only a penalty, and traits would only add a buff, not a penalty, so if you add both, you have proper evening of the fields. Fast people, average speed people, and slow people.
Edit: Have the heavy armor penalty be the same amount as the courier speed buff basically.


well i meant we could just do the traits plugin and use that to solve everything instead of a bunch of different new ones, i think the trait's plugin is a brilliant idea and can solve most of these problems on it's own.
 
I feel that one thing affecting the PVP in Massive is the armor, Everyone uses either diamond or sometimes iron, no one ever uses leather or chain. I feel that adding a slight speed reduction while wearing the heavier armors(iron, gold, Diamond) that would increase with every piece of heavy armor you put on. I feel this would help balance the pvp a bit, so that it would give horses another use and nerf the god PVPers.
the armor would be classified into two groups:

Light Armor and Heavy armor.

Light armors:
Leather
Chain

Heavy armors:
Iron
Gold
Diamond

I feel this makes pvp a little more tactical as there would be two classes of warriors on the battlefield. Light armors would not reduce the speed at which you walk or run and heavy armors would. I feel this would make pvp a little more balanced and would give people in heavy armors a reason to use horses so they dont get destroyed by archers in light armor.

Think about the possibilities! There would actually be foot soldiers in light armor and knights in heavy armor on horses on the battlefield. The nerf wouldnt be too bad and the God pvpers could balance it when they ride horses, which gives the heavy armored a weakspot(the horse) unless they give it armor.


Also, if the reduced speed doesn't work, how about the heavy armors cant run as far as those in light armor if the reduced speed is too much. Just a suggestion.

also,

MonMarty Maybe you can consider this? Or it could help you brainstorm an idea?
I think that it could work with the traits and maybe even the acrobatics in MCMMO like someone with the acro cap could walk normally in heavy armor? I just wanted to post what I feel would help with pvp and its ties with RP, because it doesn't make too much sense that those people in 100 lb armor could run as fast as those without it.
 
I really want vampires back. But i want the bloodlust to be reduced. They was too OP before.
Thats the only reason i know that makes PVP boring atm

Vampires still exist with all of their previous perks MINUS bloodlust. If the only reason you'd want to BE a vampire is bloodlust, then why not remove everything else BUT the bloodlust? Give them only that ONE perk, as opposed to the other five or so that they have left.
 
Lady Julianne Then may I suggest you don't pvp? It's the realism aspect, if you train you can fight well, if you don't then you die or surrender. Oh being raided is part of the server as much as building if they/you don't enjoy it then surrender or get an ally to help or something, there are always options rather than in effect punishing people who pvp.


I think having a permanent peaceful tag for limited factions would work for most who don't want to PVP.
i don't think this could be abused in any way I can think of.

However, a friend of mine did pass through Machinum's territory the other day and was killed XD. So I don't know if that's the solution for Julianne. But it is sometimes very hard to get around PVPing, jquaile. And if you don't want to be part of some other faction's empire and you don't have enough money to make a truce, it's hard.
 
Lady Julianne Then may I suggest you don't pvp? It's the realism aspect, if you train you can fight well, if you don't then you die or surrender. Oh being raided is part of the server as much as building if they/you don't enjoy it then surrender or get an ally to help or something, there are always options rather than in effect punishing people who pvp.

I will direct your attention back to Mecharic's post. It answers that question quite well I think, or at least I'd effectively quote it otherwise.

I have not at any point suggested punishing people. I have suggested things that raise the minimum "quality" of people who don't enjoy PvP, while keeping those who do just as powerful as they are currently. They lose nothing from my suggestions. If you only pay attention to half of my attrition/buff suggestion maybe, but those PvPers would receive the same buffs if they were to come under attack as well. And as I said heavy PvPers would be able to offset much of those things.

I've also never suggested making those who don't want to spend time grinding skills able to 1v1 god PvPrs either, all of the suggestions I've posted would result in them lasting another few seconds, time to run, time to hide, time to chip away at the guy a little more so that others might have a better chance of taking him down.

EDIT: Or in closer reality, they'd give the farmers a better chance against brigands. If a group of say 2-3 raiders can swoop in on a 20 man faction of "farmers" with little to no resistance, there's a problem with the system.

I urge you to find in any of my posts, and quote for me what I said, that actually penalizes someone, so that I can better explain it, because I promise you that was not my intention.
 
I think that MCMMO is good but it should end at some point (like a 1000) because some people just spend all day training I think that it is op to the new people that joined massive and are really good at pvp and dont have the chance because of MCMMO. Sorry to anyone who does not like my idea just thought that I should get it off my chest

-thanks Monmarty for letting my share my thoughts
 
I feel that one thing affecting the PVP in Massive is the armor, Everyone uses either diamond or sometimes iron, no one ever uses leather or chain. I feel that adding a slight speed reduction while wearing the heavier armors(iron, gold, Diamond) that would increase with every piece of heavy armor you put on. I feel this would help balance the pvp a bit, so that it would give horses another use and nerf the god PVPers.
the armor would be classified into two groups:

Light Armor and Heavy armor.

Light armors:
Leather
Chain

Heavy armors:
Iron
Gold
Diamond

I feel this makes pvp a little more tactical as there would be two classes of warriors on the battlefield. Light armors would not reduce the speed at which you walk or run and heavy armors would. I feel this would make pvp a little more balanced and would give people in heavy armors a reason to use horses so they dont get destroyed by archers in light armor.

Think about the possibilities! There would actually be foot soldiers in light armor and knights in heavy armor on horses on the battlefield. The nerf wouldnt be too bad and the God pvpers could balance it when they ride horses, which gives the heavy armored a weakspot(the horse) unless they give it armor.

You're Just Jelly That I can Run At 1,000 MPH and you can't :)
 
I don't believe that PvP itself is broken, but rather HOW players fight in PvP. They usually sneak in to the enemy base, or enemy them right outside of the borders, allowing the targets little to no time in order to prepare for battle. This would not be the case in medieval times, they would send a formal declaration of war to the targeted empire and would THEN proceed to travel, they would not send their forces to the enemy gates THEN declare war, it was considered a cowardice act to do so. Also, they wouldn't just CHARGE in to the targets stronghold, the two would meet in open battle since the conditions for victory was breaching the walls and killing the leader. So, that being said, I think PvP would be more enjoyable if there was a condition for a proper "victory" as well as people giving a more advanced warning to attack, as well as fighting in a more appropriate fashion for the medieval setting.
 
The way massivecraft pvp needs to improve pvp

- allow premiums enchanted diam and non prems to wear diam armour

- base the race system on roleplay advantages rather than pvp.

- disable the endear pearl

- tell people that don't have potions to make em

- introduce caps on the mcmmo that affect pvp

Sorted.
 
My suggestion for McMMO:
All people should post their pvp stats in wars.
They MUST be proportionate. If say Suncrest decides to go bullying on Docktown (We're allies, and would never do this) Suncrest's overall PvP skills must total out to be near Docktown's. So, I have about 250 swords, 50 axes, 125 archery, and 100 unarmed. That's 525 in all, for me. Say other people in my faction's skills contribute to about 4000 overall. Docktown, being filled with Milk- drinking Rp'ers (Jk) has a total of 2000, Suncrest would not be allowed to raid them because we are way more powerful than them. But, if Docktown wants to go bashing on Suncrest, them having 4000, and Docktown having 2000, they are allowed but they aren't allowed to back out without surrendering.

Another suggestion is for a faction to designate 30% of it's members as fighters and only they can fight. All others will be unkillable, and won't be able to kill. Though this last part could easily be abused.

Here are the ideas, THANK YOU MONMARTY for looking out for your members. :)
 
I'm going to add on to this while specifying what I was trying to say.

Why I think PVP is boring:
  • It's too realistic: Fights are over too quickly, there is still little variety to how people fight, and everyone who is unarmed usually dies with one hit. A completely normal diamond sword (8 hearts) and strength 2 potion (260% increase) can OHKO any normal player. (20.8 hearts total damage.) This may be realistic, but it sure isn't fun.
  • God armor: Many people have asked for this to be removed and I agree with them.
  • Same fighting over and over again: I find a great lack of players who actually build good obstacles or traps in their factions. It makes each raid and war straight forward. "As long as you are overpowered, you can just waltz in there with nothing to worry about."
  • MCMMO: I take back most of my other claims about this being overpowered as soon as I found out that the strength potion is a beast within itself. I also did a bit of research on it and the only big problem I could find was with the new traits that you'd soon be adding. If you kept the MCMMO and added traits, bad things would happen.
  • Potions: If you truly care about realism, then I can spot 7 unrealistic abilities relating to potions. That's all I really have to say about these.
Suggestions on how to fix these:
  • Longer fights: We need battles to be more intense. But like Cata. said, don't allow anything to go overboard. This will make for better roleplaying and longer time to strategize while in the heat of battle. You can achieve this by adding protection or increasing health.
  • Altering premiums: Removing god armor has already been suggested a thousand times. If you choose not to take this path, then I would ask if you can alter premiums so they are at least less of a problem to handle. Maybe giving them an effect that gives the players they kill a bonus so that it would be more fair.
  • Killing clichés: I've been waiting a long time for a chance to change things up. A chess board with 8 queens is simply too predictable for todays battles. I want some of the less used aspects of this game to receive the spotlight. I don't know how you'd be able to do this apart from majorly nerfing most weapons. I also don't expect half of your server to read a war strategy book and the entire PVP article on minecraft wiki. I've just been lusting for the day I get to build a humongous castle layered with traps that is near impossible to get through. Everything offense is promoted on your server, but I'd like to have a chance with defense for once.
  • Helm splitter: I couldn't find out the full details on the MCMMO site. I'd say you'd probably need to remove it if what I guess about it is right.
  • Potions: I don't really care what you do with these. I've never been in a real fight on this server and probably never will be. I have however been in a fight on many other servers and they've shown me that spamming these can cause one heck of a headache.
 
I think to help people that don't want to PVP but get attacked a lot, you should cause armour to slow the person who is wearing it. this can help people out run the bulky prems, and I think the better the armour the slower you walk. so a a diamond cladded prem wont run down a leather cladded noob.
 
I think to help people that don't want to PVP but get attacked a lot, you should cause armour to slow the person who is wearing it. this can help people out run the bulky prems, and I think the better the armour the slower you walk. so a a diamond cladded prem wont run down a leather cladded noob.

Also another good reason to add the weight issue to heavy armor.
 
Also another good reason to add the weight issue to heavy armor.


i happen to disagree with this solution as it will involve more coding then the problem needs, the trait system can balance this problem out on itself, we don't need more plugins to code armor and speed, along with possible bugs that could delete the armor, make everyone to fast to walk, or to slow to get anywhere, it seems like such a hassle to do so when we can just use one plugin that is already going to be included and remove another, mcmmo, to solve bug problems. traits can replace mcmmo and still be like it, without the bugs and work around, along with providing a balance the game needs.
 
My take on it is this
- MCMMO should be kept because it allows a realistic way for people to meet others in PVP an have the ability to fight fairly against non-prem's and prem's.
I mean, you have to train to be good at things, Yes? It's the same here. Training MCMMO means that you get better at it.

Solution: It's fine how it is. Just fix the bugs.

- Now on PVP rules and such. I don't think they are too strict, but very flawed.
Right now, my take, is that you can 'raid' any faction with a legit RP excuse - VERY FLAWED.
The most common used one? 'Raiding for money'. Now this is fine, because some people actually RP as pirates, I know I do, but you might as well take that rule away altogether.

Solution: You have two things you can do. The first-
- Create a 2 week harvest peace time. Either allow a faction to be able to use their 'power level' to create a non-pvp zone in PVP areas, with the exchange of high levels of power, or allow someone the option of having 2 weeks peace time ONCE, when activated with a new faction.

- In times of Wars, the pressure of getting the silver or whatever they ask for is quite hard. There's a range of people on this server, and some struggling to get money.
Make a rule that states that once the 'demands' are made, you are given the time of a minimum 2 weeks to cash it up. This prevents those factions that are obviously VERY over powered, going from small faction, to small faction just to make a profit. They have to time it out, plan it, and pace it.

- I have a suggestion with adding a new 'system' with PVP. Now I'm not sure if this plug-in is even possible, due to being a noob at this, but... Allow a body-part target system.
It would add more strategy. Where you hit the person.
If you hit the leg, and it's a critical hit - A crippled leg for a 1 minute or so.
If you hit the head, damage to your MCMMO combat skill you are using, as this would limit your ability.
Damage to the arm - A possible drop of your weapon.

See what I'm getting at? It allows players to have a more realistic standing chance then to just run aimlessly around in circles hoping to kill someone, but they hit you first so they will probably kill you.

- SilverAlbatross I agree with you. Lower the 'overall' damage factors in order to create a longer aspect of battles. Sure you would die fast in a real battle, but not at a 5 second ratio.

- Lady Julianne I agree with you also. A Armor weight categorizing would work well. Travelling raiders, pirates, etc, right now are going around with diamond armor raiding places at a high sprint speed. This NEEDS to be limited.
Maybe make it so that the heavier the armor, the faster your sprint runs out, and the more food you need.
It allows more strategy to the game again. You will get more variety of player builds, focusing on Rogue Ninja style light weight kills, with high acrobatics, or a brute warrior swinging a sword at a strong but slow pace.
MonMarty
 
PVP is boring because:
  • It happens too fast.
  • Potions are OP.
  • MCMMO is OP.
  • The PVP rules are too strict.
PVP can be fixed by:

  • Reducing the damage bonusses on MCMMO severely.
  • Making it so you have a chance to drop a potion when you try to drink it in combat.
  • Drop MCMMO and recode it in a more MassiveCraft friendly manner.
(The things I think need fixing are in bold)
MCMMO is making massivecraft rather unrealistic, for you can pretty much kill people in a small amount of hits, or maybe even a single hit at times.

I suggest massivecraft creates its own, MCMMO like pluggin, that gives a fair advantage to both new, and older players whilst taking the massivecraft races into consideration.

For example:

Headshots with a bow= more damage, and perhaps the MCMMO effect of nausea.

Bleeding is caused by consecutive hits in any weapon.

Over all, it should be more lore-compliant and realistic.

========================

I think that MassiveCraft should have its own go at coding a plugin similar to McMMO, because it will help the server gain credibility and a more unique atmosphere.

This is my own opinion and I am not speaking for any other person but myself. So please, don't hate.

I second this idea.

MonMarty
 
(The things I think need fixing are in bold)
MCMMO is making massivecraft rather unrealistic, for you can pretty much kill people in a small amount of hits, or maybe even a single hit at times.

I suggest massivecraft creates its own, MCMMO like pluggin, that gives a fair advantage to both new, and older players whilst taking the massivecraft races into consideration.

For example:

Headshots with a bow= more damage, and perhaps the MCMMO effect of nausea.

Bleeding is caused by consecutive hits in any weapon.

========================



I second this idea.

MonMarty

Don't quote and tag the same person, it creates two alerts.
 
I'm typing on my phone at work, so hopefully this turns out ok.
The big counter for the armor change seems to be that it'd be a pain to code and that it'd need need to be a second plugin. Am I being that overly simplistic in thinking that it could be added in with the traits plugin? Or that all diamond armor have an invisible slowness effect applied? Same for Iron. If its a problem, cut the slowness into 4 parts between the set. A custon enchant with 1/4 slowness can't be too hard can it? If that's too extreme, make the parts smaller, so totals less than 1.
Am I giving the team too much credit that something like that is too much to add when they can do the amazing feats they already. Have?
that's a question for the coding staff only please, or those who have coded these things before, as i'd preffer a legit answer, not speculation.
Besides that, my suggestions assume best outcome for the players, not the staff. Its their job to make things feasable flrom a coding perspective not mine. This was a "how would you fix your problems" thread, these are how I would so gin the skill the staff has.
 
If you're gonna rate a post "Disagree" Please provide an observant and polite explanation... :/
 
I think you can make PVP more fun by making it easier for people who do not want to PvP to avoid it.
I think that adding peaceful factions is one way to help with the problem. Problems of players being overpowered would not be so devestating if players could avoid pvp if they wanted to.


I agree completely with what you said DrFong except one thing, if you do add peaceful factions, couldn't someone just declare themselves' peaceful whenever someone tried to attack there faction? One way to solve this would be, when you declare yourselves as peaceful, you will have to wait a few real life hours or day(s) before your faction does indeed become peaceful and the same when turning it back to warring.

However, this system is flawed as well because then you can control when you want to fight. For instance, if someone wanted to attack you, they couldn't if you were peaceful, but, knowing they want to attack, you could just change your status to warring then, when the amount of time passes, you could attack them while they were not suspecting it.

Another way would be, when you create a faction you choose "warring" or "peaceful" and this status cannot be changed unless someone bought it, but then people could just hire someone to buy it from them then they buy it back. This system is also flawed in that you could just partner with someone, you having peaceful and them having warring (or vice versa), and you swap factions whenever you want to attacked or be protected.

Conclusion: No system is perfect when implementing peaceful factions under the current options unless more are added, however, adding peaceful factions would definitely improve PvP if one of the 2 above options are implemented (preferably the second one).

edit: Sorry for the large amount of edits I just like proper grammar.
 
I'm sry, but i'll have to disagree with you. I'm sure that plenty of People wants to play this way. When they lost a war they Will get the motivation to raise an army which you actually would be able to do if pvp was balanced. In the currently massivecraft you are unable to raise an army, instead you just hire a god pvper.

Thing is, not all factions are supposed to have an army, not everyone wants there faction to be some heavily armed kingdom with vast armies to defend them at any given moment, some people wish to be simple villagers who seclude themselves in their little towns. Factions is a varied term, it does not imply every faction should be a kingdom or empire they can be quite small. (MonMarty please correct me if im wrong.)
 
Thing is, not all factions are supposed to have an army, not everyone wants there faction to be some heavily armed kingdom with vast armies to defend them at any given moment, some people wish to be simple villagers who seclude themselves in their little towns. Factions is a varied term, it does not imply every faction should be a kingdom or empire they can be quite small. (MonMarty please correct me if im wrong.)

Little towns usually are a settlement of a bigger kingdom, becouse otherwise they would be raided by someone stronger. It's as simple as that, weak settlements will die like in the real world if they aren't protected.
 
To all the weeaboos complaining about god players with god stats: Look, i used to be on that level. Even the now pvp gods used to be on the level you are on. You should stop complaining about their stats and do something. Something like get in a darkroom and training your stats. Just train because everyone has the ability to be as good as the guy ahead of them. Dont complain, just train on no matter how long it takes, you'll get there.
 
But that's not what they log onto the server to do, Commanderkull . Players like that log onto Massivecraft to build a small town or settlement and simply have fun, not spend hours upon hours in a darkroom grinding. Forcing members to spend hours doing "chores" is something that disgusts me, and telling newer players to "grind until you get a higher MCMMO skill" simply makes them want to log out and go on another server where they don't have to spend such a large amount of time training up their skills.
 
But that's not what they log onto the server to do, Commanderkull . Players like that log onto Massivecraft to build a small town or settlement and simply have fun, not spend hours upon hours in a darkroom grinding. Forcing members to spend hours doing "chores" is something that disgusts me, and telling newer players to "grind until you get a higher MCMMO skill" simply makes them want to log out and go on another server where they don't have to spend such a large amount of time training up their skills.
Massivecraft is not solely a building server, nor is it solely a pvp server. It is the full RPG experience so it is everything you can do. Training helps yes, but if you dont want to train then dont. Just dont complain when you get killed.
 
But that's not what they log onto the server to do, Commanderkull . Players like that log onto Massivecraft to build a small town or settlement and simply have fun, not spend hours upon hours in a darkroom grinding. Forcing members to spend hours doing "chores" is something that disgusts me, and telling newer players to "grind until you get a higher MCMMO skill" simply makes them want to log out and go on another server where they don't have to spend such a large amount of time training up their skills.

Actually, you're half wrong.
Players log on for a number of reasons. If you want to PVP, then Train. If you want to build, then get supplies and build. If you want to RP, then find a RP community and do so.

Commanderkull is completely right. You aren't completely wrong when you say that's what they log on to do. This server has reinforced the facts, multiple times, that this is a PVP, and RP server.

Not one or the other.
It's realistic for you to train to be good at something. So as he said, in more of a polite way. Get to the Dark room and train!
 
Little towns usually are a settlement of a bigger kingdom, becouse otherwise they would be raided by someone stronger. It's as simple as that, weak settlements will die like in the real world if they aren't protected.

But again, this is not the real world, it is a medieval fantasy server. Small settlements are not just villages, could be something meant to be secluded like a tiny witches cult or something like that.
For example, say someone wanted to create a small settlement of frostmane, unless I am wrong, frostmane are rather undomesticated creatures, things like these would not associated with something like an empire or have many allies since they wouldnt normally socialize with other civilizations. It just dosnt fit with some peoples RP's and in an RP aspect, a case like this really wouldnt make sense RPwise.
 

I actually disagree with you sir, I have seen mods say countless amounts of times and completely stress this fact, that this IS in fact, an RP server. Now they may have changed their views on this now, but until they actually voice it, Im sticking with that fact.