- Joined
- Jul 1, 2017
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Hello, denizens of MassiveCraft,
Today, a little remark about creative in the global chat sparked an interesting discussion about MassiveCraft's featureset. After some talk, it became clear that quite a lot of people were frustrated by minor inconveniences, which should be able to be easily fixed. I felt like being productive and compiled the suggestions into a nice and ergonomic list:
Be sure to tell us what you think of these suggestions.
Today, a little remark about creative in the global chat sparked an interesting discussion about MassiveCraft's featureset. After some talk, it became clear that quite a lot of people were frustrated by minor inconveniences, which should be able to be easily fixed. I felt like being productive and compiled the suggestions into a nice and ergonomic list:
- While it makes sense for /tpa to be locked in the survival-based gamemodes, it really does not in creative. Locking /tpa serves no roleplay purpose and only makes transport massively more time-consuming, so it would be nice if we could get access to /tpa in the plotworld.
- Similarly, it isn't really logical that you need to be accessed to a plot before you can /plot v it. Why would you need to give someone permission to build if you just want to show a project off? It'd be massively helpful if /plot v could be unlocked for all plots.
- This one might be a bit harder to implement, but numerous faction leaders commented that it's not very practical that we're only able to access territory in chunks. If Regalia's access management system could be imported into the factions world - that is, giving us detailed control of all three coordinates - we could design massively more detailed cities.
Be sure to tell us what you think of these suggestions.