i want to get some ideas going... as a survival player there's not much to do, what can we do to fix this? and can we integrate quests or role play into the factions universe? if so how?
My ideas:
-Add small housing districts to faction world spawn cities, just like regalia houses, protected, but involved in the lore of the spawn city regalia.
-Fix traits so its easier to survive against the massive mobs, i think it will integrate well with magic, this will help new players stay in survival by making it easier to start on the server.(low key think magic was a great addition though, i cant wait to try it out)
-Add an arena for pvpers to TP to and fight with traits, make kit pvp vanilla, possibly with cash prizes for killing other players in arena. this way raiders don't have to only attack other factions for money. they can do what they love without tiny factions receiving the 24/7 raiding treatment. raiding will still be an option but an in world arena would be a way to disperse the action a tad.
-Add lore to factions, as various settlements under certain names... of course big cities may be an issue but small villages shouldn't be a problem, its possible to make them cannon... small pvp factions would be a bandit camp and large cities would be a settlement of randoms who banded together outside of regalia influence, either peaceful or conquerors. in lore they would be unknowns and disbanded factions means that regalia or the quadir, or other empire conquered the area. larger, or small older factions that applied with a lore backstory could become cannon in a more literal sense.
-Make it easier for factions to grow. i'm gonna need the most ideas on this. its very difficult to get anyone invested in survival as it has very little to offer, other than building. For the pvp community, no faction lasts long enough to grind to the point of being able to defend huge, long, and multiple raids per day. This is leaving many pvpers shut out and waiting for someone to leave a base, and role players being frustrated with the factions side of the server and never wanting to come back to it.
-Adding more activities to survival worlds, ruins to explore, quests, and so on
-Rewarding for staying rather than punishing for leaving. After a player is inactive for about a week they don't come back. people are often appalled that after needing to go for exams their hard work on the server is gone. Some people never came back after their final time logging off, because nothing really stays, which means there's nothing to go back to. Of course this needs to be balanced with the plugins that clear out abandoned stuff, maybe by increasing the inactivity timers or giving "pre-eula prem trait slots" to those who are on at least every other day and voting.
Any other ideas? how do you want to add to the survival side of massive? whats missing? how can we make it more appealing to everyone?
My ideas:
-Add small housing districts to faction world spawn cities, just like regalia houses, protected, but involved in the lore of the spawn city regalia.
-Fix traits so its easier to survive against the massive mobs, i think it will integrate well with magic, this will help new players stay in survival by making it easier to start on the server.(low key think magic was a great addition though, i cant wait to try it out)
-Add an arena for pvpers to TP to and fight with traits, make kit pvp vanilla, possibly with cash prizes for killing other players in arena. this way raiders don't have to only attack other factions for money. they can do what they love without tiny factions receiving the 24/7 raiding treatment. raiding will still be an option but an in world arena would be a way to disperse the action a tad.
-Add lore to factions, as various settlements under certain names... of course big cities may be an issue but small villages shouldn't be a problem, its possible to make them cannon... small pvp factions would be a bandit camp and large cities would be a settlement of randoms who banded together outside of regalia influence, either peaceful or conquerors. in lore they would be unknowns and disbanded factions means that regalia or the quadir, or other empire conquered the area. larger, or small older factions that applied with a lore backstory could become cannon in a more literal sense.
-Make it easier for factions to grow. i'm gonna need the most ideas on this. its very difficult to get anyone invested in survival as it has very little to offer, other than building. For the pvp community, no faction lasts long enough to grind to the point of being able to defend huge, long, and multiple raids per day. This is leaving many pvpers shut out and waiting for someone to leave a base, and role players being frustrated with the factions side of the server and never wanting to come back to it.
-Adding more activities to survival worlds, ruins to explore, quests, and so on
-Rewarding for staying rather than punishing for leaving. After a player is inactive for about a week they don't come back. people are often appalled that after needing to go for exams their hard work on the server is gone. Some people never came back after their final time logging off, because nothing really stays, which means there's nothing to go back to. Of course this needs to be balanced with the plugins that clear out abandoned stuff, maybe by increasing the inactivity timers or giving "pre-eula prem trait slots" to those who are on at least every other day and voting.
Any other ideas? how do you want to add to the survival side of massive? whats missing? how can we make it more appealing to everyone?