Archived New World (read It, I Explain More)

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falconhand

Aieralynian Kingdom
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So there's been a lot of talk of people wanting a reset. I personally think that's a bad idea for the existing worlds, but if a new world was created as a seperate world entirely, aka no regals, items, factions transfer, it would be a awesome way to get a refreshed lifestyle. I *believe* that in one of the plug-ins there's a function similar to this, but Im not positive. Thoughts? I'd also like a staff opinion on this @Omnomivore
 
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something to this affect was discussed during the pvp Q&A and from what I understood will be implemented in a test run in the near future
 
I am fully in favor of this. Making echest, /bp, /trade, etc not carry over into this world would be essential to make sure smuggling isnt possible, but the potential to implement a new "Market" in the "Wipe World" map's spawn, and disabling Gift4All gear receival there, would be glorious. Give people a place to start fresh and not be burdened down by the broken, ruined economy.
 
Have had this idea for so long.

But it would definitely have its qwerks. What about a separate massive HCF server?
 
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I don't like the idea of a 'separate' factions world in any form.

It's apparent that my opinion is unpopular but I will explain my reasoning either way. Before I start, I participated in the PvP/Factions discussion on the MassiveTS a few weeks ago and know about the topics discussed.

Reason #1
It won't be successful... Yes, It just won't work out in the end. The current factions player-base has littleraly invested years into the current worlds, I doubt anyone is willing to ditch that much time, effort, and memories.

Reason #2
If the new world is successful... It would divide the factions community. With the factions worlds struggling the way they are- pulling away players is the LAST thing we want to do. New players would be divided on the decision to play on the 'new' world(s) or the 'old' worlds. If everyone starts to switch over to the new world(s), what will entice the new players to visit the old worlds, or the old players to stay in the old worlds if everyone is in the new world(s)?

(I've changed my mind, I won't be adding on to this comment.)
 
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I agree the server is too mature for this. We can't afford to split the factions community.
 
I assume an option like this is far out of the question, But does anyone agree that it might draw some new survivalists and PvPers to our community?
Maybe make it a "Hardcore" world in the sense that if you die in it, you cant enter for say, an hour, or maybe longer. Then as a "lure" make harder mobs spawn more frequently there, higher ore chances, heck even tie in the Dungeon's idea I have tossed around a bit, just, add a ton of reward to a harder, riskier area. It might draw some people in.
 
It would divide the factions community. With the factions worlds struggling the way they are- pulling away players is the LAST thing we want to do. New players would be divided on the decision to play on the 'new' world(s) or the 'old' worlds. If everyone starts to switch over to the new world(s), what will entice the new players to visit the old worlds, or the old players to stay in the old worlds if everyone is in the new world(s)?

(I will continue this reply later on...)

Yeah, this is the main reason why I doubt this would ever happen. While I'm someone who would want this in theory, it wouldn't work. Either the staff need to just let things continue as they are, or completely wipe the current survival worlds, inventories and market (with the possibility of allowing players to save certain trophy / lore items possibly).