Pvp Change Brainstorming

I'd like the idea of everyone having an extra 4 hearts added to everyones health.
Why not just nerf damage?
Because nerfing damage affects a wider spectrum of things related to things other than PvP, such as mobs and PvE events. Adding 4 extra hearts is a lot easier than reconfiguring the entirety of MassiveMobs to the new damage system.
Massive mobs needs a re-evaluation of damage anyways, IMO. Giving more hearts would just be confusing for new players and seems rather cheap to me.
If we fix MassiveMobs damage and any damage issues in PVP itself, then there isn't any reason to tack on the extra hearts.

Let's fix the problem and not apply what we think is a bandage. Because if we do the bandage the problem still exist and is still, well, causing problems.
 
If we fix MassiveMobs damage and any damage issues in PVP itself, then there isn't any reason to tack on the extra hearts.

Let's fix the problem and not apply what we think is a bandage. Because if we do the bandage the problem still exist and is still, well, causing problems.
Honestly, in my opinion damage is too low on Massive. You can't effectively Xv1 because you can't kill people quickly enough to even the odds. Lowering the damage even more makes this more of a problem.
 
Honestly, in my opinion damage is too low on Massive. You can't effectively Xv1 because you can't kill people quickly enough to even the odds. Lowering the damage even more makes this more of a problem.
I said fix, which could mean increase or decrease as needed.

I'm aware Jes mentioned nerfing damage in one of the quotes I replied to, although I just specified fix, which could go either way.
 
The whole surprise and excitement of a raid has evaporated, I remember chappers65 used to raid asteria solo for hours, as did addrion, later in the day factions such as vanos would land and ruin every player they saw, great times!
 
Agree with lots of people saying add races/traits or just some sort of differentiation or edge that varies between players. Many have talked about Massive's old RPG combat style and how it gave PvP some flavour compared to - like some have said - mundane pointing and clicking.

All in all my suggestion is add some way players can differentiate their 'style' of combat or just implement a system that allows players to customise the way they fight and return the variety back to PvP and make it generally more interesting.
 
General suggestions, all my opinion, some PvP oriented, some not:
  • Reintroduce traits to PvP, expand them, balance them. Or maybe recreate traits altogether and go back to races.

  • A lot of people seem to have a problem with repairing armor. I don't find it so horrible to have to visit a darkroom for a couple of minutes to get enough XP to repair a set. I've seen a lot of people exaggerating the amount of time it takes to get enough XP to repair a set, especially if you're doing multiple methods simultaneously. So, I actually don't want MCMMO repair to come back, because I think, personally, that will only reduce the value of armor. I agree it would be convenient to use as a player, but I like that now I have to be more careful about armor durability and I don't feel like I have infinite armor thanks to/fix and mcmmo repair.

  • I actually propose a simpler fix to the above is to simply reduce armor shred on axes. I don't really think the repair system is the problem, it's more so the rate of armor being damaged (ime) especially when in a group fight with multiple high level axe users.

  • Maybe make staff (or players) who's sole (or it's at least a very high priority) purpose is to set up and maintain a faction that will take on and entice new players.

  • Make the rest of the magic words learn-able. Last I heard they are in the plugin but not on the island, if that's wrong please correct me. If that's correct, then I don't see why they're not released, unless it's just for balance purposes.

  • Add a way for players to track one another in the factions worlds. Even if /dynmap hid

  • Perhaps create more fast travel options in the worlds? To be honest the main reason I don't raid a lot is because I don't want to travel, especially if a faction only has 2-3 people on. If I could get there a lot quicker, or easier, I might actively try to PvP more. A lot of the raids I've been on recently were facilitated through allies who had portals near the enemy base.

  • People of all walks need to be enticed into the factions worlds. Even if they're not PvPers, so we need to figure out how to get more enjoyment out of the factions worlds for people who may not be huge PvPers. Ideally we could have these people casually partake in PvP if they want, and do whatever else they are interested in if they do not find it enjoyable, while still providing active value and interaction within the factions worlds. Besides, if you're a PvPer and these people aren't, as long as they don't safewall themselves in, you can at the very least attack them if you wish.

  • We need to add incentives to more politics within factions. I'd prefer more options to interact with a faction besides attacking them, defending them, superficially trading with them, demanding something from them, or talking to them. I wish factions had more ways to relate and interact with one another, while also having an impact on the factions worlds themselves. This would even further reinforce and refine a faction's identity.

  • I vote to re-enable invisibility potions. Just because I like them, heyyo! I don't think they'd pose a huge threat, and I always hated that I couldn't raid with invisibility on massive.

  • More unique modifiers/items. I'd like to see more functional lore items that players can meaningfully interact with. Basically, I want lore items that DO things. Like a god axe with Fire Aspect II, for example. Or a sword that poisons. Random things. I've seen these on other servers and it's quite fun to play around with.

  • I wish our Nether was more permanent, and served a larger purpose than it currently does. Just my opinion.

  • I feel like we need more events within the factions worlds themselves. Specifically events that promote either PvP or the prosperity and development of a faction. Build competitions, tournaments, faction vs faction wars/games, etc

  • I don't know what the advertisement for massive is like, and I believe Minecraft as a whole is on a decline, but if we're not actively advertising, we need to be, and if we are, we need to do our best to ensure that from the very moment a new player gets here they feel engaged and like this is a place worth staying and spending time in.

  • Re-balance Vampirism to be useful in PvP without being overpowered. Make vampirism appeal to some players, while not appealing to others. Or just remove it and rework it as a trait or set of traits.
  • More Premium features.
  • More donation packages.
 
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Traits and PvP
Currently we are discussing bring back the traits system to Massive. We aim to implement a system similar to the 2015 traits system, and from there we can rework what we think is too OP or needs to be modified for a variety of reasons. There are some traits, aka absorption, which we have already decided on will not be re-added because it's far too tanky and OP. Traits will take some time to come back but I can promise you that we are working on it.

mcMMO Repair
That is also being discussed internally. mcMMO repair will be brought back, we are just at the stage of settling on a system that we believe is suitable. We want to bring repair back because countless PvPers have stated it can be too hard to repair armor after a few fights. If the system does cause issues, which we don't believe it will, we can review it and we are always open to suggestions about mcMMO.

Axe Damage
That's another issue but hasn't been looked into that much on our end or hasn't been discussed by the PVP think tank in-depth either. Most discussion has been focused around traits and mcMMO.

Staff Faction
That would need more elaboration from you, for us to even consider that.

MassiveMagic
You are correct. Currently we have a number of Game projects going on simultaneously, with various staff members working on these said projects. MassiveMagic is one of them and we are currently evaluating ways that we can revive the plugin.

Removing /dynmap hide
This was discussed a few weeks ago, and I've have had discussion with Alj about this internally. It's a controversial issue that needs to be evaluated more in-depth. A poll is something that we are looking to release in the coming weeks about it.

Invisibility Potions
I don't see the point in them and I find them to be a nuisance but feel free to try change my mind and anyone else who is against them.

Faction Events
We try to get factions to host their own events. We do have some PvP events down the line but these won't be in the factions world. We try to keep staff ran things out of survival worlds and we leave that to the players to roam about in. The only event we actually host in faction worlds is Hide and Seek, and that doesn't even go beyond the world spawn. We also have a monthly tournament and a weekly KoTH (kind of messing up at the moment) and you are encouraged to take part in these events.

Advertisement
PR do countless external bumps of content, new posts and whatnot. Just ask any PR staff, they do indeed advertise the server intensely. The new voting system has brought about improved coverage on the server.

Vampirism
Broken, old plugin. Not worth the time for our Tech staff to attempt to fix. Would need an entire re-code for it to work again. Traits is our main focus and is similar to this.

Premium features and donations
They need to be cosmetic and not provide any in-game advantage per Mojang's EULA.
 
Invisibility Potions
I don't see the point in them and I find them to be a nuisance but feel free to try change my mind and anyone else who is against them.
From my survival department document:

Invisibility Potions
Currently, and for as long as I can remember, invisibility potions have been disabled on Massive. What I would like to propose is the enabling of invisibility potions, with a combat tag which would remove the invisibility effect as soon as one is hit. This allows for raiders to move relatively undetected within a faction, allowing them to follow residents through doors into buildings which would normally be impossible for a raider to access. This however comes at a great cost; in order to be properly invisible, one has to remove all armor, meaning you can be killed in two or three hits upon detection. Furthermore, the invisibility effect gives off particles, meaning that it is impossible to be fully undetectable. This could allow for "forcing pvp" on factions at a very limited scale, due to the difficulty of actually getting through a door undetected while being invisible, and the ease of killing someone invisible.
 
From my survival department document:

Invisibility Potions
Currently, and for as long as I can remember, invisibility potions have been disabled on Massive. What I would like to propose is the enabling of invisibility potions, with a combat tag which would remove the invisibility effect as soon as one is hit. This allows for raiders to move relatively undetected within a faction, allowing them to follow residents through doors into buildings which would normally be impossible for a raider to access. This however comes at a great cost; in order to be properly invisible, one has to remove all armor, meaning you can be killed in two or three hits upon detection. Furthermore, the invisibility effect gives off particles, meaning that it is impossible to be fully undetectable. This could allow for "forcing pvp" on factions at a very limited scale, due to the difficulty of actually getting through a door undetected while being invisible, and the ease of killing someone invisible.
I want free armour so this is a good idea
 
Currently for traits, we have some ideas for day one changes to the system.

As stated by @CnocBride, Absorption will not be coming back in any form. Additionally, there will likely be a system implemented where healthboost 2 will bar you from using any strike or revenge traits, other than perhaps healstrike or healrevenge. Additionally, FlyWater will likely remain disabled in combat.
 
Another way to fix the issues with repair would simply be to bring back the vanilla enchanting system, no idea why they changed to the old enchanting system as they implemented the mcmmo change, since this seems to just have added to the tedium.
 
Another way to fix the issues with repair would simply be to bring back the vanilla enchanting system, no idea why they changed to the old enchanting system as they implemented the mcmmo change, since this seems to just have added to the tedium.
Not really tbh, it still takes like half an hour to make a god set and you can still get ridiculously unlucky when enchanting