• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

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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.