• 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.

Reply to thread

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.