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As of this thread a few months ago, McMMO repair has had arcane forging disabled. This means that it is no longer possible to keep enchantments on armor and items when repairing them with McMMO repair using an iron block. This was a major step in the correct direction, and I greatly appreciate the effort by Monmarty/toku and other staff to improve the economy, however I personally believe that this was too large of a step in the right direction too quickly.
There is a huge problem with having too much god armor on MassiveCraft at the moment; I entirely agree with this, regardless of the cauess, and think that the armor supply needs to be nerfed. However when all of the following changes occured at (around) the same time:
I, however, in no way support the complete reversion of all these changes. I do, however, find that these changes are self-defeating in several ways:
@Tokuu @MonMarty @Neckerei @Omnomivore
There is a huge problem with having too much god armor on MassiveCraft at the moment; I entirely agree with this, regardless of the cauess, and think that the armor supply needs to be nerfed. However when all of the following changes occured at (around) the same time:
- Removal of /fix
- Removal of McMMO arcane forging
- Reverting to 1.7 style enchanting
I, however, in no way support the complete reversion of all these changes. I do, however, find that these changes are self-defeating in several ways:
- The primary purpose of these changes was the reduce armor supply, thus increasing price, and therefore incentive to pvp and darkroom. However, the attempt to increase purchasing of god armor has failed for a couple reasons. For example, vanilla repair costs increasingly more with each repair, eventually becoming unrepairable after the cost would have bene greater than 40 levels (and frankly it's impracticle to repair long before this). This however, is impossible to tell via initial inspection before buying, and so a buyer has no idea if they're getting a piece they can repair 10 times or that they may as well wear until it breaks, discouraging the purchase of god armor.
- The gain in profit in pvping is slow, and will continue to be slow. This is fine; I don't expect it to be overnight. However, the immediate cost was greatly increased, in terms of time, or in regals to purchase supplies, due to the time it takes make a set compared to the chance of getting a single god weapon. The cost of repairing a set after a fight is more than it's worth when the potential gain is a god weapon worth 150r, max (I think less, but have been kind of inactive so not 100% sure).
- Re-enable arcane forging with a 90% success rate (note that this is per right click, which has to happen multiple times per piece of armor, and so will be signicanly lower for a full repair). This ensures that enchantments will leave the economy, and thus you will have to either eventually buy new sets or make your own.
- Triple or quadruple the diamond cost of McMMO repair. Previously, it cost about 4 diamonds to fully repair a piece to 100%. This is equivalent to about 3-4r, a tiny fraction of the worth of god armor. Furthermore, there is a huge excess of diamonds in the market due to fishing/duping/whatever. Thereby, you're taking out two birds with one stone in a sense, helping to reduce the amount of diamonds, as well as making it more expensive to use McMMO repair.
- Re-enable /fix. At the price it was set at, there was really no reason to remove it, as it was significantly more expensive than using McMMO repair, and so really just acted as a money sink for roleplayers who didn't know someone with 1k repair.
@Tokuu @MonMarty @Neckerei @Omnomivore