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On the Massivecraft Yay or Nay post (http://forums.massivecraft.com/threads/massivecraft-yay-or-nay.21616/page-2#post-292157) I posted my views on the cons of the Massivecraft server. These cons include:
1. Growing social chasm between the two extremist sides on the server (pure-RP and pure-PvP).
2. Regalian mapping "mess".
3. Issues with lore and character creation.
4. Ease of gaining nobility.
5. Unused/unwanted PvP arenas.
These issues have varying importance to each person, yet I see them all as rather valid issues and things that need changed in order to make more of the population happy. As such, I have come up with solutions to each of the listed problems.
1. The growing chasm exists due to each side being forced to do things that they do not wish to do. Perhaps a way can exist for each side to be able to do the things enjoy doing without the worry of being forced to do something else. One of the possible solutions I have for this issue fits better as a solution to the fifth con on the server.
That being said, the solution that I have for this problem is simple. Perhaps the faction plug-in could be edited in such a way that factions could set their preference to PvP or RP. The PvP factions have PvP enabled and costs the current amount of faction power per chunk. The RP factions have PvP disabled and cost slightly more faction power per chunk, this is so the entirety of the wilderness does not become a PvP-free zone. The factions CAN change their preference. However, if they change their preference, they will not be allowed to change it back for one week, or more perhaps. Players leaving factions to join others will also still be allowed since it would be akin to a soldier leaving their homes in order to join a military and they will also be allowed to return. Factions cannot be allowed to be flagged RP and support only one side of a conflict, they can however, supply both sides as an unbiased market. This idea is still incomplete, and I am open to any possible ideas that could better complete this idea.
Another plausible solution will likely be instantly shot down, as it has so many times before, would be to remove the MCMMO plug-in entirely, or remove only the PvP skills.
2. The issue with Regalia is a simple one to fix. There are many houses, yet only about a quarter or a third of those houses can be rented out. I realize this is likely due to the Build team being either indecisive about whether or not they like the houses where they are, or it's perhaps just something that's been overlooked. My solution is to possibly quadrant the city off and work ONLY on a quadrant at a time until finished. Constantly evolving a city is pretty nice, but note that constantly evolving an area that many people use becomes taxing to the players as well as (imaginably) the build team.
3. The lore of the server is amazing, and the character applications are outstanding ways to introduce a character to the world of Aloria. However, there is a line that has been breached where character creativity is actually being hampered by the set up of the lore. Since the lore is in the middle of a rewrite, the lore can also make characters that were previously compliant, non-compliant. To some, this isn't a really big deal, but to those that took a long time to make a character that they felt was "perfect" it is both frustrating and annoying. The application to create characters also has become unnecessarily complicated. Yes, it's nice to have details about a person, but having an over abundance of details makes some players (myself included) discouraged from making new characters to play as.
My solution to the hampering of characters due to an overly-detailed lore is to possibly remove a dated timeline and make only a "cumulative" timeline, where there are no dates but only lists of events that happen in a certain logical order. The issue with character applications is to simplify it slightly by removing some of the "unnecessary" details. I, myself, am unsure of what other people consider "unnecessary," but I find that giving heights and weights and a completely detailed appearance are mostly unnecessary.
4. Nobility was once a thing that people had to strive for. It used to be based off of merit and being well-known in the community. Now, it seems like new nobles are added every day (I could be wrong, but it certainly seems that way). I actually used to strive for nobility, giving me a reason to RP more frequently. Now, with how simple it is to become a noble (or be written into an existing noble family) I no longer have a major "goal" in RP.
My suggestion is to decrease the amount of nobles that exist and make the requirements for nobility more strict. Perhaps make a requirement for nobles to have a set amount of Regals as one of the requirements.
5. The PvP arenas in the minigame hub are silent. Nobody wants to go to them since they have a more appealing form of PvP in the Faction-based PvP. The arenas have often been criticized for being too small and very unappealing to the hardcore PvP community.
If you remember from the first suggestion, I mentioned something that would be better suited for this particular issue. That certain something would be to create battlegrounds that players can create pseudo-sieges using faction walls (or perhaps faction capital cities themselves) as the battleground. Players would have a set amount of lives and once they run out, they will be teleported out of the battleground. Victory would be determined by reaching either the center of the capital, or perhaps the "home" base if you are attacking or if you are defending, victory would be achieved by burning through all of the enemy lives.
Anyways, that just about sums up all of the suggestions I have for solutions to what I see as some pretty big issues within the massivecraft community. If you have any logical comments or feedback, please leave it, I'd love to hear what everyone has to think about these suggestions. If you have better suggestions yourself, don't be afraid to post them as well! Once again, thanks for reading through these, and I will attempt to keep future posts slightly shorter than this!
1. Growing social chasm between the two extremist sides on the server (pure-RP and pure-PvP).
2. Regalian mapping "mess".
3. Issues with lore and character creation.
4. Ease of gaining nobility.
5. Unused/unwanted PvP arenas.
These issues have varying importance to each person, yet I see them all as rather valid issues and things that need changed in order to make more of the population happy. As such, I have come up with solutions to each of the listed problems.
1. The growing chasm exists due to each side being forced to do things that they do not wish to do. Perhaps a way can exist for each side to be able to do the things enjoy doing without the worry of being forced to do something else. One of the possible solutions I have for this issue fits better as a solution to the fifth con on the server.
That being said, the solution that I have for this problem is simple. Perhaps the faction plug-in could be edited in such a way that factions could set their preference to PvP or RP. The PvP factions have PvP enabled and costs the current amount of faction power per chunk. The RP factions have PvP disabled and cost slightly more faction power per chunk, this is so the entirety of the wilderness does not become a PvP-free zone. The factions CAN change their preference. However, if they change their preference, they will not be allowed to change it back for one week, or more perhaps. Players leaving factions to join others will also still be allowed since it would be akin to a soldier leaving their homes in order to join a military and they will also be allowed to return. Factions cannot be allowed to be flagged RP and support only one side of a conflict, they can however, supply both sides as an unbiased market. This idea is still incomplete, and I am open to any possible ideas that could better complete this idea.
Another plausible solution will likely be instantly shot down, as it has so many times before, would be to remove the MCMMO plug-in entirely, or remove only the PvP skills.
2. The issue with Regalia is a simple one to fix. There are many houses, yet only about a quarter or a third of those houses can be rented out. I realize this is likely due to the Build team being either indecisive about whether or not they like the houses where they are, or it's perhaps just something that's been overlooked. My solution is to possibly quadrant the city off and work ONLY on a quadrant at a time until finished. Constantly evolving a city is pretty nice, but note that constantly evolving an area that many people use becomes taxing to the players as well as (imaginably) the build team.
3. The lore of the server is amazing, and the character applications are outstanding ways to introduce a character to the world of Aloria. However, there is a line that has been breached where character creativity is actually being hampered by the set up of the lore. Since the lore is in the middle of a rewrite, the lore can also make characters that were previously compliant, non-compliant. To some, this isn't a really big deal, but to those that took a long time to make a character that they felt was "perfect" it is both frustrating and annoying. The application to create characters also has become unnecessarily complicated. Yes, it's nice to have details about a person, but having an over abundance of details makes some players (myself included) discouraged from making new characters to play as.
My solution to the hampering of characters due to an overly-detailed lore is to possibly remove a dated timeline and make only a "cumulative" timeline, where there are no dates but only lists of events that happen in a certain logical order. The issue with character applications is to simplify it slightly by removing some of the "unnecessary" details. I, myself, am unsure of what other people consider "unnecessary," but I find that giving heights and weights and a completely detailed appearance are mostly unnecessary.
4. Nobility was once a thing that people had to strive for. It used to be based off of merit and being well-known in the community. Now, it seems like new nobles are added every day (I could be wrong, but it certainly seems that way). I actually used to strive for nobility, giving me a reason to RP more frequently. Now, with how simple it is to become a noble (or be written into an existing noble family) I no longer have a major "goal" in RP.
My suggestion is to decrease the amount of nobles that exist and make the requirements for nobility more strict. Perhaps make a requirement for nobles to have a set amount of Regals as one of the requirements.
5. The PvP arenas in the minigame hub are silent. Nobody wants to go to them since they have a more appealing form of PvP in the Faction-based PvP. The arenas have often been criticized for being too small and very unappealing to the hardcore PvP community.
If you remember from the first suggestion, I mentioned something that would be better suited for this particular issue. That certain something would be to create battlegrounds that players can create pseudo-sieges using faction walls (or perhaps faction capital cities themselves) as the battleground. Players would have a set amount of lives and once they run out, they will be teleported out of the battleground. Victory would be determined by reaching either the center of the capital, or perhaps the "home" base if you are attacking or if you are defending, victory would be achieved by burning through all of the enemy lives.
Anyways, that just about sums up all of the suggestions I have for solutions to what I see as some pretty big issues within the massivecraft community. If you have any logical comments or feedback, please leave it, I'd love to hear what everyone has to think about these suggestions. If you have better suggestions yourself, don't be afraid to post them as well! Once again, thanks for reading through these, and I will attempt to keep future posts slightly shorter than this!