The Faction Server

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I know im gonna get my *** kicked by rp'ers now but see this as my opinion.
- Why is there not the same evolution on massivecraft anymore?

I have played on massive in 4 years now and the last year i haven't seen the same revolution/evolution in massivecraft pvp, rp'ers aren't joining any faction or participating in any common pvp, they just rp in regalia, thats fine, but.
The server is going in a wrong direction, and we need to get it on point again.
rp'ers needs to get into the survival world again and pvp'ers or the faction leaders need to give them a opportunity.


- Crisis of kings
This new initiative isn't really working or i haven't seen anyone trying to play with it. it's just to hard to find out or the server staff doesn't really have resources to deal with it.
Bring back what it was, A FACTION SERVER [Cay]
 
Do you have any suggestions on how to improve factions? All I see is an issue without any solutions. Nothing is going to change if there isn't a suggestion on how to change it in the first place. Simple saying "make factions great again" won't make factions great again.
 
Yet another thread about the same topic. Nothing changed before, nothing will change now. And so what if factions isn't played anymore? People like RP, stop forcing them away from it
 
Well, there's nothing wrong with stating the opinion that something should change. Instead of replying like "change doesn't work" I think they should be encouraged to come up with a solution.

If that's what they wanna do.
 
Dudeeee, that's just an excuse to get a larger army for factions, massive is, after all tagged as a factiongs RPG server, keyword being, RPG, you can play it as if it where an EOS game, or as if it where some, frantic pvp smash and grab
 
I've argued over this same point for over a year now, and I think I've finally come to a conclusion.

You seem to be arguing the "make massive great again" argument which I assume is referring back to the days before we had a roleplay hub, aka Regalia, correct? If so, the only reason massive was so "good" back then was because roleplayers were forced to roleplay in the faction worlds; they had no other place to go. Also something to take note of, roleplay was significantly looser back then, being what you might call "light roleplay". Many survivalists at the time took part in it because it was simple as well as adding an extra layer of purpose to the faction worlds, and this is probably what led to the birth of the larger roleplay community. Massivecraft's roleplay has evolved since then (for better or worse) into something that is incredibly strict and complex, and really has no ties to any of Minecraft's survival elements, including factions. On top of this, it seems to me that the average minecraft player just isn't willing to do all the research required to take part in Regalia roleplay, and are most certainly repelled by the figurative walls of rules and semantics one has to hurdle just to be considered a "good roleplayer".

So how the hell do we fix this? We don't. There's literally no incentive for players only interested in roleplay to take part in factions, and they make up roughly half the server. I know I'm going to get shit for this because I do every time I say it, but the massive community is completely divided at this point, and by forcing them to join together again, you might save factions but you will almost certainly destroy the hardcore roleplay community. So which one is worth more, and how the hell do you justify that position?

TL;DR, Massive's roleplay community has evolved to become independent of factions, yet, as we're finding out, Massivecraft factions kind of suck without roleplay and lore (or at least light roleplay). How do we fix it? We probably can't, one community will inevidably die... but which one?
 
I agree but you didn't really suggest anything. I'd make a list of reasons why factions has declined, but at this point its so dead that nothing is going to bring anyone new into the survival worlds.

The factions worlds were neglected while the staff that were actually able to make real changes (i.e. GetHelp, Cayorian, people who can actually understand coding) were busy with other things while people slowly flooded out of the survival worlds for various valid reasons. I'm not trying to blame anyone because at this point its silly to start up arguements over something that is on its last legs, but its a case where anything done at this point is 'too little, too late', not to mention the fact that most of the people who put effort into working on this server do so for free and don't expect anything in return, so in some ways its unfair to critisize them.
 
Dudeeee, that's just an excuse to get a larger army for factions, massive is, after all tagged as a factiongs RPG server, keyword being, RPG, you can play it as if it where an EOS game, or as if it where some, frantic pvp smash and grab


I've argued over this same point for over a year now, and I think I've finally come to a conclusion.

You seem to be arguing the "make massive great again" argument which I assume is referring back to the days before we had a roleplay hub, aka Regalia, correct? If so, the only reason massive was so "good" back then was because roleplayers were forced to roleplay in the faction worlds; they had no other place to go. Also something to take note of, roleplay was significantly looser back then, being what you might call "light roleplay". Many survivalists at the time took part in it because it was simple as well as adding an extra layer of purpose to the faction worlds, and this is probably what led to the birth of the larger roleplay community. Massivecraft's roleplay has evolved since then (for better or worse) into something that is incredibly strict and complex, and really has no ties to any of Minecraft's survival elements, including factions. On top of this, it seems to me that the average minecraft player just isn't willing to do all the research required to take part in Regalia roleplay, and are most certainly repelled by the figurative walls of rules and semantics one has to hurdle just to be considered a "good roleplayer".

So how the hell do we fix this? We don't. There's literally no incentive for players only interested in roleplay to take part in factions, and they make up roughly half the server. I know I'm going to get shit for this because I do every time I say it, but the massive community is completely divided at this point, and by forcing them to join together again, you might save factions but you will almost certainly destroy the hardcore roleplay community. So which one is worth more, and how the hell do you justify that position?

TL;DR, Massive's roleplay community has evolved to become independent of factions, yet, as we're finding out, Massivecraft factions kind of suck without roleplay and lore (or at least light roleplay). How do we fix it? We probably can't, one community will inevidably die... but which one?

Even though I agree that factions at the moment suck, you should probably take the time to realize that when one community tanks, the other one is probably going to follow and that both of you have somewhat short-sighted logics.

OZnGYbv_d.jpg


That is the highest player count per month of the past year, and also take into consideration that at this graphs start on October 16th, a majority of the survival worlds were already pretty empty, which leads me to the conclusion that both communities are dying out because Massive was built on the idea that RP and Survival should co-exist, not be two seperate communities.

It's called the factions RPG server not the 'factions or RPG server'.
 
That is the highest player count per month of the past year, and also take into consideration that at this graphs start on October 16th, a majority of the survival worlds were already pretty empty, which leads me to the conclusion that both communities are dying out because Massive was built on the idea that RP and Survival should co-exist, not be two seperate communities.


Now, what exactly do mean by "Massive was built on the idea that RP and Survival should co-exist"? Sure, the server was eventually confronted with this problem, but roleplay wasn't even conceived to be a part of the original server, it wasn't really a thing on massive until much later. Even once basic lore was implemented, the roleplay and was still very light. Seriously, go take a look at the original massivecraft wiki:

http://massivecraft.wikia.com/wiki/Massivecraft_Wiki

I think you'll find that the old lore, while still entertaining, is about as deep and complex as a 12 year old's vampire fanfiction. This kind of loose cannonization works extremely well in a game world where you're constantly breaking the fourth wall, aka factions. However, current massivecraft roleplay is almost nothing like this, it in fact meshes quite poorly with survival gameplay. For better or for worse, massive roleplay has become one of the most in-depth and complicated roleplay experiences available on the web (and in minecraft of all places). It has evolved to the point where only the minecraft world itself is utilized by roleplayers, serving as the setting for their imagined scenarios. As impressive/bizarre as this kind of roleplay might be, I'd have to ask you @BenRekt; What can factions offer these people that Regalia cannot?

TL;DR, Massivecraft started as a faction server, not a server that tried to combine survival and roleplay into one seamless experience. Roleplay slowly came into being after very basic lore was established, but now that same lore and roleplay community have evolved to become much more complex as well as completely independent from survival minecraft. So my question is this: what do factions have to offer players who have absolutely no interest in survival minecraft?
 
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I feel like I should probably make a follow up post to that last one and explain that I am not against having lore and/or roleplay in the faction worlds, I honestly really miss it. Now take this as you will, but I think this community divide is due to just one thing; Regalia. If there was no roleplay hub, things would slowly go back to the way they were, however, if we removed Regalia we'd be shooting ourselves in the foot.

I'll be honest and admit that I don't understand Massivecraft roleplay. It feels stilted and clumsy and I just don't enjoy it, but I would be a god damn moron if I didn't admit that it took an INSANE amount of creativity, time, and effort to create something like Regalia. And on top of that, so many people enjoy it, how could we possibly justify removing it? I don't think it should ever be an option, but if you want the Massive of 3-4 years ago, that's what would have to be done.
 
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A true player driven experience. This server started out as a factions server with role play in it. Like I mean, check out this web archive of the site on October 3, 2011. It clearly says at the top that this is a medieval fantasy roleplaying server. Factions has always existed alongside this and actually really encouraged role playing since mega builds like regalia didn't exist. I would argue that Regalia has actually done more harm to the server than good. Stuff like Silveredge where the spawn was in a player world worked because it was like a trading central hub with some role play associated with it. The outside world was that of exploration, clashing, role playing, politics and so much more. Sure, the wiki back then was very primitive, if you look around, you'll see a world that players made, not curated bullshit that monmarty and other staff members have been pushing. That was the true magic of MassiveCraft which has slowly faded away. I know it really stinks, but MassiveCraft has no true comeback mechanic associated with it. From here on out, the server will just fade into memories. All we can really do is hold out until the very end.

That was super depressing but I think you might be right :/
 
I might have something experimental to try and pull people to the survival world, but I'm still struggling with an issue: What is the intrinsic benefit of roleplayers playing in the survival world over one where they have assured safety? If a player is having a drink in the tavern and gets killed by a pvp'er, they have to pause their roleplay, deal with the pvp'er (usually by giving them items or money) and then resume, which makes survival or PVP nothing more than annoyance that the player would be forced to deal with.

Creative freedom when it comes to construction is nice, but I don't think it's ever really been done well, and it remains to be seen if this is actually enticing enough to encourage outward play. I'm personally of the opinion that Regalia centric roleplay is getting a bit stale. I can't do "yet another" occupation "crisis" because it'll be the run of the mill yearly thing, so the only other option is to expand outwards.

If I make a new map soon. A really big one, and massiverestore is set to 6 months, and I permit the creation of roleplay factions with a massivegate teleport hub directly to Regalia, and maybe we'll award the 5 best of them with a no pvp flag on the world, maybe that goes a long way of populating the world of factions with some effort - more effort than screaming ignorant opinions on threads like it's fact. Speaking of which:

The outside world was that of exploration, clashing, role playing, politics and so much more. Sure, the wiki back then was very primitive, if you look around, you'll see a world that players made, not curated bullshit that monmarty and other staff members have been pushing.

You are actually clueless on what you're talking about. Not only do you not have representative data on what players play in Regalia and why, your nostalgic view of the past is a fable. There was no politics. You either allied with Alamut or you were at the buttend of Chronikatr raids. Osai was the roleplay place to go, and if you roleplayed anywhere else, you were trash. Exploration was limited to finding the burnt out husks of abandoned bases, and Silveredge itself was just an e-peen contest where staff members ran the best shops that made the most money. Removing Regalia will do nothing but just castrate 60% of the playerbase of the server and just put it in the grave. This idiotic anti Regalia agenda is as self destructive as it is completely conjured up out of thin air. Regalian Roleplayers did not get "stolen" from faction survival, it cultivated it's own playerbase with its own gravitas, and you're just expressing childish spite over the fact that another segment of the community is doing fine, while yours is not.

What little good will is generated from roleplayers who want to help out the survival world and are willing to invest in it is immediately crushed with demeaning dissent, toxic attitudes and trolling on the part of people like you, because somehow, despite never having set foot in the survival world, Faction survival's downturn is magically their fault for purely existing. And even yet they try to help, when all you're really offering in the survival world to the roleplayers is exactly the same as the content of your post: an annoyance.

----

Anyway, back to being productive: While I'm willing to put the effort in, do others who do share helpful and constructive feedback on this thread think what I proposed above is even feasible? It won't magically make survival fun or pvp happen more, but I feel having 30 people in a survival world is a lot better than 13. With 6 months reset time, roads can be built between factions. With teleports to and from Regalia, people can seamlessly move between worlds. I don't know. Maybe it's the push that the area needs to get people invested in staking their own personal claim again.
 
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I'd have to ask you @BenRekt; What can factions offer these people that Regalia cannot? So my question is this: what do factions have to offer players who have absolutely no interest in survival minecraft?

Not looking to get into the heated 'RP vs. PvP' experience that ends with a lot of wasted time and nobody changing their minds. My main point that I was trying to get across is that the RP and PvP communities shouldn't be split. It's in the best interest of everyone to work together to fix the survival worlds to encourage players to stay and give Massive a good base for attracting new players, because in the end when Massive bleeds players, we all lose.
 
Not looking to get into the heated 'RP vs. PvP' experience that ends with a lot of wasted time and nobody changing their minds. My main point that I was trying to get across is that the RP and PvP communities shouldn't be split. It's in the best interest of everyone to work together to fix the survival worlds to encourage players to stay and give Massive a good base for attracting new players, because in the end when Massive bleeds players, we all lose.

Alright, that's fair
 
If I make a new map soon. A really big one, and massiverestore is set to 6 months, and I permit the creation of roleplay factions with a massivegate teleport hub directly to Regalia, and maybe we'll award the 5 best of them with a no pvp flag on the world, maybe that goes a long way of populating the world of factions with some effort - more effort than screaming ignorant opinions on threads like it's fact. Speaking of which:

Really good constructive idea, but as you mentioned at the bottom, its not going to magically populate itself (unless you force it or give them a reason to). Instead of running MassiveRestore constantly, is it possible to just go in and manually restore griefed areas? I feel like MassiveRestore overall has had a net positive effect on the server, but it took a lot of the interesting things out of the survival worlds like finding the occasional abandoned structure with random loot other players left behind, as well as stumbling across huge dead faction bases that would sometimes be reclaimed and rebuilt.

In terms of getting people to populate this world, I don't think its really possible unless you start shutting down some of the older worlds to start concentrating players in a few select worlds. I already know that this has basically been a no go in the past, for obvious reasons (i.e. players leave because their amazingly built base gets wiped) but I've felt for a while now that adding new worlds without removing older ones is a mistake, even though we have MassiveRestore (no griefed worlds to get rid of). I loved the event when Cerardia got destroyed and many factions were unclaimed and lootable, but I know it was a pain in the ass for a lot of people as well.
 
Creative freedom when it comes to construction is nice, but I don't think it's ever really been done well

So Valorian, Brightshore, Torhieyr, Syndorei, Cressida, Lamplight, Shaolin, Snaven, and all the other majestic cities I failed to mention; they're not done well? Who are you to judge?
 
You are actually clueless on what you're talking about. Not only do you not have representative data on what players play in Regalia and why, your nostalgic view of the past is a fable. There was no politics. You either allied with Alamut or you were at the buttend of Chronikatr raids. Osai was the roleplay place to go, and if you roleplayed anywhere else, you were trash. Exploration was limited to finding the burnt out husks of abandoned bases, and Silveredge itself was just an e-peen contest where staff members ran the best shops that made the most money. Removing Regalia will do nothing but just castrate 60% of the playerbase of the server and just put it in the grave. This idiotic anti Regalia agenda is as self destructive as it is completely conjured up out of thin air. Regalian Roleplayers did not get "stolen" from faction survival, it cultivated it's own playerbase with its own gravitas, and you're just expressing childish spite over the fact that another segment of the community is doing fine, while yours is not.
This is honestly how I feel as well. At this point, you can't look at the notion that regalia screwed over the role playing the factions worlds and think that removing regalia would fix it. Because it wont. In fact I wouldn't doubt it would kill the server the whole.
 
So Valorian, Brightshore, Torhieyr, Syndorei, Cressida, Lamplight, Shaolin, Snaven, and all the other majestic cities I failed to mention; they're not done well? Who are you to judge?
You're misconstruing my statement. It wasn't a judgement of "these builds suck" it was a judgement of "within the framework of roleplay, I don't see any faction having succeeded in attracting non-faction roleplay to their faction home."

Since you mention Valorian, yes, they failed at doing just that. Their town was wonderful as was the concept of their palace, but the palace was a construction zone for nearly 2 years and failed to generate any attraction beyond a passing comment of "the furniture is done on our private server, we just haven't ported it over yet". Syndorei as a faction almost succeeded in bridging the creative freedom of the survival world, but there wasn't enough substant activity there to keep it going, after the first few events that died down to a simmer too. Same problem with Brightshore, Lamplight, and all others. They have their own player base but there is little to no interest from outsiders to move there or even visit because the people who run those places don't provide anything beyond a scene. It's sort of like opening an expensive restaurant but expecting people to eat there just because the building looks nice while not offering any food. I'll not get into too many explanations as to why I feel survival factions have done zilch to get any traffic, so that was just to illustrate an example to avoid the need for a "but Regalia" rebuttal.

Don't get me wrong these factions are all wonderful in their own build style way, but in terms of generating player traffic, none of them have succeeded, even if that wasn't specifically the goal they set out to do, but they are all "done well", just not in the framework of attracting a lasting population base beyond their own faction members in terms of area use. Who am I to judge? Player movement is easily backed up in statistical data.
 
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adding new worlds without removing older ones is a mistake, even though we have MassiveRestore
Tokuu and I talked about this during a review of the Crisis of Kings thing. He essentially advised me to kill 2 worlds in order to bring about a new one to encourage same world living. To that effect I can announce that we have cross world Schematic support. Which means that in theory, we could port whole bases to a new world, should the faction owners want that. Considering the amount of active factions in some of our older worlds, if this number sticks at around 30 bases and if it concerns a release schedule of about a month, I'd say that's a very reasonable thing to do, so it's definitely possible to retire older worlds, and who knows, maybe even increase the massiverestore to like 9 months.
 
Isn't there a really big point you are all missing?

Why did RP grow while Factions declined? Because all Factions RPers went to Regalia to RP?

I doubt that. There is a much simpler answer than that, while RP is continuously expanding and improving its core gameplay, i.E. Lore, Noble system, etc., Factions doesn't.

Let us take a look at what people can do on Massive (that's by no means a complete list just the big goals I can see for long-term players)
  • PVP
  • RP
  • Building
  • Factions (Survival)
PVP

I am no PVPer so I will do nothing more but give my outside perspective here and I will be really blunt. For me, PVP on Massive is really boring and has a community that is desperate to cling to "their" way of gameplay. From what I can see it is simply Pot PVP with McMMo and some quirks such as Traits and Magic. It suffers from poor server performance (compared to PVP only Servers) and no real way of power projection, even if you include things like War Declarations.

So if you exclude the power Struggle that is factions, it is simply something other servers do a lot better than us. Not to mention the grind for most participants is over since a long time and it basically has turned into a material battle where everyone has more or less access to the same tools.

But as I said take this with a grain of salt as it is an outside perspective.

RP

Well, there is not much to say about RP, it has evolved to a point where it could exist as a completely separate server thanks to the continuous efforts of both players and staff. That said it is growing quite convoluted and scary for new players, but actions are taken to make it easier for new players to join.

If we take a look at the relation between Factions and RP from a pure RP standpoint we have to ask ourselves, what is it that people get for joining the Factions World, even with a system like the one Marty supposed? Well they can design their own "home" and can create their own social hierachy, on the flipside they loose "time" they could have invested in Regalia to work on their goals, i.E. being Noble, etc.

But again, this is an outside perspective only derived from my time in Worldstaff and from my friends on Massive.

Buiding

Well, that should be pretty self-explanatory. Building is something that everyone can do and is a cornerstone of Minecraft itself, but it takes a long time to reach a certain skill level. The issue is that on Massive it feels like as a decent builder you only have 2 options. You join Worldstaff and can meddle around with Regalia, etc. or you build in Factions with a high risk of whatever you are building just turning into an unused ghost town sooner or later, to hardly ever be seen.

If you build in Regalia you have access to more tools and resources but your creativity is limited by certain factors, which aren't all that bad to be honest. There is also a probability that your builds get removed in the long run.

In Factions building is a lot more work, you have no creative restraints and you can have the feeling of really having accomplished something. The flipside is that other than for the sake of building and making things look nice, the high amount of effort that goes in high level builds is easily diminished by the fact that it simply doesn't offer any reward whatsoever. Neither for you nor the faction, well except for some praise and such. But even that is sparse, to say the least.

Factions (Survival)
This is the last big "thing" you can do on Massive and is also the most diverse one. Here I am talking about all the things that don't quite fit into another category and it is also the one which most people seem to want to bring back to life.

So this section entails all the gameplay associated with Factions, being a faction leader, a Mage looking for all words or even the Librarian of a faction.

The issue I see here is that it is simply lacking functionality. Aka people don't have enough to do. While RP has evolved over the years, Factions didn't, except for some minor tweaks here and there. The reason for that is simple, to bring new gameplay to Factions you need to code it, while in RP you can just write a couple paragraphs to implement an innovative feature. While it may be the same amount of work invested in both things it is also a fact that there are way more people available to create Lore than there are to code Plugins.



So instead of discussing how to get RPers to join factions, I would suggest we start at 0 again. Let's take a look at what factions is, what we want it to be and what tools we have aviable to make that vision come to fruition.

We already have a couple tools at our disposal that could turn the whole survival world upside down. The issue I see atm is that the features we have don't work well together. It seems like different plugins like MassiveMagic, Traits, etc. are awesome on their own but in combination with the rest they just look rather misplaced.

In PVP there are no roles, there is no meaningful crafting, there is a system to bring back meaning to Factions power projection but it seems to not do so well and so on.

Now let's take a look what we can actually do. Well, first what we can't do ... it's simple, be realistic. We can't add 20 Plugins all of the sudden in an effort to change things. We first should take a look at what we already have.

A prime example for that is MassiveMagic, we already have a crafting system in there. So what stops us from taking that component and model it into a system that lets you craft armor, weapons and so much more?

It is a lot of work with no doubt, but it also a lot less than starting from scratch and if we start to evaluate all the things we have and can create a clear goal where we want to go, we might reach our ultimate goal . Making MassiveCraft Factions a truly unique experience again.

PS.: Sorry for that gibberish. I will fix it up later.
 
Tokuu and I talked about this during a review of the Crisis of Kings thing. He essentially advised me to kill 2 worlds in order to bring about a new one to encourage same world living. To that effect I can announce that we have cross world Schematic support. Which means that in theory, we could port whole bases to a new world, should the faction owners want that. Considering the amount of active factions in some of our older worlds, if this number sticks at around 30 bases and if it concerns a release schedule of about a month, I'd say that's a very reasonable thing to do, so it's definitely possible to retire older worlds, and who knows, maybe even increase the massiverestore to like 9 months.

One problem I always had with the amount of survival worlds is that it spread factions out way too much, causing the amount of inter-faction exchanges and interactions to drastically decrease, making the experience feel a lot less alive. If there is some new, large faction in Jorrhild let's say, with my city in New Ceardia they don't really affect me at all. If I could get my base ported to a new, larger world and some of the other survival worlds were started to be killed off I would have no objections. There's usually a decent amount of people in the factions world at any given moment, they're just spread out way too much. One of the reasons I feel Regalia works so well is that it's all concentrated in one area, making it feel like a real, active city. In my own perfect Massivecraft faction server, all the factions are in the same world, I don't see any reason besides lag issues to seperate them.

The only real argument against this would probably be the nostalgia of having certain worlds, but as this thread has exemplified nostalgia isn't always the best at fixing problems.

So Valorian, Brightshore, Torhieyr, Syndorei, Cressida, Lamplight, Shaolin, Snaven, and all the other majestic cities I failed to mention; they're not done well? Who are you to judge?

Damorn > Regalia
 
One of the reasons I feel Regalia works so well is that it's all concentrated in one area, making it feel like a real, active city.
Well it isn't by its own design, I don't think the worldstaff make a million districts a year with the intention of everyone just staying in the tavern. In fact I think it one point, Marty had said that the reason if people aren't active in the other parts of the city is because everyone else is at the tavern, so it was boring all by yourself.
 
Well it isn't by its own design, I don't think the worldstaff make a million districts a year with the intention of everyone just staying in the tavern. In fact I think it one point, Marty had said that the reason if people aren't active in the other parts of the city is because everyone else is at the tavern, so it was boring all by yourself.
I just eat roleplayers for breakfast so I guess I wouldn't really know
 
The issue is, nobody knows what the real problem is. I think the real problem is that massive is unlike any other server, yet we are trying to make it exactly like other servers. So maybe we should stop trying to make it a PVP server, roleplay server, and a faction server that somehow are supposed to all exist together. Because it probably won't happen.. there aren't any other servers that are a mix of all three and interconnected like Massive is.. so we can't look at servers that are just one, and then make that group like that. Like we can't look at a normal PVP server, and try to make our PVP group like that, because unlike any other PVP server we have a coexisting roleplay and factions community to keep in mind. We have to completely redefine what it's like to be a jack of all trades server.

So in my mind, that is what's keeping massive down. Not actually realizing what we are and trying to conform to something else.
 
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Tokuu and I talked about this during a review of the Crisis of Kings thing. He essentially advised me to kill 2 worlds in order to bring about a new one to encourage same world living. To that effect I can announce that we have cross world Schematic support. Which means that in theory, we could port whole bases to a new world, should the faction owners want that. Considering the amount of active factions in some of our older worlds, if this number sticks at around 30 bases and if it concerns a release schedule of about a month, I'd say that's a very reasonable thing to do, so it's definitely possible to retire older worlds, and who knows, maybe even increase the massiverestore to like 9 months.

I think @Tokuu was right in a lot of respects. In theory it would be a really good idea if every active faction was thrust into the same 2 worlds. The concentration of players would go up and it would probably lead to more interesting player interactions, considering most factions probably would now have new neighbors to talk to and negotiate with. I think this would be a good step in prolonging the longevity of the survival worlds.
 
What about bringing MassiveSurvival closer to vanilla? I notice a lot of features in normal, vanilla Minecraft are missing from MassiveCraft.

Creative Freedom in Building
Lowering the restrictions on builds to allow for builds outside the medieval theme, maybe even floating objects. Just throwing this out there as I don't think it'd make much of a difference or be accepted.

More Vanilla-like Terrain
This is my own personal opinion, but I actually find Vanilla terrain more fun to explore. Perhaps I've just been on Massive too long. In Vanilla, the world has smaller and more varied biomes, with less obstructing terrain. You can climb a hill and see across many different landscapes within rendering distance. You can also navigate and see through forests more easily because the trees are smaller and not as crowded. In Massive, there's too much monotony, too many giant mountains that you can't see across and are hard to navigate. Too many large trees that are a chore to chop down. Don't misunderstand, I can find the custom worlds breathe-taking, but it can get hard to navigate and explore easily. Or maybe I just miss building in a vanilla field/riverside/forest.

EDIT: Comparing all worlds... maybe what I'd find ideal is a custom world on the scale of a vanilla world, meaning you can have the mountains and trees and such, but not so vast that they cover hundreds of blocks, and not so large and tall that you can barely see the sky.

Villages
One of the things I love doing on Minecraft is finding villages and building them up and seeing them thrive. On other servers, I tend to like exploring until I find a village to stay at and take over. Often, I even search for the inevitably griefed village to fix up and stuff. It's like keeping a virtual anthill, it's nice watching a populated village run amok and farm and breed and stuff.

Village trading was disabled a long time ago, and I'm pretty sure zombie villager curing was disabled as well due to villagers causing lag. I'm not sure if villager breeding is disabled as well but currently there's virtually no way to create a village. What if we added a method of obtaining villager spawn eggs, like as a reward from quests or something? They would be very limited, either only a few per player, or through paying an exorbitant price. Village trading and breeding would still be disabled so this would be a purely aesthetical gameplay option, and there would be a population limit that prevents lag. Most people who don't care about villagers are free to ignore it while those who fill that niche can have the option of building their own little villages, or owning an NPC as a bartender, or a shopkeep, or a vampiric bloodslave.

Stronghold hunting and Ender Dragon Slaying
Another feature in vanilla is the option of exploring the land and finding strongholds, gathering ender eyes, reactivating the end portals within, and slaying the End dragon. Now you can even respawn the dragon by gathering more end crystals. There might be a way to implement this with quests so it does it automatically without troubling Game staff.
 
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What about bringing MassiveSurvival closer to vanilla? I notice a lot of features in normal, vanilla Minecraft are missing from MassiveCraft.

Creative Freedom in Building
Lowering the restrictions on builds to allow for builds outside the medieval theme, maybe even floating objects. Just throwing this out there as I don't think it'd make much of a difference or be accepted.

More Vanilla-like Terrain
This is my own personal opinion, but I actually find Vanilla terrain more fun to explore. In Vanilla, the world has smaller and more varied biomes, with less obstructing terrain. You can climb a hill and see across many different landscapes within rendering distance. You can also navigate and see through forests more easily because the trees are smaller and not as crowded. In Massive, there's too much monotony, too many giant mountains that you can't see across and are hard to navigate. Too many large trees that are a chore to chop down.

Villages
One of the things I love doing on Minecraft is finding villages and building them up and seeing them thrive. On other servers, I tend to like exploring until I find a village to stay at and take over. Often, I even search for the inevitably griefed village to fix up and stuff. It's like keeping an virtual anthill, it's nice watching a populated village run amok and farm and breed and stuff.

Village trading was disabled a long time ago, and I'm pretty sure zombie villager curing was disabled as well due to villagers causing lag. I'm not sure if villager breeding is disabled as well but currently there's virtually no way to create a village. What if we added a method of obtaining villager spawn eggs, like as a reward from quests or something? They would be very limited, either only a few per player, or through paying an exorbitant price. Village trading and breeding would still be disabled so this would be a purely aesthetical gameplay option, and there would be a population limit that prevents lag. Most people who don't care about villagers are free to ignore it while those who fill that niche can have the option of building their own little villages, or owning an NPC as a bartender, or a shopkeep, or a vampiric bloodslave.

Stronghold hunting and Ender Dragon Slaying
Another feature in vanilla is the option of exploring the land and finding strongholds, gathering ender eyes, reactivating the end portals within, and slaying the End dragon. Now you can even respawn the dragon by gathering more end crystals. There might be a way to implement this with quests so it does it automatically without troubling Game staff.

Some really good points there. I know one thing I really miss that's lacking on massive is vanilla mining. Traversing the labyrinth like mineshafts and cave systems in search of goodies was so much fun, I'd really love to see that added in.
 
One of the reason a lot of us fall in love with massive, is the unique and non vanilla custom worlds. I don't think that's something we should change
 
Stronghold hunting and Ender Dragon Slaying
Another feature in vanilla is the option of exploring the land and finding strongholds, gathering ender eyes, reactivating the end portals within, and slaying the End dragon. Now you can even respawn the dragon by gathering more end crystals. There might be a way to implement this with quests so it does it automatically without troubling Game staff.

The ability to travel to the End would generate far more ender pearls, an item which has actually kept a relatively high value. Would it be possible to enable travelling there without any Endermen spawning?
 
The ability to travel to the End would generate far more ender pearls, an item which has actually kept a relatively high value. Would it be possible to enable travelling there without any Endermen spawning?
Well, I wasn't thinking of actually traveling to the End, just making a quest or something where you'd have to collect items and bring them to a location (or several) to activate a teleport that takes you to a world (not necessarily the End) where you can fight boss mobs (not even necessarily limited to the Ender Dragon).
 
Well, I wasn't thinking of actually traveling to the End, just making a quest or something where you'd have to collect items and bring them to a location (or several) to activate a teleport that takes you to a world (not necessarily the End) where you can fight boss mobs (not even necessarily limited to the Ender Dragon).

Ooooh, maybe a new dungeon like arach'an? :D
 
Well, I wasn't thinking of actually traveling to the End, just making a quest or something where you'd have to collect items and bring them to a location (or several) to activate a teleport that takes you to a world (not necessarily the End) where you can fight boss mobs (not even necessarily limited to the Ender Dragon).
that actually sounds cool like end game loot well end game is too easy to get but still make it happen :^)))
 
Everyone has suggested this but it hasnt been done: Make safe zones. Giving roleplayers a safe town in a survival world that strictly follows the lore should be the first step. After that possibly sprinkle quest npcs that give some good rewards around the world. Then roleplayers have a reason to travel and roadside banditry will return.

And dumbing down the lore shouldnt be done, the strict lore and roleplay is the main thing keeping the server up.
 
More Vanilla-like Terrain
This is my own personal opinion, but I actually find Vanilla terrain more fun to explore. Perhaps I've just been on Massive too long. In Vanilla, the world has smaller and more varied biomes, with less obstructing terrain. You can climb a hill and see across many different landscapes within rendering distance. You can also navigate and see through forests more easily because the trees are smaller and not as crowded. In Massive, there's too much monotony, too many giant mountains that you can't see across and are hard to navigate. Too many large trees that are a chore to chop down. Don't misunderstand, I can find the custom worlds breathe-taking, but it can get hard to navigate and explore easily.
Why Ithania, New Ceardia, and Fender fell are still the best worlds on the server overall IMO. Might not look as unique without all the custom BO2s that the more recent worlds have, but they're certainly more fun to live in and explore than a world made up entirely of snow/water.
 
Everyone has suggested this but it hasnt been done: Make safe zones. Giving roleplayers a safe town in a survival world that strictly follows the lore should be the first step. After that possibly sprinkle quest npcs that give some good rewards around the world. Then roleplayers have a reason to travel and roadside banditry will return.

And dumbing down the lore shouldnt be done, the strict lore and roleplay is the main thing keeping the server up.

I love this idea. I mean, the factions have a built in feature to allow them to be tagged as "peaceful", making them immune to combat. Perhaps we'd have to tweak this so you're only immune within your faction's territory, that way roadside banditry can still occur like lastlink aluded to. And as long as these quest npcs cant be tp'ed to, I think that'll create a fair amount of travel.

This sounds fun and not too hard to implement, I like it!