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It's no secret to me that Traits are important to the way Massivecraft does things
from (previously) PvP use to gaining resources to just generally running around exploring, Traits are Massive.
However there's currently a problem with traits right now. There's not really a good way to get 10/10 traits without being so severely crippled you can't touch water or light without being starved and killed within minutes. There simply aren't enough negatives to allow for even a simple sight-seeing trait layout at night without starving for 10 minutes if it decides to rain.
I'm not suggesting adding more negatives, but instead raising the base amount of trait points available to players. I'm also not suggesting a flat "hey have 200 instead of 150 at a base";
I'm suggesting players can earn extra trait points.
How this could be done:
My current working idea for this involves MCMMO stats, giving an actual purpose to training stats that otherwise people might find less useful. say for example that you just spawned into massivecraft for the first time, you can get your basic travel traits (Speed, jump, nonivore, feedalways). as you play massivecraft your MCMMO stats increase, woodcutting goes up as you build a base, mining goes up as you search for iron, and so on.
This system rewards long-term players for high MCMMO stats. Say a PvPer were to pick out traits before a raid. the traits wouldn't be useful in combat under Massive's current trait settings, but due to their high, hard-earned Sword/Axe and unarmed skills, they would have extra points to allow for, say... fallimmune in addition to their existing loadout. An RPer in a faction with high excavation, mining and woodcutting skills could gain nightvision or fire immune possibly.
This also gives an interesting dynamic in smaller startup factions. say you had a faction with 3-4 people, one of them had 1000 mining, another, only about 800. if the faction needed stone, there's added motivation for the level 800 to go, not just to get mining to 1000 for extra dropchances, but because they're rewarded with extra space to add more traits.
Application:
My current estimate for a fair increase is: At each interval of 100 for MCMMO stats, the number of extra points you have for Traits increases by one. At 1000, you gain six points, totalling 15 bonus points for a level 1000 stat.
Now, i'd like to think i've been playing Massivecraft for a good while, i was in a PvP faction for a while, but i'm now in an RP faction and i spent a good amount of time collecting resources (one way or another). As a result of my time spent, my stats are fairly well rounded. i'll spare the fluff and get straight into numbers, i have a power level of around 8000. from the way my stats are laid out, under this system i'd have an extra 96 points on top of the beginning 150. This means i could feasibly hit 10/10 traits and not die whenever i step into sunlight, i would also have motivation to level up some of my lower stats because it would be easier than levelling my higher stats so i could hit a nice round 100 extra points.
Problems:
Currently, i can only foresee two problems with implementing this. Firstly, long term players that only play within Regalia or RPers that don't level MCMMO may get the short end of the stick, having only 150 points to work with is very limiting as it is, though it can act as an incentive to try out survival for a short while to gain extra points to use.
The second problem is long term survival players can end up with a ridiculous amount of Trait points, to the point where negatives are barely even needed, this isn't as serious of a negative as it can act as a reward for sticking with Massivecraft for so long, but i still felt it worth mentioning, possibly a cap of 400 points is needed to rectify this?.
Any and all (Constructive) Criticism is appreciated.
from (previously) PvP use to gaining resources to just generally running around exploring, Traits are Massive.
However there's currently a problem with traits right now. There's not really a good way to get 10/10 traits without being so severely crippled you can't touch water or light without being starved and killed within minutes. There simply aren't enough negatives to allow for even a simple sight-seeing trait layout at night without starving for 10 minutes if it decides to rain.
I'm not suggesting adding more negatives, but instead raising the base amount of trait points available to players. I'm also not suggesting a flat "hey have 200 instead of 150 at a base";
I'm suggesting players can earn extra trait points.
How this could be done:
My current working idea for this involves MCMMO stats, giving an actual purpose to training stats that otherwise people might find less useful. say for example that you just spawned into massivecraft for the first time, you can get your basic travel traits (Speed, jump, nonivore, feedalways). as you play massivecraft your MCMMO stats increase, woodcutting goes up as you build a base, mining goes up as you search for iron, and so on.
This system rewards long-term players for high MCMMO stats. Say a PvPer were to pick out traits before a raid. the traits wouldn't be useful in combat under Massive's current trait settings, but due to their high, hard-earned Sword/Axe and unarmed skills, they would have extra points to allow for, say... fallimmune in addition to their existing loadout. An RPer in a faction with high excavation, mining and woodcutting skills could gain nightvision or fire immune possibly.
This also gives an interesting dynamic in smaller startup factions. say you had a faction with 3-4 people, one of them had 1000 mining, another, only about 800. if the faction needed stone, there's added motivation for the level 800 to go, not just to get mining to 1000 for extra dropchances, but because they're rewarded with extra space to add more traits.
Application:
My current estimate for a fair increase is: At each interval of 100 for MCMMO stats, the number of extra points you have for Traits increases by one. At 1000, you gain six points, totalling 15 bonus points for a level 1000 stat.
Now, i'd like to think i've been playing Massivecraft for a good while, i was in a PvP faction for a while, but i'm now in an RP faction and i spent a good amount of time collecting resources (one way or another). As a result of my time spent, my stats are fairly well rounded. i'll spare the fluff and get straight into numbers, i have a power level of around 8000. from the way my stats are laid out, under this system i'd have an extra 96 points on top of the beginning 150. This means i could feasibly hit 10/10 traits and not die whenever i step into sunlight, i would also have motivation to level up some of my lower stats because it would be easier than levelling my higher stats so i could hit a nice round 100 extra points.
Problems:
Currently, i can only foresee two problems with implementing this. Firstly, long term players that only play within Regalia or RPers that don't level MCMMO may get the short end of the stick, having only 150 points to work with is very limiting as it is, though it can act as an incentive to try out survival for a short while to gain extra points to use.
The second problem is long term survival players can end up with a ridiculous amount of Trait points, to the point where negatives are barely even needed, this isn't as serious of a negative as it can act as a reward for sticking with Massivecraft for so long, but i still felt it worth mentioning, possibly a cap of 400 points is needed to rectify this?.
Any and all (Constructive) Criticism is appreciated.