Archived Trait Suggestion - Earning Base Points

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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.
 
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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.
Can you elaborate on this? What traits do you consider sightseeing traits? I've had a couple builds that allow for exploration without being hindering.

Or just elaborate on trait builds in general. What trait builds are you specifically looking for? Usually I use different trait builds as the situation requires, which generally doesn't require all 10 slots to be used up. For most situations as well, there's usually always a negative trait that can be sacrificed for points. If I don't plan to be mining, I can add MiningFatigue. If I'm in the Rift, I can sacrifice HarmSunlight for lava/fire/fall immunity traits.

+20 NightVision
+25 FeedVegetation
+35 FeedLight
+50 Jump
+50 Speed

-50 Nonivore
Points used: 130/150
Slots used: 6/10

Leaving out Speed/Jump would allow 50/100 additional points to spend on Truce traits. Using FeedMeditation instead would also grant additional points.
 
Can you elaborate on this? What traits do you consider sightseeing traits? I've had a couple builds that allow for exploration without being hindering.

Sure thing, so my general trait builds go something like this

+20 NightVision
+50 Jump
+50 Speed
+100 FeedAlways

-25 StarveWater
-50 Nonivore

i can and will typically switch out Jump for Haste because i'm typically running about the faction. What if an ocean is between me and my destination and i just finished dealing with a few mobs or took the tiniest tick of fall damage? i'm stuck there for 5 minutes doing absolutely nothing so i can avoid starving myself to death while also avoiding massivemobs.

+50 Speed
+100 Haste2
+100 FeedAlways

-25 StarveWater
-50 HarmWater
-50 Nonivore


This build is typically OK, the problem arises with Massivemobs and the area i'm mining, if it's down low enough, i'd throw in FireImmune. i would however also like to add in Undead truce so i don't have to turn around every half second to make sure a green skeleton isn't nibbling away at my leg, let alone anything else for that matter. i've gone mining in full god gear before and still been hesitant to brave massivemobs
You'll note a distinctive lack of mining fatigue, slow and blind, the reason for this is that i (expletive) hate having any one of them, and frequently notice their existence with disdain when i do have them.

Here's the thing though, lets say i'm hollowing out a massive stone area under an ocean and i need to quickly go from underneath the ocean to be on the shore where the storage is without taking damage from Massivemobs, lets take a look at the build that i feel you would put together for that

+20 NightVision
+25 FeedWater
+40 WaterBreathing
+50 FlyWater
+100 Haste2
+100 FeedAlways

-50 Nonivore
to save you some time, i'm about 185 points short and i still have to deal with Guardians (coincidentally, GuardianTruce may be a good idea, they really hurt and the mining fatigue is infuriating)

alright, pretty nuanced situation there, what about a large above-ground mine, dealing with Massive-mobs while you attempt to collect resources using, say... the Haste 2/Efficiency 5 trick to instantly break stone? In fact, at the time of writing this, i had just spent a good amount of time collecting up Sand and Sandstone above ground. (yes i'm aware that haste isn't needed for sand/sandstone)

+30 SpiderTruce
+30 UndeadTruce

+30 StoneEater
+50 Speed

+60 WitchTruce
+100 Haste2

-50 HarmWater
-50 Nonivore

With this build here, you do actually manage to fit everything you need, so long as you're fine dodging Creepers, Silverfish, Blazes, Slimes, underground ravines and the Rain itself for however long you decide to mine for but what would i even switch HarmWater out with? here's a second build to give you some other thing to work off of
+30 UndeadTruce
+30 StoneEater
+40 PoisonImmune
+50 Speed

+100 Haste2
-50 Nonivore

Note that here, i've switched out Spider truce and Witch Truce for poison immune. but there seems to be a problem in that i'm over by 50 points, nevermind the silverfish, witches, creepers, spiders, Blazes, slimes and anything that can set me on fire

Alright last one to show what i mean, lets say i'm building something for my faction, it's on faction grounds, so no mobs, it's on land, so unless it rains, i'll be fine with Water negatives, and i need to be running from what i'm building to where my items are quite often and it's a fairly tall building.

+20 NightVision
+30 FallImmune
+50 Speed

+100 Jump2
+100 FeedAlways
-25 StarveWater
-50 HarmWater
-50 Nonivore


Hmm, total is 25 over... In this build, i would actually like to have Haste and Fire Immune as well. But i still need to halt building for five, ten, twenty minutes even, if so much as a drop of rain starts coming down. In fact, given the situation, lets take a look at my available negatives.

I'm going between a building in progress and a finished building, That throws HarmLight out and Harm/StarveDarkness is now ill-advised, it's above ground, so Harm/starve Water are also ill-advised, Harm/starve Sunlight are also out. i'm sure you're aware now of my disposition of Blind, so that's out. Slow is out since i have Speed and i despise being slowed, Mining Fatigue is out because if i make a large mistake it will take me several minutes to fix it and since i have Nonivore, a necessity frankly, Herbivore and Carnivore are also non-viable. Lets now take a look at all of Massivecraft's negatives, and i'll indicate the ones that i'm able to pick without annoyance or ones that don't stop me from working. This is prudent actually, because i'm needing to be using these traits right now.

Negative Traits available to Me
-20 Carnivore
-20 Herbivore
-25 StarveWater
-35 StarveSunlight

-50 Nonivore
-50 MiningFatigue
-50 Slow
-50 HarmWater
-50 StarveDarkness
-50 StarveLight
-60 Blind
-60 HarmSunlight
-75 HarmDarkness
-75 HarmLight


Oh.

I know none of these get you to 10/10 traits, but frankly, if i was to even attempt to hit 10/10 traits, i also wouldn't be able to fully use them from harm/starve or debuffs
 
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I could get behind this. It would add a form of progression to traits as well, instead of everyone having the max able unlocked from join, being able to earn up to 100 more points to optimize your setups would be handy. Heck even as mainly an RPer I would probably go grind just to unlock the extra points for Jump2 Speed2 NoFall etc casual stuff without having debuffs on lol.
 
Heck even as mainly an RPer I would probably go grind just to unlock the extra points for Jump2 Speed2 NoFall etc casual stuff without having debuffs on lol.

That's kinda why i think this is a really good idea actually, it gives an incentive that's more tangible than items, sure i dont need haste 2 all the time, sure i don't need fire immune, but it's nice to have tacked onto whatever setup you currently do have for the moments where they count more, it also allows for a more varied setup, it allows for you to have whatever positives you want without the negatives you need and gives a lot more agency for setups rather than "this is pretty much the only trait build i can use for something like this"