The worlds of MassiveCraft are filled with beautiful builds from small farm villages to enormous cities and many dozens of factions housing hundreds of players. As the server occasionally states "travel is encouraged," yet when one wonders any of the many worlds they feel empty; Factions are closed off to outsiders and travelers are rare. With the use of the warp and home commands travel by foot after you have a faction and home bed is often forsaken for these faster means of travel. Those who do travel often only do so for resources that they cannot find at the market which is also accessed via warp command.
I propose the removal of the Warp Market and instead encouraging faction based markets that can be found in faction territory. This forces players to travel to other factions for rare resources or crafted items and encourages roleplaying. This also allows factions to show off their hard work and prestige to none faction members. Because of the faction permissions system there is no worry for looting and the no griefing server rule, as well as the no terrain editing permission, factions have no reason to worry about their builds. This also promotes cooperation between players and factions to build roads and rest villages (with basic supplies like food and beds) for travelers. I would also ask if it were possible to add some safety nets for none faction villages such as heaver penalties for not replanting and griefing, as well as a mechanism to protect placed beds. Something like if you weren't the one to place the bed you can't pick it up but you can still sleep in it, that way the maintainers of said villages don't have to constantly replace the beds.
As a pvp server it is not hard to imagine that with increased travel bandits would become more common along the roads. With the warp commands once the markets are reached it is not hard to safely return to your home with your newly purchased goods. However, on the way to and when visiting many markets in a single trip, players would be in more danger of losing supplies to bandits. This would promote the use of hired mercenaries to protect you on your travels which would also give more opportunities to role-play and make use of different trait builds and trained skills. To protect both the Mercenary and traveler there could be a contract for both to fill out on the site that assures the mercenary will not kill the traveler and that they will get paid for their service once the contract is complete. Failure on ether side would have a penalty such as a fine forcibly taken by staff and given to the wronged party or temporary ban time, repeat offenders can be perma-banned.
To ensure cash flow to Regalia after the loss of the market, faction markets would have a small licensing fee or tax that allows them to run a market on their grounds. If warp market were to be retained I would say have it server run only and provide only items that are finite or missing due to the worlds set up, namely items and mob drops from the nether as the server does not have a decent nether set up for the number of players it has.To avoid spamming of trade chat; why not restrict it to be as its named, trade or item for an item, regales cant be asked for or offered in it. Since regales are the major currency and every faction gets taxed in that format changing the trade chat to trade items only would not eliminate the need to have and sell in regales. Factions would benefit from the cash flow of running a market and all of MassiveCraft would benefit from increased role-play and sense of community.
I propose the removal of the Warp Market and instead encouraging faction based markets that can be found in faction territory. This forces players to travel to other factions for rare resources or crafted items and encourages roleplaying. This also allows factions to show off their hard work and prestige to none faction members. Because of the faction permissions system there is no worry for looting and the no griefing server rule, as well as the no terrain editing permission, factions have no reason to worry about their builds. This also promotes cooperation between players and factions to build roads and rest villages (with basic supplies like food and beds) for travelers. I would also ask if it were possible to add some safety nets for none faction villages such as heaver penalties for not replanting and griefing, as well as a mechanism to protect placed beds. Something like if you weren't the one to place the bed you can't pick it up but you can still sleep in it, that way the maintainers of said villages don't have to constantly replace the beds.
As a pvp server it is not hard to imagine that with increased travel bandits would become more common along the roads. With the warp commands once the markets are reached it is not hard to safely return to your home with your newly purchased goods. However, on the way to and when visiting many markets in a single trip, players would be in more danger of losing supplies to bandits. This would promote the use of hired mercenaries to protect you on your travels which would also give more opportunities to role-play and make use of different trait builds and trained skills. To protect both the Mercenary and traveler there could be a contract for both to fill out on the site that assures the mercenary will not kill the traveler and that they will get paid for their service once the contract is complete. Failure on ether side would have a penalty such as a fine forcibly taken by staff and given to the wronged party or temporary ban time, repeat offenders can be perma-banned.
To ensure cash flow to Regalia after the loss of the market, faction markets would have a small licensing fee or tax that allows them to run a market on their grounds. If warp market were to be retained I would say have it server run only and provide only items that are finite or missing due to the worlds set up, namely items and mob drops from the nether as the server does not have a decent nether set up for the number of players it has.To avoid spamming of trade chat; why not restrict it to be as its named, trade or item for an item, regales cant be asked for or offered in it. Since regales are the major currency and every faction gets taxed in that format changing the trade chat to trade items only would not eliminate the need to have and sell in regales. Factions would benefit from the cash flow of running a market and all of MassiveCraft would benefit from increased role-play and sense of community.
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