MassiveCraft needs to recognize that there is a division in the player base on multiple levels. Currently there's role play in regalia, building in the creative world, questing in the questing world, but there's a lot of disagreement about factions. Rather than melt everyone together, we need to push players towards separate features that they can choose to customize their experience. Like how many mmorpgs have differently labeled servers (RP, PvP, RPPvP, PvE), MassiveCraft needs to adapt its worlds to certain play styles. For example:
Teled Methen (Roleplay/PvE): (Dynmap: Enabled) Would you like to build and mind your business, with PvP disabled? Do you want large maps so you have elbow room in between you and your neighbors? If you want to have interaction role play and build with your friends this is the world for you. You can apply to have your faction fit into the lore and be recognized in Regalia. (Recommended for new players)
Ithania (PvP): (Dynmap: Disabled) You want to build secure fortresses and towers with intricate traps? Want to use /tp RaidFactionName to fight small potpvp fights? Or do you want to organize large hour long raids with your allies against other super powers? Do you want smaller worlds, easier to navigate? This is the server for you. (Recommended for old players)
Fendarfell (Roleplay/PvP): (Dynmap: Enabled) Do you dream of designing kingdoms? Do you want to wage lore-appropriate and casual PvP raids against one another that make an impact on the world progression? Do you have a lot of pride for your faction? Do you want extensive diplomatic meetings where you negotiate relations and trade? This is the server for you. (I highly recommend that this be for veteran players and require an application to claim land for your faction on this server).
Disclaimer: I used existing names for familiarity. If you're going to select worlds for each category, you'd need to collect data and figure out what player base matches each category the best, then give appropriate time for players to switch between worlds. (Also note there's no "Roleplay" only server, because that would just be Regalia).
Before I explain why this is a beneficial system, I'm just going to address a few kinks and their solutions about the aforementioned system:
Now, reasons why this will benefit the MassiveCraft community:
TL;DR
Just read the bold stuff.
Teled Methen (Roleplay/PvE): (Dynmap: Enabled) Would you like to build and mind your business, with PvP disabled? Do you want large maps so you have elbow room in between you and your neighbors? If you want to have interaction role play and build with your friends this is the world for you. You can apply to have your faction fit into the lore and be recognized in Regalia. (Recommended for new players)
Ithania (PvP): (Dynmap: Disabled) You want to build secure fortresses and towers with intricate traps? Want to use /tp RaidFactionName to fight small potpvp fights? Or do you want to organize large hour long raids with your allies against other super powers? Do you want smaller worlds, easier to navigate? This is the server for you. (Recommended for old players)
Fendarfell (Roleplay/PvP): (Dynmap: Enabled) Do you dream of designing kingdoms? Do you want to wage lore-appropriate and casual PvP raids against one another that make an impact on the world progression? Do you have a lot of pride for your faction? Do you want extensive diplomatic meetings where you negotiate relations and trade? This is the server for you. (I highly recommend that this be for veteran players and require an application to claim land for your faction on this server).
Disclaimer: I used existing names for familiarity. If you're going to select worlds for each category, you'd need to collect data and figure out what player base matches each category the best, then give appropriate time for players to switch between worlds. (Also note there's no "Roleplay" only server, because that would just be Regalia).
Before I explain why this is a beneficial system, I'm just going to address a few kinks and their solutions about the aforementioned system:
- Inevitably players will lose builds. This system doesn't imply that they'll be forced to relinquish their cities, but if it's a PvP world, and the town is run by RPers, then they won't be able to RP there any longer. There's a couple ways to combat this. First, we give ample time to allow players to transfer their items before this system goes into effect. Staff can assist in moving builds if they're deemed worthy. Second, if the faction really chooses to abandon those claims, then game/world staff can examine the builds and potentially purchase them from the players to be saved as either public war zones or lore compliant cities. Of course, the original faction owners can choose to name the builds and be credited for building them.
- Factions should be able to claim in multiple worlds, (keeping the cap at three) so that you don't have to limit a faction to a single play style.
- Let all players participate in the RPPvP server, but require faction leaders fill out an application to demonstrate their faction meets certain criteria before they join and claim land. This will make world progressions easier.
- If a faction is in a world, but not adhering to the play style outlined, players can report said faction to staff for disrupting the environment, and staff will review the situation and either dismiss the complaint or ask the accused to switch to an appropriate world or risk penalty.
- I recommend making the new world into the first Roleplay/PvP server. This is so players don't have to write an application to keep their claims in an existing world, even if they don't intend to play in that world.
- Wanting to build in certain terrain, but not wanting to play in the style of the world, could be problematic. But there's so much overlap in the worlds. There's multiple deserts, snowy biomes, mountain ranges, forests, etc across all the maps. It shouldn't be too hard to balance biomes between play styles. As for resources, nothing stopping you from going to different worlds and mining wilderness like you already are able to.
Now, reasons why this will benefit the MassiveCraft community:
- It will reduce discourse between players with different play styles
- It groups like minded players together and makes finding a faction with similar ambitions to your own as a player.
- It reduces faction spread, making it much easier to find and travel to active factions you'd like to interact with and who will interact with you in the way you'd want. If you know that every faction is in the world to PvP, it makes it a lot easier to find neighbors you can fight with. And if you know everyone wants to build, you can coordinate infrastructure between cities.
- It allows new players (a recent buzz word I've found; everyone wants to cater to the new players it seems like) to know exactly what the server has to offer, instead of digging around, because there isn't really a formal tutorial outlying all the different ways you can get the most out of MassiveCraft aside from the usual factions/rpg/building tags that every server has. This let's you know that okay, this is MassiveCraft specific PvP and this is MassiveCraft specific RP and so forth.
TL;DR
Just read the bold stuff.
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