Your Factions Improvement Wishes

ulumulu1510

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Hello there!

The main topic of this thread is, as the title suggest:

What kind of improvements do you wish for Factions (the plugin)?
This could be anything, really, that you think the players and/or the server could benefit from. Please post your ideas and suggestions below.


The longer version:
I am helping out with the factions development a bit ( coached by Cayorion of course), and one task he gave me, was to ask you, the player base, what kind of wishes you have for the factions plugin. Don't hesitate to write down your wishes and ideas, but please keep in mind that well explained ideas will get a longer answer than a short one. A one liner might not be sufficient to explain your thoughts ;).

You are also welcome to discuss the ideas that are posted from another member, but please stick to constructive criticism and make use of the comment ratings if these suit your opinion.

Please keep in mind, that these changes are already planned or being made, so please refrain from posting them.

Wait, don't I know you from somewhere?
Yeah, this happens a lot. I was Massivecraft-Team member about two years from now and I resigned due to my real life doing it's best to keep me busy. I took up coding in the meantime and teamed up with Madus for a project. This in the end, lead us back to Massivecraft where we/I are contributing to factions (for the start).
 
Not sure if this is the type of suggestion you're looking for but..

I've thought for awhile it would be nice to have more factions' statistics somewhere: Lists of which factions currently own the most chunks, have the most members, have the most money in their banks, etc... on the server at any given point in time.

I could see that either built in to the plugin as a kind of "/f highscore" command, or listed somewhere out-of-game on the website/forums. I imagine a player being able to type "/f highscore members" and getting back a list of the 5 factions with the most members. Maybe even have the ability to type "/f highscore members 2" to see ranks 6-10. Similarly, "/f highscore money" might show the richest factions, and "/f highscore chunks" the largest.
 
Allow for setting perms on the following:
- Pressure plate use (Wooden and stone should be able to be seperate)
- Different perms for Stone vs Wooden buttons
- A perm for locking chests in the area
- Allow faction access to be removed through your entire faction with /f access remove everywhere.
- Allow /f access f allies yes (So you can allow all allies to build in a certain area for example)
- Allow access to have either chest-only, build-only, or both type of access
 
Not sure if this is the type of suggestion you're looking for but..

I've thought for awhile it would be nice to have more factions' statistics somewhere: Lists of which factions currently own the most chunks, have the most members, have the most money in their banks, etc... on the server at any given point in time.

I could see that either built in to the plugin as a kind of "/f highscore" command, or listed somewhere out-of-game on the website/forums. I imagine a player being able to type "/f highscore members" and getting back a list of the 5 factions with the most members. Maybe even have the ability to type "/f highscore members 2" to see ranks 6-10. Similarly, "/f highscore money" might show the richest factions, and "/f highscore chunks" the largest.
Thank you for you thoughtfull explanaition of your idea, it is noticed and being watched.(Y) If possible, I would like to see other peoples opinion on this and whether and how this would improve their/your gameplay. :)

I am certainly looking for these sort of suggestions! ;)

Allow for setting perms on the following:
- Pressure plate use (Wooden and stone should be able to be seperate)
- Different perms for Stone vs Wooden buttons
- A perm for locking chests in the area
- Allow faction access to be removed through your entire faction with /f access remove everywhere.
- Allow /f access f allies yes (So you can allow all allies to build in a certain area for example)
- Allow access to have either chest-only, build-only, or both type of access
These changes seem to be possible to implement, as above, I would like to see community feedback about this. In the first place, this thread is about the community and what you/they want :). Your post was noticed. (Y)

It would be nice to see an Empire Expansion for Factions - others with working keyboards can explain.
Your words are heard, Mecharic. If possible, go on a computer with a working keyboard and provide further detail to your interpretion of an empire expansion. :) I would also like to have some other opinions on this idea and see what they think.

Your first three suggestions are very nice and I hope we will have some more feedback on them. Please post further ideas/suggestions wo we have many options to discuss! Have a nice Sunday you all out there!(Y);)
 
My suggestion is simple. I believe that the price required to start a faction should be more along the lines of 1000 regals or more. This is needed because the dynmap is becoming very crowded, making it very difficult to claim land or even expand a faction base. I cannot think of any downsides to this implement, and I hope it is considered.
 
My suggestion is simple. I believe that the price required to start a faction should be more along the lines of 1000 regals or more. This is needed because the dynmap is becoming very crowded, making it very difficult to claim land or even expand a faction base. I cannot think of any downsides to this implement, and I hope it is considered.

Yes, agreed. I know the reason for the cheaper faction price is to let new players play with their friends, however it's had negative effects because:
1. Once you get your friends in your faction it's a lot harder to recruit more people and grow your faction even larger
2. The map is filling quicker and there are less prime or secluded areas for people to start or grow their factions
3. Members are leaving their long-time factions to begin their own which is actually breaking apart friendships and factions

IMO: 100r is too low, 2.5k is too high. I'll leave it up to you guys to decide on a midpoint.
 
F access so you can add to more then one chunk at a time
/f access all [faction=you] playername/factionname
Or something like this to add access in a radius
/f access s,square [radius=1] [faction=you] playername
/f access c,circle [radius=1] [faction=you] playername
 
Something I just remembered I wanted. The ability reset all of your permissions and /f access to default. For example, when I bought my base, it had around 160 chunks claimed. At least 120 of those chunks had about eight people each /f accessed to them. I had to go from chunk to chunk and manually remove eight people. It would be nice to have a command such as /f restore [faction], and it would reset all permissions and territory access to default, like when you first made the faction.

The workaround for resetting /f access is just to unclaim all your land, but some people can't do that as they don't have the faction power to reclaim everything they just unclaimed.
 
F access so you can add to more then one chunk at a time
/f access all [faction=you] playername/factionname
Or something like this to add access in a radius
/f access s,square [radius=1] [faction=you] playername
/f access c,circle [radius=1] [faction=you] playername
That would be SOOO helpful for alt factions or something similar. +1 support.
 
Your words are heard, Mecharic. If possible, go on a computer with a working keyboard and provide further detail to your interpretion of an empire expansion. :) I would also like to have some other opinions on this idea and see what they think.

There are a few child-ideas that collectively make up my idea of an ideal Factions Empire Expansion PluginPack (each could/should be independent, but should/could work together for max depth). I don't know if all of these can even be coded, but here goes lol

Cities, Towns, and Villages:

Village - A small, cheap, and passive faction that cannot attack others and cannot be attacked. Villages are often part of larger nations.
Cost: 100r
Max Population: 15 Members
Power Per Player: 4 (8 for prems)
State: Peaceful (PvP Disabled)
Special: Self Sufficiant - Villages do not need to pay taxes on land owned.​
Town - Larger than a village, smaller than a city, towns hold that middle ground where they are vulnerable to attack but are large enough to do some attacking of their own. They can be leaders of small nations, but rarely have cohesive rule over others.
Cost: 400r Founding Price, 200r Upgrade Price
Max Population: 30 Members
Power Per Player: 12 (24 for prems)
State: Passive (no PvP Bonus for Defenders)
Special: Small Fries - Villages only pay 2/3rds of the taxes placed upon them by a MasterFac. None if Empire is not installed.​
City - Cities are large, powerful symbols of civilization. They have large populations, can freely wage war, and are difficult to attack due to their size and their walls. A city can rule itself and nearby settlements, but usually lacks a cohesive rule beyond it's claimed borders.
Cost: 1000r Founding Price, 500r Upgrade Price
Max Population: 80 Players
Power Per Player: 20 (40 for Prems)
State: Neutral (30% PvP Bonus For Defenders due to assumed population)
Special: City Wall - Enderpearls cannot be used within the territory of a City except by a Capitol.​
Capital - A Capital is a vast city, usually with a castle, wall, moat, and it's own standing army to enforce it's laws and defend it's territories. Capitals can wage war on a vast scale but are prime targets for rival nations. They often control immense swaths of land that they claim by right of power and wealth.
Cost: 5000r Founding Price, 2500r Upgrade Price.
Max Population: Limitless
Power Per Player: 30 (60 for Prems)
State: Warmonger (40% Attack Bonus - Bonuses Cancel Out [attack a city and you have 10% attack bonus, a capitol and you get 40% attack bonus)
Special: Can turn cities into Subfactions.​

Empire:

Subfactions:
A Subfaction is a faction that is dependent upon and/or loyal to another faction. A subfaction has certain traits and there are limits to what can claim a subfaction. The rules are below:
  1. A Subfaction(Subfac) can only be a faction of a lower level from the ruling faction - if Cities, Towns, and Villages is not installed, a subfaction must have a lower population from a MasterFaction.
    • If a Subfac increases its Level to be equal to or greater than the MasterFac, or gains a population larger than the MasterFac, they become independent - regardless of a faction owners desires.
    • A City cannot Subfac another City, a Town cannot Subfac a Town, and a Village cannot have Subfacs. A Capitol can subfac any level of faction, and of any population.
  2. A Subfac automatically takes on the ally-enemy list of the MasterFac unless the MasterFac has "SubFac Allegiance" turned off.
    • If a MasterFac is enemied by another faction all SubFacs will enemy the attacking faction, regardless of SubFac Allegiance status.
  3. A Subfac must pay taxes to a MasterFac, as decided by the MasterFac.
    • A MasterFac cannot place a tax more than the max population of a Subfac multiplied by 5. (Village Tax = 75r)
    • Empire Taxes are paid weekly.
  4. A Subfac can rebel against a MasterFac, but will be enemied by all Subfacs of their former MasterFac.
    • Exceptions: If a Subfac upgrades to a higher level OR gains a larger population, this does not come into effect.
  5. A MasterFac can steal Subfacs from rival MasterFacs by way of gaining 100 MORE kills from both the MasterFac and the targeted SubFac.
    • Exceptions: If a Subfac is larger than the attacking MasterFac they cannot become a Subfac of that MasterFac.
    • 100 More Kills means that they must first equal the number of kills the rival MasterFac & All SubFacs have, then add 100 Kills from the MasterFac and 100 Kills from the SubFac.
    • If the KillCount plugin is not active than a faction cannot take an enemy SubFac except through forced surrender of that Subfac. Leaving due to Surrender will be treated the same as Rebellion.
KillCount
KillCount is a straightfoward plugin that counts all kills a faction has from a rival faction. It also lists who got the kills in question, in the following manner:
Player KillCount for Attacking Faction against Defending Faction
Player Name: Number of Kills

Player KillCount for
Jquaile: 33
Kapry: 25
ext: ...​


So yeah, I know this is quite the mouthful, but the different parts could be made to work seprately and be intercompatible if possible - that way a server doesn't need to install all of them for 1 of them to work, and they can each be their own Expansion on the Factions plugin.
 
Faction highscore list stuff (shortened down by madus)
Cool. Maybe some settings to /f list?

Faction perm stuff (shortened down by madus)
More perms, that is possible. Any other perms people want? Perm for setting ranks?


Wanted to change faction creation price (shortened down by madus)
Wanted to change faction creation price (shortened down by madus)
I think the reason for crowded maps is the recent boost in faction power. But changing the price is not something decided by Ulumulu or me. Personally I would prefer to make changes in factions that everyone benefits from.

@Alj23 @Gethelp @Mindarchy @Joshy54100 It seems you all want /f access, improved. I agree.




Some empire stuff (shortened down by madus)
Honestly, I do not like the idea of towns/citys/etc. You pay something once and get a permanent benefit. It also ruins the idea of cheap factions.
Then stealing subfactions and all these different rules makes empires too complicated.

Already exists:
  • /f unclaim all <all|map> <faction> unclaim all faction land
You go to the world where you want to unclaim, then do /f unclaim all map
It does? I feel stupid for not seeing that :P
EDIT: Nothing is set in stone yet. So I can't asuure you that the features get implemented.
 
Last edited:
For me as a developer and a non-pvper, this should not be me to judge on (the whole topic). The new Pvp department of massivecraft will probably evaluate the situation and come up with a well thought through suggestion that takes as much information in as possible.

F access so you can add to more then one chunk at a time
/f access all [faction=you] playername/factionname
Or something like this to add access in a radius
/f access s,square [radius=1] [faction=you] playername
/f access c,circle [radius=1] [faction=you] playername
This seems to the so far most wanted feature and I have to agree, I had similar thoughts on that topic myself. It was noticed and is being thought about! (Y)

My suggestion is simple. I believe that the price required to start a faction should be more along the lines of 1000 regals or more. This is needed because the dynmap is becoming very crowded, making it very difficult to claim land or even expand a faction base. I cannot think of any downsides to this implement, and I hope it is considered.
This is faction-balancing, but I will foreward your wish/thought to the other departments if possible. Here I am lacking a lot of information and thus, cannot judge on the topic myself.

There are a few child-ideas that collectively make up my idea of an ideal Factions Empire Expansion PluginPack (each could/should be independent, but should/could work together for max depth). I don't know if all of these can even be coded, but here goes lol

Cities, Towns, and Villages:

Village - A small, cheap, and passive faction that cannot attack others and cannot be attacked. Villages are often part of larger nations.
Cost: 100r
Max Population: 15 Members
Power Per Player: 4 (8 for prems)
State: Peaceful (PvP Disabled)
Special: Self Sufficiant - Villages do not need to pay taxes on land owned.​
Town - Larger than a village, smaller than a city, towns hold that middle ground where they are vulnerable to attack but are large enough to do some attacking of their own. They can be leaders of small nations, but rarely have cohesive rule over others.
Cost: 400r Founding Price, 200r Upgrade Price
Max Population: 30 Members
Power Per Player: 12 (24 for prems)
State: Passive (no PvP Bonus for Defenders)
Special: Small Fries - Villages only pay 2/3rds of the taxes placed upon them by a MasterFac. None if Empire is not installed.​
City - Cities are large, powerful symbols of civilization. They have large populations, can freely wage war, and are difficult to attack due to their size and their walls. A city can rule itself and nearby settlements, but usually lacks a cohesive rule beyond it's claimed borders.
Cost: 1000r Founding Price, 500r Upgrade Price
Max Population: 80 Players
Power Per Player: 20 (40 for Prems)
State: Neutral (30% PvP Bonus For Defenders due to assumed population)
Special: City Wall - Enderpearls cannot be used within the territory of a City except by a Capitol.​
Capital - A Capital is a vast city, usually with a castle, wall, moat, and it's own standing army to enforce it's laws and defend it's territories. Capitals can wage war on a vast scale but are prime targets for rival nations. They often control immense swaths of land that they claim by right of power and wealth.
Cost: 5000r Founding Price, 2500r Upgrade Price.
Max Population: Limitless
Power Per Player: 30 (60 for Prems)
State: Warmonger (40% Attack Bonus - Bonuses Cancel Out [attack a city and you have 10% attack bonus, a capitol and you get 40% attack bonus)
Special: Can turn cities into Subfactions.​

Empire:

Subfactions:
A Subfaction is a faction that is dependent upon and/or loyal to another faction. A subfaction has certain traits and there are limits to what can claim a subfaction. The rules are below:
  1. A Subfaction(Subfac) can only be a faction of a lower level from the ruling faction - if Cities, Towns, and Villages is not installed, a subfaction must have a lower population from a MasterFaction.
    • If a Subfac increases its Level to be equal to or greater than the MasterFac, or gains a population larger than the MasterFac, they become independent - regardless of a faction owners desires.
    • A City cannot Subfac another City, a Town cannot Subfac a Town, and a Village cannot have Subfacs. A Capitol can subfac any level of faction, and of any population.
  2. A Subfac automatically takes on the ally-enemy list of the MasterFac unless the MasterFac has "SubFac Allegiance" turned off.
    • If a MasterFac is enemied by another faction all SubFacs will enemy the attacking faction, regardless of SubFac Allegiance status.
  3. A Subfac must pay taxes to a MasterFac, as decided by the MasterFac.
    • A MasterFac cannot place a tax more than the max population of a Subfac multiplied by 5. (Village Tax = 75r)
    • Empire Taxes are paid weekly.
  4. A Subfac can rebel against a MasterFac, but will be enemied by all Subfacs of their former MasterFac.
    • Exceptions: If a Subfac upgrades to a higher level OR gains a larger population, this does not come into effect.
  5. A MasterFac can steal Subfacs from rival MasterFacs by way of gaining 100 MORE kills from both the MasterFac and the targeted SubFac.
    • Exceptions: If a Subfac is larger than the attacking MasterFac they cannot become a Subfac of that MasterFac.
    • 100 More Kills means that they must first equal the number of kills the rival MasterFac & All SubFacs have, then add 100 Kills from the MasterFac and 100 Kills from the SubFac.
    • If the KillCount plugin is not active than a faction cannot take an enemy SubFac except through forced surrender of that Subfac. Leaving due to Surrender will be treated the same as Rebellion.
KillCount
KillCount is a straightfoward plugin that counts all kills a faction has from a rival faction. It also lists who got the kills in question, in the following manner:
Player KillCount for Attacking Faction against Defending Faction
Player Name: Number of Kills

Player KillCount for
Jquaile: 33
Kapry: 25
ext: ...​


So yeah, I know this is quite the mouthful, but the different parts could be made to work seprately and be intercompatible if possible - that way a server doesn't need to install all of them for 1 of them to work, and they can each be their own Expansion on the Factions plugin.
Well, this would be huge and could maybe change factions in such a way, that it would not be factions as cayorion imagened it anymore. But some ideas are definitly worth thinking about and might inspire further developement of an expansion into that direction (no guaranty given ^^).

The killcount would go into something highscore like, would that something be you are interested in @Mecharic?

Continue with your wishes/ideas/suggestion, even if it is ballancing :) Keep up the idea flow and type what is on your mind.(Y)
 
Honestly, I do not like the idea of towns/citys/etc. You pay something once and get a permanent benefit. It also ruins the idea of cheap factions.
Then stealing subfactions and all these different rules makes empires too complicated.

Pretty sure the idea for "Cheap Factions" was to allow new players to join and create a factionwith their friends, which this doesn't interfere with as far as I can see. As for complexity, have you SEEN the factions plugin? It's got a pile of rules, commands, and specifically-working functions to it as well. The restraints wouldn't be seen by most people, only the effects would.

Well, this would be huge and could maybe change factions in such a way, that it would not be factions as cayorion imagened it anymore. But some ideas are definitly worth thinking about and might inspire further developement of an expansion into that direction (no guaranty given ^^).

The killcount would go into something highscore like, would that something be you are interested in @Mecharic?

That's fair enough, as I said each of the 3 parts could be built independently and would just be expansions to the original plugin or something - after all, I did explain how the Empire expansion would work if the Cities, Towns, and Villages expansion wasn't installed.

I'd rather avoid a Highscore feature, mostly because that would just make PvP and Faction Wars a thousand times more competitive and is likely to lead to flame as people argue over who should be on the list and the like. I was thinking more purely informational.
 
This is not only too short, as you are not stating why or how it could be improved, but this is NOT constructiv criticism and thus not worth further thinking about.

Anyone out there with an improvement on his mind can still post it or show his feelings on the current ideas though. :) I would really appreciate it.
 
Anyone out there with an improvement on his mind can still post it or show his feelings on the current ideas though. :) I would really appreciate it.

I have my own idea for empires that is much simpler and I think would suit MassiveCraft and the principles of factions very well. It'll be coming soon just let me write it up. As for now:

Easier Management of Alt Factions

I think instead of having like /f claim <faction> (where the faction is the faction that you are claiming for) and such, it would be easier if we were just able to /f control <faction> and then all commands that we do from then on out would be as-if we led that faction. So we could /f invite, /f promote, /f claim, etc etc as if we were the leader of that faction. This would require:

1. The faction owner to make his faction controllable. (/f control allow yes <Password> <Name> <Name> <Name>)
2. The faction owner would need to add "access" accounts to allow them control (The names in the previous command)
3. The faction owner would need to set a password as-well to allow control (This must be entered every time you want to control the faction)

When someone controls another faction, they will be given the "perms" that a leader would have, however when you logout you stop controlling that faction and you must retype the command "/f control <faction> <password> again to be put back in control.
So if someone else wants to /f control that faction. They would need to be both a registered account that has been given access, as-well as know the password.

This could be further limited by:
- A faction could only let 1 person that is not the leader /f control it.
- Someone could only /f control 2 factions. This means you can only own control to 2 alt factions at once.
 
Re-add the ability to transfer land betweed factions like when ./f set was around.
There's how I see it:
1. The leader of faction A issues a command /f transfer one/all/map FactionA FactionB
2. The leader of faction B accepts or declines it with ./f transfer FactionA accept (or yes) and with ./f transfer FactionA decline (or no)
 
Re-add the ability to transfer land betweed factions like when ./f set was around.
There's how I see it:
1. The leader of faction A issues a command /f transfer one/all/map FactionA FactionB
2. The leader of faction B accepts or declines it with ./f transfer FactionA accept (or yes) and with ./f transfer FactionA decline (or no)

Use /f claim all Fendarfell ABC123(FAC1) PvP(FAC2)
have ally claimnear on
have ally claim on
be allyed
 
i want /f leader name facname back for admins :P so i dont have to join the players fac to fix leader bugs :P
I have said that is coming back, and I am just waiting for Cayorion to upload it. Also you can do /f join faction player, to change someone's faction (So I am confused why it has to be in /f rank, but that might just be me).
EDIT: Also when you set someone to leader you set them to be leader of their faction, not yours.
 
One should be able give non-members of your faction permissions as if they were part of it, almost like elevated access for the whole faction. This would allow a player to have a permanent job in another faction. This would also help people who are helping with a big build but can not leave their faction.
 
One should be able give non-members of your faction permissions as if they were part of it, almost like elevated access for the whole faction. This would allow a player to have a permanent job in another faction. This would also help people who are helping with a big build but can not leave their faction.
I think this already exists as part of the /f access command. Look here for more information on the command: http://www.massivecraft.com/factions#commands