I currently have the following major plugins installed:
A coordinate randomizer that scrambles the player's coordinates with random numbers, making it impossible to use them for navigation
A spawn randomizer that makes sure that people won't just get spawnkilled over and over
I'm also looking at some plugins that make the game harder, but I'll hold off on those until I can do some more balance testing. These are all possibilities:
Angry Wolves: Causes a percentage of mob spawns to be replaced by wolves that are hostile to players and have more health than usual. Only affects spawns in areas where wolves can spawn normally.
Extra Hard Mode: Adds a huge number of changes to the game that make it more difficult, such as cave-ins, slow block break speed, and deadlier mobs.
Monster Apocalypse: Makes it possible to customize the behavior and power of mobs. I would probably just use this to make mobs tougher to kill, but I might make use of the other features as well.
The general idea is to make survival itself a difficult prospect. That would then make it harder to get god-tier armor by strip-mining for two hours.
I currently have the following major plugins installed:
A coordinate randomizer that scrambles the player's coordinates with random numbers, making it impossible to use them for navigation
A spawn randomizer that makes sure that people won't just get spawnkilled over and over
I'm also looking at some plugins that make the game harder, but I'll hold off on those until I can do some more balance testing. These are all possibilities:
Angry Wolves: Causes a percentage of mob spawns to be replaced by wolves that are hostile to players and have more health than usual. Only affects spawns in areas where wolves can spawn normally.
Extra Hard Mode: Adds a huge number of changes to the game that make it more difficult, such as cave-ins, slow block break speed, and deadlier mobs.
Monster Apocalypse: Makes it possible to customize the behavior and power of mobs. I would probably just use this to make mobs tougher to kill, but I might make use of the other features as well.
The general idea is to make survival itself a difficult prospect. That would then make it harder to get god-tier armor by strip-mining for two hours.
I'll give it a whirl and see how things turn out.
Great to see ya working on it. What I was thinking, what about making a plugin where crops need sunlight to grow (to stop vertical farming) and are much slower growing. This could make it so that simply having enough land for the crops would be a challenge. You could also make it so that wheat and other foods take more items to craft, like bread taking 9 wheat to craft, or by making wheat plants drop wheat very rarely. This could make it so that a deal of effort would need to be taken to simply growing enough food, and would encourage stealing food or controlling farmers to make them pay you a certain amount of the crops they grow (sort of like feudalism). You could also make player oose hunger even when they aren't performing actions, to make sipe survival a challenge, instead of only becoming wealthy a challenge.
You could also make ores spawn in large, rare veins, so that players will likely work together to mine the same ore vein.
Also, you might want to look into a mod like terrafirmacraft, which makes the game harder and more realistic.
Edit: Also don't forget a map border of some sort, this is essential to stopping players from just going 5000 blocks from spawn and never being found.
Great to see ya working on it. What I was thinking, what about making a plugin where crops need sunlight to grow (to stop vertical farming) and are much slower growing. This could make it so that simply having enough land for the crops would be a challenge. You could also make it so that wheat and other foods take more items to craft, like bread taking 9 wheat to craft, or by making wheat plants drop wheat very rarely. This could make it so that a deal of effort would need to be taken to simply growing enough food, and would encourage stealing food or controlling farmers to make them pay you a certain amount of the crops they grow (sort of like feudalism). You could also make player oose hunger even when they aren't performing actions, to make sipe survival a challenge, instead of only becoming wealthy a challenge.
You could also make ores spawn in large, rare veins, so that players will likely work together to mine the same ore vein.
Also, you might want to look into a mod like terrafirmacraft, which makes the game harder and more realistic.
Edit: Also don't forget a map border of some sort, this is essential to stopping players from just going 5000 blocks from spawn and never being found.
Yes, the farm thing would be a good idea. Same goes for ores. I'm trying to locate mods that do these things, but I also might just have to learn to mod myself. I've got two years of Java experience, so it shouldn't be that hard.
I've played Terrafirmacraft before. Although it's quite engrossing, it might be a little bit too hard. The sheer amount of time taken to get digging means that whoever gets metal first is going to completely curbstomp everybody else.
Of course, it's worth a try.
As for the map border, it'll just be a solid wall of bedrock. Alternatively, I'll see if I can find mods so that beyond a certain point, the wilderness becomes almost impossible to survive in. The bedrock wall would then come at some point later, meaning that players can risk getting killed by mobs to get some distance from other people.
Yes, the farm thing would be a good idea. Same goes for ores. I'm trying to locate mods that do these things, but I also might just have to learn to mod myself. I've got two years of Java experience, so it shouldn't be that hard.
I've played Terrafirmacraft before. Although it's quite engrossing, it might be a little bit too hard. The sheer amount of time taken to get digging means that whoever gets metal first is going to completely curbstomp everybody else.
Of course, it's worth a try.
As for the map border, it'll just be a solid wall of bedrock. Alternatively, I'll see if I can find mods so that beyond a certain point, the wilderness becomes almost impossible to survive in. The bedrock wall would then come at some point later, meaning that players can risk getting killed by mobs to get some distance from other people.
I'm not sure if the metal issue with tfc would be too big of an issue, since one can get low level metals early on in the game. Still, I'd prefer more vanilla gameplay.
Make sure to also have a plugin like borderguard so that players can't just climb over the bedrock wall.
I made a suggestion which might revive the function of this thread, therefore I think it is relevant enough to post a link to it here. Explain why if you disagree:
Based on the community's reaction, it will not be an update. But a plugin like this would really be well needed for a war. And since it makes sense, it would work. Of course, i think the whole art of war community has passed on so i really don't think that it matters anyway.
Would this work for a sever based around kingdoms an the wars between them
Problem: guy in god wins all
Answer: disable diamod armor/enchanting/potions/golden apples
Problem: unbalanced pvp
Answer: when wearing a certain type of armor you get a effect if it's a full set making leather attack and iron tank
Problem: full obsidian rooms
Answer: forts/rooms can only be 3/4 obsidian and must have a entrance
Problem: Enemys cant break in faction land
Answer: they can now but they take slight damage
Problem: offline raiding
Answer: factions
Problem: overage in server money
Answer: no preset money or shops everything is player made
Problem: to big of a world, to much resources
Answer: 10kx custom world with very few of each biome, large amounts of stone is only in the mountains, sand in one of the two SMALL deserts, trees in one of the many small forests, and there is not a lot of land either as over 50% of the map is water, so you do need to fight for land
Problem: people teleport in for backup
Answer: no teleporting at all
Problem:abusive staff
Answer: staff only have commands to help them moderate.
Problem: people attack a small base to bring down power to claim a big base elsewhere
Answer: a rule
Problem: people camping areas for noobs
Answer: a protection after your first log in preventing pvp for a good amount of time for you to get started
How would you think this would do, remember that there is supposed to be slight roleplay aspects to so we have portcullises and bridges, to make it more for kingdoms, but I would like to know, would you think this would work, If not what can I change, if it will work then would you play on something like this,
I'll give it a whirl and see how things turn out.
Great to see ya working on it. What I was thinking, what about making a plugin where crops need sunlight to grow (to stop vertical farming) and are much slower growing. This could make it so that simply having enough land for the crops would be a challenge. You could also make it so that wheat and other foods take more items to craft, like bread taking 9 wheat to craft, or by making wheat plants drop wheat very rarely. This could make it so that a deal of effort would need to be taken to simply growing enough food, and would encourage stealing food or controlling farmers to make them pay you a certain amount of the crops they grow (sort of like feudalism). You could also make player oose hunger even when they aren't performing actions, to make sipe survival a challenge, instead of only becoming wealthy a challenge.
You could also make ores spawn in large, rare veins, so that players will likely work together to mine the same ore vein.
Also, you might want to look into a mod like terrafirmacraft, which makes the game harder and more realistic.
Edit: Also don't forget a map border of some sort, this is essential to stopping players from just going 5000 blocks from spawn and never being found.
Yes, the farm thing would be a good idea. Same goes for ores. I'm trying to locate mods that do these things, but I also might just have to learn to mod myself. I've got two years of Java experience, so it shouldn't be that hard.
I've played Terrafirmacraft before. Although it's quite engrossing, it might be a little bit too hard. The sheer amount of time taken to get digging means that whoever gets metal first is going to completely curbstomp everybody else.
Of course, it's worth a try.
As for the map border, it'll just be a solid wall of bedrock. Alternatively, I'll see if I can find mods so that beyond a certain point, the wilderness becomes almost impossible to survive in. The bedrock wall would then come at some point later, meaning that players can risk getting killed by mobs to get some distance from other people.
I'm not sure if the metal issue with tfc would be too big of an issue, since one can get low level metals early on in the game. Still, I'd prefer more vanilla gameplay.
Make sure to also have a plugin like borderguard so that players can't just climb over the bedrock wall.
http://www.minecraft...tic-stone-mode/
Based on the community's reaction, it will not be an update. But a plugin like this would really be well needed for a war. And since it makes sense, it would work. Of course, i think the whole art of war community has passed on so i really don't think that it matters anyway.
I just found that thread so we can continue to update that one and revamp the guide to modern PvP.
http://www.minecraftforum.net/topic/77810-the-art-of-war-check-current-topic-list/page__st__2660
Imperator - Augustus
What thread for modern pvp are you talking about?
Im talking about updating The Art of War to reflect the changes to PvP
Imperator - Augustus
Oh, so it doesn't exist yet? Well, sounds great, I'll be sure to check it out once it comes into existence, maybe even help with it.
Well no it kinda does, here's the link
http://www.minecraftforum.net/topic/570498-minecraft-the-art-of-war/
Imperator - Augustus
Oh, nice. I'll be sure to check it out.
Problem: guy in god wins all
Answer: disable diamod armor/enchanting/potions/golden apples
Problem: unbalanced pvp
Answer: when wearing a certain type of armor you get a effect if it's a full set making leather attack and iron tank
Problem: full obsidian rooms
Answer: forts/rooms can only be 3/4 obsidian and must have a entrance
Problem: Enemys cant break in faction land
Answer: they can now but they take slight damage
Problem: offline raiding
Answer: factions
Problem: overage in server money
Answer: no preset money or shops everything is player made
Problem: to big of a world, to much resources
Answer: 10kx custom world with very few of each biome, large amounts of stone is only in the mountains, sand in one of the two SMALL deserts, trees in one of the many small forests, and there is not a lot of land either as over 50% of the map is water, so you do need to fight for land
Problem: people teleport in for backup
Answer: no teleporting at all
Problem:abusive staff
Answer: staff only have commands to help them moderate.
Problem: people attack a small base to bring down power to claim a big base elsewhere
Answer: a rule
Problem: people camping areas for noobs
Answer: a protection after your first log in preventing pvp for a good amount of time for you to get started
How would you think this would do, remember that there is supposed to be slight roleplay aspects to so we have portcullises and bridges, to make it more for kingdoms, but I would like to know, would you think this would work, If not what can I change, if it will work then would you play on something like this,
If you need more information to go www.deilinor.enjin.com