but where else am I supposed to be a pacifist argonian warlord who has a history of failure, trying to scrap up the remains of post apocalyptic Malaysia for his own deviant pleasures?no shitty roleplay this time
let the players make their own story
pure SMP4-style
basically a small step above vanilla
buildbox, apparently.but where else am I supposed to be a pacifist argonian warlord who has a history of failure, trying to scrap up the remains of post apocalyptic Malaysia for his own deviant pleasures?
Personally, I don't think this is a good idea for a standard survival server. See, while I can't speak for everyone else, I know that the only reason I personally, as well as a few others, even bother with Minecraft's multiplayer is for that social element that can only really exist in a game like Minecraft. Ya know, the 'Who-built-this-awesome-castle''s and the 'Does-anyone-want-to-go-mining?'s. I feel like only local chat would kind of ruin that.I had an interesting idea. What if we had the local chat only? No global chat. It would be a bit more true to a medevil theme.
While it is an interesting idea, previous smps have allowed the player to opt into a local chat only by ignoring global chat by some silly command. Players would find a way around this chat barrier I.e ts if we were to get rid of main chat, and it would more or less hellish to moderate from an operator's perspective. We will most likely have it voluntary if we use the same chat system.I had an interesting idea. What if we had the local chat only? No global chat. It would be a bit more true to a medevil theme. Also, I'd love it if we had the same village plugin that we used for DoD. It was very successful in my opinion.
It was just more fun when you actually had a chance.All I want is for armor/sword enchantments to be removed. I loved the SMP's where you actually had a chance in PvP instead of being killed by prot IV sharp V people.
I think the next SMP should just disable the Sharpness and Prot enchantments, along with Harm and Poision pots. Or atleast try this for the first few weeks.
Balance is our main focus this time around, don't worry about our job c:with 1.8, it will be a bit easier to enchant, rename, and repair items, so it won't be too hard for more people to get sharp 5 and prot 4 on everything. the only real thing that could bring up balance issues is the rarity of diamonds, rather than finding a source of experience, especially when the end gets loaded with xp grinders.
However you forget a players next enchantment is seeded, so there are no more random elements to enchanting, as well as the secondary cost.with 1.8, it will be a bit easier to enchant, rename, and repair items, so it won't be too hard for more people to get sharp 5 and prot 4 on everything. the only real thing that could bring up balance issues is the rarity of diamonds, rather than finding a source of experience, especially when the end gets loaded with xp grinders.
New mechanics make life easier as far as enchanting go.However you forget a players next enchantment is seeded, so there are no more random elements to enchanting, as well as the secondary cost.
While enchanting is easier the overall process is more time consuming considering the secondary material needed and the fact you cant just throw in level 30 and hope for top tier enchants as xxx enchant is your fate if you level 1 or level 30. Though I've yet to look too deep into the new mechanics.
That works half the same way. The point of keep inventory vs pvp is that players who enjoy pvp won't have to get their stuff again after they die, they can keep at it for hours and have fun even when losing. Players who don't enjoy pvp can't lose anything but some time from it, so it's a much less punishing experience and people will get over it a lot faster and easier.Conversely we set items to no drop clear inv on death similar to RoF's in round death.