• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

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· Faction embassies: In the main city, create a district where factions can rent a small house, sort of a "guild house" that will serve as the embassy in this world. Make creating MassiveLocks and MassiveShops in this world free. Create a /tp point to this embassy specific for this world, with the normal 10 second teleport duration and cancel if move. Factions can decorate these guild halls however they like, and can use them however they like. An inn with beds, a guild home to meet at and set out from, a storage warehouse, etc.
Perhaps this could also be used for recruitment? The character limit of the Recruitment chat is rather wanting and forum threads are really only seen by people already IN factions most of the time. Just a thought on this. You could use these for a practical way to show not only your faction's style but what you offer too.
 
This would be a ton of work but it would undoubtedly lead to some pretty cool experiences. This would actually make me somewhat interested in learning the basics of lore instead of completely disregarding it. I like the idea of a new world with a new inventory and new rules because it will give end-game players like myself something to work towards. I believe if this idea were implemented, it could easily revitalize the server in a much needed way by giving actual objectives to players instead of just having them roam the survival world in search of some action. Also, I like faction embassies, which already used to be a thing back in the original Silverwind map. I like the idea of having a purchasable area in a town also because it would make me feel like I'm actually a part of something instead of feeling like I'm just in my own part of the map away from everyone else.

I think this is a very interesting compromise and much less extreme solution to wiping the current survival worlds completely clean, which is what I proposed several months ago. It gives many of the survival / PvPers what they want, while giving Roleplayer the opportunity to experience a new world with the ability to play exactly how they want to play.
 
The amount of work that would go into this this is incredibly steep. The idea itself is amazing but between the coding and world building, would be rather difficult. This is just me, but I think it might be better to experiement with "group quests" in Warrenord before dedicating an entire world to it.
 
The amount of work that would go into this this is incredibly steep. The idea itself is amazing but between the coding and world building, would be rather difficult. This is just me, but I think it might be better to experiement with "group quests" in Warrenord before dedicating an entire world to it.
What on here would require coding other than group quests? I'm relatively sure the rest can be done with world guard and regions.
 
Ah, I was thinking you meant coding in the tech department sense.
No worries. But that's why a test would help determine a good direction to go. It is really well written and thought out. The idea is pretty amazing as well. So I'm far from against this.
 
Noting this as Under Review as there are some interesting ideas here. Perhaps we should look at implementing some team-based quests in the future. The creation of another entire new questing world dedicated to team quests may be difficult, and in some ways Arach'n is meant to be done with teammates though not necessarily in the way you are suggesting.

Something like this may not be a priority interest at the moment, but team-based quests are certainly something which can be brought up to Quest staff.
 
I destroyed and or sold everything I own (fresh start) and it still wasn't enough to rekindle my interest... quests are always a good waste of time though and having more of them is never a bad thing.
 
Proposing: MassiveDungeons!
Wow, I agree with EVERYTHING said here. However I feel like you guys are trying to do this the hard way. One thing I don't understand about massive is Massiverestore. Massiverestore not only makes Massive's worlds the pristine things they are today, but it also makes the factions worlds that much more immersive. I believe Ben said something here...
I believe if this idea were implemented, it could easily revitalize the server in a much needed way by giving actual objectives to players instead of just having them roam the survival world in search of some action.
I think it is really important both to give new, solo players something fun and productive to do right as they join the server, and to give them reasons to join up with a faction with awesome active people. The thing I don't understand about MassiveRestore is why aren't we able to use it to edit and update the survival worlds? This first started when the new stone types were released and I proposed using MassiveRestore to insert the stones the same way it inserts ores into the world. There is also a many errors in Fender with water in the swamps, and I was surprised to hear that you can't fix these files or whatever you use for MassiveRestore. I don't know whats up with that, but I propose that you use massiverestore to allow random world-themed dungeons to spawn and disappear periodically. I would assume it would be easiest to have only several of them throughout a few of the worlds, but in the same spot each time. This to me seems much easier than creating a completely new world. Using the factions plugin to prevent editing the terrain or claiming these dungeons, the MassiveRestore plugin to insert these in the world, and possibly MassiveQuest to enhance these puzzles and challenges, You guys could achieve pretty much what is being discussed with much less work. This would simply take (I believe) some small changes to MassiveRestore to be able to update what it restores chunks to and a plugin to check the validity of the set area and to claim these areas. Anyways, thats my thoughts, and although this may be tech-heavy I believe it would really give us that fun addition that gives more focus to the survival and factions worlds.

P.S. Structure blocks are also very useful for spawning in structures, Custom mobs, and chests with loot tables =)
 
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To the best of my knowledge, worlds are restored to the original map, therefore the map before any builds by factions had been made.

Sure, the staff /might/ be able to replace the current save file with one that features large underground dungeons, but that's not what I was going for with this suggestion. Your idea has merit, but it's a different idea for its own feature and idea post.
Yea, I just thought that inserting small dungeons with a boss and a small questline might achieve what you are seggesting without making a whole other world. =)