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.
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.
I agree with this... to a degree. We need more items that people want to donate for. God armor/weapons are wanted.Harmful donation options: I am calling for the immediate removal of the donation options that inject armor and weapons into the economy that would otherwise have to be bought or produced. This does not include Cake4All or items that are strictly lore items.
From what I understand, we restore the ores to 100% of it's old state. We do so in an already configurable manner, so we can adjust which blocks spawn at which rate etc.MassiveRestore is a great plugin. Our worlds last forever now. But our resources last forever now. From what I understand, 100% of the ores a world was created with are restored, but I need @ulumulu1510 to confirm or deny that. If the above is true, here is my idea to decrease the supply without physical intervention by the staff.
If I remember correctly (and if it is still this way) there is arcane forging in MCMMO. At a certain level in repairing your enchantment level reduction hits zero and you can repair without risk. Understandably, this might have gotten forgotten because of the very easy /fix solution we had for a long time.Do not change armor durability again. Leave it as is, and explore slightly reducing the values in MCMMO. Armor should break often. This will drive the price for raw materials up to repair the armor, and the price of armor slightly as more people demand to buy more instead of constantly repairing it.
I'd have time this sunday, but we might aswell keep the discussion going in this thread so everyone else can also share their opinion on this topic.Also, what is the possibility of me being able to sit down with you and Ulu at your earliest convenience and talking through everything I have mentioned, you have mentioned, and anything that worries you?
I am definitively following you and what you want to say. I personally am of the believe that we have to find this balance between items that players want to buy for all people and not flooding the economy with items that could be bought somewhere in a shop.· Harmful donation options: I am calling for the immediate removal of the donation options that inject armor and weapons into the economy that would otherwise have to be bought or produced. This does not include Cake4All or items that are strictly lore items.
Since neither I nor you have data to back us up, I am going to assume that people are indeed using MCMMO anvils or will start using them again. The current situation is really appealing to the MCMMO way of repair. It will probably get an increase in interest by the community, even though we possibly could make MCMMO repairing even more usable/profitable/balanced.See here. From what I understand, it default caps at a 60% chance to keep your enchantments. While this is better than 0% of course, I still believe that if we were able to change it to 100% chance of enchantment retention, players would use the MCMMO anvil at an increased rate, and drain materials out of the economy, reducing the supply.
It is mostly hard because we are pressed into making decisions to keep what we have and go on with what we love. Mojang has stated very clearly in the eula that IF you give something to players it HAS to be for everyone. And yes, I agree with you on the "you earned it" playstyle. I love old school rpgs where you have to fight your way through a really tough dungeon to get that great piece of loot.I admit, it's a hard problem to solve.[ .... ] I know it gives it to everyone, but it still feels wrong to me. I prefer a more realistic, you earned it sense of play style, rather than it was just given to you. That's my thoughts on the donation items.
From what I understand, and this is what I know to be true roughly 3-4 months ago, MCMMO repair was not a feasible option when it came to repairing god armor. It wasn't that PVPERS couldn't afford to lose their enchants in the literal sense of money, because they could. They couldn't afford the annoyance of possibly losing their enchants, and now having a piece of armor with Protection III and something like Unbreaking I. The risk/reward wasn't worth it.Since neither I nor you have data to back us up, I am going to assume that people are indeed using MCMMO anvils or will start using them again. The current situation is really appealing to the MCMMO way of repair. It will probably get an increase in interest by the community, even though we possibly could make MCMMO repairing even more usable/profitable/balanced.
As you pointed out, we might see an increase of people using it and I personally would like to wait for that to happen. IF we get more data, we also get more information of how people respond to loosing their enchantment levels.
I strongly believe that if you increase the percent chance of retaining enchantments to say 90%-95% at highest level, people will use MCMMO repair much more than they already do, which if I had to guess, is next to none. The risk/reward simply isn't worth it at the moment. For all intents and purpose, it is a broken and unused feature that we could put back into use very easily.Mid-Edit, I just had to do some research in the code of mcmmo and, firsty, found some fun stuff and secondly, now agree with you in some points. Downgrading should probably stay at the percentages they are, but keeping the enchants should be more than 60%, but not 100% either. There should still be risk involved, even if you are at the highest level of repair. As in real life, you are always able to make mistakes.
I would say it's okay to give items that can be sold eventually, it's just if you give everyone an item as common as a piece of god armor, you increase the supply drastically every time someone donates. These donations features directly counteract our attempts at reducing the supply of these items.It is mostly hard because we are pressed into making decisions to keep what we have and go on with what we love. Mojang has stated very clearly in the eula that IF you give something to players it HAS to be for everyone. And yes, I agree with you on the "you earned it" playstyle. I love old school rpgs where you have to fight your way through a really tough dungeon to get that great piece of loot.
But the problem isn't solved here. Normal diamond equipment, well .... I am not sure. Could we offer items that are indeed practical and usable in every day lives but not to be sold/made money from? I just thought about Elytras, but even those can be sold for a high price...
McMMO levels are the only thing bringing some people back to the server. Plus lots of people, including myself, have spent HOURS darkrooming for those levels. We havent outgrown it in my opinion.This really addresses the idea that perhaps we have out grown MCMMO. We have all thought it time and again as more and more people reach 1k+ in all of the areas. Perhaps we created this bubble upon the idea that MCMMO would be sustainable for 4 years when in reality it is hardly sustainable. It has required a lot of work on the staffs part to maintain its balance, and has caused more than its fair share of economic problems (Fishing, Duping, Armor dmg). It is funny really a server that makes these really nice core plugins has this gigantic pitfall because it chose and continues to choose a 3rd party plugin for a fairly essential part of the servers core.
McMMO levels are theconservative ng bringing some people back to the server. Plus lots of people, including myself, have spent HOURS darkrooming for those levels. We havent outgrown it in my opinion.
The economy doesn't really need to be fixed. What do people really need regals for anyway? I personally only spend my regals on my faction to pay its taxes which if I didn't own so much land with no members I could easily pay for it just by voting.
Regals are just kind of a luxury that cut time off the acquirement of things that literally anyone can make themselves. I don't see why we would make such a drastic move like removing mcmmo so people can have more regals. Sure there are other luxury items the server offers like rentable properties but stuff like that is completely controlled by staff so if they see nobody can afford them all they have to do is lower the price. Darkrooming and voting will always be a very viable option for making money so the economy will never completely die it will just change and that's fine.
All I'm saying is there is no reason to remove features a lot of us like to fix something that isn't really necessary to the server at all.
Im not going to redact my statement. The fact that you believe in a conservative mini economy that you have participated in extensively, but continue to shill for a socialist irl economy only goes to show that you just have not participated enough in the real economy to fully grasp tbe free rider issue.I lean conservative on MassiveCraft and liberal in real life. Both are separate of each other. I'd prefer you not bring my real life views to MassiveCraft as they pertain to a real life and fictional economy, of which both are a different beast.
Actually, I'd prefer you remove your jab at my real life views all together. They offer nothing to the conversation.
god this is such an ignorant statement and this statement alone actually makes me not want to read the rest of what you wrote, or anything you will write. A virtual economy such as in Massive (with restoring resources and whatnot) is VASTLY different than an IRL economy. Thank you actually for showing us what @Alj23 said in both respects. It shows me that he understands economy and how it works and that its leagues different on Massive.Im not going to redact my statement. The fact that you believe in a conservative mini economy that you have participated in extensively, but continue to shill for a socialist irl economy only goes to show that you just have not participated enough in the real economy to fully grasp tbe free rider issue.
Really? MassiveCraft has a vastly different economy than what exists in real life. First of all the state intervention on MassiveCraft is much much lower than in most OECD nations. No healthcare, no infrastructure, no social security, no education system, no military and ridiculously low taxes. So the market is not nearly as regulated as the least regulated economies in any OECD nation.Im not going to redact my statement. The fact that you believe in a conservative mini economy that you have participated in extensively, but continue to shill for a socialist irl economy only goes to show that you just have not participated enough in the real economy to fully grasp tbe free rider issue.
Thats why i really do thank @Sarge_Peppers for showing us that @Alj23 has two seperate opinions on the two seperate economic worlds. It adds more way credibility to the OP by showing that he actually knows a thing or two about economicsReally? MassiveCraft has a vastly different economy than what exists in real life. First of all the state intervention on MassiveCraft is much much lower than in most OECD nations. No healthcare, no infrastructure, no social security, no education system, no military and ridiculously low taxes. So the market is not nearly as regulated as the least regulated economies in any OECD nation.
Not to mention all the other differences. Simply put, it is not comparable.
I am here assuming you have no idea what kind of an undertaking it is to code a replacement for MCMMO.This really addresses the idea that perhaps we have out grown MCMMO. We have all thought it time and again as more and more people reach 1k+ in all of the areas. Perhaps we created this bubble upon the idea that MCMMO would be sustainable for 4 years when in reality it is hardly sustainable. It has required a lot of work on the staffs part to maintain its balance, and has caused more than its fair share of economic problems (Fishing, Duping, Armor dmg). It is funny really a server that makes these really nice core plugins has this gigantic pitfall because it chose and continues to choose a 3rd party plugin for a fairly essential part of the servers core.
I would consider those estimates low.
I am here assuming you have no idea what kind of an undertaking it is to code a replacement for MCMMO.
Yes, in essence it would be best if MassiveCraft would not have any third party plugins what so ever! BUT: How would you do that? A plugin is a tremendous amount of work, countless of hours planning, looking for competitors, coding, testing and coding again. We are not speaking of weeks of work, but multiple months of work per plugin per developer. Take MassiveLock as an example: It's feature set is overseeable and covers what the server needs. It took three developers 4.5 Months of work (only focusing on this single plugin) to finish it and publish it live to the players. And we are not done yet! That is multiple hundertst of hours of work, for a plugin that is a "core" feature of the server.
Let's take a step back and think about an MCMMO replacement:
That being said, this is a very rough, low end estimation. This means, it can only go higher from that. Summed up, we get 700 hours of active development. For three people working on it, two of them as their hobby next to school/uni, it is quite a lot you are asking for here.
- Planning: 20 - 50 hours
- First step layout in development: 50 - 150 hours
- Core functionalities: 100 - 200 hours
- Testing and adjustments: 50 - 150 hours
- Staff testing and another round of bug fixes: 50 hours
- Release and public testing: up to 100 hours
I am not saying we aren't aware, we are. But this is not the time to talk about replacing a plugin as time intense as mcmmo.
sure, it is easy enough to grind axes and stuff, but there are some skill trees that take weeks or months of grinding to get to 1000 (Alchemy, taming, etc...). I've said this on previous posts but honestly, if mcmmo is reset most of the people that have gotten to those high levels in the more obscure trees will just not bother to do so again.We could in theory reset it, but because of the growth of technology that has come about. It wouldn't take much time for people to be back at their stat levels and the whole trend would just start over again
sure, it is easy enough to grind axes and stuff, but there are some skill trees that take weeks or months of grinding to get to 1000 (Alchemy, taming, etc...). I've said this on previous posts but honestly, if mcmmo is reset most of the people that have gotten to those high levels in the more obscure trees will just not bother to do so again.
Taming, for instanceDefine obscure tree? Alchemy has a lot of economic upside to grinding. As stated in my original post.
You have to remember that this isn't a server based only off economic theory, this is a MINECRAFT server where people go on to have fun. Now I haven't been playing on here for too long, so it wouldn't effect me as much as others, but think about the factions that have been around for years. Now imagine how they would feel if suddenly all of the work that they have been doing on their base for the last x amount of years suddenly vanishes just to allow the economy to improve a little bit. I don't know about you, but there is nothing that would keep me playing on a server that did that if I invested that much time into it. Now I may be misinterpreting what you mean by that, but this mindset has been bothering me lately.This issue cannot be resolved by just a reset of McMMo that would only be a short term potential remedy, but also potential recker. I personally think a full server reset would be more effective than just a McMMo reset.