• 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.

Archived A New Rp Hotspot: "the Frontier"

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Gumee

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A problem I've discovered whilst RPing in Regalia, is that my character who's used to more "wilderness" environments doesn't seem to fit in great at the Tavern or sewers. I'm sure there's other people who want to make more wild characters that just don't fit well within the pre existing rp areas. Therefore I think it would be nice to include either a section on the outskirts of Regalia or maybe even a new area that offers a more "wild" atmosphere. A few examples include; a woodsy area with cabins, a bandit encampment, or an "outdoors" environment (An easy access, popular, small area, like a pond or forest clearing where people could gather).

If an area like this already exists within the RP world, I'd be greatful if someone pointed me towards it.
 
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We may be able to revive the Elven grove @Shayin for this
 
It'd be neat to have a more "outdoorsy" part of the Regalian island. There's all that wilderness that's just empty right now.
 
I was thinking something of the same some time ago. I generally think it is a bad idea to create a separate world or scene because there is the problem of existing characters being able to travel there. @MonMarty, the world staff and I will look into brainstorming ideas for this next team meeting.
 
I was thinking something of the same some time ago. I generally think it is a bad idea to create a separate world or scene because there is the problem of existing characters being able to travel there. @MonMarty, the world staff and I will look into brainstorming ideas for this next team meeting.

Wasn't there talk about Silverwind re-opening?
 
I generally think it is a bad idea to create a separate world or scene because there is the problem of existing characters being able to travel there.

@Shayin, Sorry, that phrase is slightly confusing to me. I can understand why creating a separate world isn't practical, however why is the justification "existing characters traveling there is a problem"? Wouldn't you want existing characters to have more diverse settings to roleplay at? Also, by scene are you referring to something like the Qadir palace? I was thinking about just putting a little encampment in a woodsy area just outside /tp roleplay. There could be a quick portal there if it was far away, but if it's within the same walking distance of the tavern, there could just be a sign pointing players in the right direction.