• 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.

Daily Philosophy 2

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Ok first note: Thank you for responding and looking at my first post, it showed me that people are willing to do a bit of philosophical debate on these forums. Now onto the topic. There has been a lot of debate about what is allowed or not on massive regarding Pvp and harassment. I think the main question is: Is Massivecraft a pvp server or a survival server? Now there are some very important differences between both of those servers. A Pvp server usually allows any type of killing, as long as it does not involve grief. A Pvp server that allows grief is usually called a hardcore pvp server. A survival server doesn't encourage killing and usually keeps it to a minimal, with the only pvp being organized events. Massive finds itself in a rather awkward spot here as from what i see, its a mix between both of them. It seems to allow pvp and killing as long as griefing is not involved, but on the other side has a bunch of social events and a 16 chunk rule which stops any long wars from taking out. From this massive is appealing to 2 types of ppl. The ones that want to pvp and kill, and those that enjoy having peace and making friends. It makes sense to reach out to a wider demographic, but these 2 types of people will clash at some point. But in my opinion massive seemed pretty lucky as instead of turning into a wartorn server, most people adapted in some way. There are now factions that protect other factions and fight for them, which seems to work our pretty well. There are also factions that roam around looking for smaller factions to attack, which adds some role play as people can complain about bandits or organize militias. But sometimes a faction will attack another faction for hours upon hours. In a battle like that, it usually disintergrates into unarmed people just running toward you and dying over and over again for 3 hours. I know some people will say just build a wall or something like that, but sometimes it nigh on impossible to build a wall when your constantly under attack. Should we allow or encourage people to attack factions in this way because it requires members to constantly adapt and try to move or hire allies to protect them? Or should we make it so factions cannot raid another faction for a sustained amount of time?