• 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.

Food For Thought: Government, Politics, And Diplomacy Concerning Factions.

Basically there's no diplomacy because if you don't want to be raided you just stay inside or run to regalia. That's bout all there is to it.
 
Basically there's no diplomacy because if you don't want to be raided you just stay inside or run to regalia. That's bout all there is to it.
And there's the issue. I'd love to see more people actually confront the situation of them being raided with just the hint of realism, and understand that they just can't remove themselves from the situation all together without causing discontent and disappointment to the raiders.

I guess the system MassiveCraft currently has just isn't set up in a way that diplomatic solutions can be reached.

I have no clue what I am looking at.
 
Thank you for some very interesting reading. I have thought about this for a long time and like you, I have wondered: Why has entropy gained such a strong foothold in Minecraft? Why do war and dictatorship win in the end? Why can't things be sorted out and controlled in a less destructive manner?

Like for most things, there is no simple answer. What I think though is that we lack the loyalty, trust and dedication amongst the players that is required to fulfil the dream of a fully functioning nation (politics, government and diplomacy). Don't get me wrong here, I'm not saying that the Minecrafters are a bunch of paranoid warriors ready to strike whenever. What I do say is that we need to establish a great mentality inside our member's minds, that promotes hard work, loyalty and dedication. We need to make sure that we all know what's going on. In Minecraft, it's more often than not easier to succeed with one's goals by "taking shortcuts" and cheat. An example being that we often see players declaring "mini-wars" against each other, killing, raiding and repeating. This is often a more efficient way to obtain resources and such, further letting the players proceed towards their respective goals.

TL:DR; My guess is that we tend to obey to "the best defence is a good offense", when we don't trust people around us. We might as well know way too little about each other to establish a good and lasting relationship. ->Why should I be friends with my inmate when I benefit more from betraying him and grabbing all his valuables? We value the quality of the relationship lower than our own goals and needs.
 
Why should I be friends with my inmate when I benefit more from betraying him and grabbing all his valuables? We value the quality of the relationship lower than our own goals and needs.
Of course we do. To compare the way of real living to a video game is absurd. This all would look perfect on paper but in actual practice it would never work. That isn't to say I, personally, wouldn't want it to work.. I really love this politics stuff. I'm just thinking realistically.
 
You forgot the Hisoka Collective, which was a technical democracy and succeeded - albeit as a multi-faction group and with limited change in leadership over time.
 
Thank you for some very interesting reading. I have thought about this for a long time and like you, I have wondered: Why has entropy gained such a strong foothold in Minecraft? Why do war and dictatorship win in the end? Why can't things be sorted out and controlled in a less destructive manner?

Like for most things, there is no simple answer. What I think though is that we lack the loyalty, trust and dedication amongst the players that is required to fulfil the dream of a fully functioning nation (politics, government and diplomacy). Don't get me wrong here, I'm not saying that the Minecrafters are a bunch of paranoid warriors ready to strike whenever. What I do say is that we need to establish a great mentality inside our member's minds, that promotes hard work, loyalty and dedication. We need to make sure that we all know what's going on. In Minecraft, it's more often than not easier to succeed with one's goals by "taking shortcuts" and cheat. An example being that we often see players declaring "mini-wars" against each other, killing, raiding and repeating. This is often a more efficient way to obtain resources and such, further letting the players proceed towards their respective goals.

TL:DR; My guess is that we tend to obey to "the best defence is a good offense", when we don't trust people around us. We might as well know way too little about each other to establish a good and lasting relationship. ->Why should I be friends with my inmate when I benefit more from betraying him and grabbing all his valuables? We value the quality of the relationship lower than our own goals and needs.
Well said. You conveyed what I feared was true, but simply couldn't confirm.

It sucks that we can't place any large amounts of trust in each other, even our own faction members. I would very much like to believe that if a faction member that appears to be dedicated and loyal to my faction wins any position of leadership through a vote, they would truly do their best to help the faction. I say I hope because in the past I have known people to put on facades for a very long time to achieve a goal contrary to what it appeared they were attempting to achieve. I am wary of this because in the end, there may not be higher power they have to answer to, as in staff may choose to not intervene if they classify someone backstabbing an entire faction as sabotage, which would technically be allowed. Simply put, any promotion of someone would be as it always is a roll of the dice, never knowing the outcome. Only this time if a system were in place that was fully democratic, it could be much more at risk, the entire faction in this case.

You forgot the Hisoka Collective, which was a technical democracy and succeeded - albeit as a multi-faction group and with limited change in leadership over time.
I did didn't I.

Since I wasn't and am not familiar with how the Hisoka Collective functioned, can you elaborate? I'm curious as to how a democratic collective of people succeeded for an extent of time on MassiveCraft, and how you did it.
 
I have known people to put on facades for a very long time to achieve a goal contrary to what it appeared they were attempting to achieve.
This is sadly an issue I very often experience myself. This facade thing strengthens by you trusting that player. The more you trust him, the more intense it gets.
 
Of course we do. To compare the way of real living to a video game is absurd. This all would look perfect on paper but in actual practice it would never work. That isn't to say I, personally, wouldn't want it to work.. I really love this politics stuff. I'm just thinking realistically.
I agree completely with you, it's a game. It's an escape from real life lol
 
I agree completely with you, it's a game. It's an escape from real life lol
With the factions plugin it makes it totally possible… its just a lot of things used in real life wars and politics don't work here. Like killing somebody. If I were to execute a prisoner they would just respawn like nothing happened.
 
I think the reality is that in small groups like a faction, autocracy is simply more viable. I know I personally would rather live in a stable autocracy then a fluid democracy unless the faction had at least several hundred players.

The reason democracy works in the real world is because humans realized that we couldn't trust one person to make decisions for thousands of people. Democracy works on grand scales, because a dictator cannot feasible glean the opinions of every single one of his subjects, and he cannot make a decision that will satisfy every individual. The solution to this was voting, in which everyone was responsible for putting forward their own opinion, and the most popular opinion went forward.

In Minecraft however, it is not only possible but quite easy for a dictator or faction leader to get the opinion of every single one of his members, assuming they are all active, and make a decision that will most likely benefit everyone. Two contributing factors to this:

1. In Minecraft, regular human needs such as housing, food, jobs, leisure, virtually everything you could have can be easily provided by a faction. Why would you be unhappy under a dictatorship that can provide anything you need, and also still gives you complete freedom to travel throughout the game outside of the faction?

2. Factions aren't an exact parallel to a country because we aren't confined to our faction. Not only can we easily leave a faction and join a different one on a whim, but even in an autocratic faction we still have complete freedom to travel Regalia, participate in a variety of other opportunities on the server, and at the end of the day we can log off the game and the vast majority of us will still be actually living in a full democratic country. So, there isn't exactly that human desparation and suffering that leads to a democratic revolution, because we don't feel confined or restricted when we are still ultimately playing a game. Though, creating a roleplay democracy in a faction would be something else entirely, but in terms of faction or survival it just doesn't seem feasible.
 
On another note. More specifically with the factions plugin. If we irl don't like a president for example in the United States we impeach them or... In harsh cases... Assassinate them. Also in America... The other two branches of the government can overrule the president on most things. With the factions plugin you have a leader. And no matter how you feel about them, they are the leader. They will always be the leader unless they time out or relinquish the position. I think having more ranks in each faction would help with the politics of things.
 
If we irl don't like a president for example in the United States we impeach them or... In harsh cases... Assassinate them.
How long have you lived in America? I don't think this is how it works. We don't just go out and assassinate our president if we don't like him... LOOL
 
How long have you lived in America? I don't think this is how it works. We don't just go out and assassinate our president if we don't like him... LOOL
Well we can try. That's what's wrong with America. Used to be you could go assassinate whatever president you wanted to. Thanks Obama.

This was a joke don't arrest me, NSA.

But in all seriousness don't you guys think adding additional ranks would be a good idea? Imma post an idea thread about this.
 
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Well we can try. That's what's wrong with America. Used to be you could go assassinate whatever president you wanted to. Thanks Obama.

This was a joke don't arrest me, NSA.

But in all seriousness don't you guys think adding additional ranks would be a good idea? Imma post an idea thread about this.
Additional ranks, seems like a good idea, but not ranks that can "impeach" per say the leader of the faction since it can easily and I mean easily abused. My friends and I made a democracy upon our faction and it worked out fantastic, until the faction went anarchy and everyone died. Roleplay wise, you can do this and it can be successful.
 
I did didn't I.

Since I wasn't and am not familiar with how the Hisoka Collective functioned, can you elaborate? I'm curious as to how a democratic collective of people succeeded for an extent of time on MassiveCraft, and how you did it.

Did you? My bad xD

It worked because each faction had a single vote in major affairs, as well as whoever was in charge. If you didn't vote you didn't get a say in events. The Collective only had one leadership position, the Chancellor I think we called it (lol) which I held for most of the Collective's existence. At one point I ragequit (long story) and they successfully voted someone else into the position while I was on hiatus. The votes happened once a month I believe (for leader) and once a week for everything else. The leader merely managed the votes and kept count. There was even debate on whether or not to vote me back in, which did happen. It eventually collapsed due to player inactivity and lack of internal communication, travel, and proper support by military factions to non-military factions.

If I was to create one like it today... I'd base it more on the Alliance, which had a military leader, internal affairs leader, and external affairs leader. They had to agree on stuff, but were themselves voted into position each month. I would also set up a tax system to pay the military factions to protect the non-military factions, as them not doing so has always been an issue. Lastly, I would boot people who don't vote for an extended period of time, as that also lead to the downfall of the Collective and later the Alliance.

Overall, you need a system where everyone has some level of power, but also where everyone has a stake in events. It can't just be "do this because do it" they need a reason to do stuff and to be part of a multi-faction government.

Hope that helped lol
 
While this is very interesting, and would be very fun to do, I, sadly, just cannot see it happening.
You just can't trust people enough to achieve this. If you were somehow able to brainwash your recruits, then you could have a perfect fully functional democracy. But alas, you can NOT brainwash your recruits...