• 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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See, this is a truth. And continuing this, the bandits that DID exist (like the Vikings people often claim to be) didn't besiege people. Something as simple as a wooden palisade could and would turn back most raiders or bandits. A stone wall in turn made it ten times harder to attack a settlement and a castle... well, no sane bandits would make an attempt on an actual castle and expect to survive. It was the traders and farmers and other such folks who lived outside the city walls who were at risk. Enderpearls make building  walls useless except as decoration,  domes are forbidden, and building an underground base kills the roleplay of having a town at all.

 


 

How about they disable enderpearls and give raiders  the ability to destroy wooden doors for a period of 30 minutes using an iron axe? Enderpearls make it impossible to defend oneself with mere walls because they can simply be hopped over, the fact that wooden doors and glass windows can hold out an enemy balances the ease of breaching walls.

 

In response to the Bold: Simply stated this is what I'm most scared of. Cities back in the medieval area weren't underground fortresses or uberplanned bases - they were a sprawling mess of streets, buildings, and  military installments with minimal central planning. The only real planning that went into the city design was  where the walls would be and how the main streets would interconnect (usually with a central square). They often had a castle nearby in such a manner as to allow people to flee into it. However, the walls alone would usually  be enough to turn away most 'raiders' as they needed siege engines in order to breach them (or ladders, but that was risky if the defenders had archers).

 

What I want to state now is that people have forgotten just how HARD it was to raid a city. They were massive constructs with walls and towers and forts that couldn't be breached without proper siege equipment and a dedicated supply train and army.  Raiding  on Massivecraft is as easy as calling some friends  over to your base, handing out a few enderpearls, and then finding the nearest active faction. In medieval times it was many times more difficult, expensive, and risky.