• 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 Race Ability Idea Dump

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Just some ideas to help make the races a bit more unique. All of the ideas focus on gameplay style, because x% increased damage is just plain boring and doesn't lend to a specific racial identity. Feel free to post your own ideas.

Dwarves:

Sturdy tools:
Effect: Tools used by Dwarves have a chance not to receive durability damage
Reason: Establishes Dwarves as master craftsmen. Primary purpose is to allow for longer sessions of mining to reinforce mining as a part of their culture.

Master Stone Carving:
Effect: Stone tools can gather the same materials as Iron.
Reason: Reinforces the stone craftsmanship emphasis for the dwarves. Allows a culture focused on mining to be more efficient with materials.

Elves:

Loremaster:
Effect: Chance to be reimbursed with experience when using enchanting tables
Reason: Establishes the elves as the dominant intellectual race.

Trained pets: (not sure how possible this is)
Effect: Wolves will aggro targets that have been hit by the owners arrows
Reason: Gives more functionality to wolves and reinforces the bond with nature and animals that the elves have.

Orc:

Endurance:
Effect: Sprinting doesnt consume food level as fast (equivalent to walking)
Reason: Establishes the physical prowess of an orc.

Crippling Blows:
Effect: Critical maelee hits cause (blindness/nausia/slowness/or something)
Reason: Further establishes the physical prowess of an orc. Gives an extra element in combat to a race dedicated to battle.

Tigran:

Prowl:
Effect: Sneaking removes nametag, reduces mob aggro range, and travels as fast as walking.
Reason: Establishes cat-like hunting abilities.

Nimble: Receiving damage grants a speed boost.
Reason: Cat like reflexes allow Tigrans to more easily avoid attackers.

Undead:

The Cursed:
Effect: Immune to starvation but does not heal by food level
Reason: The undead are beings kept alive by their curse, and as such do not require food.

Life Sap:
Effect: Health recovered when receiving exp points
Reason: Simulates either eating a corpse or absorbing the life of a slain enemy to fuel the curse.

Naga:

Resilient:
Effect: Requires less food for passive health regen to apply.
Reason: Naga are able to survive with less food than normal due to harsh conditions of homeland.

Yanar:

Photosynthesis:
Effect: Passive Food Saturation regen in direct sunlight.
Reason: Reinforces the plant like nature of the species.
 
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I do like the Dwarfs idea you posted. Cause dwarfs are a minority in MC. We need more dwarfs!
 
I think they very good ideas.
I do think orcs applying status effects might be a little op.
 
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