• 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.

Regals, Economy, And New Players

Iron or Chainmail?

  • Chainmail

    Votes: 11 73.3%
  • Iron

    Votes: 4 26.7%

  • Total voters
    15

Lyee

Your Best Enemy
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Over the past few weeks I have seen many a new player hopping around Regalia in their iron armor. Looking closer at these players I've noticed that most carry either five to no Regals, and I feel this is an issue. While it may not be the type of solution needed, giving players even about Fifty Regals when they join for the first time could solve the problem of a diamond costing less than one Regal. Paired with that, taking away the starting armor (or replacing it with leather) could also help the overflow of god gear, making it take longer for new players to be able to supply the market place with such. While I understand that you can get about 87 Regals a day, this process is not explained (from my understanding) to players, forcing them to reach out in help chat. While this is not a bad thing, many go for a long time not even knowing, or wanting, to do such, and so they remain without money. This then causes issues for factions, seeing as how their new players can't pay the tax that supports the land on which their cities lie.
Please note this is just an idea that I expect will need refining, so please feel encouraged to do such.
 
the market for god armor isnt super-saturated because players just maked a whole bunch, it's because the gift4alls gave armor to everyone online simultaneously and flooded the market faster than you can say "aw geeze"
 
New players today have it easy. In my day, you didn't start with anything. I lived in a dirt hole in the ground without two silver (currency at the time) to rub together for about six weeks. Things feel more valuable if you have to work for them. I would be in favor of a move in the opposite direction of what OP is proposing. New players should struggle, and through struggle find enjoyment.
 
New players today have it easy. In my day, you didn't start with anything. I lived in a dirt hole in the ground without two silver (currency at the time) to rub together for about six weeks. Things feel more valuable if you have to work for them. I would be in favor of a move in the opposite direction of what OP is proposing. New players should struggle, and through struggle find enjoyment.
Yes but if I'm a new player who is struggling, I'm more likely to just leave and never come back and join a server where new players don't have to struggle as much
 
Yes but if I'm a new player who is struggling, I'm more likely to just leave and never come back and join a server where new players don't have to struggle as much
That's why you start off with a little. Start with leather armor, wooden, maybe stone, gear, and a few regals. I feel like this would help. I also think that the Gift4All's are kind of weird in the first place. It seems to add a pay-to-play to the game, I mean why go out and mine if you can just spend a little money and get full diamond gear?
 
Yes but if I'm a new player who is struggling, I'm more likely to just leave and never come back and join a server where new players don't have to struggle as much

Plenty of other servers give you full diamond gear and thousands of Schmeckles to get started.
It sounds good, but is that really fun? Is that what we want to become?

I persevered through hard times and am thankful for the struggle. It's a lot easier to quit a server where you were given everything for free, than it is when you have invested your time and skills into getting the things you have.

Maybe it's a personal preference.
 
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Plenty of other servers give you full diamond gear and thousands of Schmeckles to get started.
It sounds good, but is that really fun? Is that what we want to become?

I persevered through hard times and am thankful for the struggle. It's a lot easier to quit a server when you were given everything for free than it is when you have invested your time and skills into getting the things you have.

Maybe it's a personal preference.
You have a point, people appreciate things more when they work for them.
 
New players today have it easy. In my day, you didn't start with anything. I lived in a dirt hole in the ground without two silver (currency at the time) to rub together for about six weeks. Things feel more valuable if you have to work for them. I would be in favor of a move in the opposite direction of what OP is proposing. New players should struggle, and through struggle find enjoyment.
I don't remember much of anything from my days of being new Five years ago, but I know that I was having a hard time getting started. While it is true that some would enjoy having to struggle, that's exactly the problem. Only some. The same could be said of the opposite, but this is a larger 'some'.
As I was typing this I came up with a probably kinda dumb idea. Why not give them a choice? You could choose to start with, in my example, fifty Regals and leather armor, or you could start with, say, 0-10 Regals. That way the players who want to build up from the dirt can.
As for the God Armor part of the economy, that was intended to be less the point of my post. What I was focusing on is that, while an item sink is one solution, supplying the economy with Regals would also help deal with the extreme cheapness of everything. While I acknowledge that this is less the solution the server needs, it's still a solution non-the-less.
Thanks to all who gave feedback~
 
I don't like giving away free items to new players. If anything, they should be given a few wood items or 16 logs to start off with. Basic survival gear. Not mid game armor sets.

I'm one of those people that had to deal with having nothing given out to me when I joined, and it posed a challenge. A challenge that made MassiveCraft stand out from other servers. It wasn't labeled a hardcore survival server, but the MassiveMobs made you think twice before running into battle with mobs.

I also started with no regals. I voted every day and was excited when I finally hit my first 10k after two months of constant voting and darkrooming. It was a struggle, and it was well worth the effort put into it.

If there's no challenge to a game, it gets boring really fast. Having that difficulty in gathering materials to stand a chance is one of the things that Massive does well.

And of course, if you don't like to grind for resources, I'm sure a faction would love to get a new recruit to help them out. They have resources, and you can use them once you get accustomed to their rules.
 
I don't like giving away free items to new players. If anything, they should be given a few wood items or 16 logs to start off with. Basic survival gear. Not mid game armor sets.

I'm one of those people that had to deal with having nothing given out to me when I joined, and it posed a challenge. A challenge that made MassiveCraft stand out from other servers. It wasn't labeled a hardcore survival server, but the MassiveMobs made you think twice before running into battle with mobs.

I also started with no regals. I voted every day and was excited when I finally hit my first 10k after two months of constant voting and darkrooming. It was a struggle, and it was well worth the effort put into it.

If there's no challenge to a game, it gets boring really fast. Having that difficulty in gathering materials to stand a chance is one of the things that Massive does well.

And of course, if you don't like to grind for resources, I'm sure a faction would love to get a new recruit to help them out. They have resources, and you can use them once you get accustomed to their rules.
This is where, I feel, a choice could be handy. If the server is looking to make money a way other than Gift4Alls, making it so that Premiums get to have a choice when they start could work, assuming Non-Premium start with nothing. This, however, does bring up the issue of both players having to buy Premium when they first join, as well as the staff team having to check in with Mojang that they're allowed to have this feature.
 
This is where, I feel, a choice could be handy. If the server is looking to make money a way other than Gift4Alls, making it so that Premiums get to have a choice when they start could work, assuming Non-Premium start with nothing. This, however, does bring up the issue of both players having to buy Premium when they first join, as well as the staff team having to check in with Mojang that they're allowed to have this feature.
That wouldn't be allowed as far as the eula is concerned
 
That wouldn't be allowed as far as the eula is concerned
Hmm.. Unfortunate, but expected. Instead, perhaps, the armor could be taken away, as well as the tools, replaced with an amount of 75 Regals. This can be used to purchase what the new player needs from the Market place, or simply provide for a faction that they join. Along with that note, last I checked there was way too many factionless people, what can be done about that?
Thanks again to all who have contributed their thoughts
 
Just going to throw this out there, but a factions reset....kinda been wanting that too.
 
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Just going to through this out there, but a factions reset....kinda been wanting that too.
While in theory that would fix a lot of things, it would ultimately destroy the entire server, because a lot of people have spent a whole lot of time on their builds. And massive advertises themself as a place where people can keep their builds forever... so it wont work out.
 
While in theory that would fix a lot of things, it would ultimately destroy the entire server, because a lot of people have spent a whole lot of time on their builds. And massive advertises themself as a place where people can keep their builds forever... so it wont work out.
Yeah, that's why I haven't really promoted or made a thread for it. Too many people have too much invested in the Faction's worlds for anything like this. It would do some interesting things though.
 
I like the gift4all things. It's like a fun surprise every once in a while.

"I had a hard time so everyone else should too!" is such a tired old mindset.
Giving new players a little boost in the beginning is pretty harmless i think. It's not like we're joining and getting an immediate full set of diamond armour/weapons and 10k regal. It's more like, thanks for saving me the brief amount of time I'd have spent making these things immediately.

Plus I'll probably die and lose them.


But that's just my take on it.
 
Hmm.. Unfortunate, but expected. Instead, perhaps, the armor could be taken away, as well as the tools, replaced with an amount of 75 Regals. This can be used to purchase what the new player needs from the Market place, or simply provide for a faction that they join. Along with that note, last I checked there was way too many factionless people, what can be done about that?
Thanks again to all who have contributed their thoughts
Be aware that... a lot of those factionless players might be 100% roleplayers, or people who joined and never came back