• 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 Removal Of /f Home Allied [bring Back Travel + Portals]

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BansheeLord

Bansheep
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For a world without Massive Restore, causing for roads and bridges and infrastructure to be built, I think we should actually /use/ them. If we remove the factions /f home [different faction] feature, we will somewhat restore the idea of having to travel from one location to another. These roads and bridges will also serve as the backbone for Massive Trade, and even bring about mob travel like horses or even primitive pigs with carrot'd rods. Yes, portals can take you from point A to point B instantly, but at least this enforces the idea of a portal network, and encourages travel the idea of travel infrastructure like roads and bridges amongst players.
 
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The staff have already removed punishments for theft and other things based on f home allies so a lot of people have actually just disabled it themselves already
 
So one system I use for relations is that the truce flag is equivalent to an "alliance" with the ally flag being used for alt factions and buffer claims. While that play style does not work well on massive, the point stands that some players use their relation tags to set certain trust perms. If they want an ally to tp to their base without issue, so be it.

I also enjoy the quick access of traveling from ally to ally with their home open. I'll more than likely use the road network that we build, but maybe I just want to pop in for a second.
 
Marking this as under review. I'm going to bring this idea to discussion within Game staff and if it gets through that, we could release a poll on the matter.
 
Just speaking as a player, I disagree with this. For more social factions, I like being able to go see a friend's faction sooner rather than later, and portals aren't always feasible. Roads are cute and nice, but two close factions will build them regardless! Ally tp is good IMO
 
I think an idea like this comes with many ups and downs, as is a given. It enforces things like roads and ship travel (like a portal inside a ship), but also takes away from the more social factions. It makes /f home raids no longer a things, and stops your allies from being able to come support you as easily.
What could be done, however, is disabling it temporarily and seeing how it goes. Maybe it'll be better, maybe worse, probably the best way to find out is to just see firsthand. I personally love the idea of having a vast road network connecting cities, but it also brings up issues such as time spent making them, and maintenance.
Sorry for the short post, I just didn't really feel like re-typing the whole long thing I had before. I hope this gets my opinion across, lol.