• 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 Remove Xp Drops On Death

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SirePyro

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Massivecraft is hardly new to the idea of restricting certain item drops on death, even from another player killing you. Personally, I have found that losing all of your experience on death, only to travel back to the site of your demise and only being able to regain 7 levels, is one of the most frustrating events in Factions. XP takes a long time to build up, especially once you hit 30 levels, which you need for proper enchanting, and being able to lose it all without it even benefiting your killer very much seems pretty unfair.

Essentially, my suggestion is this: Keep experience levels on death, much like how your backpack and armor slots are saved. If that is a little too overpowered, then I would suggest instead on death dropping all of your levels, rather than only a portion, and thus allowing an attacker to be rewarded, and for you to be able to get all of your belongings back when you get ambushed by a creeper in the darkroom. This would improve gameplay by allowing pvpers to collect all of the drops of their victims, and help the victims as they darkroom or engage in generally hazardous activities
 
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would allow for xp duping with marriage
 
Could you elaborate? I'm not an expert on duping mechanics, myself
Marriage multiplies the amount of xp you pickup if your partner is within 20? blocks. If you drop all your xp, you have someone with their partner pick it up, you just multiplied all your xp by whatever the marriage multiplier is, rinse and repeat.
 
Marriage multiplies the amount of xp you pickup if your partner is within 20? blocks. If you drop all your xp, you have someone with their partner pick it up, you just multiplied all your xp by whatever the marriage multiplier is, rinse and repeat.
You can't drop more than 7lvls of xp no matter how many you had.
 
Don't suppose I could get an explanation for why this was rejected, could I? K thanks
 
Marriage multiplies the amount of xp you pickup if your partner is within 20? blocks. If you drop all your xp, you have someone with their partner pick it up, you just multiplied all your xp by whatever the marriage multiplier is, rinse and repeat.

Guessing this would be the same case with bottled xp?
 
Is it possible that the player drops full exp levels. Would make it more interesting.
 
I like how this got rejected ages ago but yall are still talking about it. K e k