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.
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.
If the aggressor faction submits a war declaration after two weeks of active aggression, they must notify the leader of the defending faction via a @ tag on the forums, and an in game mail or /msg if the leader is online. From the point of time when the leader either receives the message or reads the mail, they have one week to acknowledge the war by either messaging a game staff member in game (if they do not use the forums) or by acknowledging the war declaration on the forums via comment. Once the war declaration has been acknowledged, the war is official.
Okay you say in this proposal that, the defending faction has to answer it within a week, and once its acknowledged.. THEN its official.. But what if they just dont acknowledge it within that week?Staff must still make a war declaration official after both sides have acknowledged the war
I really like this entire section. It gives credit to the attacking factions who have put effort into their raids on a constant basis.
I think this is very relevant. Whats easier than using some commands to monitor and log your raids? I mean it could probably log things like who you killed and in who's territory and whatnot or even how long you spent in enemy territory. And better yet, it would be available information for the staff to look at as proof for approving a war!Now, this isn't really a suggestion to the idea exactly, but I'll say that I feel a system like this would work a lot more efficiently and be utilized more if it was an actual plugin, as an addition to the factions plugin.
So the max tribute for raids/skirmishes should be lowered? What do you suggest? (I think this would work. In retrospect, it does make sense to make the max tribute lower to encourage more surrenders at the raid/skirmish period.
The main reason I didn't suggest this as a plugin is because this ideally, coupled with a lot of other PVP improvements, needs to happen as soon as possible. PVP on MassiveCraft cannot feasibly wait 1+ year as you said. So I weighed time for implementation with quality of the system, and decided losing the quality of not having a plugin with in game commands (which I am 100% over this, but this is what we have to work with), was worth it.
This proposition has the same issue and the current system. That is, that there is no way to dictate a win without a faction manually conceding.Raid: A raid is defined as players entering a faction's land with intent to cause harm. This can be in the form of looting or in PVP.
Skirmish: A skirmish is a series of raids without yet a true meaning behind the raids. A skirmish can be a series of raids, and then a series of counter-raids from the defending faction.
War: A war is once one of the factions in the skirmish have given a true meaning to the skirmishes, and set an overall goal. This could be the aggressor faction making their goal the surrender of the defending faction, or the defending faction making their goal to get the aggressor faction to stop attacking them. Now the fighting has a purpose, and it is a war. A war is considered official after the raid/skirmish period has ended, and a war declaration thread has been made, both sides of acknowledged it, and a staff member has officiated the war.
Server-wide-war: A Server-wide-war is a series of battles that involve multiple factions. What makes a Server-Wide-War and a War different is that a Server-Wide-War spans multiple weeks or months, and has a considerable impact on almost every faction that participates in survival world gameplay, as well as political, economic, and social ramifications.
So what's the point of having these terms for different levels of aggression? In my opinion, as stated in other post, there need to be repercussions for factions that acknowledge that they are being attacked, come out and fight, and do poorly. As it stands, faction's that are doing poorly and don't want to fight can simply bypass the most important part of the survival world, which is attempting to survive. It's like the element of needing to survive doesn't exist anymore when they decide to either hide inside or go somewhere they can't be attacked, like Regalia.
I am proposing a rework to the war declaration system that existed some time ago, for a new system that has a series of advantages/disadvantages for all involved.
Before a war is declared:
When one faction attacks another, it will be considered a raid. When both factions involved attack each other a series of times, it is considered a skirmish. What makes raids and skirmishes different from a war?
During raids and skirmishes:
- A faction must respect the rules of engagement. A faction may raid a faction every day, for a maximum of five hours per day. The five hours must happen in one instance. If you raid a faction for two hours early in the day, you have used your one raid per day and may not attack the faction for 24 hours.
- Max tribute is calculated the way it currently is. 300 + 50* amount of members of the smallest faction. Max tribute works both ways. If the aggressor faction wants to end the war, they can pay max tribute to the defending or bargain for a custom deal. If the aggressor faction offers max tribute to end the conflict, the defending faction must accept.
Raids/skirmishes favor the defending faction, or the less powerful faction. Max tribute is less, their loss is not officially recorded, and the attacking faction has been constrained by the rules of engagement.
- If a raid/skirmish is settled before a war is declared, both factions must truce for whatever the agreed upon duration of time is, but the raids/skirmishes are not recorded in any form that would immortalize one's victory/loss. Essentially no recognition for winning is recorded officially, and no shame for losing is recorded officially.
Before war can be declared, one of the following must occur:
- Two weeks of active aggression. One raid per week from the aggressor faction must occur each week to be considered active aggression. After two weeks of active aggression has elapsed, the aggressor faction can declare war.
The defending faction may also declare war at any time during the two-week period, satisfying all requirements and making the war official. In the official war declaration, they must note that they are the defending faction.
- 10 acts of aggression occur from the aggressor faction during the two-week period. If the aggressor faction attacks the defending faction for 10 days straight, the 10 acts of aggression have been met, and the aggressor faction can declare war.
For a war to be declared, a war declaration must be filed on the forums by either faction participating. If the aggressor faction submits a war declaration after two weeks of active aggression, they must notify the leader of the defending faction via a @ tag on the forums, and an in game mail or /msg if the leader is online. From the point of time when the leader either receives the message or reads the mail, they have one week to acknowledge the war by either messaging a game staff member in game (if they do not use the forums) or by acknowledging the war declaration on the forums via comment. Once the war declaration has been acknowledged, the war is official.
If the defending faction submits a war declaration after two weeks of active aggression, they must notify the leader via the aforementioned means. Same conditions apply for the acknowledgement.
After a war is declared:
Now that a war is declared:
- No raids rules exist, beyond rules that already limit hacking, cheating, alternate account abuse, and glitching. This means that attackers can raid a faction for as long as they want. Attackers can attempt to get their members (a player's main account) in an allied faction of the person they are attacking so they can open doors. Attacking factions can do almost anything, and vice versa.
- Max tribute is now 300 + 100* amount of members of the smallest faction. Max tribute works both ways. If the aggressor faction wants to end the war, they can pay max tribute to the defending or bargain for a custom deal. If the aggressor faction offers max tribute to end the conflict, the defending faction must accept.
Wars favor the attacking faction. No raids rules exist, max tribute is more, and their win is officially recorded.
- The winner/loser of the war is officially recorded on the war declaration via staff comment.
What hasn't changed in this version of the new war declaration system:
- The forums are still the medium for posting war declarations.
- Staff must still make a war declaration official after both sides have acknowledged the war.
The following is what the system is trying to achieve:
- All current forms of player moderation that exist now still exist. IE: players keeping track of how long they are raiding. Defending factions requesting staff assistance if the aggressor faction breaks the raid rules during raids/skirmishes.
If a faction is being attacked, they have a window of opportunity to figure out how they want to proceed, and their attackers are being constrained by strict rules. Max tribute is less if they want to surrender, or they may of course settle with a custom surrender tribute. Their loss, if they do lose, is also not officially recorded anywhere.
If a faction decides to enter war with who they are being attacked by, the rewards can be higher via max tribute, but the risk are higher as well.
Factions that are being attacked are encouraged to surrender during the raid/skirmish period if they want an easier out. If they decide to enter war, they will have to weight risk versus reward.
Faction that are doing the attacking actually feel like they've accomplished something if the defending factions surrender during the raid/skirmish period.
As always, I am 100% open to constructive criticism and change on my idea. If while reading this, you see something that conflicts with other points in the idea, or come up with an idea that would make this system better and more fair for all involved, do mention it and I will add in your suggestion to the original post and credit you for what you suggested.
The best way to declare a winner would be by having a pluggin that monitors and tracks player deaths. The best way to accomplish a fair result is by counting the Unique player deaths. That way someone can't get into an enemy faction and spam Kill their alt account to win. Then to make it a little more fair you'd have to give a faction a unit of war "Life's" scalable by their faction member count.This was one of the hardest technicalities I've been struggling with. I established that the one week counter starts running down from when the defending/attacking faction leader sees the mail (which is easily known either when you send the message if the player is online, or when the player next logs on) and then they have a week to respond.
I think what I'll write in is that once the week elapses, the war gets approved regardless. That's the only way I could see this system working, since inevitably something has to happen for the conflict to progress.
Players keep other players in check. Defending factions already submit tickets if they feel an attacking faction has violated any raid rules, so that part is covered.
Without saying too much, from my time as staff, I know the staff have the ability to determine when a raid occurred down to the minute of the day. So if the leader of the defending faction were to voice opposition that they were never attacked during the two week period, staff can determine if they were indeed attacked. I don't foresee a lot of people abusing it in the way you mentioned.
So the max tribute for raids/skirmishes should be lowered? What do you suggest? (I think this would work. In retrospect, it does make sense to make the max tribute lower to encourage more surrenders at the raid/skirmish period.
The main reason I didn't suggest this as a plugin is because this ideally, coupled with a lot of other PVP improvements, needs to happen as soon as possible. PVP on MassiveCraft cannot feasibly wait 1+ year as you said. So I weighed time for implementation with quality of the system, and decided losing the quality of not having a plugin with in game commands (which I am 100% over this, but this is what we have to work with), was worth it.
See comment above in regards to how PVP can't wait another year.
The goal I'm trying to reach is defending factions are encouraged to surrender during the raid/skirmish period if they want to get out of the conflict quickly and cheaply, and the attacking factions actually feel like they accomplished something. During the war period, the risk/reward is extremely high. Currently the system favors attacking factions in the war period. I want your guy's feedback on how that can be balanced out a bit more, so if defending factions decide to acknowledge a war and enter one, if they start doing immensely better, they can earn something for fighting the war too.
The purpose of his system is not to dictate a winner for every war. The purpose is to give defending factions time to decide a plan of action in the first two weeks before everything goes downhill.This proposition has the same issue and the current system. That is, that there is no way to dictate a win without a faction manually conceding.
It doesn't sound like much of an issue, but generally two factions at war are extremely stubborn and will never concede. Many factions will die out because there is no limit on raiding, because of their lack of progress and constant attacks the faction activity fades. However, neither is it fair to limit the amount of time in a day a player should raid. For that reason there needs to be a system where staff or the server can decide a winner.
These days winning doesn't really seem to mean much anymore. There was that breif moment of time when staff used to hand out lore items to the winners of approved wars, but not there is no legitimate trophy that the winning faction can take home. The only thing you really get anymore is God weapons, which are extremely easy to obtain via gift4alls.
So in short my two propositions are:
- A system should be set in place, that declares a winner when a goal is reached (Who has taken more weapons, who has the most kills, or who has raided the longest, etc)
- Also bring back lore items for the winning faction to promote raiding.
The best way to declare a winner would be by having a pluggin that monitors and tracks player deaths. The best way to accomplish a fair result is by counting the Unique player deaths. That way someone can't get into an enemy faction and spam Kill their alt account to win. Then to make it a little more fair you'd have to give a faction a unit of war "Life's" scalable by their faction member count.
Also to prevent any abuse a regal fee or a staff approval system would have to be implemented to approve said automated war declaration.
So for example. There is player 1 and 2 in RedNation. BlueNation has Player Z, X, And C.
A theoretical war "Life" scale of 2 "Life" is applied to each faction times the number of members they have.
Players Z, X, and C all raid the faction RedNation, player 1 is quickly excecuted. Dropping RedNation to 3 "Life". Then player 2 is killed within the same day. Dropping RedNations life count to 2 "Life". No further kills in this day can be counted against RedNation, all unique members in that faction have been killed once.
Something that this can be compared too is faction power, where you have a set limit and it slowly recharges after a period of time. So a similar system could be used to track unique player deaths and put a cap/Day.
Edit: To ensure tribute is payed, the current formula would be applied. The money would then be directly moved from the losing faction to the winning faction. To prevent factions automatically unclaiming land due to taxes, if a faction does not have enough money to pay tribute, then the tribute will not be paid even partially. Instead a repercussion like doubling of tax would be applied until the faction can pay off their tribute.
This idea is pretty cool, but the issue with this, is asking for the consent to fight. If this was implemented it would only encourage infighting between Raptum, Deldrimor and Wolves, and the occasional KINGS. (I think that's the name.)I think there should be some sort of formal competition and score keeping in battles between one PvP faction and another. Like, a tussle/scrap/brawl or something, idk. The point would be that a score is kept and the first side to a certain kill count would be awarded a trophy
The purpose of his system is not to dictate a winner for every war. The purpose is to give defending factions time to decide a plan of action in the first two weeks before everything goes downhill.
Conquest amiriteformal competition and score keeping in battles between one PvP faction and another
I'm not altogether good with forcing factions to surrender. I mean, take SunKiss. We were one of those factions you attempted to raid. I mean, shit, you were the reason I trained my McMMO in the first place (using your darkroom we got into of course <3). And I mean, I can't say we always won, but eventually we started to get kills, and I occsasionally killed zeken or whatever his name was.I've raided a lot of noob factions to extinction. You know as well as I know, that forcing a faction to surrender can in many cases be the best option for the defending faction.
I'm not altogether good with forcing a faction to surrender based on kills. If they're still actively fighting, I think they have every right to keep on fighting. If they're just hiding inside bitching about how they don't have god armor, though, then by all means, forced surrender would be great.
The point of it would be for those big factions and I'm not asking for a score counter plugin. It would be up to the players to determine the score and the outcome fairly. I'm not expecting like, Azuria to agree to a score count against Deldrimor. It would just add to the competition between PvP factions.This idea is pretty cool, but the issue with this, is asking for the consent to fight. If this was implemented it would only encourage infighting between Raptum, Deldrimor and Wolves, and the occasional KINGS. (I think that's the name.)
My point is, not many people really are going to agree to fight you. Thats why I proposed my system earlier. Sure it's more complex, but it's less abusable in several respects. It also tends to give the Non-PvP faction a life advantage (They tend to have more members). The beauty about the system is automatic surrender, either by manually typing in a command or having your members legitimately die too often.
The idea is pretty legit, I just don't see many people accepting a fight against Raptum/Deldrimor
I've raided a lot of noob factions to extinction. You know as well as I know, that forcing a faction to surrender can in many cases be the best option for the defending faction. That's why I propose the system. I do understand what your saying, so perhaps they could add a "Draw" command where a faction could send a "Draw" request, and the other would have to accept. This way factions could make a custom tribute and not have their defeat announced on console. Also if both factions mutually agree that the war isn't going anywhere, they could use the command.
Like I said before, not every faction knows how much stress they can handle. That's why in some cases it is pertinent to announce a winner.
I think a score count might be better used as justification of where a war is going but there would have to be several factors to it, just because somebody is better at fighting doesn't mean that defenders didn't attempt to defend
Just to add on to this, you would have to disable all /tp most likely. People would just /tp quest or /tp factions and then to regalia or wherever. I agree with you but unless that can happen not much will changeIMO Regalia is one of the major kinks in our PVP machine. Anyone sniffs out a hint of a raid and boom they off to Regalia. IMO the tp for Regalia should be blocked when Raiders are on your faction ground. War has much more meaning when you can't run from it. Just my 2 cents.
Sorry but what are you talking about? Maybe I didn't read it very carefully but I didn't see anything about that.so /f home and /tp home would be disabled? This is not ok. If you do not have PvP gear on you at the time, you have absolutely no way to defend yourself.
Raptum in a nutshell ^You know you've lost a war when the only thing your faction does is sit inside and trash talk in general chat.