• 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 Travel Hubs, Essalonia

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Mecharic

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This suggestion is due to how large Essalonia is/will be - basically the same as Teled'Methen, with the central spawn having a few setups where you can hop in a wagon/boat to relocate to other parts of the map. I'd suggest putting the exit-only points in the corner regions or where the corner regions meet with the central region.

Just so people can get where they want faster and don't need to traverse a half-dozen mountain ranges to reach their chosen build biome. Could be temporary or permanent.

Thoughts?
 
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As far as I know, I do not believe there will be travel hubs across Essalonia and instead there will only be one main spawn for the entire world.

@MonMarty Could give further comment on this.
 
There is an intentional design decision made here so that factions who want to be very isolated can achieve that by sitting at the edge of the map and require raiders to travel huge distances. I think adding split arrival points sort of counteracts that intention.
 
There is an intentional design decision made here so that factions who want to be very isolated can achieve that by sitting at the edge of the map and require raiders to travel huge distances. I think adding split arrival points sort of counteracts that intention.

Ah. I can respect and support that, actually. What about temporary ones for people while the world still has PvP disabled?
 
Ah. I can respect and support that, actually. What about temporary ones for people while the world still has PvP disabled?
Kinda seems like more work than it's worth imo. I'd imagine most people know approximately where they want to settle based on the dynmap already, and after that they probably won't be doing much travel during the first 24 hours where pvp is disabled.
 
I eventually will have my faction home be turned public and it can serve as one of these outposts. Maybe other groups will do the same.
 
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