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Rhydderch7734

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  1. Actually, a number of problems seem to stem from this. Many have mentioned that it is difficult to get players to stay on the server for more than a few weeks after every revision. This may come from a bit of an identity crisis. Many of the players say the server is for PVP; then perhaps it ought to be more arena-style, as the PVPers seem to be dissatisfied with the half-measures for PVP. If it's not purely PVP, and there is some survival, then many of the PVP features need to be recalled to make the game more challenging (which is, after all, what makes it fun), as a lot of people looking for a Survival experience leave when they find the heavy PVP-bias. In the end, neither party is really satisfied, and not many players stay for long. The grinders are a huge factor. There's really no risk to going out it full God gear if all it takes to replace the set, is to spend a few minutes in the grinder. Players would be much less likely to spam potions and ender pearls (a source of much debate) if these things required actual work to obtain, instead of a few minutes at the End grinder, the Blaze grinder, etc. Suddenly, PVP becomes a risky business, which forces players to be more strategic, making the game more involving, and more fun. Those who wanted more arena-like PVP could find a server for that.
  2. So only people who want to PVP can use armor? What about those who wear armor to avoid being killed by Creepers or Endermen while we're out hunting, farming, mining, etc.? It would be impossible to disrobe in time to pearl away from a fight we wanted to avoid.
  3. Tornado (and others), it's not the specific effects that are of concern; it's the idea behind them. Even more fundamental aspects of the server seem geared towards PVP; regimented, grinder-based, arena PVP. Take the XP boost for killing mobs. It benefits me, and everyone else, regardless of PVP activity, and I'm not saying it should be removed (I like it). But where is the XP boost for mining gems? Breeding animals? The XP boost for killing mobs is directly linked, in the minds of everyone I've asked, to the public mob grinders, which are used mostly (from what I've seen) by PVPers, who frequently need to create new enchanted sets of weapons and armor for their battles. I don't use the grinders; it's too dangerous to go in the city unless, again, you're geared for PVP, and while I do go through some tools from mining and plowing, I get enough XP in one night of hunting outside my base, to completely repair/enchant any tools that need replacing. I have never needed to replace a set of armor (mobs drop plenty, and since I don't PVP, I don't need God armor). Were I to get into PVP, I would need to frequent the grinders, make my God armor, and turn from building, mining, farming, and all other aspects of the game, in order to remain competitive; compare this to a regular game, which would require PVPers to hunt, mine, and breed animals in order to get their enchants (or trade with someone who did enchanting regularly, with a full library), rather than use the convenient facilities designed specifically for them. To clarify, as text is an awful medium for expressing feelings; I'm not trying to be hostile, or to bring out the tinfoil hats and wave anti-PVP-lobby flags. I am merely stating some observations I have made.
  4. I agree with Natdog and a few others above; this benefits PVPers who want to fight on their own terms, and hinders people who merely want to play Survival with PVP enabled. I have been saved many times in non-PVP situations by having the ability to have more than one pearl in the air at a time.
  5. I feel that killstreaks offer an unfair advantage to PVPers; those of us who do not want to take the time to learn the techniques, make trips to the grinder, make all the right potions, etc., cannot even run from those who do, because now those people are getting speed boosts and other advantages. I would be okay with having to run through the city to avoid being killed, if I did not want to fight; but with killstreaks, I have to pearl, because I focus on the Survival and not the [PVP].
  6. I agree with Draykhar above; this is a Survival server, PVP in parentheses. This would be very difficult to enforce, and hurts those of us who don't want to fight at every encounter with another player. Those who want to PVP will PVP.
  7. I believe the Survival [PVP] server has started to lean too heavily towards the [PVP] aspect of the game. I enjoy having PVP on, as it is closer to vanilla, and adds excitement to the game. However, I always envisioned PVP as a series of random encounters, with the loot/XP being its own reward for the kill. Some would go out of their way to find other players to kill, but for the most part combat would be a random occurrence, happening mostly in population centers (which, on this server, we must all visit, as the spawn is the only place to find portals). However, an increasing number of plugins being added to the server add no benefit to non-PVPers, or worse, hinder their chances. Decapitation adds no value whatsoever for someone who simply mines and farms, not really going out of their way to get into trouble. Killstreak rewards mean non-PVPers cannot even run away while trying to get to a portal. Pearl cooldown, again, hinders players even when they are trying to espace a fall, or a lake of lava (a fraction of a second delay is all it takes when you're dealing with lava, and you miss your first shot). Merely speaking my piece. The server is what we want it to be. - Rhydderch7734
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