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SAdmins: Plugin Configurations


Four_Down

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Doesn't that rather spoil the fun of exploring the new mechanics?

 

No, not at all. Most revisions in the past every change is stated in a post. Knowledge is power, even during the revision, not knowing how pvp has been rebalanced will definitely result in some frustrating deaths from being ill prepared.

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Found the config files for PWNPVPbalance on github

 

 

# Which worlds should this plugin be enabled in? Worlds not in this list will be ignored
enabled_worlds:
- example_world
- example_world_nether

# Shielding buff or damage reduction
# Set true to enable full shield (player cannot be damaged by player with killstreak advantage)
# Set false (default) for damage reduction based on points over killstreak
shield: false

# +/- Kill count to activate player vs. player direct balance. IE: player A, kills player B, X times in a row.
killstreak: 3

# Max debuff: The maximum debuff allowed, must be a number from (1 - 9) where 1 = %10 damage reduction and
# 9 = %90 damage reduction. Whole numbers only, 9 is default.
max_debuff: 9

# Set scaling option for balance handling.
# True scales balance up and down on each kill (handicap method).
# False resets killstreaks back to 0 when a player gets a payback kill.
scale: true

# Player balance/handicap against other players will end if they logout. If false, the balance will remain until
# the plugin is reloaded or the server restarted.
end_on_quit: true

# Enable armor balancing? Grants speed ups to no armor/leather armor and slow downs to heavy armor
armor_speed: true

# Run a debug log to view additional plugin data for troubleshooting and configuration, turn off in production!
debug_log: false

 

 

It seems there just going to be using it debuff campers, but I can definitely see downsides, for instance if someone keeps running out of spawn and hitting you with their fists, and you get debuffed enough they can kill you.

 

Couldnt find anything for Combat Rebalancer, nothing on redwall or nerds github.

Edited by Gizzletinks
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We would like to keep it a surprise. We haven't been pls 2 ignoring this post from two days ago, have just been quite busy.

These things matter a lot when preparing for a revision, particularly when it comes down to PVP.

It's not a surprise to figure these things out, we already know that damage will be nerfed. Does anyone derive pleasure from figuring out, "ooooh, it must be nerfed by 50%, instead of 75%"? But knowing these numbers helps us know how to PVP.

A pleasurable surprise would be arenas and events, but you've already announced those.

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We would like to keep it a surprise. We haven't been pls 2 ignoring this post from two days ago, have just been quite busy.

 

Combat Rebalancer Source

 

https://github.com/mcredwallhp/CombatRebalancer

 

https://github.com/mcredwallhp/CombatRebalancer/tree/master/src/main/java/io/github/mcredwallhp/combatrebalancer

 

# default config.yml

 

# How much to divide damage by

 

scalingFactor: 2

 

-gsand

 

;D

Edited by gsand
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Combat Rebalancer Source

 

https://github.com/mcredwallhp/CombatRebalancer

 

# default config.yml

 

# How much to divide damage by

 

scalingFactor: 2

 

-gsand

 

;D

we will not be using the default scaling factor -- mumberthax

 

http://www.reddit.com/r/mcpublic/comments/2je5q0/announcing_survival_revision_27/clbymj9

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