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[AC] Development of Post-Rev#27 Survival


Mumberthrax
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So we have a development group for brainstorming/planning the server that is to come after revision 27 of survival. I've codenamed it Project Awesome, and the group involved in development/planning is the Project Awesome Strike Force. I'd like to know if there are any admins who are interested in being directly involved.

 

We have a google doc setup for strike force members to collaborate in. This document outlines the goals of the project, a brief and informal confidentiality clause, membership roster, a short list of standards/philosophies for participation, a section on the purpose and use of the document itself, and then the rest is an open brainstorming sandbox, to be loosely organized when possible.

 

So far we have a handful of moderately detailed plans/proposals for the server included. Ideally with collaboration and active brainstorming we can come up with a full cohesive plan to make the server into something very fun and attractive to many players.

 

I'm trying to be cautious about who is added to this group, selecting only those who seem interested and likely to be productive and not disruptive. I would openly advertise it to all moderators, but I feel that making it open and all-inclusive would lead to disarray; that having it *relatively* small and focused is better.

 

I know several of you have offered suggestions for the development of S in the past, so if you are interested in pitching in your thoughts or lending a hand then let me know.

 

Below I'll outline some of the major ideas discussed so far. These are just excerpts and/or summaries in my own words and do not necessarily do full justice to the proposals in full. Even if you don't particularly want to be part of the strike force in any official capacity, I would appreciate any input you may have about the specific ideas touched on here or about the project in general, whether here in the comments or in irc or elsewhere.

 

Dizney07's Islands Proposal

Throw out the model of having a single overworld space to explore/build/fight in. Players begin on tutorial island, which is entirely PvP-disabled, has instructional areas to teach new players how the server works. There's a small custom dungeon with a boss mob at the end of it on this island. Upon beating the dungeon the player gains access to the next island. This island is most similar to our regular S overworld, except it has a large PvE region near the center, and pvp enabled wilderness. PvE areas have reduced or no resources in them. Players must hunt mobs to acquire iron (custom drops) or other necessities. There are more or less hidden dungeon(s) on this island in the wild pvp-enabled lands, more challenging than the one on tutorial island, with better loot. Beat it and you gain access to the next island which has a smaller pve area, better resources, harder dungeons, etc. Some of these islands may be themed, like nether island, end "moon" island, etc. They need not be islands in the literal sense either, possibly being their own dimensions with multiverse - barring technical limitations due to memory consumption. The idea is to give players an objective to strive toward, something to DO, and to provide locations where players will be drawn into proximity so that pvp may occur spontaneously. New islands/dungeons could be added over time, giving greater replay value.

 

TheAcademician's gameplay mechanics overhaul

Main philosophy - Stop Punishing the Player & PVP Should Be Fun For Everyone.

 

Way too many different ideas and details in Aca's proposal to do them all justice here, so I will just  briefly touch on the main subjects:

 

  • Add an economy for main purchases and limited specialized currencies for procuring advanced gear and items that players will want to acquire.
  • Locked containers/chests can be lockpicked, but players can purchase better locks to make them unpickable using in-game currency. Alternatively or additionally have "towns" with persistent safe storage options that can be purchased.
  • No more dropping everything in your inventory. Depending on PvP "karma" like in lineage 2, more or less items dropped on death. Alternatively or in addition have a "corpse run" like in MMOs.
  • Items should also no longer break permanently. Items will still lose durability as before, but they will no longer explode upon reaching 0
  • Handle PvE/PvE like a combination of Lineage 2, WoW, and EVE. Areas where PVP is disabled(Safe); areas where PVP is possible, but has consequences if it isn't consensual(Secure); and areas where PVP is always possible without consequence(Unsecure). Killing someone that isn't flagged in a Secure area results in them gaining "Karma" and allows that player to be killed without consequence and increases their chance to drop their items including armor, weapons, tools, etc. Karma must be worked off by completing PVE tasks such as killing animals/mobs.
  • PVP could reward people who participate it with some form of currency exclusive to PVP activity, that could be used to purchase PVP-tuned gear. Everyone who participates in a fight would receive some. Exceptions to this would be non-consensual PVP in Secure zones, we do NOT want to reward people for taking advantage of others.
  • Make the PVP currency something you definitely want to have. We don't want to force PVP so much as encourage it and make it as fun as possible, people should want to pvp because they dont have to fear engaging in it will cost them too much in the short run.
  • Basic resources should always be available to players in any area. Food, some wood for tools, etc. This stuff can cost money or be awarded by completing tasks directly. Anything above that should be incredibly rare and controlled in non-pvp areas. Players should be encouraged to venture out and acquire the resources they need to build their house or buy a nice set of armor.
  • Crafting things will no longer be as easy, it should be costly and difficult to do beyond anything basic. ie: stone tools should be relatively easy to acquire for people who just want to mull around the PVE areas, diamond stuff should take serious effort to venture into the PVP areas where they risk being attacked and possibly losing their items.
  • Resources in mines could respawn at certain semi-random intervals, acquiring rarer resources requires completing tasks/quests in unsecure zones.
  • Alternatively, limit how much players can take of a resource. If they can only harvest a few stacks of wood per day, they will need to come back tomorrow.
  • the crafting system in MC as is would be gone, out the window. We redo the crafting system to allow for it to take more resources to make something - require effort and time to make the items you want.
  • Enchanting would be completely removed in it's current form. Crafted items would have the possibility of receiving a random enchant of a certain level on crafting. Otherwise players will need to craft enchantments and apply them to their gear, or acquire those enchantments using currency/special resources.
  • Specialization: While I don't like having to haul around 2 sets of gear for PVP, having a set of gear thats better in PVP vs PVE is not so bad a thing. Gear should be acquirable that is better for PVP vs against PVE. IE: A sword that will do extra damage to players only, or a chestpiece that resists more damage during PVP combat.
  • divide loot up into ranks. Common, Uncommon, Rare, Epic, Legendary is the usual but we can use something else if we want to. The purpose is to make certain gear better than other stuff, even if its essentially the same. We should follow suite with Diablo 3's Loot 2.0 system. Players will often get somewhat derpy gear but they will get upgrades by killing stuff (not people, thats why we have the pvp currency). Killing bigger stuff gets better loot. Killing really big stuff means the best loot.
  • If we really want to get insane we could make it so people using certain types of gear are better at certain things like very basic classes. Leather armor wearers are faster, better with bows and maybe do more damage with potions?. Gold armor wearers cant take too much damage but they hit like trucks. Iron armor wearers take hits but cant do as much damage. And maybe Dia armor is great at taking damage and dealing it, but cant move so fast, but they are very resistance to potions.
  • completely remove ender pearls and craftable minecart tracks to reduce freedom of movement. Make people travel, but make traveling worth it.

 

Smiler100's tech-tree, in-depth gameplay proposal

New tool progression system:

  • Wooden tools are better.
  • Stone tools are more difficult to acquire, are almost useless out-of-the-box but can be reinforced by smelting, can't be enchanted.
  • Two kinds of iron gear, impure and refined iron.
    • Impure uses vanilla crafting recipe, vanilla mining speed, can mine gold, minimal enchantability, lower than vanilla durability, no armor.
    • Refined iron acquisition is a long process, requring regular iron to be processed in a refinery device for 2-3 days. About as durable as diamond, faster than impure iron, full enchantability.
  • Electrum: Some combination of gold and refined iron provides very high speed tools with slightly lowered durability (more durable than gold, though).
  • Raw diamond: Similar to properties of diamonds in the real world, lower durability. Raw diamonds can be enchanted but not highly (i.e. max prot i), or something to this accord.
  • Imbued Diamond: By bringing diamonds to a certain location, one can imbue diamonds with some magic (or something to that accord)
    • Diamonds appear with enchanted shimmer
    • Only one diamond can be imbued each hour, and the process takes an hour to complete. A maximum of 9 diamonds can be imbued at a time. This process can occur while the player is doing other things, and the player must collect the ‘blessed’ diamonds from the location to add more.
    • When a player collects a diamond a message is broadcast to chat announcing this. This encourages PvP. If the player logs out in the next hour, they will drop the diamonds.
    • Weapons and armor made with imbued diamonds are just as powerful and durable as protection IV, unbreaking III diamond armor, and cannot be enchanted. They are also quite durable.

Potion Armor:

  • Custom ‘crafting table’ like thing
  • Can add low-level potion effects (e.g. fire resistance, speed, strength 1 (maybe) to armor kit. The potion will be permanently in effect while the full kit is worn.
  • Requires one nether star per kit. The full kit must be equipped for the potion effect to work.

Other notes

  • No ender chests

    • Encourages PvP

  • Disable iron grinders

  • Combine with citadel, esp. with slide’s modifications

  • Good balancing is probably required

    • Ideally, 2 people with refined iron armor PvPing an equally skilled person in imbued diamond armour would have a good chance of winning.

    • Test phase/revision/gather player feedback

  • More tech levels and interesting ideas will make this even better

    • Not  overly complicated, though, otherwise learning curve may become too steep.

  • Small-medium map size.

    • 2000 radius circle, or just 2000x2000 square

  • Combine launch of this with minigames (on s, as a trial before using dedicated minigame server (?)) and advertising


PvP Zones/levels

  • Map subdivided into a number of circular ‘bands’ centered around spawn.

  • At the closest bands, armour and weapons are debuffed. However, zero underground resources (no dungeons, ore, etc).

    • Safer area for new players to get started

    • As players gain equipment, they may wish to move out into the wilderness.

    • Snitches don’t function in near bands (?)

  • Armor and weapons become more and more powerful as one travels further from spawn

  • After a certain point, compasses will point to the location of the nearest player, encouraging PvP

    • In these areas, natural resources are extremely abundant (enough to encourage travel and mining in the area)

 

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