Boomer779
TNT
- Joined
- Jul 14, 2014
History of TNT: TNT has had quite the diverse history on this server in particular. There have been extended periods of it being both enabled and disabled, leading to two very different outcomes in server growth, raiding, and longevity. The two periods that stand out the most, however are the current map and the map previous to this one. This map, you could buy one piece of TNT for 8 medals of vengeance which were obtained through PvP. The map previous to this TNT was purchasable (for the same price), but it did not blow up the contents of chests or other item storage containers and was bugged, so for the majority of the map no one used it. There were issues with both these systems, however, I think that TNT as a whole in its current state has a negative impact on server, PVE, and community life. In respect to the map with TNT disabled, the economy was much more stable. What i mean by this is that we had very little raiding/huge PVP battles and more PvE stabilization through growth of merchant towns and just an increased player base. When TNT was not enabled we retained more people for a longer time AND kept the economy balanced between those who PVP and raid towns and those who didn't. All towns grew at the same rate and those who took conquest castles would gain a slight upper hand in resources, but would not greatly surpass those who PVE. If we look at our current map with TNT enabled we see a stark difference. Low player count, low town count, and within the towns that exist the ones that PVP and raid have much higher town level and riches than those who PVE. When PVE towns dont want to come out and fight, the PVP towns will blow them up and take their resources. Even then, there are many cases where that is not enough and they simply use TNT and tools to destroy the landscape around a town. There are many posts that already describe how the regen mechanic that is used with TNT is broken and not only doesnt fix the landscape, but does not generate it with the same blocks. But, if a PVE town wanted to retaliate they probably couldn't. Not only would they have to PVP (which they already don't want to do) to get medals to purchase TNT, they have to buy at least 16 TNT if they even want to make a dent in some towns. When Minecraft was established it was formed on a PVE environment, and although PVP became a part of Minecraft it was a derivative of the PVE experience. We should, as a server, first focus on making the game enjoyable for those who PVE then add opportunities in which PVP players could excel. Kainzo has many times posted stats on how many players join every new map, but then leave. This is due to the fact that we have set up an environment that supports PVP players and not PVE players which is what a majority of a potential new playerbase would be.
TNT Both In PVP and PVE: When someone purchases TNT the only intention in their mind is to find a base of someone else and raid it for its treasure. Currently, there is no other beneficial use of TNT that a PvE player would want it for. So, as it stands TNT is simply a mass tool of destruction, easily bought by PvP players, used by PvP players to raid PvE players, and has no reasonable counters. I would love to see uses for TNT outside of PVP purposes and a single miner skill.
Pricing of TNT: The current price of TNT is 8 medals of vengeance. As previous stated the only way to get these medals is to PVP. As someone who both has tried to PvP and knows others who do not excel at it, 8 medals of Vengence is a high price (to pay to a PVE player) for a single piece of TNT. However, to those veterans on the server who know how each class works 8 medals is NOTHING. They get these medals from simple daily killings and end up building up a bulk storage of both these medals and TNT. This does not even take into account that those who use TNT are most likely in a PVP town which will be building up a considerable amount of medals that go into TNT. The current pricing of TNT is to far in the favor of the PVP players and needs to be readjusted. Here are a few examples that I believe would be acceptable. These go in order from least favorable to most. These examples are based on the principle that we should cater to the PVE experience first and if PVP players can gain a slight upper hand through PVP so be it.
1. Coins in Exchange for TNT. This would not be your normal 100c for one TNT, but rather 5000-10000 coins for a single piece of TNT. This would create an environment that had less TNT circulating within it, but would also allow the PVP players or PVE to get one good raid in on another town per week if a whole town contributed to the action of acquiring TNT.
2.Tokens of Favor for TNT. Once again would ask players to focus more on leveling PVE classes and then go on to raid and PVP. The exchange ratio would be something like 1 Token for 4-5 TNT.
3. Medals of Vengeance/ Gold ingots/blocks to TNT. I know i just spent way too much time saying why medals to TNT is bad,but this has a different meaning to it. What would happen is that you would have a tier system for acquiring TNT. So 64 medals gives you a Token of Vengeance, 5 Tokens of Vengeance give you 5 TNT. However, on the PVE side we would have 64 gold ingots gives you a Token of Gold, 10 tokens of Gold give 5 TNT. Now these numbers may change as we see the new map and economy, but if we are to operate on a strict exchange basis then this may be one of the best ways in my opinion.
4. We take one of the previous exchange methods, but then add a timer. What i mean by this is that we have a time that is set by a timer on the server that every certain number of days (lets say 5), there is a period of time called Ravaging. During this time (which lasts 1-3 hours) the use of TNT is enabled anywhere, anyhow, anywhy. This would be the prime time for PVP towns to gather and go for a raid on an opposing town. There would be a few exceptions, however,. If a town is below a certain rank they cannot be attack and would have immunity. Another exception would be that a town mayor possessing the Apex of Time could use a command which would take the Apex and grant them immunity for that Ravaging, but there would be a cooldown of 2 Ravagings, before another could be used. This would allow for a material that is highly sought after to be traded for security and time for a town to develop its defenses and grow.
Final Remarks: The rules need to be clearer on what is allowed for chest protection. I have heard many admins say placing water over chests is legal, but have also heard that its not. The only way to protect your items should not be obsideon or LWCS Rules need to be dictated on the protection of chests and the boundaries of towns. Overall, the rules need to be reorganized and formatted and i would be more than happy to help that happen if given the opportunity.
In General, I feel as though raiding from PVP players to PVE players or vice versa should only happen at max once a week. The server needs to shift away from the vets who keep coming to the server and needs to cater to the new PVE focused players, so that we can keep the server alive.
Finally, THE APEX OF TIME SHOULD NOT COST 64 MEDALS OF VENGEANCE!!!!!!!!!. This is one of the most endgame things on the server and you give a HUGE advantage to those who PVP by letting them buy it for 64 Medals. THIS IS SO BROKEN I CANT EVEN EXPLAIN IT. If we want another way for PVP players to get Apex of Time than mob grinding than it should be like the token system previously mentioned. Except, its 64 medals into 1 token, and 64 tokens need to be used for one Apex. And i don't even know if this is a balanced amount. I would recommend in general that the Apex of Time ONLY be gotten by mob drops or events.
Edit: Apex will not be 64 medals in final version as confirmed by Kainzo, but I still stand by the exchange system/ mob drops that i mentioned within that mini-rant
TNT Both In PVP and PVE: When someone purchases TNT the only intention in their mind is to find a base of someone else and raid it for its treasure. Currently, there is no other beneficial use of TNT that a PvE player would want it for. So, as it stands TNT is simply a mass tool of destruction, easily bought by PvP players, used by PvP players to raid PvE players, and has no reasonable counters. I would love to see uses for TNT outside of PVP purposes and a single miner skill.
Pricing of TNT: The current price of TNT is 8 medals of vengeance. As previous stated the only way to get these medals is to PVP. As someone who both has tried to PvP and knows others who do not excel at it, 8 medals of Vengence is a high price (to pay to a PVE player) for a single piece of TNT. However, to those veterans on the server who know how each class works 8 medals is NOTHING. They get these medals from simple daily killings and end up building up a bulk storage of both these medals and TNT. This does not even take into account that those who use TNT are most likely in a PVP town which will be building up a considerable amount of medals that go into TNT. The current pricing of TNT is to far in the favor of the PVP players and needs to be readjusted. Here are a few examples that I believe would be acceptable. These go in order from least favorable to most. These examples are based on the principle that we should cater to the PVE experience first and if PVP players can gain a slight upper hand through PVP so be it.
1. Coins in Exchange for TNT. This would not be your normal 100c for one TNT, but rather 5000-10000 coins for a single piece of TNT. This would create an environment that had less TNT circulating within it, but would also allow the PVP players or PVE to get one good raid in on another town per week if a whole town contributed to the action of acquiring TNT.
2.Tokens of Favor for TNT. Once again would ask players to focus more on leveling PVE classes and then go on to raid and PVP. The exchange ratio would be something like 1 Token for 4-5 TNT.
3. Medals of Vengeance/ Gold ingots/blocks to TNT. I know i just spent way too much time saying why medals to TNT is bad,but this has a different meaning to it. What would happen is that you would have a tier system for acquiring TNT. So 64 medals gives you a Token of Vengeance, 5 Tokens of Vengeance give you 5 TNT. However, on the PVE side we would have 64 gold ingots gives you a Token of Gold, 10 tokens of Gold give 5 TNT. Now these numbers may change as we see the new map and economy, but if we are to operate on a strict exchange basis then this may be one of the best ways in my opinion.
4. We take one of the previous exchange methods, but then add a timer. What i mean by this is that we have a time that is set by a timer on the server that every certain number of days (lets say 5), there is a period of time called Ravaging. During this time (which lasts 1-3 hours) the use of TNT is enabled anywhere, anyhow, anywhy. This would be the prime time for PVP towns to gather and go for a raid on an opposing town. There would be a few exceptions, however,. If a town is below a certain rank they cannot be attack and would have immunity. Another exception would be that a town mayor possessing the Apex of Time could use a command which would take the Apex and grant them immunity for that Ravaging, but there would be a cooldown of 2 Ravagings, before another could be used. This would allow for a material that is highly sought after to be traded for security and time for a town to develop its defenses and grow.
Final Remarks: The rules need to be clearer on what is allowed for chest protection. I have heard many admins say placing water over chests is legal, but have also heard that its not. The only way to protect your items should not be obsideon or LWCS Rules need to be dictated on the protection of chests and the boundaries of towns. Overall, the rules need to be reorganized and formatted and i would be more than happy to help that happen if given the opportunity.
In General, I feel as though raiding from PVP players to PVE players or vice versa should only happen at max once a week. The server needs to shift away from the vets who keep coming to the server and needs to cater to the new PVE focused players, so that we can keep the server alive.
Finally, THE APEX OF TIME SHOULD NOT COST 64 MEDALS OF VENGEANCE!!!!!!!!!. This is one of the most endgame things on the server and you give a HUGE advantage to those who PVP by letting them buy it for 64 Medals. THIS IS SO BROKEN I CANT EVEN EXPLAIN IT. If we want another way for PVP players to get Apex of Time than mob grinding than it should be like the token system previously mentioned. Except, its 64 medals into 1 token, and 64 tokens need to be used for one Apex. And i don't even know if this is a balanced amount. I would recommend in general that the Apex of Time ONLY be gotten by mob drops or events.
Edit: Apex will not be 64 medals in final version as confirmed by Kainzo, but I still stand by the exchange system/ mob drops that i mentioned within that mini-rant
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