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Suggestion Port Locations

Joined
Jul 3, 2016
Although I no longer use port (Class change) I feel others could still find a use for it, currently it only goes to spawn; but can't we make it go to places like Hero Gates, Doungons (atleast the starter Doungon Necropolice), or the Nether Gate north of spawn (yes hell gate is similar but many other classes also share abilities), and/or (if even possible) your personal recall which would make it easier to take allies to houses/bases*.
 
Joined
Jul 6, 2013
Location
Somewhere
Although I no longer use port (Class change) I feel others could still find a use for it, currently it only goes to spawn; but can't we make it go to places like Hero Gates, Doungons (atleast the starter Doungon Necropolice), or the Nether Gate north of spawn (yes hell gate is similar but many other classes also share abilities), and/or (if even possible) your personal recall which would make it easier to take allies to houses/bases*.
You can get to hero gates from spawn by walking 15 blocks. Kinda pointless.

Nether Gate is also very accessible from spawn. Kinda pointless.

So my issue with ports into PvP areas is that someone will learn where you get ported in, wait there, then kill the people attacking. Or, if you know someone is in the area leveling that you want to kill, it gives them far less time to react.
 
Joined
Jul 3, 2016
Well, if someone is in a PvP area, should they not be able to get attacked? I mean all's fair in war... And ports to Nether Portal still could be useful... But I guess your right about the hero gates.
 

LordZelkova

Ashen One...
Legacy Supporter 8
Joined
Jul 3, 2011
Well, if someone is in a PvP area, should they not be able to get attacked? I mean all's fair in war... And ports to Nether Portal still could be useful... But I guess your right about the hero gates.
Necromancer ports to nether, that's their thing.
There's also Runestones and even a portal in spawn.

We used to have Spires around the map, but this map doesn't really need them since we have Herogates.
 

WitchOnaRampage

Legacy Supporter 9
Joined
Jul 15, 2012
Location
Australia
I can see value in making Port more useful - maybe even two extra points. I'm curious about where to, though. Are there maybe a couple of unserviced portions of the map where we could place Spires?

Looking for suggestions for locations.
 

Jrr_

Architect
Balance Team
Adventure Team
Legacy Supporter 3
Joined
Oct 27, 2012
Location
Straya
We need teleports to the "Doungons"!
 
Joined
Jul 6, 2013
Location
Somewhere
Yo m9 "Doungons" 2MLG4U. Make it a trend
#DoungonsFTW
Shhh.
I can see value in making Port more useful - maybe even two extra points. I'm curious about where to, though. Are there maybe a couple of unserviced portions of the map where we could place Spires?

Looking for suggestions for locations.
did we ever make a dungeon no-PvP? I forget. If we did, how about a TP to that one so noobs can level right off the bat?
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
You guys are forgetting the point. Ports were never for anything. I mean, look at Bastion. We had the Earth Spire at our door step. I can have a fairly big ego, but I'm pretty sure Newerth wasn't a map-wide event location.

The point of bringing back spires should be to give players an incentive to build far away and to help raiders get back to maybe locate items. It promotes exploration! On that note, Herogates should also cost money (Donor perk aside) again. This way players need to think about whether they want to use the gates. Then we need more reasons to travel to the other biomes. Maybe some new mythic mobs themed after other biomes?

@WitchOnaRampage If you were to add spires, I'd say one in the swamp and one on the other side of the mountain might be the better spots. They are fairly out of the way from the Herogates and I personally have never really traveled to those biomes despite even living near them.
 

LordZelkova

Ashen One...
Legacy Supporter 8
Joined
Jul 3, 2011
You guys are forgetting the point. Ports were never for anything. I mean, look at Bastion. We had the Earth Spire at our door step. I can have a fairly big ego, but I'm pretty sure Newerth wasn't a map-wide event location.

The point of bringing back spires should be to give players an incentive to build far away and to help raiders get back to maybe locate items. It promotes exploration! On that note, Herogates should also cost money (Donor perk aside) again. This way players need to think about whether they want to use the gates. Then we need more reasons to travel to the other biomes. Maybe some new mythic mobs themed after other biomes?

@WitchOnaRampage If you were to add spires, I'd say one in the swamp and one on the other side of the mountain might be the better spots. They are fairly out of the way from the Herogates and I personally have never really traveled to those biomes despite even living near them.
Spires are okay, they have a use that isn't covered by something else.
HG's not costing is a bug I believe, @Kainzo

I'm starting a project to move all of Mobs/Items to MythicMobs, so give me some time. We'll eventually be putting MythicMobs that can spawn in the world.
@xexorian would it be possible to limit spawn based on biome? We could set up basic mobs and give them some kind of biome specific item drop chance.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
Everybody for reference ---> hc.to/map


So spawn for whatever reason is in the far west, in-between the SW and NW herogates on the Y axis.

So why not put the spires down between the other herogates in a square.

Beautiful ASCII art map for reference:

Code:
NW     spire?         NE

spawn                  spire?

SW          spire?       SE
 

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
Spires are okay, they have a use that isn't covered by something else.
HG's not costing is a bug I believe, @Kainzo

I'm starting a project to move all of Mobs/Items to MythicMobs, so give me some time. We'll eventually be putting MythicMobs that can spawn in the world.
@xexorian would it be possible to limit spawn based on biome? We could set up basic mobs and give them some kind of biome specific item drop chance.

yes I can limit custom mobs to biome specific regions, as well as specific above or underground spawns within the world map. what biome specific item drops did u have in mind? what would their mechanic be? I could see us implementing something like this if we had a better usage for it. maybe take a look at the dynmap and get some ideas?
 

LordZelkova

Ashen One...
Legacy Supporter 8
Joined
Jul 3, 2011
yes I can limit custom mobs to biome specific regions, as well as specific above or underground spawns within the world map. what biome specific item drops did u have in mind? what would their mechanic be? I could see us implementing something like this if we had a better usage for it. maybe take a look at the dynmap and get some ideas?
Just some generic loot that would fit the theme of the biome.
Ex:
Ice Zombies can drop Ice, Packed Ice, Icicles (Rename Blaze Rods)
Swamp Zombie drop lily pads, grass, mushrooms

stuff like that.
 
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