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  1. Weikauno

    Suggestion Simply Fortifying the HC Economy

    I think inverting how looting players works can make Herocraft's economy more vibrant than ever. Two things: 50%(?) of money is dropped when a player is killed by another player. Keep Inventory is turned on. PvE: Lose significant levels on death instead of dropping items No deathchests since...
  2. Weikauno

    ALERT SHOW US YOUR FACE! (if you dare)

    *4 years later* This is me on an open-air train in North Carolina, with a candy cigarette
  3. Weikauno

    Suggestion On Revitalization of the HC Economy

    1. I chose cobblestone and wood, as they are found nearly everywhere on the map, are renewable, and can be obtained by any profession. I only chose 2 blocks, as having too much able to be sold in the exchange can lead to less player shop interaction, as well as map stripping. I think your...
  4. Weikauno

    Suggestion On Revitalization of the HC Economy

    Economy in minecraft can generally be boiled down to what dictates the ratio of resource gathering to resource use. The main issue in HC's past economies: Throughout most of HC's past, low-skill/PVP-averse players have been given the short stick, losing tons of resources to roaming PVP...
  5. Weikauno

    Suggestion Incentivizing Building and Encouraging Creativity.

    Yeah, I think if we get balance and the new player intro right full drop could be just fine.
  6. Weikauno

    Suggestion Incentivizing Building and Encouraging Creativity.

    Yes, the thrill of looting your enemies and the possibility of losing your inventory gives a great sense of suspense and authenticity, however it doesn't really work well as a long-term gameplay loop for a live server that wants to keep a population, especially when the looting is all one-sided.
  7. Weikauno

    Suggestion Incentivizing Building and Encouraging Creativity.

    The classic 2012 herocraft style of raiding and looting chests, robbing towns/players dry isn't exactly the best experience for players that aren't great at PVP, and losing building materials while in your own town feels pretty bad. I don't really like the death chest system either, imo it just...
  8. Weikauno

    Suggestion Incentivizing Building and Encouraging Creativity.

    Keep inventory on death for town members while in town and full drop/no deathchest for raiders could be one good way to add risk to raiders and disincentivize box towns. On another note, it would be cool to have monthly/bi-monthly or however often competitions for towns to make maps integrated...
  9. Weikauno

    On class design.

    I just realized I forgot about duration, probably gonna add it to the frequency rating calculation, so (cooldown + mana + duration rating)/6 rounded up would give you the frequency, and I'd have to adjust the points for each frequency level. I'll make a spreadsheet of the system later if we want...
  10. Weikauno

    On class design.

    Right, so the framework I outlined is a statistical analysis of each skill/skillset, obviously you still need things like playtesting, on-paper calculations are never the same as implementation. On "Augments", it's kind of a weird name I gave it, but in more conventional FPS this would be stuff...
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