WitchOnaRampage
Legacy Supporter 9
- Joined
- Jul 15, 2012
- Location
- Australia
Balance Team meeting notes from last week – 5 October 2015 – continued
Towns:
What players want:
Towns:
What players want:
- Safety for their items (if town is well-planned) and their regioned builds – don’t want to come online and find stuff destroyed
- Objectives for town members to strive toward together
- War options for players to opt into, rather than have imposed on them
- Shared objectives for all players, added thrill of war etc for some players
- Concerns about current Towny war – chunks are won and lose region protections, become griefable
- Suggestion - Conquest points related to towns, built nearby, prizes for winning
- If enough members are on in a town, they need to defend it – if they don’t defend it, they start losing something
- Prizes for towns winning these conquest points
- Code would need to check whether a town has a conquest point, and whether enough people are online to attack it
- Towny war is being revamped, waiting to see how that will go
- Purchaseblocks and bonusblocks with Towny – towns could gain bonusblocks for achieving objectives
- Town upgrade requirements ie collection of items – would require a town bank that accepts items – not Towny but a separate system that interfaces with Towny @0xNaomi
- It seems Towny doesn’t fire an event when a town moves from one tier to the next (based on number of citizens) so wouldn’t be able to attach requirements to tier upgrades (is this accurate, @0xNaomi?)
- Investigate whether Towny chunks could be based on 8x8 rather than 16x16 so that more players can be given smaller plots
- TNT plugin – block destruction/regen, killing players behind walls, items in chests are generally safe unless you aim the cannon to take the dirt off the top but not hit the chest (pretty much impossible), chest is destroyed by TNT and regenerates with items intact
- Kainzo is adjusting town costs - block claim costs and daily tax rate