Recovery999
TNT
- Joined
- Jan 11, 2012
Herocraft has a rigorous xp curve that encourages players to play long term and invest time into their xp and into personal skill at the combat system. The spawn and lore if the game are beautiful and promote design and architectural articulation from player's creations. The classes have dps roles, tanks, healers, crowd control, rangers etc to promote groups of 10+ active players partying up in warbands.
Kingdoms is a mod that is built for faction servers. My base cannot be anything other than a 200 block tall cobble cube covered in water to stop raids. The opportunity for beautiful buildings is lost with the kingdoms plugin and the lack of safe claims. Without safe houses all my work is lost the second a base is conquered. The conquering faction becomes even more stronger and wipes out all bases by monopolizing. Players quit because they lost all their hard work.
Your core systems promote long term gameplay. Kingdoms was designed for faction servers that have very high reset rates and low populations of vanilla combat, not complex mixing of classes partied up.
I played in 2011/2012 before pvp was a thing and the server was based off social activities and building nice homes on purchased plots from mayors. Tons of people were playing cooperatively and having fun pve and social building.
Then I played again in 2012/2013 when pvp was added. I joined communist collective, we built a base and I spent tons of time leveling my herocraft stats as an archer. The server's player base got very inactive and with 20-30 players online pvp went to only random 1v1 encounters. I quit because hunters cant compete in 1v1s. The bases were safe from enemies, but something wasnt working right to keep players online and I beleive it was due to the lack of a safe ring of pve and towny style socializing
I think the class system is great, but the model you are mixing it up with will make it worse than the pvp everywhere model, with kingdoms now nothing is safe at all!
The only way herocraft will thrive is if you have the spawn in the center, peaceful claimable land from around spawn out to 1500 coords to promote long term gameplay pve, towns, socializing etc,.. then dangerous pvp zone claimable land from 1500 to 2500, then maybe kingdoms style pvp past 2500. You need to layer in a pve peaceful social city building server between spawn and all this pvp shit. Pvp is too short term and doesnt fit with the long term xp and leveling. The functional ugly ass buildings that kingdoms raiding will force players to create will be ugly as fuck and not fit the herocraft lore and feel at all. Youre going to end up with a semi active kingdom that has a monopoly and kills all kingdoms. They are going to be super board because they caused everyone to quit, and then theyll quit and the server will be dead.
Your complex and beautiful class system designed for parties of 10-15 players will sit useless as there will only be 1v1s around 200 block high cobblestone towers covered in water. This is the future of herocraft without a buffer ring between spawn and pvp, a buffer that fills the much needed void for pve, safe towns, friendships, and socialization that promote long term gameplay.
2011 herocraft era pve socializing ring + safe claimable pvp ring + kingdoms pvp raiding ring would bring herocraft back to its roots while also evolving it the new model of kingdoms pvp raiding youve developed into a new and brighter chapter of herocraft.
Kingdoms is a mod that is built for faction servers. My base cannot be anything other than a 200 block tall cobble cube covered in water to stop raids. The opportunity for beautiful buildings is lost with the kingdoms plugin and the lack of safe claims. Without safe houses all my work is lost the second a base is conquered. The conquering faction becomes even more stronger and wipes out all bases by monopolizing. Players quit because they lost all their hard work.
Your core systems promote long term gameplay. Kingdoms was designed for faction servers that have very high reset rates and low populations of vanilla combat, not complex mixing of classes partied up.
I played in 2011/2012 before pvp was a thing and the server was based off social activities and building nice homes on purchased plots from mayors. Tons of people were playing cooperatively and having fun pve and social building.
Then I played again in 2012/2013 when pvp was added. I joined communist collective, we built a base and I spent tons of time leveling my herocraft stats as an archer. The server's player base got very inactive and with 20-30 players online pvp went to only random 1v1 encounters. I quit because hunters cant compete in 1v1s. The bases were safe from enemies, but something wasnt working right to keep players online and I beleive it was due to the lack of a safe ring of pve and towny style socializing
I think the class system is great, but the model you are mixing it up with will make it worse than the pvp everywhere model, with kingdoms now nothing is safe at all!
The only way herocraft will thrive is if you have the spawn in the center, peaceful claimable land from around spawn out to 1500 coords to promote long term gameplay pve, towns, socializing etc,.. then dangerous pvp zone claimable land from 1500 to 2500, then maybe kingdoms style pvp past 2500. You need to layer in a pve peaceful social city building server between spawn and all this pvp shit. Pvp is too short term and doesnt fit with the long term xp and leveling. The functional ugly ass buildings that kingdoms raiding will force players to create will be ugly as fuck and not fit the herocraft lore and feel at all. Youre going to end up with a semi active kingdom that has a monopoly and kills all kingdoms. They are going to be super board because they caused everyone to quit, and then theyll quit and the server will be dead.
Your complex and beautiful class system designed for parties of 10-15 players will sit useless as there will only be 1v1s around 200 block high cobblestone towers covered in water. This is the future of herocraft without a buffer ring between spawn and pvp, a buffer that fills the much needed void for pve, safe towns, friendships, and socialization that promote long term gameplay.
2011 herocraft era pve socializing ring + safe claimable pvp ring + kingdoms pvp raiding ring would bring herocraft back to its roots while also evolving it the new model of kingdoms pvp raiding youve developed into a new and brighter chapter of herocraft.
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