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ALERT Herocraft: Rise of Atlas! (NEW MAP, NEW ERA)

Boomer779

TNT
Joined
Jul 14, 2014
I think the only thing I can agree with is that diamond/emerald blocks are too high, but I think everything else is more than reasonable. Just to prove my point, I went mining, which I haven't seriously done in years, and to address the rest of your reagent concerns I got: 39 iron blocks, 20 lapis blocks, countless cobblestone, and 95 gold.

This is just me by myself, and I only used 5 iron pickaxes, and I made good progress towards those upgrades just by me mining for an hour and a half. Besides the requirements for basic materials (lapis, diamond, iron, stone, cobble), the other requirements are also very reasonable. I understand conquest points aren't up right now, but if your town captures one of those, farming essence of battle+ the other requirements will not take long at all. Even if you are not interested in contesting a conquest point, you can always purchase the township items from other towns that are interested.

"These sorts of requirements do not promote long term player interest, but rather promote players to find another server. "
I think it does quite the opposite actually. If you could meet all the township requirements quickly, what is your long term interest? I think having harder townships requirements than last map give people a purpose in logging in, something to do.

I also don't think you understand how much the t1 township offers for such a low cost. For only 25 coins, which you can make just by voting, you and your friends have access to an entire chunk of space. Now granted, that does not encourage players to build the nicest looking buildings from the start, but t1 is just the very minimum, we want you to actively be seeking to upgrade.

Upgrading a township is a group process, if you can't meet these measly requirements in the group you currently have I would consider opening up to other players or joining a larger group. But yes, I can understand about the diamond/emerald requirements and will definitely lower those.
Thanks for responding and giving your insight. The one last thing that you touched on briefly that i would address is the PvP aspect of the upgrade system. While the conquest points provide the resources required I don't believe the player should be forced to gather those PvP resources in order to upgrade the town. To me the town is PvE more than anything, and I believe that PvE players should not have to pay those who have bulk PvP resources, nor have to participate in PvP if they are not interested in it. If it must be required than i would say the the requirement should be on tier 2 to tier 3 or possible higher than that. I say this so that we do not end up building an economy in which the PvP townsfolk hold the upper hand.
But overall i agree with the points you put across, but would have the essence of battle and medals of vengeance removed if nothing else.
 

Irishman81

Senior Staff
Guide
Architect
Balance Team
Legacy Supporter 7
Joined
Apr 1, 2013
Thanks for responding and giving your insight. The one last thing that you touched on briefly that i would address is the PvP aspect of the upgrade system. While the conquest points provide the resources required I don't believe the player should be forced to gather those PvP resources in order to upgrade the town. To me the town is PvE more than anything, and I believe that PvE players should not have to pay those who have bulk PvP resources, nor have to participate in PvP if they are not interested in it. If it must be required than i would say the the requirement should be on tier 2 to tier 3 or possible higher than that. I say this so that we do not end up building an economy in which the PvP townsfolk hold the upper hand.
But overall i agree with the points you put across, but would have the essence of battle and medals of vengeance removed if nothing else.
I will also remove the medal of vengeance requirement from this tier, however, we do want to give people a reason to pvp, and to get the required essence you do not need to cap a castle that many times, so that is going to stay.
 

Pugglez_

Legacy Supporter 3
Joined
Jun 11, 2011
Entity drops on the ground last for a very long time. Items I dropped far away from spawn were still there 2 hours later when I came back. Probably should make them despawn quicker than 2 hours to reduce lag.
 

thewhizkids

Soulsand
Joined
Feb 1, 2014
Entity drops on the ground last for a very long time. Items I dropped far away from spawn were still there 2 hours later when I came back. Probably should make them despawn quicker than 2 hours to reduce lag.

Thats probably because the chunks the items were in were not loaded - the despawn timer does not keep going if its in unloaded chunks.
 

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
I think the only thing I can agree with is that diamond/emerald blocks are too high, but I think everything else is more than reasonable.

I think the emerald blocks are too high. Diamond could use lowering I suppose, maybe down to like 16. Emerald blocks should be like 5 though if we don't have Fortune enchants available. If we do, I'd say like 8. Fortune 3 makes diamond, coal, emerald, lapis, etc. a lot better to grind out. I wish we could restrict it to some sort of hard to get crafted item and make it worth like 500 gold like it was back in the day. 20-50 coin god picks with just E4 U3 are lam-o in my opinion at least. Just my thoughts. Also, you did pretty beastly with just 5 iron pickaxes.
 

Danda

Dungeon Master Extremist
Staff member
Administrator
Guide
Wiki Team
Max Legacy Supporter
Joined
Jan 21, 2011
Oh man, free for all tournaments, a blast from the past if I were to be so cheesy. If only you gave us titles back in Zeal hahaha. This sounds interesting though. Seems as though you are making a lot of the suggestions real.
#lumberjacks
 

Jrr_

Architect
Balance Team
Adventure Team
Legacy Supporter 3
Joined
Oct 27, 2012
Location
Straya
I think the emerald blocks are too high. Diamond could use lowering I suppose, maybe down to like 16. Emerald blocks should be like 5 though if we don't have Fortune enchants available. If we do, I'd say like 8. Fortune 3 makes diamond, coal, emerald, lapis, etc. a lot better to grind out. I wish we could restrict it to some sort of hard to get crafted item and make it worth like 500 gold like it was back in the day. 20-50 coin god picks with just E4 U3 are lam-o in my opinion at least. Just my thoughts. Also, you did pretty beastly with just 5 iron pickaxes.
I'd love to see fortune pickaxes return in say /shop for a good amount of coin.
Say fortune I = 3k
fortune II = 5k , just a number
@Kainzo Could act as another good money sink
 

Irishman81

Senior Staff
Guide
Architect
Balance Team
Legacy Supporter 7
Joined
Apr 1, 2013
I think the emerald blocks are too high. Diamond could use lowering I suppose, maybe down to like 16. Emerald blocks should be like 5 though if we don't have Fortune enchants available. If we do, I'd say like 8. Fortune 3 makes diamond, coal, emerald, lapis, etc. a lot better to grind out. I wish we could restrict it to some sort of hard to get crafted item and make it worth like 500 gold like it was back in the day. 20-50 coin god picks with just E4 U3 are lam-o in my opinion at least. Just my thoughts. Also, you did pretty beastly with just 5 iron pickaxes.
Like I said in the post that you quoted, I agree they were set too high lol. You can also use townships materials that are generated as diamonds/emeralds so I think 10 blocks is fine
 

Irishman81

Senior Staff
Guide
Architect
Balance Team
Legacy Supporter 7
Joined
Apr 1, 2013
I'd rather not have players use the gen mats like that.
That's what they've done since they have been put in, so we would have to change the item to something else other than diamonds/emeralds then
 

Bingy1218

Legacy Supporter 4
Joined
Jun 11, 2012
But seriously, no wings. Or make them cost like 100k. They allow you to just fly anywhere you want. Unfair advantage for people looking for temples. Proven in the beta alone. There is no need for them.
With or without the 100k cost at least reduce their gliding speed to that of someone shift walking and maybe have a cast timer to whip them out and they get removed upon taking damage
 

radicater11

Legacy Supporter 3
Joined
Feb 22, 2012
Location
Florida
With or without the 100k cost at least reduce their gliding speed to that of someone shift walking and maybe have a cast timer to whip them out and they get removed upon taking damage
They actually do get removed on damage, but good luck hitting a gliding dragoon flying at mach 2.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Entity drops on the ground last for a very long time. Items I dropped far away from spawn were still there 2 hours later when I came back. Probably should make them despawn quicker than 2 hours to reduce lag.
There's generally a cmd that is run every X minutes to get rid of items. Entity lag is a real thing, but the way they cluster its not too bad on the server. This is the beta config so it's not optimzied.

I don't have a any minecraft account:oops::oops::oops::oops::oops::oops::(:(
Time to get one.
 
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