- Joined
- Jun 16, 2011
Recognizing that creating different game play experiences is a long term direction and goal for the server:
Assuming we are not, in terms unwritten and unsaid, allowing Survival RPG to slow/die in favor of other servers, here is my advice:
If the new server is a faster tempo (read: less grinding/Time Input= Reward) but in most other factors simplified or duplicative version of Survival RPG, then there will have to be solid incentives to remain on Survival RPG.
SO
Here is a first draft of incentives that will allow us to implement a less grindy Factions server, while keeping Survival RPG alive.
1. No shared inventories between Survival RPG and any other server. Shared Coin (ie money each player has) between all servers.
2. Survival RPG remains the only server in which you can buy and use Keys. You can buy titles, pets, etc from the store and use them in Faction, but Keys/Crates remain in Survival RPG. If a Faction-Only player wants a key they can get it on Survival RPG, monetizing any items they win.
3. Survival RPG remains the only server with Boss Invasion Events etc.
4. Effects and Skills for Survival RPG will remain more complex and intense than Faction server. More fireworks, cooler skills, complex gameplay is for Survival RPG. Barebones combat and practical utility (but, Importantly, bland graphics) is for Factions.
5. HEY YOU! What other incentives do we have to keep the immersive RPG elements alive, while recognizing that the Minecraft community as whole does not trust this Mojang Game with a slower tempo gameplay? The masses want faster gratification than Herocraft has historically given them, how can we maintain our identity while meeting this demand? What do you think?
Post Script: Witchy hit the nail on the head when she pointed out the importance of a Welcoming Community. Guide+ should be given MUCH MORE FREEDOM TO MUTE when people are being dicks to new players in chat.
Tour Chat, in particular, should ONLY be Helpful.
TLR Herocraft has long been trying to branch out into various new markets, Factions is the latest version of the PvP/PvE split and must be handled carefully if we are going to get 1+1=2, instead of 1-1+(?) = (?).
Assuming we are not, in terms unwritten and unsaid, allowing Survival RPG to slow/die in favor of other servers, here is my advice:
If the new server is a faster tempo (read: less grinding/Time Input= Reward) but in most other factors simplified or duplicative version of Survival RPG, then there will have to be solid incentives to remain on Survival RPG.
- The Survival RPG will trend towards PvE players, as factions is directly opposed to a PvE playstyle. Some PvPers may put in the hours of grinding to maintain an advantage, but with a faction server up and presumably running more successful PvP/Wars, Survival RPG will have less reason to PvP.
- The Factions server will trend towards PvP players, as there is little new to do in factions except sieze/defend land.
SO
Here is a first draft of incentives that will allow us to implement a less grindy Factions server, while keeping Survival RPG alive.
1. No shared inventories between Survival RPG and any other server. Shared Coin (ie money each player has) between all servers.
2. Survival RPG remains the only server in which you can buy and use Keys. You can buy titles, pets, etc from the store and use them in Faction, but Keys/Crates remain in Survival RPG. If a Faction-Only player wants a key they can get it on Survival RPG, monetizing any items they win.
3. Survival RPG remains the only server with Boss Invasion Events etc.
4. Effects and Skills for Survival RPG will remain more complex and intense than Faction server. More fireworks, cooler skills, complex gameplay is for Survival RPG. Barebones combat and practical utility (but, Importantly, bland graphics) is for Factions.
5. HEY YOU! What other incentives do we have to keep the immersive RPG elements alive, while recognizing that the Minecraft community as whole does not trust this Mojang Game with a slower tempo gameplay? The masses want faster gratification than Herocraft has historically given them, how can we maintain our identity while meeting this demand? What do you think?
Post Script: Witchy hit the nail on the head when she pointed out the importance of a Welcoming Community. Guide+ should be given MUCH MORE FREEDOM TO MUTE when people are being dicks to new players in chat.
Tour Chat, in particular, should ONLY be Helpful.
TLR Herocraft has long been trying to branch out into various new markets, Factions is the latest version of the PvP/PvE split and must be handled carefully if we are going to get 1+1=2, instead of 1-1+(?) = (?).