Eldrylars
Legacy Supporter 8
- Joined
- Apr 28, 2012
- Location
- Dragon through ...
Ideas for Herocraft's next existence
Please comment with suggestions, worries, or anything else and rate! If you can't comment please rate to show how you feel regarding the idea!
Many people are confused and think I am saying "THIS IS WHAT I WANT" which is not the case. I want something that as many people as possible can enjoy! So please post your input or suggestions to help us create a "best of all worlds" solution
Hello good people! I have a suggestion for the future of maps of Herocraft that I would love to discuss and promote depending on community and founder reaction!
I expect a lot of love and hate from this one
My proposal, for the next Herocraft main map to be an Adventure map with several accompanying maps!
What do I mean by an Adventure map?
5 new maps, all with their own personalities and draws. Adventure World, Standard World, Chaos World, Creative world, Tutorial world and the Hub world.
Adventure World
- Main spawn once leaving the tutorial world.
- Full PvP
- Entire overwold hand crafted and meticulously worked on by architects for months before release, Custom terraformed landmasses and areas for leveling. Example: One, Two, Three, Four
Overworld not editable! Only Architects and up can modify the overworld. - Players could apply for a Jr. Architect positions where they would be able to build in the restricted area buildings and structures for the server. Most projects should have to get the ok from the main Architect team. If a Jr. Architect were to abuse their build rights if would be simply and permanently removed.
- Open build plots places all around the world for players to build their regioned/unregioned wilderness houses. Plots will exists in various sizes and positions outline by a foundation. One plot claim per user allowed at a time.
- Mini villages with Quest NPCs and purchasable plots built around the Herogates and Dragon Roosts. Claim plots for donators who want to build their personal residence
- Static style mob spawns. Ie graveyards with zombies and skeletons, swamps with creepers and slimes and forests and spiders and creepers which could work with general random mob spawning.
- Dungeon implemented across the world for leveling and adventure.
- Block change only enabled at <40 to enable mining through natural caves or ocean mining.
- 25 pre-defined locations for Herotowns allowing cities to be built only in those predefined locations and once a city falls another is built over top of it. Surrounding these locations would also be terraformed to give each Township claim a theme that they could choose to follow if they wanted to.
Standard World
- Open build world
- No grief rule set
- No townships but established townships can build regioned outposts.
- Open mining and farming from top to bottom
- Full PvP
- Personal Residences and solo play setup.
- Similar rule sets to Bastion
Chaos World
- Open build world
- No griefing protection
- Full PvP
- No personal regions or townships
- Similar rules to Warshard and Forgelight
Creative World
- Open build world
- No grief rule set
- Classes disabled
- No PvP
- Creative server. Designed for build testing and sharing.
- No mining or gather. No items or skills can be transferred into or out of the world.
Tutorial World
- Starting world for new players.
- Quests designed to learn the general gameplay and rules
- No build
- No PvP
- Not able to specialize while in the world.
- Items do not transfer out of the tutorial world.
- Combination of the current worlds LostCove and Greyson.
Nexus World
- Links all the worlds together as the main hub between worlds.
- No build
- No PvP
- Links to other Herocraft games servers.
With this layout for the gameplay worlds you would find that the main Adventure world would offer:
- No more random ugly structures built around the world.
- No more terrain griefing for players and mods to manage.
- Instead of running through a wasteland you are running around in a beautiful landscape.
- Beautiful crafted overworld to explore and adventure in.
- Static mob spawns allowing both the leveling players and the PvPers to have set destinations instead of just aimlessly running around or sitting in a swamp.
- Personal residences would be limited to either underground homes or one of the hundreds of pre chosen plots around the world. Players could also purchase plots in spawn or other smaller world villages.
- All overworld mining would be limited to within your own Township or Standard/Chaos worlds.
- To mine underground you would need to either find a natural cave or use a township to get deep underground.
I can see there would be some issues to resolve to make this work properly.
- Setting Herotowns to only allow claims within certain chunks
- Changing death chests to "break" instead of unlocking when their timer is up.
- Configuring the overworld protection so players can only modify < 40
- Creating static spawns for mobs to work with the spawn anywhere general MC setup.
- Creating a new township claim option to create an Outpost. Outposts would add to the township's weekly tax cost but would allow a regioned area in the standard world for your township to control.
- Finding a good way for Kingdoms to exist and what benefit there would be from the creation of one. Perhaps a Kingdom gains a Capital sized regioned area in the Standard world or perks such as a personal Graveyard, Herogate or Dragonroost.
I don't believe this will stifle the creative aspect of Minecraft. I expect that with this seperation it will give a reason for players to be in all the different worlds and give as many players as possible the experience they are wanting to have.