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ALERT Lets chat about the Release. Beta first, then release.

Karsain

Glowing Redstone
Joined
Jul 20, 2014
@Kainzo @Admins Here is my idea of how war should work on herocraft. There should be two, maybe three forms of war, which are economic, political, and raid wars.



In political wars, you can declare on any town, whether they like it or not. If your town wins a political war, you gets political elo, which boosts the ranking for your town on /town top. This is going to be just like /pvp top, but with entire towns. You will be able to see a town's elo when you /town who them, and it will be a major source of pride for certain towns and will be a huge bragging right when it comes to getting people to join your town. It is an objective way to determine which town is the best at pvp,

In a political war, you can declare on anyone and they don't have to agree to it. Once the total number of kills totals 15, the elo the winner is granted and the loser is lost is dependent on both their initial elos and how many more kills the winning town had in the war compared to the losing town. Your town can surrender a political war, resulting in a large hit to your town's political ranking, or elo. Towns with higher elo will get less elo for winning wars against towns with lower elo, and towns with lower elo will get a large amount of elo for winning wars against towns with high elo. Additionally, the more kills you get in your war, the more elo you get from that war. Wars that were relatively close will result in relatively little elo lost or gained, while one-sided wars offer the potential for a large amount of elo gain. If a political war is surrendered, it is counted as 15 kills against the team that surrendered, resulting in a heavy elo loss. Additionally, a town can not be declared against on a political war more than once every 24 hours


Economic wars must to be agreed upon by the two participating towns. Economic wars give the winner of the war money.
An economic war is over once 15 kills is reached between the two towns. In an economic war, the amount of money that the winning town takes from the other is determined by how many more kills they got compared to their opponent. Each kill is worth a certain amount of money, determined at the start of the war and agreed upon by both towns. That amount of money times the difference in kills Is transferred from the losing town's bank to the winning town's bank. Remember, this is an economic war and both towns have to agree to it. An important aspect of economic wars is that they prevent people from farming gold by creating 2 towns and feeding the other town kills, because no gold is created nor destroyed, it is only transferred.


Once the amount of kills between both towns reaches 15, the economic or political war is over. The town with the most kills is the winner.
At the end of the war, there is a serverwide message that says this"
"____ Town beat ____ Town in a bloody political/economic war with ___ out of 15 kills, awarding them ____ elo/coins"
Here is an example:
"Tectum Grotto Beat Indar in a bloody Economic war with 12 out of 15 kills, awarding them 450 coins!"




There could potentially be a third type of war, called a raid war. Raid wars would only be unlocked above a certain political elo, and you can only attack other towns also above that political elo. Lets say all towns start at 1250 elo. In order to start a raid war, your town would need at least 1350 political elo. This ensures that both towns are not weak at pvp and will fair well against getting raided.

Additionally, in order to start a raid war against a town, a certain number of people in that town need to be online. So, assuming your town has 1400 elo and the other town has 1400 elo and 4 people online, you can declare a raid war against them, without them agreeing to it. A raid war cost a certain amount of money, depending on each town's elos and size ect, the formula is to be determined.

Once you start a raid war with a town, you are also starting a political war with them, meaning your town's elo's are on the line here. When two towns are in a raid war, you have the ability to blow up the enemies town with tnt, and kill them inside their own base. Essentially raid them. Be careful though, because they can also raid you! As with a political war, once 15 kills have been completed across both towns, the war ends and the winner is declared in public chat for the server to see, and political elo is redistributed as with a political war. Also, similar to a political war, a raid war can be surrendered with a heavy elo loss penalty. Also, it has the same cooldown timer as a political war, meaning your town can't be declared against for a raid war more than once every 24 hours.



TLDR: Economic wars must be agreed upon by both towns and allow you to fight for money. Political wars can be fought against any town and you fight for honor. Raid wars allow you to blow into people's town's and kill them, but require that both towns have a certain political elo.
 
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Trazil

Legacy Supporter 2
Joined
Mar 31, 2013
@Kainzo @Admins Here is my idea of how war should work on herocraft. There should be two, maybe three forms of war, which are economic, political, and raid wars.



In political wars, you can declare on any town, whether they like it or not. If your town wins a political war, you gets political elo, which boosts the ranking for your town on /town top. This is going to be just like /pvp top, but with entire towns. You will be able to see a town's elo when you /town who them, and it will be a major source of pride for certain towns and will be a huge bragging right when it comes to getting people to join your town. It is an objective way to determine which town is the best at pvp,

In a political war, you can declare on anyone and they don't have to agree to it. Once the total number of kills totals 15, the elo the winner is granted and the loser is lost is dependent on both their initial elos and how many more kills the winning town had in the war compared to the losing town. Your town can surrender a political war, resulting in a large hit to your town's political ranking, or elo. Towns with higher elo will get less elo for winning wars against towns with lower elo, and towns with lower elo will get a large amount of elo for winning wars against towns with high elo. Additionally, the more kills you get in your war, the more elo you get from that war. Wars that were relatively close will result in relatively little elo lost or gained, while one-sided wars offer the potential for a large amount of elo gain.


Economic wars must to be agreed upon by the two participating towns. Economic wars give the winner of the war money.
An economic war is over once 15 kills is reached between the two towns. In an economic war, the amount of money that the winning town takes from the other is determined by how many more kills they got compared to their opponent. Each kill is worth a certain amount of money, determined at the start of the war and agreed upon by both towns. That amount of money times the difference in kills Is transferred from the losing town's bank to the winning town's bank. Remember, this is an economic war and both towns have to agree to it. An important aspect of economic wars is that they prevent people from farming gold by creating 2 towns and feeding the other town kills, because no gold is created nor destroyed, it is only transferred.


Once the amount of kills between both towns reaches 15, the economic or political war is over. The town with the most kills is the winner.
At the end of the war, there is a serverwide message that says this"
"____ Town beat ____ Town in a bloody political/economic war with ___ out of 15 kills, awarding them ____ elo/coins"
Here is an example:
"Tectum Grotto Beat Indar in a bloody Economic war with 12 out of 15 kills, awarding them 450 coins!"




There could potentially be a third type of war, called a raid war. Raid wars would only be unlocked above a certain political elo, and you can only attack other towns also above that political elo. Lets say all towns start at 1250 elo. In order to start a raid war, your town would need at least 1350 political elo. This ensures that both towns are not weak at pvp and will fair well against getting raided.

Additionally, in order to start a raid war against a town, a certain number of people in that town need to be online. So, assuming your town has 1400 elo and the other town has 1400 elo and 4 people online, you can declare a raid war against them, without them agreeing to it. A raid war cost a certain amount of money, depending on each town's elos and size ect, the formula is to be determined.

Once you start a raid war with a town, you are also starting a political war with them, meaning your town's elo's are on the line here. When two towns are in a raid war, you have the ability to blow up the enemies town with tnt, and kill them inside their own base. Essentially raid them. Be careful though, because they can also raid you! As with a political war, once 15 kills have been completed across both towns, the war ends and the winner is declared in public chat for the server to see, and political elo is redistributed as with a political war.



TLDR: Economic wars must be agreed upon by both towns and allow you to fight for money. Political wars can be fought against any town and you fight for honor. Raid wars allow you to blow into people's town's and kill them, but require that both towns have a certain political elo.
Honestly I hate this system, I see there was effort and thought put into it but at the end of the day I hate it. Sorry :(
 

Piptendo

The Trade Prince
Staff member
Max Legacy Supporter
Joined
Aug 18, 2011
Location
Oklahoma, USA
@Kainzo @Admins Here is my idea of how war should work on herocraft. There should be two, maybe three forms of war, which are economic, political, and raid wars.



In political wars, you can declare on any town, whether they like it or not. If your town wins a political war, you gets political elo, which boosts the ranking for your town on /town top. This is going to be just like /pvp top, but with entire towns. You will be able to see a town's elo when you /town who them, and it will be a major source of pride for certain towns and will be a huge bragging right when it comes to getting people to join your town. It is an objective way to determine which town is the best at pvp,

In a political war, you can declare on anyone and they don't have to agree to it. Once the total number of kills totals 15, the elo the winner is granted and the loser is lost is dependent on both their initial elos and how many more kills the winning town had in the war compared to the losing town. Your town can surrender a political war, resulting in a large hit to your town's political ranking, or elo. Towns with higher elo will get less elo for winning wars against towns with lower elo, and towns with lower elo will get a large amount of elo for winning wars against towns with high elo. Additionally, the more kills you get in your war, the more elo you get from that war. Wars that were relatively close will result in relatively little elo lost or gained, while one-sided wars offer the potential for a large amount of elo gain.


Economic wars must to be agreed upon by the two participating towns. Economic wars give the winner of the war money.
An economic war is over once 15 kills is reached between the two towns. In an economic war, the amount of money that the winning town takes from the other is determined by how many more kills they got compared to their opponent. Each kill is worth a certain amount of money, determined at the start of the war and agreed upon by both towns. That amount of money times the difference in kills Is transferred from the losing town's bank to the winning town's bank. Remember, this is an economic war and both towns have to agree to it. An important aspect of economic wars is that they prevent people from farming gold by creating 2 towns and feeding the other town kills, because no gold is created nor destroyed, it is only transferred.


Once the amount of kills between both towns reaches 15, the economic or political war is over. The town with the most kills is the winner.
At the end of the war, there is a serverwide message that says this"
"____ Town beat ____ Town in a bloody political/economic war with ___ out of 15 kills, awarding them ____ elo/coins"
Here is an example:
"Tectum Grotto Beat Indar in a bloody Economic war with 12 out of 15 kills, awarding them 450 coins!"




There could potentially be a third type of war, called a raid war. Raid wars would only be unlocked above a certain political elo, and you can only attack other towns also above that political elo. Lets say all towns start at 1250 elo. In order to start a raid war, your town would need at least 1350 political elo. This ensures that both towns are not weak at pvp and will fair well against getting raided.

Additionally, in order to start a raid war against a town, a certain number of people in that town need to be online. So, assuming your town has 1400 elo and the other town has 1400 elo and 4 people online, you can declare a raid war against them, without them agreeing to it. A raid war cost a certain amount of money, depending on each town's elos and size ect, the formula is to be determined.

Once you start a raid war with a town, you are also starting a political war with them, meaning your town's elo's are on the line here. When two towns are in a raid war, you have the ability to blow up the enemies town with tnt, and kill them inside their own base. Essentially raid them. Be careful though, because they can also raid you! As with a political war, once 15 kills have been completed across both towns, the war ends and the winner is declared in public chat for the server to see, and political elo is redistributed as with a political war.



TLDR: Economic wars must be agreed upon by both towns and allow you to fight for money. Political wars can be fought against any town and you fight for honor. Raid wars allow you to blow into people's town's and kill them, but require that both towns have a certain political elo.

Different types of wars are too complicated for the new players who seek to make towns. One type of war, restrictively combat would be best. I think Citadel's war system was extremely well made, as it gave players something to look forward to week by week. I enjoyed wartime being on Saturdays, gave most players a chance to participate.

I'm personally against adding another elo system on top of the two existing elo systems. Herocraft isn't about an elo grind, lets let simple social presence be what determines a town/kingdom's skill in wars.

You're turning into MunchlaxHero with all this talk about elo.
 
Last edited:

Karsain

Glowing Redstone
Joined
Jul 20, 2014
Honestly I hate this system, I see there was effort and thought put into it but at the end of the day I hate it. Sorry :(
Is there a reason why you don't like it? Just stating your opinion doesn't really help anyone, I asked igc for ways on how I could improve it.
 

Llarkt

TNT
Joined
Sep 19, 2015
@Kainzo @Admins Here is my idea of how war should work on herocraft. There should be two, maybe three forms of war, which are economic, political, and raid wars.



In political wars, you can declare on any town, whether they like it or not. If your town wins a political war, you gets political elo, which boosts the ranking for your town on /town top. This is going to be just like /pvp top, but with entire towns. You will be able to see a town's elo when you /town who them, and it will be a major source of pride for certain towns and will be a huge bragging right when it comes to getting people to join your town. It is an objective way to determine which town is the best at pvp,

In a political war, you can declare on anyone and they don't have to agree to it. Once the total number of kills totals 15, the elo the winner is granted and the loser is lost is dependent on both their initial elos and how many more kills the winning town had in the war compared to the losing town. Your town can surrender a political war, resulting in a large hit to your town's political ranking, or elo. Towns with higher elo will get less elo for winning wars against towns with lower elo, and towns with lower elo will get a large amount of elo for winning wars against towns with high elo. Additionally, the more kills you get in your war, the more elo you get from that war. Wars that were relatively close will result in relatively little elo lost or gained, while one-sided wars offer the potential for a large amount of elo gain. If a political war is surrendered, it is counted as 15 kills against the team that surrendered, resulting in a heavy elo loss. Additionally, a town can not be declared against on a political war more than once every 24 hours


Economic wars must to be agreed upon by the two participating towns. Economic wars give the winner of the war money.
An economic war is over once 15 kills is reached between the two towns. In an economic war, the amount of money that the winning town takes from the other is determined by how many more kills they got compared to their opponent. Each kill is worth a certain amount of money, determined at the start of the war and agreed upon by both towns. That amount of money times the difference in kills Is transferred from the losing town's bank to the winning town's bank. Remember, this is an economic war and both towns have to agree to it. An important aspect of economic wars is that they prevent people from farming gold by creating 2 towns and feeding the other town kills, because no gold is created nor destroyed, it is only transferred.


Once the amount of kills between both towns reaches 15, the economic or political war is over. The town with the most kills is the winner.
At the end of the war, there is a serverwide message that says this"
"____ Town beat ____ Town in a bloody political/economic war with ___ out of 15 kills, awarding them ____ elo/coins"
Here is an example:
"Tectum Grotto Beat Indar in a bloody Economic war with 12 out of 15 kills, awarding them 450 coins!"




There could potentially be a third type of war, called a raid war. Raid wars would only be unlocked above a certain political elo, and you can only attack other towns also above that political elo. Lets say all towns start at 1250 elo. In order to start a raid war, your town would need at least 1350 political elo. This ensures that both towns are not weak at pvp and will fair well against getting raided.

Additionally, in order to start a raid war against a town, a certain number of people in that town need to be online. So, assuming your town has 1400 elo and the other town has 1400 elo and 4 people online, you can declare a raid war against them, without them agreeing to it. A raid war cost a certain amount of money, depending on each town's elos and size ect, the formula is to be determined.

Once you start a raid war with a town, you are also starting a political war with them, meaning your town's elo's are on the line here. When two towns are in a raid war, you have the ability to blow up the enemies town with tnt, and kill them inside their own base. Essentially raid them. Be careful though, because they can also raid you! As with a political war, once 15 kills have been completed across both towns, the war ends and the winner is declared in public chat for the server to see, and political elo is redistributed as with a political war. Also, similar to a political war, a raid war can be surrendered with a heavy elo loss penalty. Also, it has the same cooldown timer as a political war, meaning your town can't be declared against for a raid war more than once every 24 hours.



TLDR: Economic wars must be agreed upon by both towns and allow you to fight for money. Political wars can be fought against any town and you fight for honor. Raid wars allow you to blow into people's town's and kill them, but require that both towns have a certain political elo.


Honestly, I could see this really working well in HC.
It seems fair and not too complicated.
 

Trazil

Legacy Supporter 2
Joined
Mar 31, 2013
Is there a reason why you don't like it? Just stating your opinion doesn't really help anyone, I asked igc for ways on how I could improve it.
Few things, I don't want to waste my time getting "political elo". Your idea of town rankings based on elo won't work. The towns with the higher elo that smash the other towns generally are not recruiting, and I don't think that a town wants to broadcast to the server that they are constantly destroyed in pvp. The whole idea of elo is worthless. Look at what's happened in the Beta right now, a donor tier was promised to the player with the top PvP elo, time to camp noobs! slowly but surely it will raise my elo!

The other two systems I pretty much skimmed through after I read that both sides need to agree. That makes the war pointless because it will never happen.
 

J2BH

Legacy Supporter 7
Joined
May 15, 2014
Location
New York City
Hard work only pays off when executed correctly. I say take all the time you need for this revamp, I'd rather a great but late release than a rushed and horrible release (Like factions :p). I'm sure this goes without saying, but we all appreciate your hard work.
 

Trazil

Legacy Supporter 2
Joined
Mar 31, 2013
Hard work only pays off when executed correctly. I say take all the time you need for this revamp, I'd rather a great but late release than a rushed and horrible release (Like factions :p). I'm sure this goes without saying, but we all appreciate your hard work.
I liked the first thing of factions (ty @xexorian ) but I hated it after the reset.
 
Joined
Jan 17, 2016
Medium-Low Priority Suggestion
Can we make it so that the items in Market are a MINIMUM of $1.00 currency?

Having to sell things at micro decimal numbers is really depressing. If I only have $100, and a town costs $50,000 (if we removed decimals), it'd be less depressing than having $0.01 and towns costing $500. While we're at it, being able to pay Taxes on your own with just *ONE* hour of grinding, would be neat. I sometimes go 2-3 hours (which I only usually get 1-2 days of weekly) before I could make enough to a day of Towny (Pre-Reset)

Something about only selling smooth stone, iron ingots (etc) for pennies, y'know?


Higher-Tier Priority
Can we make Spawn less graphics-intensive? Loading times for /SPAWN are insane for we whose funds are dismal after rent, utilities and bills IRL, and I'd like to be able to walk in a straight line when I arrive, rather than being zipped back to the same spot 4-7 times, then shucked back forward (often making accidental purchases, if I foolishly click any of my mouse buttons). :p

You can maybe put those fancy graphics in the Creative Server and invite people to look at them, while greatly improving Spawn performance for the rest of us . :3
 

Trazil

Legacy Supporter 2
Joined
Mar 31, 2013
Medium-Low Priority Suggestion
Can we make it so that the items in Market are a MINIMUM of $1.00 currency?

Having to sell things at micro decimal numbers is really depressing. If I only have $100, and a town costs $50,000 (if we removed decimals), it'd be less depressing than having $0.01 and towns costing $500. While we're at it, being able to pay Taxes on your own with just *ONE* hour of grinding, would be neat. I sometimes go 2-3 hours (which I only usually get 1-2 days of weekly) before I could make enough to a day of Towny (Pre-Reset)

Something about only selling smooth stone, iron ingots (etc) for pennies, y'know?


Higher-Tier Priority
Can we make Spawn less graphics-intensive? Loading times for /SPAWN are insane for we whose funds are dismal after rent, utilities and bills IRL, and I'd like to be able to walk in a straight line when I arrive, rather than being zipped back to the same spot 4-7 times, then shucked back forward (often making accidental purchases, if I foolishly click any of my mouse buttons). :p

You can maybe put those fancy graphics in the Creative Server and invite people to look at them, while greatly improving Spawn performance for the rest of us . :3
I don't think any of the "Medium-Low Priority" things are even problems, let alone things that need to be changed. You can easily get the needed money within the timeframe you have given. Your high priority suggestion has already been addressed many times. This is NOT the spawn for release, it was the factions spawn and it was put in because it was ready and looked nice. Again, NOT the spawn that will be on the final map.
 

ZenZiggy

Legacy Supporter 4
Joined
Oct 2, 2011
Hey Herocraft,
I don't like making these posts. But I'll just get it out in the open. I waited for an entire month for a paid developer to finish Townships, we basically got scammed, that pushed back a lot of work and things that were necessary. We have a claim open in paypal to get back the money, but its more about the time lost.

Let me take a second to let you know how difficult a release is. There's 80+ moving parts (plugins,configs,balances,building, you name it) all these parts have to be in a functional state and tested, some systems new, some old, but either way everything has to be "fresh" data, so it requires a steady hand to go by all of them and make sure the configs line up, the databases are sync'd, ITS NOT FUN as a one man job.

Our new developer @Morphan1 has been lighting up the code branch for the last two weeks but realistically, this Township plugin is far larger than two weeks. We're cramming 5 years worth of logic into a plugin that really needs testing and feedback from the player base. We are creating an entire TOWNSHIP plugin from scratch that is by my design and will mirror and reflect the communities wants and feelings. WE NEED FEEDBACK AND TESTING.

I am going to release a BETA server today on the VANILLA terrain with HEROES. This server will last approximately ONE week. There will be prizes, faster leveling and overall a testing experience so people will get to know the new Townships system AND test the classes they want with the 1.9 mechanics.

The delay is due to my own failures and I take responsibility for that. I am under extreme pressure to get this functional and polished but right now the systems are barely functional and I cannot base the next 6-8 months off of something that still is riddled with bugs.

The custom terrain for the new map is set in stone, it looks amazing, the biomes are set, everything is good, the spawn had a big mishap last night and did not get completed so we could use an extra few days on that end to ensure it looks good, has the things you need to play and the pvp areas that will make it fun for weeks ahead. So as an effort to make this "beta" release fun we want to grant the testers rewards for the new map so they have an edge on the players who didn't assist in the testing.

BETA RELEASE ---- DATA WILL BE RESET ON THE FULL RELEASE
Rewards: (Goes to Town Leader unless specified)
  • First town created -- 1000c at the start of the map
  • 100 Chunks claimed -- 1000c at the start of map
  • Reached max town upgrade level -- 2000c at the start of the map
  • First Mastery of COMBAT class -- 1000c at the start of the map
  • First to 100 kills -- 10 unopened crates at the start of the map (@Wild_Porygon)
  • For every 1000c you make on this BETA you'll keep 100c of it on release. (This may take some work to get correct) -- Will confirm with /money top 100
  • First Mastery of CRAFTER -- 500c at the start (GRATS @TESTIFICAT )
    (I'm also on board for additional prizes, that you guys would want or think needs testing)
  • /pvp top (#1 slot - gets a FREE SUPPORTER TIER UPGRADE)
  • /pve top (#1 slot - gets a FREE SUPPORTER TIER UPGRADE)
  • /money top (#1 slot - gets a FREE SUPPORTER TIER UPGRADE)
To all:
I know this post will come as a massive let down to several players but I just ask you bear with us and understand that staff is under extreme pressure and its not something we want to delay any more than it has been.

Thank you for reading and I really hope you are patient enough to see the new release and rework of Herocraft at its full fruition.

PLEASE LEAVE MECHANIC'S FEEDBACK AT THIS THREAD.
Modpack with Keybinds.
I have always been an major fan of this server Kainzo, in my opinion you do the best job on running an extremely fun Minecraft multiplayer server. Which I know takes up an immense amount of your time, and us players we are grateful for that. I'm very excited to come back to the server for the new map, as I have been very busy with work and school. Now that I have some time again I'd be glad to play and help out if needed.
 

Jrr_

Architect
Balance Team
Adventure Team
Legacy Supporter 3
Joined
Oct 27, 2012
Location
Straya
I have always been an major fan of this server Kainzo, in my opinion you do the best job on running an extremely fun Minecraft multiplayer server. Which I know takes up an immense amount of your time, and us players we are grateful for that. I'm very excited to come back to the server for the new map, as I have been very busy with work and school. Now that I have some time again I'd be glad to play and help out if needed.
this is like 6 months old
 
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