- Joined
- Jun 30, 2011
Off the bat this will be a long post, I'm going to try covering everything. Its going to be a mix of ranting and suggestions
Attributes
The current implementation of attributes is really not that good. As a Tier 1 class all your attributes are set from level 1. This means anything other than your health and mana have practically no level scaling. It also means that attributes play no role in tier 1 classes. Tier 2 classes can customize their own attributes but tier 2 has a bunch of other problems too..
Attribute customization is not 'noob' friendly. The GUI doesn't work, no noob knows what build to go, so on so forth. But without being able to customize your attributes they don't play enough of a role.
Solution A: Redesign attributes so that you can toggle between manual and automatic. Automatic would build up a set of attributes as you level while manual you will be able to choose what attributes you get.
Solution B: Rip it out. It either adds unnecessary complications or does not play any role.
Tier 2 Classes
I am really not a fan of T2 classes and their implementation. No one touches them without a boost which makes it feel like they exist purely to put more money towards Kainzo/the server.
The problems are pretty simple. You finish mastering your T1 class and then you switch to T2 and lose everything. You lose your skills and attributes and it takes even longer to gain them back for a really small bonus. "Well Egor the whole point of going T2 is to show that you are hardcore!" Good for you not being able to actively participate in all aspects of the game because you are lacking skills and attributes for making that hardcore decision.
Another small issue is the quality of some T2 skills. Some T2 classes' skill is beneficial and a great bonus (you can really notice the difference between the T1 and T2) while others are lackluster.
Solution A: Rip them out. It is another one of those things that adds another layer to the never ending stack of things to do.
Solution B: Make them take even longer to level but give everything they had at T1 level 60 to T2 level 1. Give it enough attribute points to make a build that could match the T1 (but they would be able to customize it at level 1) and give them their skills. Keep the leveling simple, 1-10 (level 10 having the bonus skill), but make it take a shit load of time to get maxed. Each level would give a good chunk of attribute points to make an impact. *I've already made a suggestion exactly like Solution B
Tier 3 Classes
What the fuck?
Back in Aegis Kainzo had made a thread displaying Soul Wielder, a class above all others but takes even more PvE to get to! This thread blew up because people hated the idea and heavily disagreed. So many people were pissed that this was even an idea posted by Kainzo. The thread ended up being taken down and left alone. Months later when the majority forgot about the initial T3 thread (Soul Wielder) Kainzo releases...TIER 3 CLASSES.
They really provide nothing but more work. Barely anyone goes them even if they are stupidly strong. The problem is that all it takes is one good PvPer to go one of these classes and wreck shit for it to be a problem. Then the balance team has work on balancing it based on that it needs to be stronger than other classes, but not too strong.
Solution: Rip them out
Parties
Make the god damn names green. I don't know why this is not a thing anymore, it made group fights a lot more enjoyable because you wouldn't waste anytime going after the wrong person (you would notice it right away).
Townships
All we need for townships is something simple, and straight forward. I would spend time trying to knit pick at our current system but I simply don't know much about it. All I know is that you can claim chunks and your town will slowly produce special materials over time. But the problem is that, that is all I know about the current townships. There are too many aspects that can easily drive someone away from starting up their own town.
Solution: Create a new simple township plugin. It starts you off with a base area, when you upgrade it expands said area. To upgrade it would cost a lot of money, diamonds, gold, iron, just regular minecraft materials on mass. To upgrade it should take a long time, it should not be easy (helps to provide end game things to do). For inter town politics keep it very simple. Set allies names to yellow, enemies to red, and have your own townies be blue.
Conquest Points
In my opinion this is one of the changes that was good for the server but it is still has problems.
The buildings. For the love of god you can steal something from anywhere else and get better buildings. These buildings keep getting reused. First it was created as the sewer mob arena in Dragongarde and now it has be reused as conquest points multiple times. Get some good unique buildings
The bonus experience is a good idea and I would like to see that kept.
I would also like to see it continue being integrated into the town system but maybe in a more simple way. You need X amount of item to upgrade, the conquest points gives said item.
1.9 Attack Speed
There are already multiple threads and posts debating this subject so I'll try to keep it short.
To make attack speed work well with our current system requires a lot of work. It requires both coding (reworking melee classes so it works well), and heavy balancing. Is it really worth all that work? The answer is no. Why stick with a system (in its current implementation) and have all this work piled up instead of setting the attacks per second to 10 and have it over with
Economy
Our custom currency, souls, is not needed. There were no major issues with the gold system. As long as you make mobs, and farming drop golden nuggets, it all works out quite well.
Make a huge money dump upgrading towns, this ain't Easycraft. Make server shops a big thing for both selling and buying. The server should be selling practically everything to keep money/items flowing. The server should also be buying everything for a certain price.
Having the server buying things from the players is good because it will allow people to actually PvE by setting up massive farms (like a cactus farm) so they can sell to the server. Allowing them to collect an item, sell it, and use that money (for upgrading their town perhaps).
I'd personally like to see the removal of both chestshops, and whatever market thing is mainly used. Having pure player trading promotes interaction, caution, and more.
Custom Items
I would personally like to see the removal of custom items. Although they are not one of the massive problems of Herocraft they are still something that adds to the unnecessary list.
They are not really providing anything 'good'. They provide people with an advantage that has nothing to do with skill and is something that Balance Team can't really account for.
Staff Teams
Admin/Mod
I do not really see a good solution to getting more admins/mods but there is a dire need for people with the power to do things. You can't choose someone from the existing veterans because most are biased and you can't really take any new players because they don't really know the system/community.
Proctor/Rules Team
There really needs to be new updated rules and the proper amount of people. I see people getting muted for no good reason or people not getting muted (there needs to be a fine line). I do believe shit talking should not be muteable.
I would also like to see the stealing and leaving/betraying your town results in a ban is brought back. Not many developed groups are willing to invite new people because they risk everything being stolen. Makes it hard for any new player to get into a well known town.
Balance Team
The one team I feel like does their best to do their job. It is just that some major changes make balancing extremely difficult. At the moment said change is attack speed and maybe a little from a different healing system
Dungeons/Adventure Map/Dungeon Heroes/Mythic Mobs
This honestly bugs me so much because there is no seperation from the Herocraft survival server and what has been the goal of Kainzo for years. Survival server has just become the live test for things Kainzo wants for Dungeon Heroes and it hasn't been working.
Dungeons, these massive buildings around the map filled with mythic mobs that give subpar experience and rewards. What is this giving the server? We reuse and recycle conquest points for maps but each dungeon has its own unique building. Why is something that has proven to 'make a difference' not getting focus compared to dungeons which only get used because they are there.
Mythic mobs, annoying mobs that take longer to kill. That is really all they are at the moment. I remember when they were first being implemented and how it came with crashes, bugs and way too much config work to make it worth it. They are finally in but they just don't make a difference.
Leveling/Experience Rates
What happened this map that fucked up the experience rates in parties?
It used to be that experience would be evenly split in the party but now it factors in people's level and tier. I presume this system is suppose to be rewarding those who are doing more work to kill the mobs because higher level obviously equates to more work/damage put in. This system is so flawed because a low level with one AOE can do more than a high level with none. Even if you base it on damage dealt to mobs, what about healers?
Solution: Just put it back to the old, even split experience.
Protection
Towns are fully regioned and are unbreakable (I don't even know if we have a current town raiding system). Do you really need anymore protection?
Deathchests are a massive helping hand to anyone but I just don't think they provide healthy gameplay. You die so lets give you a chance to get your items back (no matter where you are). You got your deathchest back but you died again, lets just drop another deathchest. There really is no punishment of losing your items when you die because of deathchests. No one is scared to die because they know that they will probably get all their stuff back.
LWCs are the ultimate protection. But is that really needed when towns are fully regioned? I personally am no longer a fan of LWCs. I'd like to see the only protection that no one can access be an enderchest (only giving you 27 protected slots).
Scrap residences and just have expensive spawn plots.
Macros
As much as requiring macros to truly enjoy the majority of PvP sucks it is currently still needed and is not something that is easy to fix.
Take a look at melee classes, it is extremely inconvenient to switch to another hotbar slot, while swinging, to right click an item bind. It just doesn't work well.
Healers need to bind all of their skills and some of them twice. Even with the new targeting system you need to have certain binds with the '-to' things to do your job properly
Casters/Pure kiting classes are the ones who can be played without macros because the only thing you are limited to is your skill count and what you bind (which is not the hard thing to fix).
We shouldn't be trying to bring some classes down (limit what they can do so those without macros can be somewhat on par) while others won't be touched (melee classes) because the problem is how heroes handles skill usage.
Arenas/Elo
Arenas were great because it helped create PvP when there was none to be found in the world. It helped people improve quickly. Instead of having to run from a graveyard, regear, heal up, wait on mana, so on so forth, you would be able to fight again and again. This allowed you to improve much more than world PvP would ever allow. I know that there has been an 'Arena Server' where you had to go to a different server to use them but it was just inconvenient. Being able to /duel someone on the live server was great. Without that you had to be like, "Do you wanna fight?! Come to the arena server! huehuehue."
Arenas and dueling allows for an elo system that makes it somewhat hard to 'camp' people for elo. The ratings would only be from duels and arenas, not real world PvP.
Class Reconstruction
KAINZO KEEP YOUR SLIMY HANDS OFF OF IT. You really should be letting the balance team/community do this. You have admitted that you are no good at class balancing. Class balancing and creation go hand in hand. KEEP THEM HANDS OFF KAINBRO
Kain edit - I never said I was bad at balancing, I said its not a one man job.
Kain Edit - class name changes aren't in stone, these were just funny/fun for me to rename, but were not perm choices.
Kainzo
Although Kainzo has been able to keep Herocraft up and running for over 5 years he has really only been able to do that well on the back end side of things. 'Server issues' have gotten much better over time but the content has not.
I feel like for every one good development decision made comes with three bad/meh ones.
Conquest points...PvE half of map, broken town plugin, 2nd broken town plugin.
The decisions that have really benefited the server are quite the small amount. You can probably argue that a lot of my opinions come from just a PvP standpoint but I don't really think so. A lot of what I have talked about will make it better for newer players. By removing things it makes it simpler for someone who has never played Herocraft before. By making towns simpler and the only protection it will make people race for upgrades (PvE). I can go at this from a lot of different angles but you get my point.
2500 unique weekly logins with a 60% retention rate. Retention meaning they log in the next day...This statistic got thrown at us while arguing with Kainzo to help him win the argument. Where are those 1000+ players that are supposed to be retained? The PvPers take this blame because we kill and camp every single one of them. This issue could have been reduced by doing something as simple as adding a cost to Herogates (so noobs can't run through them right off the bat).
The main reason noobs end up leaving is because there is too much shit too learn. Sure not everyone wants to install macro mod but installing macro mod is leagues easier than learning all about Herocraft.
Overall as a server owner I think Kainzo has done a good job running the server on the backend but a horrible job in development. I feel like to get Herocraft going again there needs to be a different person in charge of development. There needs to be a difference between Dungeon Heroes and survival.
The End
When is Dungeon Heroes/Adventure map coming? It has been in development since Dragongarde and coming soon since Zeal.
This took a lot of effort to type up and sadly it is probably not going to make a difference
@Kainzo @TimForReal @WitchOnaRampage @xexorian @Dielan9999 @Haxnn @victim130 @peeeeeeeeeew @Leo2596 @Avoir @911FashionPolice @Pugglez_ @Dreamcycler @Irishman81 @Anhwylder @Dwarfers @Zelphril @Moderators @Kenneth_Chow @Balance Team @everyoneelsetoo
Attributes
The current implementation of attributes is really not that good. As a Tier 1 class all your attributes are set from level 1. This means anything other than your health and mana have practically no level scaling. It also means that attributes play no role in tier 1 classes. Tier 2 classes can customize their own attributes but tier 2 has a bunch of other problems too..
Attribute customization is not 'noob' friendly. The GUI doesn't work, no noob knows what build to go, so on so forth. But without being able to customize your attributes they don't play enough of a role.
Solution A: Redesign attributes so that you can toggle between manual and automatic. Automatic would build up a set of attributes as you level while manual you will be able to choose what attributes you get.
Solution B: Rip it out. It either adds unnecessary complications or does not play any role.
Tier 2 Classes
I am really not a fan of T2 classes and their implementation. No one touches them without a boost which makes it feel like they exist purely to put more money towards Kainzo/the server.
The problems are pretty simple. You finish mastering your T1 class and then you switch to T2 and lose everything. You lose your skills and attributes and it takes even longer to gain them back for a really small bonus. "Well Egor the whole point of going T2 is to show that you are hardcore!" Good for you not being able to actively participate in all aspects of the game because you are lacking skills and attributes for making that hardcore decision.
Another small issue is the quality of some T2 skills. Some T2 classes' skill is beneficial and a great bonus (you can really notice the difference between the T1 and T2) while others are lackluster.
Solution A: Rip them out. It is another one of those things that adds another layer to the never ending stack of things to do.
Solution B: Make them take even longer to level but give everything they had at T1 level 60 to T2 level 1. Give it enough attribute points to make a build that could match the T1 (but they would be able to customize it at level 1) and give them their skills. Keep the leveling simple, 1-10 (level 10 having the bonus skill), but make it take a shit load of time to get maxed. Each level would give a good chunk of attribute points to make an impact. *I've already made a suggestion exactly like Solution B
Tier 3 Classes
What the fuck?
Back in Aegis Kainzo had made a thread displaying Soul Wielder, a class above all others but takes even more PvE to get to! This thread blew up because people hated the idea and heavily disagreed. So many people were pissed that this was even an idea posted by Kainzo. The thread ended up being taken down and left alone. Months later when the majority forgot about the initial T3 thread (Soul Wielder) Kainzo releases...TIER 3 CLASSES.
They really provide nothing but more work. Barely anyone goes them even if they are stupidly strong. The problem is that all it takes is one good PvPer to go one of these classes and wreck shit for it to be a problem. Then the balance team has work on balancing it based on that it needs to be stronger than other classes, but not too strong.
Solution: Rip them out
Parties
Make the god damn names green. I don't know why this is not a thing anymore, it made group fights a lot more enjoyable because you wouldn't waste anytime going after the wrong person (you would notice it right away).
Townships
All we need for townships is something simple, and straight forward. I would spend time trying to knit pick at our current system but I simply don't know much about it. All I know is that you can claim chunks and your town will slowly produce special materials over time. But the problem is that, that is all I know about the current townships. There are too many aspects that can easily drive someone away from starting up their own town.
Solution: Create a new simple township plugin. It starts you off with a base area, when you upgrade it expands said area. To upgrade it would cost a lot of money, diamonds, gold, iron, just regular minecraft materials on mass. To upgrade it should take a long time, it should not be easy (helps to provide end game things to do). For inter town politics keep it very simple. Set allies names to yellow, enemies to red, and have your own townies be blue.
Conquest Points
In my opinion this is one of the changes that was good for the server but it is still has problems.
The buildings. For the love of god you can steal something from anywhere else and get better buildings. These buildings keep getting reused. First it was created as the sewer mob arena in Dragongarde and now it has be reused as conquest points multiple times. Get some good unique buildings
The bonus experience is a good idea and I would like to see that kept.
I would also like to see it continue being integrated into the town system but maybe in a more simple way. You need X amount of item to upgrade, the conquest points gives said item.
1.9 Attack Speed
There are already multiple threads and posts debating this subject so I'll try to keep it short.
To make attack speed work well with our current system requires a lot of work. It requires both coding (reworking melee classes so it works well), and heavy balancing. Is it really worth all that work? The answer is no. Why stick with a system (in its current implementation) and have all this work piled up instead of setting the attacks per second to 10 and have it over with
Economy
Our custom currency, souls, is not needed. There were no major issues with the gold system. As long as you make mobs, and farming drop golden nuggets, it all works out quite well.
Make a huge money dump upgrading towns, this ain't Easycraft. Make server shops a big thing for both selling and buying. The server should be selling practically everything to keep money/items flowing. The server should also be buying everything for a certain price.
Having the server buying things from the players is good because it will allow people to actually PvE by setting up massive farms (like a cactus farm) so they can sell to the server. Allowing them to collect an item, sell it, and use that money (for upgrading their town perhaps).
I'd personally like to see the removal of both chestshops, and whatever market thing is mainly used. Having pure player trading promotes interaction, caution, and more.
Custom Items
I would personally like to see the removal of custom items. Although they are not one of the massive problems of Herocraft they are still something that adds to the unnecessary list.
They are not really providing anything 'good'. They provide people with an advantage that has nothing to do with skill and is something that Balance Team can't really account for.
Staff Teams
Admin/Mod
I do not really see a good solution to getting more admins/mods but there is a dire need for people with the power to do things. You can't choose someone from the existing veterans because most are biased and you can't really take any new players because they don't really know the system/community.
Proctor/Rules Team
There really needs to be new updated rules and the proper amount of people. I see people getting muted for no good reason or people not getting muted (there needs to be a fine line). I do believe shit talking should not be muteable.
I would also like to see the stealing and leaving/betraying your town results in a ban is brought back. Not many developed groups are willing to invite new people because they risk everything being stolen. Makes it hard for any new player to get into a well known town.
Balance Team
The one team I feel like does their best to do their job. It is just that some major changes make balancing extremely difficult. At the moment said change is attack speed and maybe a little from a different healing system
Dungeons/Adventure Map/Dungeon Heroes/Mythic Mobs
This honestly bugs me so much because there is no seperation from the Herocraft survival server and what has been the goal of Kainzo for years. Survival server has just become the live test for things Kainzo wants for Dungeon Heroes and it hasn't been working.
Dungeons, these massive buildings around the map filled with mythic mobs that give subpar experience and rewards. What is this giving the server? We reuse and recycle conquest points for maps but each dungeon has its own unique building. Why is something that has proven to 'make a difference' not getting focus compared to dungeons which only get used because they are there.
Mythic mobs, annoying mobs that take longer to kill. That is really all they are at the moment. I remember when they were first being implemented and how it came with crashes, bugs and way too much config work to make it worth it. They are finally in but they just don't make a difference.
Leveling/Experience Rates
What happened this map that fucked up the experience rates in parties?
It used to be that experience would be evenly split in the party but now it factors in people's level and tier. I presume this system is suppose to be rewarding those who are doing more work to kill the mobs because higher level obviously equates to more work/damage put in. This system is so flawed because a low level with one AOE can do more than a high level with none. Even if you base it on damage dealt to mobs, what about healers?
Solution: Just put it back to the old, even split experience.
Protection
Towns are fully regioned and are unbreakable (I don't even know if we have a current town raiding system). Do you really need anymore protection?
Deathchests are a massive helping hand to anyone but I just don't think they provide healthy gameplay. You die so lets give you a chance to get your items back (no matter where you are). You got your deathchest back but you died again, lets just drop another deathchest. There really is no punishment of losing your items when you die because of deathchests. No one is scared to die because they know that they will probably get all their stuff back.
LWCs are the ultimate protection. But is that really needed when towns are fully regioned? I personally am no longer a fan of LWCs. I'd like to see the only protection that no one can access be an enderchest (only giving you 27 protected slots).
Scrap residences and just have expensive spawn plots.
Macros
As much as requiring macros to truly enjoy the majority of PvP sucks it is currently still needed and is not something that is easy to fix.
Take a look at melee classes, it is extremely inconvenient to switch to another hotbar slot, while swinging, to right click an item bind. It just doesn't work well.
Healers need to bind all of their skills and some of them twice. Even with the new targeting system you need to have certain binds with the '-to' things to do your job properly
Casters/Pure kiting classes are the ones who can be played without macros because the only thing you are limited to is your skill count and what you bind (which is not the hard thing to fix).
We shouldn't be trying to bring some classes down (limit what they can do so those without macros can be somewhat on par) while others won't be touched (melee classes) because the problem is how heroes handles skill usage.
Arenas/Elo
Arenas were great because it helped create PvP when there was none to be found in the world. It helped people improve quickly. Instead of having to run from a graveyard, regear, heal up, wait on mana, so on so forth, you would be able to fight again and again. This allowed you to improve much more than world PvP would ever allow. I know that there has been an 'Arena Server' where you had to go to a different server to use them but it was just inconvenient. Being able to /duel someone on the live server was great. Without that you had to be like, "Do you wanna fight?! Come to the arena server! huehuehue."
Arenas and dueling allows for an elo system that makes it somewhat hard to 'camp' people for elo. The ratings would only be from duels and arenas, not real world PvP.
Class Reconstruction
KAINZO KEEP YOUR SLIMY HANDS OFF OF IT. You really should be letting the balance team/community do this. You have admitted that you are no good at class balancing. Class balancing and creation go hand in hand. KEEP THEM HANDS OFF KAINBRO
Kain edit - I never said I was bad at balancing, I said its not a one man job.
Kain Edit - class name changes aren't in stone, these were just funny/fun for me to rename, but were not perm choices.
Kainzo
Although Kainzo has been able to keep Herocraft up and running for over 5 years he has really only been able to do that well on the back end side of things. 'Server issues' have gotten much better over time but the content has not.
I feel like for every one good development decision made comes with three bad/meh ones.
Conquest points...PvE half of map, broken town plugin, 2nd broken town plugin.
The decisions that have really benefited the server are quite the small amount. You can probably argue that a lot of my opinions come from just a PvP standpoint but I don't really think so. A lot of what I have talked about will make it better for newer players. By removing things it makes it simpler for someone who has never played Herocraft before. By making towns simpler and the only protection it will make people race for upgrades (PvE). I can go at this from a lot of different angles but you get my point.
2500 unique weekly logins with a 60% retention rate. Retention meaning they log in the next day...This statistic got thrown at us while arguing with Kainzo to help him win the argument. Where are those 1000+ players that are supposed to be retained? The PvPers take this blame because we kill and camp every single one of them. This issue could have been reduced by doing something as simple as adding a cost to Herogates (so noobs can't run through them right off the bat).
The main reason noobs end up leaving is because there is too much shit too learn. Sure not everyone wants to install macro mod but installing macro mod is leagues easier than learning all about Herocraft.
Overall as a server owner I think Kainzo has done a good job running the server on the backend but a horrible job in development. I feel like to get Herocraft going again there needs to be a different person in charge of development. There needs to be a difference between Dungeon Heroes and survival.
The End
When is Dungeon Heroes/Adventure map coming? It has been in development since Dragongarde and coming soon since Zeal.
This took a lot of effort to type up and sadly it is probably not going to make a difference
@Kainzo @TimForReal @WitchOnaRampage @xexorian @Dielan9999 @Haxnn @victim130 @peeeeeeeeeew @Leo2596 @Avoir @911FashionPolice @Pugglez_ @Dreamcycler @Irishman81 @Anhwylder @Dwarfers @Zelphril @Moderators @Kenneth_Chow @Balance Team @everyoneelsetoo
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