• Guest, we are doing a new map (refresh) for Herocraft. Gather your friends and get ready! Coming next Friday, 06/28/24 @ 7PM CT play.hc.to
    Read up on the guides and new systems! Here.
    View the LIVE Map here @ hc.to/map
    Stuck or have a problem? use "/pe create" to to open a ticket with staff (There are some known issues and other hotfixes we will be pushing asap)
  • Guest, Make sure to use our LAUNCHER! Read more here!

Non player damage

draconis99

Holy
Retired Staff
Max Legacy Supporter
Joined
Feb 28, 2012
When I think "hardcore server", I think a dangerous place where groups band together to survive. This server is doing great to give that feel in combat against monsters and other players, however I find it very lacking in the trap department. I just tested dispenser shot arrow damage on the 1.6.4 test server and after a good 5 arrows, I didn't even lower in half a heart of health. Traps should be a fundamental part of herocraft. There are tripwires, dispensers, and redstone for a reason. I think upping the damage of dispensed arrows, fire charges, and anything else shot out of dispensers at players should do at least 50-60 damage MINIMUM. I would average the damage of them out to 80-100 personally. Castles and bandit bases were most feared for their traps and advantage points, not the soldiers within them.
 
Last edited by a moderator:

leftovers5

Legacy Supporter 8
Joined
Oct 28, 2011
Location
USA
When I think "hardcore server", I think a dangerous place where groups band together to survive. This server is doing great to give that feel in combat against monsters and other players, however I find it very lacking in the trap department. I just tested dispenser shot arrow damage on the 1.6.4 test server and after a good 5 arrows, I didn't even lower in half a heart of health. Traps should be a fundamental part of herocraft. There are tripwires, dispensers, and redstone for a reason. I think upping the damage of dispensed arrows, fire charges, and anything else shot out of dispensers at players should do at least 50-60 damage MINIMUM. I would average the damage of them out to 80-100 personally. Castles and bandit bases were most feared for their traps and advantage points, not the soldiers within them.
Cool idea. Especially pertinent in terms of town defenses. Currently the stuff you mentioned basically are useless against an enemy because they don't do solid damage. If this is added I could definitely see Engineers getting some more love.
 
Last edited by a moderator:

Xargun

Legacy Supporter 9
Joined
Jan 12, 2013
Location
Ohio, USA
Cool idea. Especially pertinent in terms of town defenses. Currently the stuff you mentioned basically are useless against an enemy because they don't do solid damage. If this is added I could definitely see Engineers getting some more love.

They should combine Engineer and Mason together - neither one is that great by themselves, but together they are useful.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
Perhaps we can use worldguard regions to flag for increasing damage from projectiles not fired by players? That way towns with regions, spawn, dungeons, and whatever the architect team builds in between could have deadly arrow traps.

EDIT: I'm not 100% on what is possible with worldguard.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
They should combine Engineer and Mason together - neither one is that great by themselves, but together they are useful.
How can you say Engineer isnt a great stand-alone class? do you even know how to engineer?

Granted, not opposed to combining them though
 
Last edited:

lioIIoil

Legacy Supporter 7
Joined
Jun 23, 2012
Arrows should do something like 300 damage. It would make arrow to traps scary and fun. 300 damage would be enough to barely run away but enough to be dangerous.
 

Xargun

Legacy Supporter 9
Joined
Jan 12, 2013
Location
Ohio, USA
How can you say Engineer isnt a great stand-alone class? do you even know how to engineer?

Granted, not opposed to combining them though

My degree is in Engineering :) But to be honest I know very little about redstone, but Mason sucks. Once you get lifts they are useless - as you need Engineering to make cool stuff. Just figured if you combine the two they completement each other very well and Mason really isn't a stand alone class.
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
I wouldn't mind seeing very powerful arrow traps/other stuff in the adventure map. In my opinion it would work on the main world with some restrictions/exceptions
 

MajorasMask

Ungodly
Joined
Sep 3, 2011
Location
Earth
They should combine Engineer and Mason together - neither one is that great by themselves, but together they are useful.

Nay.

Engineers and masons both have a lot of skills, so combining them would make the result profession overpowered. Unless you remove skills, but which ones? Pistons, redstone repeaters and ICs are all important for an engineer, and lifts, gates, bridges and doors are all important for masons.

Engineers are the best for traps. Pistons can be used for pit/arrow traps. Bridges/doors, which masons have, if combined with the skills of an engineer, only make the situation ''cleaner''. However without player detection ICs, a mason's skills alone are pretty much useless for making traps (unless they are used manually).

I view masons as builders and engineers as, well, engineers..
 

Xargun

Legacy Supporter 9
Joined
Jan 12, 2013
Location
Ohio, USA
Nay.

Engineers and masons both have a lot of skills, so combining them would make the result profession overpowered. Unless you remove skills, but which ones? Pistons, redstone repeaters and ICs are all important for an engineer, and lifts, gates, bridges and doors are all important for masons.

Engineers are the best for traps. Pistons can be used for pit/arrow traps. Bridges/doors, which masons have, if combined with the skills of an engineer, only make the situation ''cleaner''. However without player detection ICs, a mason's skills alone are pretty much useless for making traps (unless they are used manually).

I view masons as builders and engineers as, well, engineers..

Lots of skills ? Are you crazy ? Masons can make lifts, bridges, gates and hidden doors / switches. I wouldn't call that a lot of skills. And even if they had 100 skills like Engineers they don't compare to some like a Miner, or Farmer, Smith, etc... for making money or usefulness. Once your town has lifts how often are you looking for an Engineer or Mason ? Never - but you always need a Farmer, Smith, etc... Just trying to balance out the professions so its not a chore to find a Mason to make some lifts. You can always find Smiths, Farmers, Miners and such online, but Mason and Engineers are fairly rare.
 
Top