Digger360
Obsidian
- Joined
- Jul 30, 2011
As many of you know, the regions that accompany herogates or graveyards, if basically a safehouse against death. Perhaps your being chased by an adversary that you have little chance of defeating, or your jumping across and back borders that prevent your death. I know if I'm being pursued, I quickly bring up f3, and change direction to the nearest herogate or graveyard. Places such as these have even become 'Hangouts" where a large amount of players sit around.
My ideals of "hardcore" is that your unable to simply run past an imaginary line, and become completely safe from other players. In fact, if your trying to get to a herogate, or spawn with a large amount of gold, its very easy. You simply need to escape other players long enough to get within the bounds of a herogate. The danger of the wilds is very little, when the entire map is sprinkled with graveyards, basically safe houses for those with endangered lives. It's come to such an extent, that if a player wishes to never fight, they can do so, very easily.
A large portion of the problem are graveyards. Scattered wildly around the map, they constantly provide players with a means to instantly escape pursuers. I completely agree that graveyards are necessarily, they stop bed camping, and endless bed spawn charging alike. I suggest that graveyards are one way, if a player dies, they can take one of the many exists out, or purchase some redstone and recall. Having a graveyard being inaccessible (Though pistons or [Gates]) from the outside means that graveyards are no server wide safe houses, but still provide their function, to provide a means to stop spawn camping.
The problem with herogate regions, is if your attempting to sell a large amount of gold, you have little risk of losing your valuables. All one simply needs to do is traverse a short distance to a herogate region, and they can instantly travel to spawn, to trade goods, completely risk free. Although quick travel is extremely convient and necessarily in some cases, it provides a risk free means to spawn. We might as well enable the /spawn command, for all these give us. Again, I suggest herogates to be one-way, not allowing players to instantly traverse to spawn, thus forcing gold sellers to actually walk to spawn, reopening a vast amount of PvP combat for players would need to roam around the map, and perhaps bring bodyguards for extreme loads. Herogates would still provide new and old players fast means to get into the action quickly, while stopping mass camping.
We already have a fast safe means of transportation for our donating members, (Dragon travel), and if a player wished, they could hire a wizard for quick risk free transportation to spawn, stimulating the economy even further.
This leads me to the final problem I view, Mob arena regions. Though extremely necessarily, as players who just finished MA's would be camped, they in themselves are abused, as like graveyards, supply safety, and "risk" free PvP, generally known as border hoping. I see two possible solutions to this. Although possibly difficult to code, perhaps it could be programmed, that if a player is combat tagged, it makes them unable to enter such regions, although I see many opportunities for glitching. Instant, the region could envelop a sealed room, a lobby perhaps, that players can wait for running MA's to stop, and for finishing players to be teleported to, in the event of the MA completing. In order to enter this safe room, a player might be required to type in (Close to the MA) /Ma join (Sample) lobby, outside the MA's protective region. Perhaps like recall, it might require 10 seconds to cast. ( Otherwise binds could be set for instant port). As I see it, i'd put an end to border hoping in general.
These suggestions in no way, are trying to force players to PvP, but instead put an end to border hoping, and safe houses in general. In my view of hardcore, I don't see running across an invisible barrier being they key to escaping death.
(No I'm not pruning this wall of text for spelling or grammar errors, deal with it)
My ideals of "hardcore" is that your unable to simply run past an imaginary line, and become completely safe from other players. In fact, if your trying to get to a herogate, or spawn with a large amount of gold, its very easy. You simply need to escape other players long enough to get within the bounds of a herogate. The danger of the wilds is very little, when the entire map is sprinkled with graveyards, basically safe houses for those with endangered lives. It's come to such an extent, that if a player wishes to never fight, they can do so, very easily.
A large portion of the problem are graveyards. Scattered wildly around the map, they constantly provide players with a means to instantly escape pursuers. I completely agree that graveyards are necessarily, they stop bed camping, and endless bed spawn charging alike. I suggest that graveyards are one way, if a player dies, they can take one of the many exists out, or purchase some redstone and recall. Having a graveyard being inaccessible (Though pistons or [Gates]) from the outside means that graveyards are no server wide safe houses, but still provide their function, to provide a means to stop spawn camping.
The problem with herogate regions, is if your attempting to sell a large amount of gold, you have little risk of losing your valuables. All one simply needs to do is traverse a short distance to a herogate region, and they can instantly travel to spawn, to trade goods, completely risk free. Although quick travel is extremely convient and necessarily in some cases, it provides a risk free means to spawn. We might as well enable the /spawn command, for all these give us. Again, I suggest herogates to be one-way, not allowing players to instantly traverse to spawn, thus forcing gold sellers to actually walk to spawn, reopening a vast amount of PvP combat for players would need to roam around the map, and perhaps bring bodyguards for extreme loads. Herogates would still provide new and old players fast means to get into the action quickly, while stopping mass camping.
We already have a fast safe means of transportation for our donating members, (Dragon travel), and if a player wished, they could hire a wizard for quick risk free transportation to spawn, stimulating the economy even further.
This leads me to the final problem I view, Mob arena regions. Though extremely necessarily, as players who just finished MA's would be camped, they in themselves are abused, as like graveyards, supply safety, and "risk" free PvP, generally known as border hoping. I see two possible solutions to this. Although possibly difficult to code, perhaps it could be programmed, that if a player is combat tagged, it makes them unable to enter such regions, although I see many opportunities for glitching. Instant, the region could envelop a sealed room, a lobby perhaps, that players can wait for running MA's to stop, and for finishing players to be teleported to, in the event of the MA completing. In order to enter this safe room, a player might be required to type in (Close to the MA) /Ma join (Sample) lobby, outside the MA's protective region. Perhaps like recall, it might require 10 seconds to cast. ( Otherwise binds could be set for instant port). As I see it, i'd put an end to border hoping in general.
These suggestions in no way, are trying to force players to PvP, but instead put an end to border hoping, and safe houses in general. In my view of hardcore, I don't see running across an invisible barrier being they key to escaping death.
(No I'm not pruning this wall of text for spelling or grammar errors, deal with it)