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The Future of PvP on Herocraft

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agentjwall

Godly
Joined
Aug 23, 2011
Location
[Classified]
After this month's meeting I was left with many questions about the future of PvP on the server along with a bad taste in my mouth so I figured I'd talk about what I find flawed or unclear in the newly planned system…

1. Outposts-- The ideas of outposts seems inherently flawed to me. It was mentioned that income would be generated from them and that it would be the basis of PvP combat in upcoming updates. Why/How do they generate income? It seems logic to say that it is to encourage rival factions to attack them but in reality why would a rival faction care unless they actively wanted to be the "Wealthiest" faction. furthermore wouldn't the factions just be placed deep within their own nations to act like money farms? It doesn't seem right if they are bases to place in enemy territory since it would be difficult to defend them and worthless as revenue generating means for the effort involved in keeping them protected. On top of that how are outposts protected when their faction isn't online to protect them? It seems like it would be impossible to keep any protected when on or two guys could come online late at night and destroy them. On the flip side, Let's pretend they are for offensive military purposes, There's still the problem with protecting them when no one is online. Maybe they'll be region'd like a town? although this would only lead to more problems…

2. Towns-- Although I applaud the anticipated ban on bedrock to sky limit walls the following comment greatly upset me: "No-PVP will be on for townships and kingdoms." This essentially takes away a large chunk of Herocraft as a "Hardcore" server. with entire towns no PvP many will stay within their towns much more since they will have no fear of being attacked within it and will only leave their towns for PvP & mining. Not only does this ruin the Hardcore of Herocraft since it gives players an incentive to cower in their towns to avoid PvP and as a result destroys most outside-town interactions between players. Town halls work well as no PvP regions since little time is spent in them so they only pose to be a use as a last resort in the event of an attack. On the flip side I believe their needs to be a more concrete way to raid cities. Because most cities are impenetrable boxes all of those who wish to raid have to resort to exploiting (many of those who do exploit do so because they feel restricted by the current system).

3. Guards-- Segway'n form the last topic, what is the purpose of guards if the towns they are guarding are impervious anyways? If factions have to pay for them they would be completely useless. They would be abandoned every night when players logged off, leaving them open to be picked off one by one by opposing raiding parties. And the only affect this would be is to Troll other factions and make them pay astronomical amounts to maintain the guard count (which of course they wouldn't do). Also, what happens if a passerby accidentally punches someone while trying to open a door? You guessed it, Gang rape'd by the guards, this and several other problems seem evident with the proposed "attack any combatants" system.

4. Faction Territories-- with the proposed system of 4 static Factions of North South East and West it leads to the question of how land would be distributed. If it was evenly distributed between the 4 nations and no land could be taken or redistributed then Outposts would loose one of their primary purposes: to wage war on the enemy. If you can't take over the land you're occupying what is the purpose of putting an outpost their since it's inevitable that the rival faction would just destroy it? and why place them on the borders of your land if you could just place towns their and have invincible fortresses?
Furthermore static borders would reduce faction-faction interactions since everyone would just stay within their designated faction space to avoid conflict.

5. PvP Feasible Areas-- With zeal being no PvP, no PvP towns, and Factions chopped up into clean, static chunks players would just stick to the safe zones where an army is at their beck and call if anyone decides to come close. This limits PvP to the Arena and faction borders which is a microscopic portion of the map compared to the 90-95% that is PvP encouraged now. The only reason why this is so is because of the wonderful diversity between factions and the Chaos created from the free placement of cities for those factions. Without this diversity and freedom Herocraft essentially becomes your average faction server where each faction keeps to themselves and acts more like 4 separate servers with the minimal interactions between factions and a little added sparkle from the Hero's classes.

Questions? Comments? Criticism?
Feel free to speak you mind, I'm now open to Cross-Examination...
 

Shortyy_oD

Legacy Supporter 3
Joined
May 29, 2011
Location
New Jersey
100% Agree with you Jwall. The PvP on this server is dwindling and I really hope we can get it back in it's true form again. I was banned from IRC for speaking my mind today on this exact issue.
 

milkmeister

Legacy Supporter 6
Joined
Aug 19, 2011
Yeah, a lot of staff people say that people who complain about the fact that this server is going soft don't know what hardcore is. While they have a point that hardcore doesn't mean exploiting and getting around what ever rules there are, the rules are slowly being twisted more and more to make it truly soft. All of these suggestions will make herocraft essentially non-pvp, well at least for those who don't want to do it. But in a hardcore server people should only be protected to an extent. There has to be a fear that you will be raided, or killed. Otherwise it isn't hardcore. If all of the sudden everything is protected by guards, regions and no-pvp areas, there will be nothing hardcore left. The only thing remaining would be: heightened damage from mobs, no /home or /spawn commands. Why call ourselves a hardcore server if we aren't going to be hardcore. Furthermore, the least hardcore thing is bending the rules to satisfy people who complain about raiders and pvpers. If you don't want a hardcore server go play creative.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
"No-PVP will be on for townships and kingdoms."

I stopped reading there. I don't think this changes anything about how hardcore we are. You already can't get into 75% of towns because of the walls they build (soon to be outlawed or not). This concept of having outposts and no-pvp towns actually encourages more pvp all over the map. Plus towns won't look nearly as shitty as they do now.

Don't think that no-pvp towns make this server less hardcore, those protections are paid for with hard work from either getting alot of money, or by killing people at these new outposts. With controlling outposts for benefits like tax cuts, a pvp heavy town can more easily survive, instead of having a couple people mine gold for the rest of them all day.

Also, stealing isn't going away. I'm not sure what will be given to the towns to defend against finding thieves inside your town besides lava buckets, however this will give rouges (ninjas in particular) more use of their skills. Plus with dirt not protecting chests on regions, there's plenty of sneaking around to be had!
 

agentjwall

Godly
Joined
Aug 23, 2011
Location
[Classified]
Furthermore, the least hardcore thing is bending the rules to satisfy people who complain about raiders and pvpers. If you don't want a hardcore server go play creative.

That's exactly what I'm getting at, We play here to have a hardcore server with minimal restrictions and maximal PvP action. The assumed options are learn to PvP better, Hide yourself/stuff better or go play somewhere more focused on economy, building, etc. For example I Do both I play here to satisfy my PvP urges and elsewhere for the peace & quiet...

This concept of having outposts and no-pvp towns actually encourages more pvp all over the map. Plus towns won't look nearly as shitty as they do now.

How Does less space to PvP = More PvP? Even if that was true, It would only apply for those who are big into PvP. Most people on the server, If I'm not mistaken prefer not to be attacked unless actively seeking out PvP, of which many people do for only a small portion of their time. So even if it did encourage PvP in those areas it reduces the potential for PvP to occur as a whole.

Plus I never said that Outposts dissuaded people from doing PvP but rather it does nothing to help because their are no real incentives to having an outpost that outweigh the cons in the first place...
 

Oryinn

Obsidian
Joined
Jun 10, 2011
Maybe, to encourage people to leave their towns....I propose a rule!
A town/city/etc. must hold a certain amount of outposts. If they fall under the required number for too long, they get taxed harder or some other form of penalty, they shouldn't lose township immediately, but that would be the end result.
 

milkmeister

Legacy Supporter 6
Joined
Aug 19, 2011
But yet the mayor LWC's also prevents a lot of theft, so why add all of that on top of all of the other things. Also I wasn't at the meeting so I am confused when you say that regioned dirt will no longer prevent chests from being opened, how is that possible? On the subject of paying for the town, they do get regions and many other benefits. What they do with that region is up to them. There are ways to make your town inpenetrable, but most people don't want to take there time doing that. There is no reason to change. Everything is fine right now. Protecting your town means building walls, and catching exploiters. Preventing stealing in towns is putting blocks on your chests, and anyone stupid enough not to deserves to get raided. The town hall provided a fair safe zone, and with annoying systems like no pvp in towns there will be no way of defending against raiding. I was wrong earlier, theft won't be dead, it will be too easy if there if you can't put blocks over chests. Finally, preventing people from joining your town to steal from it is as simple as being careful with who you recruit.

The system is fine currently, nothing would go wrong if you were smart and protected what was important, who you recruited, and built up your fortifications. It is a fair and balanced system. You could argue that the townies have a slight advantage, because they have their town hall, blocks over their chest and region access, but I have no problem with that becuase they should have a slight upper hand in the raider vs. town relationship. With this new system, wether you are smart or not I guess you are screwed if anyone gets inside, and this gives raiders too much power. Yet at the same time, the raiders cannot kill anyone, and where is the fun in that? Also with faction territory, pvpers will have a harder time finding people to fight, as there will be no one to take by surprise with the whole guard system. Unwanted pvp is part of a hardcore server, and if is easier to steal but harder to kill, then the server is no hardcore, it is some strange unbalanced... thing. I have no problem with an outpost type system if it is added with thought to our current system, it will enrich gameplay. Thats what I have to say.
 

agentjwall

Godly
Joined
Aug 23, 2011
Location
[Classified]
Maybe, to encourage people to leave their towns....I propose a rule!
A town/city/etc. must hold a certain amount of outposts. If they fall under the required number for too long, they get taxed harder or some other form of penalty, they shouldn't lose township immediately, but that would be the end result.
It seems like that is just exacerbating the problem. On top of that Outposts were devised to be a secondary source of income, not some mandatory PvP inducing Bandaid...

And just so you all know I'm game to try anything, I'm just speculating on what's going to happen and fearing that Herocraft may be moving in the wrong direction...

Also I wasn't at the meeting so I am confused when you say that regioned dirt will no longer prevent chests from being opened, how is that possible?

And I believe that was reference to an exploit or something along those lines...
 

_AMPLiFY

Legacy Supporter 4
Joined
Oct 3, 2011
Location
Ontario, Canada
Kainzo did mention that there are still a lot of kinks to work out in the new Kingdom system. He said he will be posting a forum topic soon with all information.
 

agentjwall

Godly
Joined
Aug 23, 2011
Location
[Classified]
Kainzo did mention that there are still a lot of kinks to work out in the new Kingdom system. He said he will be posting a forum topic soon with all information.

I'm well aware that their plan isn't in it's final stage. I'm just pointing out what I view as flawed in the current plans...
 

_AMPLiFY

Legacy Supporter 4
Joined
Oct 3, 2011
Location
Ontario, Canada
I'm well aware that their plan isn't in it's final stage. I'm just pointing out what I view as flawed in the current plans...
Yeah, I understand. Im worried too about kingdoms too. Like will all towns in the same cardinal direction be automatic allies?
EDIT: And vise-versa, will one town in the north have to be an enemy of another town in the west?
 

milkmeister

Legacy Supporter 6
Joined
Aug 19, 2011
I have no problems with adding stuff to make the whole township system better, but you don't need to muck up what we have. Our current pvp and township system is fair and balanced the way it should be.
 

Sleaker

Retired Staff
Joined
Jul 24, 2011
Location
Portland, Oregon
No-PVP will be on for townships and kingdoms. <--

You misinterpreted this. It means that Factions/Towns/Kingdoms wont be able to damage their own members unless they /duel etc. it doesn't mean you wont be able to fight in towns. The only reason why this misinterpretation came to be was because no one let @Kainzo finish explaining what he was talking about and started making their own conclusions. Which - if everyone had just shut up a moment, they would have seen the explanation Kainzo gave.

I may suggest that the whole entire channel be +m locked and no voices be given out because the majority of you guys don't understand composure and letting the admins explain the features, or contiunually began to re-ask questions that had already been answered, or kept making the same incorrect conclusions that had been explained away. I know I'm being a little harsh, but it just frustrates me when I see this kind of post.

Since the bulk of your post is based on this one misconception (and boy is it a huge one) - I feel your opinions to be largely baseless and inadequate at best to understand the direction we have attempted to convey to you.
 

agentjwall

Godly
Joined
Aug 23, 2011
Location
[Classified]
I have no problems with adding stuff to make the whole township system better, but you don't need to muck up what we have. Our current pvp and township system is fair and balanced the way it should be.

Yah tweaking and alterations are ok, but a major overhaul has the potential to do a lot more harm then good....

You misinterpreted this. It means that Factions/Towns/Kingdoms wont be able to damage their own members unless they /duel etc.

Well thank you for clarifying that point! And I'm sorry if this post bothers you at all, It's not supposed to be a rant or anything like that, I'm just putting my 2 cents in about the changes...
 
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