Multitallented
Legacy Supporter 5
- Joined
- Aug 31, 2011
So, Townships used to be a plugin called HeroStronghold that I built from scratch over a year ago. I ran it successfully on my server for a long time until I eventually closed the sever over 6 months ago. Since then I kept in touch with the minecraft modding community every now and then--only updating HeroStronghold and a few other mods every once in a while.
For a long time I have been developing skills for heroes. I followed the herocraft development team for a while and attempted to help from the outside as an unoffical member. I pitched the idea of HeroStronghold to Kainzo a long time ago while I was playing on herocraft. He put it on the test server, thought it was fun, and that was all that happened.
Recently, I heard about bugs with the current Townships 2.0 and offered to use HeroStronghold again. Kainzo at first wanted me to work on Townships 2.0, but soon realized that using HeroStronghold would be much better. He gave me a the go-ahead and I began working for about a month to add features such as graveyards, rebuilding, activity checks, combat flagging, etc.
When I was done, I came up with a grand plan of engaging, involved townships. Agedbear and Phoenix helped me write some of the configs. Witchy worked with me on the wiki. Other than that I had no help or feedback from the staff.
============The Plan=============
Towns were now going to require structures in addition to money, people, and items. All of the structures would do something. Some would make or sell items, some would increase the max population of the town, and some would help defend the town. Structures were limited and some could only be built in certain biomes, town levels, or altitudes. For raiding, I planned to allow multiple ways to get into a town using tunnels, limited space, short range teleporters, catapults and tnt cannons other things. For defense there were turrets, pvp-safe houses, and defensive tnt cannons.
Players could also destroy towns. If a town ran out of money, or was sieged by tnt cannons for too long, it would gradually peel away at the edges until it was completely destroyed. The idea is that towns would still be largely safe from enemy attacks inside, but sieges could force them to come out and fight. Raiding was still encouraged, but limited to smash and grab type runs.
================What Happened================
The first event was launched at the same time as a zombie apocalypse event. The resulting low turn out caused only a few structures to be made. A tier 3 town was created and a tier 2 town was destroyed (do to inactivity). Feedback from players was all around good.
The second event was launched with much anticipation. We decided to use a balanced team structure to test town vs town combat and sieging. The start was chaotic and lead to one side gaining a quick advantage. The situation only got worse and lead to one side camping the other. Players were unable to build in their town and either quit or scattered throughout the map. I stepped in gradually to aid the side that was getting camped to see what changes I could make to improve the situation. The intention was never for enemies to be allowed to stay in towns indefinitely. I eventually called a ceasefire and re-balanced the teams. This did not fix the root problem, but the camping decreased. One side built a siegecannon which was destroyed. One of the two towns discovered a flaw in the user interface which lead to their town being destroyed without meeting one of the win conditions. The event was over within 24 hours of it starting without getting critical test data on sieges.
It was decided that we needed a third test event. This time we gave everyone max levels to get better test data on townships. We also balanced the teams better and provided a tutorial at the beginning. The launch was well planned and lead to good gameplay and we got very useful feedback.
One side began to camp the other. To be more specific, they were killing people very rarely and not making significant progress to destroying the town or even getting loot. So, I started to do what I did the last time this happened. I began increasing anti-camping measure. I enabled combat tagging so that players in pvp-safe structures would not be protected while in combat. This stopped all fighting and just lead to pure camping. Occasionally one side or the other would make a move, but the end result was not changed. Then I added a 25% damage increase for town members in their town. This did not help either. Finally, I added a poison effect that can be bought for 400s. This effect would last for 30 minutes and would deal 30 damage to all non-town members in town every 2 seconds.
This last change was the first one to have an impact on the problem. It did not fix the problem, but it did make it harder to camp. The feedback from the campers was a gross over-reaction. They were not constructive, but instead accused me of abusing my responsibilities as a coder. The same people that worked with me earlier and gave positive feedback suddenly were calling for me to be removed from herocraft.
=============What's Next============
Well, I feel rather alone. I don't quite know what to do moving forward. Seeing as camping is still a problem, I'll likely decrease the cost of the poison effect. I am unlikely to get any more useful test data out of the third test due to most of the camped players leaving. If things continue like this, there will not likely be a Townships 3.0 release as I am the only one who knows enough to code and config for it. One of the reasons I left minecraft over 6 months ago was because of the age demographic. Especially in pvp survival servers there existed an inherent ability of one group of people to bully another. Herocraft is no different. Today I watched passively as kids repeatedly bullied other kids who could do very little about it. Graveyards and houses were camped. People were unable to explore Townships 3.0. The event was not successful because of it.
The event is still ongoing. The camped players are winning because they have managed to build a tier 2 town. The campers have done nothing but disrupt the event. They have no points towards winning and have no significant progress towards destroying anything. I will see what happens. Only minor testing, enter/exit messages and transient town owner permissions need to be coded. Other than that, the plugin is largely ready to be released.
For a long time I have been developing skills for heroes. I followed the herocraft development team for a while and attempted to help from the outside as an unoffical member. I pitched the idea of HeroStronghold to Kainzo a long time ago while I was playing on herocraft. He put it on the test server, thought it was fun, and that was all that happened.
Recently, I heard about bugs with the current Townships 2.0 and offered to use HeroStronghold again. Kainzo at first wanted me to work on Townships 2.0, but soon realized that using HeroStronghold would be much better. He gave me a the go-ahead and I began working for about a month to add features such as graveyards, rebuilding, activity checks, combat flagging, etc.
When I was done, I came up with a grand plan of engaging, involved townships. Agedbear and Phoenix helped me write some of the configs. Witchy worked with me on the wiki. Other than that I had no help or feedback from the staff.
============The Plan=============
Towns were now going to require structures in addition to money, people, and items. All of the structures would do something. Some would make or sell items, some would increase the max population of the town, and some would help defend the town. Structures were limited and some could only be built in certain biomes, town levels, or altitudes. For raiding, I planned to allow multiple ways to get into a town using tunnels, limited space, short range teleporters, catapults and tnt cannons other things. For defense there were turrets, pvp-safe houses, and defensive tnt cannons.
Players could also destroy towns. If a town ran out of money, or was sieged by tnt cannons for too long, it would gradually peel away at the edges until it was completely destroyed. The idea is that towns would still be largely safe from enemy attacks inside, but sieges could force them to come out and fight. Raiding was still encouraged, but limited to smash and grab type runs.
================What Happened================
The first event was launched at the same time as a zombie apocalypse event. The resulting low turn out caused only a few structures to be made. A tier 3 town was created and a tier 2 town was destroyed (do to inactivity). Feedback from players was all around good.
The second event was launched with much anticipation. We decided to use a balanced team structure to test town vs town combat and sieging. The start was chaotic and lead to one side gaining a quick advantage. The situation only got worse and lead to one side camping the other. Players were unable to build in their town and either quit or scattered throughout the map. I stepped in gradually to aid the side that was getting camped to see what changes I could make to improve the situation. The intention was never for enemies to be allowed to stay in towns indefinitely. I eventually called a ceasefire and re-balanced the teams. This did not fix the root problem, but the camping decreased. One side built a siegecannon which was destroyed. One of the two towns discovered a flaw in the user interface which lead to their town being destroyed without meeting one of the win conditions. The event was over within 24 hours of it starting without getting critical test data on sieges.
It was decided that we needed a third test event. This time we gave everyone max levels to get better test data on townships. We also balanced the teams better and provided a tutorial at the beginning. The launch was well planned and lead to good gameplay and we got very useful feedback.
One side began to camp the other. To be more specific, they were killing people very rarely and not making significant progress to destroying the town or even getting loot. So, I started to do what I did the last time this happened. I began increasing anti-camping measure. I enabled combat tagging so that players in pvp-safe structures would not be protected while in combat. This stopped all fighting and just lead to pure camping. Occasionally one side or the other would make a move, but the end result was not changed. Then I added a 25% damage increase for town members in their town. This did not help either. Finally, I added a poison effect that can be bought for 400s. This effect would last for 30 minutes and would deal 30 damage to all non-town members in town every 2 seconds.
This last change was the first one to have an impact on the problem. It did not fix the problem, but it did make it harder to camp. The feedback from the campers was a gross over-reaction. They were not constructive, but instead accused me of abusing my responsibilities as a coder. The same people that worked with me earlier and gave positive feedback suddenly were calling for me to be removed from herocraft.
=============What's Next============
Well, I feel rather alone. I don't quite know what to do moving forward. Seeing as camping is still a problem, I'll likely decrease the cost of the poison effect. I am unlikely to get any more useful test data out of the third test due to most of the camped players leaving. If things continue like this, there will not likely be a Townships 3.0 release as I am the only one who knows enough to code and config for it. One of the reasons I left minecraft over 6 months ago was because of the age demographic. Especially in pvp survival servers there existed an inherent ability of one group of people to bully another. Herocraft is no different. Today I watched passively as kids repeatedly bullied other kids who could do very little about it. Graveyards and houses were camped. People were unable to explore Townships 3.0. The event was not successful because of it.
The event is still ongoing. The camped players are winning because they have managed to build a tier 2 town. The campers have done nothing but disrupt the event. They have no points towards winning and have no significant progress towards destroying anything. I will see what happens. Only minor testing, enter/exit messages and transient town owner permissions need to be coded. Other than that, the plugin is largely ready to be released.