Not intending to strike any hurt feelings at people, but I'm just going to provide some insight as to what is taking so long for a few of the topics discussed in this thread, as well as provide some insight on what's stopping us improving said topics. There's a TLDR provided right here incase you don't want to read the [very long] response.
TLDR
- 1.7 is out of our control, whether or not we update in a week or not is dependent on the stability of CraftBukkit for 1.7 (which we define what is stable and what isn't stable, sorry).
- Townships is in active development and nearing late testing phase towards a release soon.
- Balance changes are something that the Balance Team and Kainzo decide on, if the Team doesn't provide any suggestions for changes to the current classes, nothing gets changed.
- PvP arenas aren't coming in until later if and when we can test for stability and allow customization of the player's equipment weight stuff.
- Shrine is going to be released regardless whether the community thinks it will segment Herocraft, Herocraft was meant to be a multi server, not just one server with one map with one game focus, being able to play other game modes is something we've been wanting to do for a while.
If you want to read why some things said above are said, continue reading.
Townships and Plugin Development
@
wailingrl - Before claiming that going on now two months without Townships is ridiculous, it took two months to code in Attributes for Heroes, not a plugin rewrite from scratch, that was just an addition. Not saying that your point is invalid, we should have Townships before Chistmas. Last week alone, I made over 2200 line additions and 1300 line removals in Townships code with a current count of 8461 lines of code without even counting the storage code which may well add another few hundred lines of code. You also have to understand that the previous HeroTowns plugin was utilizing it's own chunk reigning system that is somewhat flawed and couldn't be maintained to do what we want Townships to do (allowing storage of custom items, automatic town cleaning of inactive citizens, sub region support, automatic title integration, automatic channel integration, etc.). Seeing that Towns currently are set up and prepared for the upgrade when Townships does come in for release, patience is really what is needed. Expecting testing to start late this week or early next week, but no promises due to finals ending Thursday night and something called real life.
@
Yavool & @
Dakinara :
1.7.2 - Updating the Server
And to give insight as to how 1.7.2 is going, Bukkit API is still broken to the point that Heroes is semi broken and nothing is stable. Chat almost broke, but someone fixed it last week. The simple fact that the stability of Bukkit API isn't guaranteed even in the latest dev build of CraftBukkit means we wouldn't have a stable server with 50 plugins doing various things. We're not interested in making Herocraft RPG 1.7 and have issues like server crashes, server rollbacks, or worse, world corruption. What you can do as a player is play on 1.7 and just wait for the stability to improve. Absolutely nothing I or any other Herocraft Dev is going to do to fix the issues with the server (we don't have the time to do so, or the know how). Realistically we can't give an approximate date for when we'll update the server, seeing as before we know it, 1.7.3 might get released and that would require another wait for Bukkit to update.
Aside from the Server updating, there are still plenty of issues with 1.7 such as a severe lack of client mod support, no official release of Forge and a very recent beta release of LiteLoader prevented almost all mods to be updated for 1.7.2. A lot of the playerbase relies on mods such as Macro/Keybind Mod, to play on Herocraft and updating prematurely would surely reduce player's ability to enjoy Herocraft to it's fullest. Otherwise, we're sticking with the ability to allow 1.7 clients to join our 1.6 server. You CAN use 1.7 and when Herocraft updates, you'll notice when the server is updated with notifications on the Forums.
Balancing Classes
As far as Balancing goes, you'll have to nag the @
Balance Team and have them discuss the changes and get Kainzo to approve the changes. If the Team doesn't provide any changes, Kain doesn't have anything to go off of, and definitely doesn't have time to make ba
In regards to the Mob killing rules, we're investing time to enhance mobs with abilities and such.
PVP Changes
Arenas are planned to be introduced when we can manage a plugin that doesn't break because of a minecraft update, and yet still allows for the customization that Attributes allows for (like a Ranger that runs around with diamond chest and diamond leggings and still has some agility for arrow damage). Right now, we'd have to make arenas via redstone and command blocks, which isn't something we're interested in doing seeing as it doesn't handle player disconnects etc. It has been planned to get something in the works, but back to the plugin development argument, there is a shortage of active developers for Herocraft that can build entire plugins and who can design plugins that aren't bloated to the point of loss of usability and extendability.
Shrine Release
Shrine is an expansion of the Herocraft RPG idea. For a very long time, Kainzo has wanted to make Herocraft more than just a single map with a core idea of PVP with added PVE elements. The basis of Herocraft is to cater to as many people as we can while still providing quality gameplay as soon as possible without being sloppy. It is intended for Shrine to have a different play-style from Haven seeing as PVP being disabled is something that will drive the server to be more enjoyable for some people. With the change, Herocraft will be a true Multiverse with constant development. The fact that Herocraft has survived this long with having only one game mode proves that we can expand for more game modes and build an even larger community of different interests.