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New skill/class/gameplay system

Discussion in 'Suggestions / Ideas' started by BarryX15, February 9, 2013.

  1. BarryX15

    BarryX15

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    26th December 2k15 - deleted old post... (again) - i will craft my head as a trophy Marluxia found it and got the prize already.

    There is nothing much to improve about Hub or Creative, rather some fixes here and there - saving review comment history is the most painful thing for Creative. PvP is dead (no surprise) and Games were never alive (no surprise either). We still have Main to care about though.

    TLDR: history of Main World
    The history of Main World can be divided into four parts, split by map resets:
    - The Age of Avalon
    - The 2011 reset, 29th December
    - The Age of BuenaVista
    - The 2012 reset, 9th October
    - The Age of Doha
    - The 2014 reset, 26th December
    - The Age of Skyhold

    The Age of Avalon
    There were other towns with even more more residents than 250-ish population of Avalon, but Avalon was remarkable for its size and especially the development curve of quick progress followed by slow fall to oblivion, so it gave the name to the whole age. Minecraft was growing in popularity because it was something new to try out, and the server population topped at about 120-150 people in peak hours.
    By the end of the map, MC was still in Beta 1.8, we had Towny plugin with 10x10 sized plots, we had ingame auctions, shops, slot machines, MCMMO, Craftbook and many other plugins. This mix had its weak parts, hardware struggled to keep up with game demands and some people learned how to abuse the system, thus giving giving more and more reasons to reset the map as soon as new or fixed plugins are ready.
    VVenaya's capital was small, and the capital area ended less than 200 blocks away from spawn, making it easy to go to wilderness but the landscape has been quickly shredded by hundreds of explorers.
    Remarkable thing about Avalon was its proximity to the capital - the town wall has been bigger and prettier than that one of the capital, and it has been purposely claimed to prevent curious griefers from entering the town. However, the far side of the town was not protected, making it possible to get into the town - only to find signs "we want you to stay active" and dozens of empty houses. By the time of the reset Avalon was completely dead.

    The 2011 reset
    A month and half earlier when Minecraft 1.0 ended Beta phase, admins announced that they are going to reset the map and start on a fresh one with MC 1.0, because of new plugins and land being more destroyed every day. The time of the reset has been announced two weeks in advance and that basically stopped all activity until it happened.
    So we started with new map, Kingdoms 1.0 with 16x16 sized plots, and despite of no shops, no auctions, no slot machines and no MCMMO, people were eager to play even more and build much bigger and better towns than ever before.

    The Age of BuenaVista
    BuenaVista staff crew got together during last weeks before the map reset and took the advantage of its superior skills and ability to cover 24/7 timespan, quickly building BV into the biggest town of the new map with over 700 residents and over 1500 plots.
    Paid ads led to steady income of 20000 new players every month, fueling the growth of all towns, and regardless of some people soon whining about "Golden Age" of Avalon, the population kept rising and topped over 220 people. New server hardware helped the stability and the build team started to build new capital city for the server spawn that would fit into newly expanded capital area, ending at 1500 blocks away from the spawn.
    But the happy times had to end when ads became too expensive to pay for, and the population started to dwindle. During few months of the map, some people had conflicts, some people got tired and some people just got more busy with life. The fate of BV has been sealed - as in Avalon before, nobody was active in the town and town bank was losing about 2000 Dei daily. If the map would last few more months, BV would be deleted for debts.
    There were attempts to help the server-wide activity, including spleef duels and hunger games tournament called Deity Games, but the former fell into disgrace for timeouts between matches and the latter for strictly set number of players, beside long waiting times in both cases. PvP and Creative worlds have been added to give people more fun - PvP world worked just right, Creative world was quite limited by one plot per player rule. New capital, implemented into the old map, exposed the difference between builders who spent 5 months building it and players who spent 5 days exploring it. But well, at least it inspired many people to improve their building skills. And with Kingdoms 2.0 being prepared, another reset was about to happen.

    The 2012 reset
    No long-time warnings, just an announcement followed by few days to take a deep breath and start building again. New capital was already here and most plugins remained the same, there was no minecraft update that would change everything, there was just Kingdoms 2.0. So why to reset the map?
    One reason was more obvious: Unlike Kingdoms 1.0, plots in Kingdoms 2.0 were perfectly aligned with chunk grid, and moving the whole town by few blocks to fit to new grid is too much for WorldEdit - it might eventually be possible, but for a price of endless hours of manual labor. The second reason was less obvious: Instead of vanilla minecraft terrain which changed with every MC update, new terrain was generated by TerrainControl plugin, allowing admins to regenerate destroyed parts of the map and overcoming several minecraft updates.
    However, many people didn't care about these reasons and left disappointed because their nice builds have been wiped by "another reset". There was much less excitement compared to the 2011 reset and the remaining playerbase kept dwindling slowly.

    The Age of Doha
    This map was story of a person who had a passion for managing people instead of doing all work alone, story of The_Yogs. After wild times of first Doha during the Age of BuenaVista, he firmly took control of town, kingdom and server population leadership.
    Server itself slowly recovered - we had auctions and MCMMO back, and after few months player shops returned too. Deity Games replaced by Deity War was finally solution how to let everyone have some fun regardless of how many people were online. PvP world worked again and Creative World with ranks and bigger plots hit the right spot. One would say everything must have been superb, but there were few sneaky traps that players set for themselves.
    The timespan of over two years was more than enough to find limits of towny-based server. After few turbulent months with occasional town wars, there was only one thing left to fight against - taxes. But people want to build, they dont want to spend their life mining gold for Dei. Quick solution has been found - voting for inactive residents and milking them for Dei helped more people to have fun without worrying about town bank. It looked as great business at first and Doha grew to gargantuous size of over 4000 plots, but then voting machines broke down and 9K Dei tax started eating Doha alive. Unlike Avalon or BuenaVista before, Doha had active mayor and Yogs did what he had to do and unclaimed 3500 plots just to help the town to survive. Despite massive recruiting and hitting 2000 residents mark, the size of the town was impossible to hold steady.
    After two years, people became tired of the map. There was nothing wrong with it, it was just old. So after MC update 1.8 broke many things and made the reset inevitable, the general player response was a relief that it would soon be over.

    The 2014 reset
    Although there were many changes in 1.8, none of them affected the map directly and it could pass without resetting. Kingdoms 2.5 was not the reason to reset the map either, as the plot grid and plot size remained the same as in Kingdoms 2.0. The only reason to reset happened with new biomes in 1.7, making regenerating of destroyed parts of the map impossible - and we still survived a year more on the same map.
    But well, mass of players was expecting the reset so here you go, guys, have one.

    The Age of Skyhold
    Auctions still here. Shops still here. MCMMO obsolete and gone. DeityWar still here. Really no big changes, some stuff here and there but the only improvement was new version of Kingdoms. Town ranks and empty map sparkled some competition and although Doha survived the reset quite well, Skyhold took the lead until well-known old problems happened: inactivity. Same as Avalon or BuenaVista before, Skyhold crew broke apart after few months, leaving the floating platform in hands of few hardworkers who are somehow able to keep it up while Doha got back on the top. Sadly, being on the top does not bring much activity anymore except for few veterans who are able to find some entertainment for themselves.
    There is more to say about this map - not only voting machines, but also trucing friends from the enemy team in DeityWar or spam-inviting recruits became rather a standard when the map started, and in few months there was more rage and arguments than in 2 years of previous map. As the community became tired of itself and players left because their friends left too, new members often struggle to find a town to join. Following this situation, there is very little progress on server ideas, whether it be top rank of class system or updating auctions. The server just goes on by momentum that it got few years ago and the online population hardly goes over 30.

    No more resets?
    There will always be a need to reset the Main World occasionally, either for incompatible plugins or simply "this map too old" issue. But any future reset will deter more players from playing and building because "it is going to be reset anyways". Main World needs a massive overhaul of the gameplay to attract more attention again.
     
    Last edited: January 15, 2016
    ngennaro, BitOfAle, tchand and 2 others like this.
  2. BarryX15

    BarryX15

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    The perfect Main World

    Controlling player flow
    - First and foremost, the board with some informations how to get started should hit people's eyes right after they join - saying "do not grief" is not enough.
    - Starter shop with cheap stone tools and bread should be at spawn as well, to give people who died some chance to start again. Some signs telling newbies how to use shops are helpful too.
    - Most people explore along X or Z axis, minority explores diagonally. Wilderness spawn places will lead most players in one general direction. Others who explore out from the capital without using wilderness spawn places may be directed to use roads leading in approximate diagonal directions.​

    World size + some maths
    - Twice (age of Doha and Age of Skyhold) we started on 6000 blocks world radius and later expansions (10k and then 12k during the Age of Doha, or 8k during the Age of Skyhold) proved that most population and biggest towns remained cramped within original world radius (December 2015 - although expanded part of the map doubled the area suitable for towns, only 10% of town population is located in that new area).
    - Conclusion - starting on 8000 blocks world radius will result in more even distribution of town locations. Considering small size of the playerbase, further expansion will hardly be necessary even if half of the map is ocean.
    - 3200 x 3200 blocks capital area. It could/should be perfectly centered and cover region borders that are at 1536 blocks from the map center, so 1600 blocks will give us 4 chunks on each side to blend the capital into surrounding terrain.
    - wild spawns (north/south/east/west) at 1550 blocks from the center, 50 blocks away from the capital border.​

    TerrainControl - how the world is made

    Mostly for myself, some notes how to put it together if we want some "themed" areas
    - Vanilla 1.8 world has sea level at Y=63 and we should keep this
    - BO2 is limited to 31x31 blocks horizontally - bigger BO2's dont spawn while generating
    - BO2 Tree size can and should vary depending on elevation and temperature/biome.
    - Generation Depth should be 10, levels 9 to 10 should not be used, so the scale is: 0 (or 1) to 3 = biome groups, 4 to 5 = major biomes, 6 to 8 = biome islands and border biomes.
    - TC can create worlds from biome map image.
    -- WorldConfig.ini settings
    --- BiomeMode: FromImage
    --- ImageMode: ContinueNormal
    --- ImageFile: map.png (to be put into the same directory as WorldConfig.ini)
    --- ImageOrientation: North
    --- ImageXOffset: -400 (to center an 800x800 pixels image which creates 3200x3200 area)
    --- ImageZOffset: -400 (to center an 800x800 pixels image which creates 3200x3200 area)
    - Biome map needs a specific #RRGGBB color code for each biome
    - TC 2.7.1 allows to separate hot, normal, cold, ice biomes (by default it also puts mesa, jungle and mega taiga into separate groups) and we can add custom biome groups too
    - TC 2.7.1 has a bug messing up grass and other spawnable objects in biome config files = biome files must not be overwritten, use SettingsMode: WriteDisable in WorldConfig.ini​

    TerrainControl Default biome groups (Size, Rarity) and their biomes (Height, Volatility, Temperature, Wetness)
    - NormalBiomes (S0, R97): Forest (H0.1, V0.2, T0.7, W0.8), Roofed Forest (H0.1, V0.2, T0.7, W0.8), Extreme Hills (H1.0, V0.5, T0.2, W0.3), Plains (H0.125, W0.05, T0.8, W0.4), Birch Forest (H0.1, V0.2, T0.6, W0.6), Swampland (H-0.2, V0.1, T0.8, W0.9), Flower Forest (H0.1, V0.4, T0.7, W0.8), Roofed Forest M (H0.2, V0.4, T0.7, W0.8), Extreme Hills+ (H1.0, V0.5, T0.2, W0.3), Sunflower Plains (H0.125, V0.05, T0.8, W0.4), Birch Forest M (H0.2, V0.4, T0.6, W0.6), Swampland M (H-0.1, V0.3, T0.8, W0.9)
    - IceBiomes (S3, R90): Ice Plains (H0.125, V0.05, T0.0, W0.5), Cold Taiga (H0.2, V0.2, T-0.5, W0.4), Ice Plains Spikes (H0.425, V0.45000002, T0.0, W0.5), Cold Taiga M (H0.3, V0.4, T-0.5, W0.4)
    - HotBiomes (S0, R97): Desert (H0.125, V0.05, T2.0, W0.0), Savanna (H0.125, V0.05, T1.2, W0.0), Plains (H0.125, V0.05, T0.8, W0.4), Desert M (H0.225, V0.25, T2.0, W0.0), Savanna M (H0.3625, V1.225, T1.1, W0.0), Sunflower Plains (H0.125, V0.05, T0.8, W0.4)
    - ColdBiomes (S0, R97): Forest (H0.1, V0.2, T0.7, W0.8), Extreme Hills (H1.0, V0.5, T0.2, W0.3), Taiga (H0.2, V0.2, T0.25, W0.8), Plains (H0.125, V0.05, T0.8, W0.4), Flower Forest (H0.1, V0.4, T0.7, W0.8), Extreme Hills+ (H1.0, V0.5, T0.2, W0.3), Taiga M (H0.3, V0.4, T0.25, W0.8), Sunflower Plains (H0.125, V0.05, T0.8, W0.4)
    - MesaBiomes (S1, R40): Mesa (H0.1, V0.2, T2.0, W0.0)
    - JungleBiomes (S1, R40): Jungle (H0.1, V0.2, T0.95, W0.9), Jungle M (H0.2, V0.4, T0.95, W0.9)
    - Mega TaigaBiomes (S1, R40): Mega Taiga (H0.2, V0.2, T0.3, W0.8), Mega Spruce Taiga (H0.2, V0.2, T0.25, W0.8)

    Biome groups - model world, biome group separated by colors:
    2015-12-18_18.13.49_Trigrad_orig.png

    dark green: NormalBiomes (S1, R70)
    - "classic" moderate temperature biomes from pre-1.7 MC versions,
    - Forest, Taiga, Plains, Swampland, Extreme Hills, Extreme Hills M
    - all biomes in group use default TC settings

    white: IceBiomes (S2, R60)
    - frozen, snow-covered biomes
    - Ice Plains, Cold Taiga, Ice Plains Spikes, Cold Taiga M + islands of Ice Mountains
    - every biome in this group is coupled with matching border biome with slightly higher temperature to rise snow line, these borders dont spawn near Ocean, Extreme Hills and their variants
    - non-border biomes use Frozen Ocean and Frozen River and have temperature settings fixed, border biomes use Ocean and River

    orange: HotBiomes (S1, R60)
    - hot and fruitful biomes
    - Roofed Forest, Savanna, Shrubland, Plains, Roofed Forest M, Savanna M
    - Shrubland (based on Plains) = rugged grass surface with many bushes and very few trees, occasional patches of coarse dirt, red sand or gravel
    - other biomes in group use default TC settings, fixed islands of Savanna Plateaus in worldconfig

    Shrubland
    2016-01-02_19.10.08.png
    real-life shrubland example

    light blue: ColdBiomes (S2, R70)
    - cold forests
    - Mega Taiga, Mega Spruce Taiga, Taiga, Extreme Hills+, Taiga M, Birch Forest, Birch Forest M, Bog
    - Bog (based on Mega Taiga) = low, flat and often swamp-like surface covered with grass/podzol, some trees
    - other biomes in group use default TC settings

    Bog
    2016-01-02_19.03.40.png
    real-life bog example

    light green: TownyBiomes (S1, R80)
    - "town friendly" variation of classic biomes, including those from 1.7 but no extreme hills or taiga:
    - Fields, Forest, Plains, Swampland, Sunflower Plains, Swampland M, Birch Forest, Birch Forest M, Roofed Forest, Roofed Forest M
    - Fields (based on Plains) = flat, smooth surface with some trees
    - Grove (based on Flower Forest) = hills with lots of flowers, spawns as islands in Fields
    - Meadow (based on Sunflower Plains) = spots with lots of flowers, spawns as islands in Roofed Forest
    - other biomes in group use default TC settings

    yellow: DryBiomes (S2, R80)
    - dry biomes, little or no vegetation, very few animals
    - Desert, Desert M, Mesa, Red Desert, Xeric Shrubland, Red Shrubland
    - Red Desert (based on Desert) = flat dry land, covered with red sand
    - Red Desert Basin (based on Swampland) = low terrain, moist surface with grass and shrubs, spawns as islands of Red Desert
    - other biomes in group use default TC settings

    brown: JungleBiomes (S3, R100)
    - Jungle, Jungle M
    - uses default TC settings

    magenta: FairyTaleBiomes (S3, R80)
    - lots of flowers, custom trees
    - Light Forest, Dark Forest, Sunken Forest, Meadow
    - Light Forest (based on Flower Forest) = hilly, birches and custom big oak trees
    - Dark Forest (based on Roofed Forest) = low terrain, custom dark oak trees
    - Sunken Forest (based on Swampland) = low flat, swamp-like terrain, custom dark oak trees

    black: NetherBiomes (S3, R60)
    - although these might just be pillaged for resources, i would give it a try. It is the way to "naturally" bring nether warts into the game, better than admins smuggling them to few randomly selected players, and we can let nether mobs spawn here.
    - Volcano
    - Volcano (based on Hell) = hilly, some netherbrick boulders, soul sand + nether warts, river biome is Rift
    - Volcano Edge (based on Hell) = terrain variation, spawns as outer border of Volcano
    - Rift (based on River) = river biome with terrain level above the sea level

    Volcano
    2016-01-02_18.56.43.png

    red: BloodTaleBiomes (S3, R40)
    - Steppe, Badlands
    - Steppe (based on Savanna) = flat grass/coarse dirt surface, lots of tall grass, no trees, no lakes
    - Scrubs (based on Savanna M) = bumps with little vegetation cover, spawns as islands in Steppe- Badlands (based on Plains) = layers of granite/andesite/diorite/stone/hardened clay covered with thin layer of grass/coarse dirt, very rare trees
    - Badlands Edge (based on Plains) = terrain variation, spawns as outer border in Badlands
    - Badlands Basin (based on Plains) = terrain variation, spawns as islands in Badlands
    - Ashes (Based on Savanna) = layers of andesite and diorite covered with gravel and bits of grass
    - Rocks (Based on Extreme Hills) = areas of exposed stone with very little grass or vegetation

    Steppe + Scrubs
    2016-01-02_18.52.26.png

    Badlands
    2016-01-02_18.49.56.png
    real-life Badlands example

    ...
     
    Last edited: May 26, 2016
    tchand, LupusAlphaX and Johndahbomb like this.
  3. BarryX15

    BarryX15

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    Kingdoms 3.0
    Forget about 1000 residents in one metropolis. The server will never get enough people for this. Instead, it is time to welcome the age of villages.

    All towns
    Land protection
    - Town can claim plots adjacent to already claimed land up to the town plot limit.
    - Town plot limit is 4 * (number of town residents) + (number of bonus plots).
    - Town can buy bonus plots depending on the rank
    - Town can buy town zone protection depending on the rank​
    Taxes
    - Town tax is set by and payable to the server: 200 Dei base tax + 2 Dei per plot
    - Kingdom tax is set by and payable to the server: 500 Dei base tax
    - Resident tax is set by the mayor and payable to the town bank: 0 to 10 Dei per plot owned
    - Note: Town members who do not own any plots do no pay any tax
    - Note: Mayor, Senior Assistants, Assistants and Citizens pay the same tax as Residents
    - Note: if a plot is owned by a town e.g. no player owns it, there is no resident tax but it still counts into town tax​

    rank 0 = Hamlet
    Hamlet rank is a place for one player to keep their stuff on a protected land. The player can let other players use the protection by claiming some town plots for themselves and adding players to their friendlist.
    - forum registration requirement, no class/rank needed
    - creation cost 5000 Dei, claiming cost 500 Dei, bonus plots disabled
    - if a /t new command is done near existing town of rank 1+, the mayor of said town is given a 2-minutes timed request to accept it.
    - can be merged with Village/Town/City if they claim nighboring plot
    - Minimum residents 1, maximum residents 1, comayor limit 0, town zone 0 chunks
    - town spawn, town bank, permission system
    - mob spawning setting on plots or in the whole town
    - (town chat and assistant ranks are here as well, but useless with residents limit 1)​

    rank 1 = Village
    Village rank is an affordable place for few friends to play together.
    - Nobility/Squire class/rank requirement
    - upgrade cost 10000 Dei, plot claiming cost 450 Dei, bonus plot cost 500 Dei
    - minimum residents 1, maximum residents 11, comayor limit 1
    - town zone 5 chunks + up to 1 chunk protection possible, + 100 Dei town tax if protection is on
    - town spawn, town bank, permission system
    - mob spawning setting on plots or in the whole town
    - town chat, assistant/senior assistant/comayor ranks (comayor must be Nobility class)
    - joining a kingdom, setting daily kingdom deposit​

    rank 2 = Town
    Town rank is a full-featured town, limited only by amount of residents.
    - Nobility/Lord class/rank requirement
    - upgrade cost 15000 Dei, plot claiming cost 400 Dei, bonus plot cost 500 Dei
    - minimum residents 10, maximum residents 110, comayor limit 2
    - town zone 10 chunks + up to 2 chunks protection possible, +100 Dei town tax if 1 chunk, + 300 Dei town tax if 2 chunks
    - town spawn, town bank, permission system
    - mob spawning setting on plots or in the whole town
    - town chat, assistant/senior assistant/comayor ranks (comayor must be Nobility class)
    - joining a kingdom or starting a kingdom, setting daily kingdom deposit
    - pvp mode setting on plots (setting on costs 3000 Dei per plot)
    - town warps (creating a warp costs 3000 Dei per one)​

    rank 3 = City
    City rank is the top rank, offering maximum perks.
    - Nobility/Count class/rank requirement
    - upgrade cost 20000 Dei, plot claiming cost 350 Dei, bonus plot cost 500 Dei
    - minimum residents 100, maximum residents unlimited, comayor limit 3
    - town zone 15 chunks + up to 3 chunks protection possible, +100 Dei town tax if 1 chunk, + 300 Dei town tax if 2 chunks, +600 Dei town tax if 3 chunks
    - town spawn, town bank, permission system
    - mob spawning setting on plots or in the whole town
    - town chat, assistant/senior assistant/comayor ranks (comayor must be Nobility class)
    - joining a kingdom or starting a kingdom, setting daily kingdom deposit
    - pvp mode setting on plots (setting on costs 2500 Dei per plot)
    - town warps (creating a warp costs 2500 Dei per one)​

    Kingdom
    If a mayor of a Town or a City wants to expand their powers, they can start a kingdom.
    - Nobility/Count class/rank requirement
    - starting cost 50000 Dei, plot claiming cost 5000 Dei, bonus plots disabled
    - every 10 residents brings in 1 plot
    - kingdom chat, ranks - ruler can promote another player of Nobility/Count+ to be their co-ruler
    - setting daily kingdom grants​


    Town Zone
    - is the area around the town where "wilderness" plots have special permission setting:
    Access = Public
    Use = Public (everyone can open doors/chests)
    Edit = not allowed (nobody can place or break blocks)​
    - is set by Mayor/Senior Assistant and is paid by extra fee added to daily town tax. The possible size of the area is limited by town rank:
    rank 0 (Village) cannot set Town Zone.
    rank 1 (Town) can set up to 1 chunk (in each direction from any claimed plot, diagonals included). The cost of 1 chunk Town Zone is +100 Dei added to daily town tax.
    rank 2 (City) can set up to 2 chunks for +100 Dei for first chunk and +200 Dei for the second chunk (eg. +300 Dei total for 2 chunks zone).
    rank 3 (Metropolis) can set up to 3 chunks for +100 Dei for first chunk, +200 Dei for the second chunk and +300 Dei for the third chunk (eg. +600 Dei total for 3 chunks zone).​
    - every day when the "tax hour" comes, wilderness plots around the town are checked and calculated if the belong to Town Zone, and if yes, they are marked with town zone name (players should see town name in green text when they cross town zone plot). Note: this means that Town Zone does not expand immediately when new town plots are claimed.

    Build Permits
    - are special permissions for players who want to build in Town Zone plots, basically they give building permission for 24 hours for one player and one chunk. Their price correlates with Town Zone tax:
    100 Dei if the area is 1 chunk, 50 Dei goes to the server and 50 Dei goes to town bank
    200 Dei if the area is 2 chunks, 100 Dei goes to the server and 100 Dei goes to town bank
    300 Dei if the area is 3 chunks, 150 Dei goes to the server and 150 Dei goes to town bank​
    - Mayors/Assistants can buy Build Permits for the whole town, they can also buy build permits for other players or for more days
    - Residents can buy Build Permits for town zone plots that are directly adjacent to their plots
     
    Last edited: March 6, 2016
  4. BarryX15

    BarryX15

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    Classes
    Let's keep our three classes: Nobles running towns, Merchants running economy, Laborers supplying them. There are still some tweaks and changes possible.

    Rankup costs
    in Ferbruary 2013 when rank 2 perks have been prepared for release, there was a classes/perks workshop convo and i suggested this list of costs:
    Rank 0: 300 dei for Craftsman, 500 dei for Merchant, 700 dei for Noble.
    Rank 1: 1500 dei for Craftsman, 2500 dei for Merchant, 3500 dei for Noble.
    Rank 2: 7500 dei for Craftsman, 12500 dei for Merchant, 17500 dei for Noble.
    Rank 3: 37500 dei for Craftsman, 62500 dei for Merchant, 87500 dei for Noble.
    (each next Rank costs 5 times more)

    The only change i would do now after 3 years would be lowering costs for Nobles:
    Rank 0: 300 dei for Craftsman, 500 dei for Merchant, 400 dei for Noble.
    Rank 1: 1500 dei for Craftsman, 2500 dei for Merchant, 2000 dei for Noble.
    Rank 2: 7500 dei for Craftsman, 12500 dei for Merchant, 10000 dei for Noble.
    Rank 3: 37500 dei for Craftsman, 62500 dei for Merchant, 50000 dei for Noble.

    Craftsman perks

    rank 1 = Laborer
    - can create lift signs
    - can place rail blocks, water and basic redstone stuff for a price
    - can enchant with no restrictions

    rank 2 = Artisan
    - all of Laborer
    - can place hoppers, droppers and advanced redstone stuff for a price
    - can place and use brewing stand

    rank 3 = Architect
    - all of Laborer and Artisan
    - can place dispensers, lava, sticky pistons for a price
    - forbidden blocks are bedrock, TNT and activator rail


    Merchant perks

    rank 1 = Vendor
    - can run 1 auction
    - can bid in shop auction
    - can own rank 1 shop (60 blocks of space, 5x3x4)

    rank 2 = Financier
    - all of Vendor
    - can run 2 auctions simultaneously
    - can buy a shop of his choice if there is some available
    - can own rank 2 shop (125 blocks of space, 5x5x5)

    rank 3 = Tycoon
    - all of Vendor and Financier
    - can run 3 auctions simultaneously
    - can own rank 3 shop (175 blocks of space, 5x7x5)
    - can offer jobs to other players

    Nobility perks

    rank 1 = Lord
    - can use logblock (wooden pickaxe)
    - can be the mayor of a Village/Town (anyone can be the mayor of a Hamlet)
    - can collect nobility salary if town staff (not in Hamlet)

    rank 2 = Count
    - all of Lord
    - can use logblock (sponge)
    - can be the mayor of a Village/Town/City (anyone can be the mayor of a Hamlet)

    rank 3 = Duke
    - all of Lord and Count
    - can create a Kingdom and become a King/Queen
     
    Last edited: March 4, 2016
  5. BarryX15

    BarryX15

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    Donator perks
    They may be "taxed".

    /home
    - Teleport to home location costs 2 Dei per command. If a player does not have enough Dei, command is not allowed.

    /fly
    - Flying mode costs 5 Dei per hour. If a player does not have enough Dei, command is not allowed. If a player runs out of Dei while flying, he gets warning every minute for 5 minutes, then /fly mode switches off.

    /tpa
    - Teleport to player costs 10 Dei per command. If a player does not have enough Dei, command is not allowed.

    /asc, /desc
    - Ascending and/or descending costs 1 Dei per command. If a player does not have enough Dei, command is not allowed.

    /chest
    - Opening virtual chest costs 1 Dei per command. If a player does not have enough Dei, command is not allowed.
     
    Last edited: January 28, 2016
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  6. BarryX15

    BarryX15

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    Permissions groups for setting town/plot permissions

    G (guests) = all players, including those who are not registered on forums
    P (public) = all players who are registered on forums
    K (kingdom) = all members of the kingdom
    T (town) = all members of the town
    TS (town staff) = staff member of the town

    Hierarchy: G > P > K > T > TS
    Default for town plots: Access = G, Use = T, Edit = TS
    Default for resident plots: Access = G, Use = TS, Edit = TS
    Note: cannot set Access = TS on town plots.

    Ranks in town

    R (Resident) = joined the town, full perms on his plot, T on town plot, T on other resident plot
    C (Citizen) = promoted from R, full perms on his plot, TS on town plot, T on other resident plot
    A (Assistant) = promoted from C, TS on all plots in the town, some commands
    SA (Sr.Asst.) = promoted from A, TS on all plots in the town, more commands
    M (Mayor) = founder of the town or set by a command, must be noble class, full perms, all commands


    Town commands (who can use them) = and what they do

    /t add <playername> (M, SA) = invites/adds a player to the town
    /t blacklist add <playername> (M) = adds a player to the blacklist
    /t blacklist remove <playername> (M) = removes a player from the blacklist
    /t blacklist list (M, SA, A, C, R) = shows a list of blacklisted players
    /t bonus <amount> (M) = buy amount of bonus plots for town bank money
    /t chat <message> (M, SA, A, C, R) = talks in town chat
    /t claim (M, SA) = claims new town plot in wilderness for town bank money
    /t create <townname> (P, nobility class) = creates a new town, becomes Mayor
    /t demote <playername> (M, SA) = demotes SA to A, A to C, C to R (only M can demote SA)
    /t deposit <amount> <townname> (G) = pays money to the town bank
    /t distance <townname> (G) = checks the distance to nearest town plot
    /t eject <playername> (M, SA, A) = teleports player standing in town plot to /main (not town member, not town whitelist)
    /t info <townname> <-o> (G) = displays town info (with list of online players)
    /t kick <playername> (M, SA) = kicks R from the town (must demote first if player is higher rank than resident)
    /t leave (M, SA, A, C, R) = leaves town
    /t ledger <townname> <page> = (M, SA, A, C, R) shows town bank changes
    /t list (G) = shows a list of town names
    /t promote <playername> (M, SA) = promotes R to C, C to A, A to SA (only M can promote SA)
    /t pwarp <townname> <warpname> (G) = teleports to public warp (uses town plot access permissions, if no permissions, then no teleport)
    /t pwarp list <townname> (G) = shows a list of public warps
    /t rename <newtownname> (M) = renames a town, costs town bank money
    /t set mob-spawning <allow|deny> (M) = sets mob spawning on all plots in town to allowed (costs town bank money) or denied (no fee)
    /t set permissions access <G/P/K/T/TS> (M, SA) = changes access permissions on town plots
    /t set permissions edit <G/P/K/T/TS> (M, SA) = changes edit permissions on town plots
    /t set permissions use <G/P/K/T/TS> (M, SA) = changes use permissions on town plots
    /t set permissions reset <M> = resets all permissions (access, edit, use) to defaults, sets mob spawning to denied and pvp to denied on all plots in town, clears blacklist and whitelist
    /t set plot-price <amount> (M, SA) = sets default plot price
    /t set spawn (M) = sets location of town spawn, costs town bank money
    /t set town-board <message> (M, SA) = sets welcome message for teleporting to spawn
    /t set warp <warpname> <public|private> (M, SA) = changes warp to public (G can see and use it) or private (M, SA, A, C, R can see and use it)
    /t spawn (G) = teleports to a public warp (uses town plot access permissions, if no permissions, then no teleport)
    /t unclaim (M, SA) = unclaims a plot, turns it into wilderness
    /t upgrade (M) = upgrades a town to the next rank, costs town bank money
    /t warp <warp-name> (M, SA, A, C, R) = teleports to a warp
    /t warp add <warp-name> (M, SA) = creates a warp
    /t warp list (M, SA, A, C, R) = shows the list of all town warps, public and private in colors
    /t warp remove <warp-name> (M, SA) = deletes a warp
    /t whitelist add <playername> (M) = adds a player to the blacklist
    /t whitelist remove <playername> (M) = removes a player from the blacklist
    /t whitelist list (M, SA, A, C, R) = shows a list of whitelisted players
    /t withdraw <amount> (M, SA) = takes money from the town bank


    Plot commands (who can use them) = and what they do

    /plot claim (M, SA, A, C, R) = claims a plot that is set for sale, costs player money, deposits it into town bank
    /plot eject (M, SA, A, C, R) = ejects another player from resident plot, cannot eject higher ranks
    /plot fs <price> (M, SA, A) = sets plot for sale and sets plot permissions to Access = G, Use = TS, Edit = TS
    /plot info (G) = shows an information about the plot
    /plot list <playername> (G) = shows a list of player's plots
    /plot mark (M, SA, A) = puts cobble markers into four corners of a chunk
    /plot navigate <plot-id> (G) = navigates to coordinates of the plot using a compass
    /plot nfs (M, SA, A) = removes plot from for sale, sets plot permissions to access = G, Use = T, Edit = TS
    /plot set mob-spawning <allow|deny> (M, SA, A) = sets mob spawning on the plot to allowed (costs town bank money) or denied (no fee)
    /plot set permissions access <G/P/K/T/TS/F> (M, SA, A, C, R) = changes access permissions on resident plot
    /plot set permissions edit <G/P/K/T/TS/F> (M, SA, A, C, R) = changes edit permissions on resident plot
    /plot set permissions use <G/P/K/T/TS/F> (M, SA, A, C, R) = changes access permissions on resident plot
    /plot set permissions reset (M, SA, A, C, R) = resets all permissions (access, edit, use) to defaults on all player's plots
    /plot set pvp <allow|deny> (M) = sets PvP to allowed (costs town bank money) or denied (no fee)
    /plot tag <message> (M, SA, A, C, R) = adds a tag to the plot
    /plot tagsearch <text> (M, SA, A, C, R) = looks for a specific tag
    /plot unclaim (M, SA, A) = sets resident plot to town plot
    /plot unmark (M, SA, A) = removes cobble markers from four corners of a chunk
    as
     
    Last edited: March 4, 2016
  7. BarryX15

    BarryX15

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    reserved #6

    EDIT: We do not want more than 3 reserved forum posts by a player in one thread. I left you two more, cause it is a new rule and the others are filled by now. But you should add the rest in the others. Refrain from blocking so much space. ~Gwen
     
  8. Bilko

    Bilko

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    Looking forward to this suggestion Barry :)

    P.S Done :p
     
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  9. Leviathan_Ziz

    Leviathan_Ziz

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    I have a strange feeling Towny will come out of this ;). Goodluck, I will prepare my questions for your suggestions :).
     
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  10. widget68

    widget68

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    Well there is 1 point to make about Towny vs Kingdoms. Towny has a forward progression of development. Kingdoms ... we have been dealing with some of the same town permissions issues for more than a year. No need to go into the history of Kingdoms. We got that in the last post. No need to give us a history lesson on the lack of developers, we got that from Van in another post as well. All of the complaining and suggestions that have come up over the past year have all revolved around Kingdoms. The thing is, most suggestions that people want is already a part of Towny. Kingdom / Town wars, leave and join chat channels, ability to preserve the wilds around a town, the list goes on and on. Anyone that spends 10 minutes looking at the Towny Advanced site can see what people are suggesting or asking for is mostly there.

    I understand that Kingdoms = Towny with some more granular staff permissions, etc. What I think is that the development of Kingdoms needs a complete reboot. Start out with Towny Advanced and work back in the DeityAPI and other stuff.
     
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  11. BarryX15

    BarryX15

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    This is not about Kingdoms vs. Towny...
     
  12. legoazurp

    legoazurp

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    The skill system should be connected with the classes system, so that a certain class has a special skill.

    The labour class will have access to almost all the skills and they will be able to upgrade them with a much larger level cap (500).
    Vendors will be able to upgrade only some skills to level 100. (300 level cap)
    Lords will have the same skills as vendors but they will have a level cap of 200.

    I think that the classes should have sub-classes, instead of lower level class. So that you can specialize on some skills and options.

    The labour class will have building and mining sub-classes. Building class will be able to specialize in redstone building, rail building, house building (skill goes up with placing some blocks). Mining class will be able to specialize in hunting, mining, woodcutting,... Building class will have material related perks, like material saving (% chance of getting a block more of the block you placed), less fall damage, and roll (like the mcmmo). While mining class will have double drops, speed break and other.

    The merchant class will have two subclasses: Shop merchant and auction merchant. The shop merchant class can buy shops, depending on how much they sell they get xp points which they can use to lower the tax of the shop and to upgrade their shop. I thought of the starting tax to be 15% or so. Shop upgrade means the ability to place more chests/shops in your mall shop, starting at 6. The auction merchants will be able to make auctions, players will be able to browse and bid on those auction ingame or from the portal site. By typing /auction list every player will get a list of auctions. Their perks will be: lower tax (tax also starts at 15% and can be lowered with levels or xp), time set (being able to set how long your auction will be)
    Level 1- 24h
    Level 2- 24, 48h
    Level 3- 12, 24, 48h
    Level 4- 6, 12, 24, 48, 72h

    The lord class will also have 2 subclasses: ruler and economic. Also the plot count a city can have wont be determined by the number of residents, but by the number and level of ruler lords. Depending on the number of economic lords the town will be able to set the tax, cost for plots and depending on how many there are the town will pay less tax to the kingdom/server. As I said the number of plots will depend on the number and level of ruler lords the town has. Lords will make money with taxes, depending on how much their town makes and what their level is. All lords will be able to check for grief. Lords that are not town staff won't get some of the above listed features and will not give any of the listed benefits to their towns.
     
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  13. ZtRed

    ZtRed

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    Wow, very nice detail and I think this could actually be a good implemented idea. Nice work.
     
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  14. Leviathan_Ziz

    Leviathan_Ziz

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    It was the only plugin I could imagine you'd have ready straight away. Remember, I'm not a plugin master, I don't know many we don't have installed. Besides, when I replied, there wasn't as much text as there was now :p!
     
  15. Bilko

    Bilko

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    I thought you were head dev now?

    With regards to level 2 nobles making a town and but level 3 making a kingdom, would the towns they run also be a factor? And if so, is that what the line
    is aimed at? What sort of benefits would cities have over towns?
     
  16. BarryX15

    BarryX15

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    Advanced town perks like pvp plots, toggle mob spawning on/off, bigger town zone (500 blocks) without kingdom, and creating kingdom of course.
    To have a kingdom, you should have to become a lord, start a town, become a monarch, upgrade to city and finally start kingdom.
     
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  17. Leviathan_Ziz

    Leviathan_Ziz

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    I am not sure why you would think that, I never said anything like this, or it was never announced. I wasn't even head of the quest design ;).

    The suggestions you replied to remind me of RPG alot........... And what plugin is this from? If there is no plugin from, you are not further ahead in ideas for classes/townies/etc then we are Barry.
     
  18. Bilko

    Bilko

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    Haha I realise that :p It was intended as a silly comment, sorry about the confusion :)
     
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  19. LupusAlphaX

    LupusAlphaX

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    Well, back onto the topic of Barrys suggestion. I love it, personally. You've obviously thought it out well and managed to balance out a lot of things in it such as leveling up skills. My only problem with it is the Noble's rank names, which are the same as Kingdoms' ranks. Instead of Squire -> Lord -> Monarch it should be Squire -> Knight -> Lord, because in real life, squires don't become lords without having earned their knighthood.
     
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  20. eltono999

    eltono999

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    So Barry, can we have an update to this now?
     

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