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POSSIBLE PvP Reset with the full 1.7.2 Server upgrade

Discussion in 'PvP General Discussion' started by Vershye, December 8, 2013.

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  1. Tallpines

    Tallpines

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    It is kinda sad, but useful, Unless you want to spend 10 hours mining normally, your still going to stay at the bottom of the food chain.
     
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  2. ooopsy10975

    ooopsy10975

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    It's possible to be good at PvP without those perks. Moon wasn't a donor until rescently. I am not a donor, and I think I am better than most people when it comes to armor and an established base.
     
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  3. SaintThunder

    SaintThunder

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    Kits can also make the pvp server "pay-to-win," and that system is only popular with the people who have paid. If losing gear isn't important to you because you can just "spawn in more," then how is that going to be more fun?
     
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  4. heinz_gruber

    heinz_gruber

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    I agree. pvp is survival of the fittest not the richest. As a sponsor i would like to see kits denied from pvp.

    Test each players resourcefulness etc and may the odds be never in your favor
     
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  5. btarb24

    btarb24

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    I also think we should exclude /asc and /desc from the PVP server. It was way too overpowered. /tpa /sethome and /workbench were enough perks for a donor.
     
  6. heinz_gruber

    heinz_gruber

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    Personally i think the only exception should be /sethome and /home. but not for donors, most faction servers allow you to sethome, so i wonder if this would be considered to become a perk for everyone on pvp
     
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  7. Micklen

    Micklen

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    I like having /sethome. It does give donors a slight advantage.
    /workbench is just a nicety, no real advantage there.
    /tpa is a huge advantage to someone with a pvp team on a server. I have seen raids on bases where 1 or 2 people hang back, just to have players tp to and from them as the battle rages. it provides a ready supply or 'reinforcements'. Combine this with /sethome and you can easily empty a vacant enemy base of resources by porting back and forth. Personally, I think removing this ability or greatly limiting (to the effect of <500 blocks from enemy base/person) would be acceptable.
    /asc and /desc are almost are an advantage when looking for hidden locations and gathering resources. But pretty minor as well. Most people don't even use them. Perhaps preventing it to be used to port into any base except your own faction.

    The discussion to limit kits for donors is pretty weak.
    I built a large hideout, safe and secure with tons of resources, without having kits.
    (Coordinates! -1125X 32Y 3446Z! Please don't grief it, just check it out!)
    I think adding /kit back to pvp would give donors an advantage. However, after just a short time of digging and resource gathering, that advantage is negated.

    Just to cover it, /fly is right out. Too much advantage.

    The overall feeling that donors are better at pvp because of their extra abilities is not correct. I am not great at pvp. I have taken out a few people, usually because I have better gear. Usually, the reason I have better gear than my opponent is because I spent a little time gathering it and did not rush straight out of the spawn area into a fight. Most of the people who complain about getting killed by better outfitted people are hanging around the safe zone edge. They waste time begging for gear and picking fights, when they could slip off, build a base, and come back wielding diamonds. Spend some time to make yourself better than your enemy, then attack.

    Overall my suggestions are (at reset):
    - (For Donors) Implement /kit, /sethome, and /workbench. Implement a limited effect of /tpa, /asc, & /desc.
    - Design the spawn area to have a drop down, as discussed previously, to prevent people from camping at the edge. Perhaps with outward flowing water.
    - Add a /wild port that can only be used from the spawn area. Such as from a command block or sign. This would allow people a quick transit from spawn without getting attacked at the boundary. If possible, make it so that it picks a random location greater than 500 blocks from any claimed faction land.
    - No monetary/item carry over.
    - No starter kits, except maybe wood tools. It would just be more stuff for the new people to lose on their first time out of spawn when they decide to take on Diamond-clad lambs and then they will complain that they need another kit.
     
    Last edited: January 10, 2014
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  8. Brandon_148

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    I fully agree that /ascend and /descend should be denied. But it would be useful if regular players would have more /sethome. Or maybe after we use all our sethomes, We can get a 1 sethome per month or something like that. It just gets annoying where I want to save a place and the place is really far and we can't sethome.
     
  9. heinz_gruber

    heinz_gruber

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    Look at kits this way, for me it would be 2 free diamond swords every 6 hours. so its an endless supply of weapons without having to work for them, all the while i make a base, make some armour with the stuff i mined, then boom more swords because the 6 hours has passed.

    So i could just stock up on tools and never have to make one. Just in my opinion makes pvp much less challenging.

    I think everyone should be able to /sethome, and no one should be able to /tpa
     
  10. ooopsy10975

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    Maybe everyone gets to /sethome, and donors can have multiple /sethome's.
     
  11. Tallpines

    Tallpines

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    Maybe like /sethome 1 and /home 1?
     
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  12. Moonlamb

    Moonlamb

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    Add a tutorial for new people kinda like on /main?
     
  13. Vershye

    Vershye

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    There's a tutorial on main? If you mean help signs I have an information building for factions that nobody ever goes in.
     
  14. Tallpines

    Tallpines

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    We have an information building?
     
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  15. Vershye

    Vershye

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    Yea, there's signs at spawn telling you where it is. The building has been there since PvP was last reset.
     
  16. melvin484

    melvin484

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    What I also find sad is the placement where you spawn.
    [​IMG]
    Notice something? When people join, they will automatically notice the South spawn. Wonder why people don't go the other way? Sure, people can turn around, but most new people won't.
    [​IMG]
    Now if we had the board here (without mexianthrone in the way lol) people would see BOTH entrances.

    Thats what needs to happen next map.
     
  17. maxwell25937

    maxwell25937

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    Melvin, it also dosen't look good on the server if we have people saying "You Little Hacker". It shows we have bad capitalization and puncuation. It also gives the impression thathackers aren't welcome.
     
    Last edited: January 11, 2014
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  18. Vershye

    Vershye

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    They have to turn that way to leave the spawn area so will see both exits. Seeing the exits isn't really going to make a difference in which way people leave. They will go the way they want no matter the amount of signs and exits that are made available to them. How many times are players told that they can leave any direction they want and constantly come back to the south path (the only path camped by others) to get killed again and again?

    The last spawn building only had a single exit and a single path leading away from it and an arena inside the main spawn protected area so nobody ever left the spawn.

    So you want us to require grammar certification tests before being allowed to play on our servers? If you're going to give criticism, suggestions or complaints, make them relevant.
     
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  19. melvin484

    melvin484

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    That was unrelated.
    I was making a example.
    God, you have been trolling alot lately.
     
  20. maxwell25937

    maxwell25937

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    I think this question is rhetorical, but yes. It might lower the amount of griefers and spammers. :D
     
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