Upcoming Server Enhancements!
The purpose of this thread is to reveal and discuss several upcoming projects that Server Staff have working on as part of a massive changeup in how the server has operated the past almost 6 years. If you would like to take part in and help with any of these projects, please contact myself, TheEliteDwarf, or Fortesgt and we can figure out how best you can be of assistance.
Embracing the Multiverse: The server will be switching to a multiverse plugin, that will allow for the loading of multiple game worlds at one time. In the center of this Multiverse will be the new safezone, with it being completely replaced and overhauled with new safezone services and teleports to function as an activity hub for the server. The new safezone will include a bank, rentable shops, possible rentable apartments, the server tutorial, and several other services such as salesmen for xp, horses, and possibly even a blacksmith to repair damaged items. In addition to the safezone, the server will also be running additional worlds for the PvP Map, Faction HQs (which we will go over later), and any additional worlds loaded for events (bringing back the siege server!).
New PvP Map: Staff has recently chosen the incoming PvP Map (credited to Sabbas Aperus), and we have generated the Dynmap and begun working on adding several RPG additions to the map. The new map is custom painted, and full of grandiose landscapes and hidden content to explore. If this wasn't enough, we have almost completed rolling out of the new Capture Point system, which I will cover in more detail shortly. Feel free to check out the new map's dynmap here, and don't forget to view it out in 3d!
Capture Point System: Via scripts, we have created an automated Capture Point system where factions can fight for control over money giving structures in real-time (no wars required). Each Capture Point is manned by a host of custom skinned (credit to Aanker for skins) NPCs, that will defend the Point from all players other than the current owning faction. Once a NPC of any Capture Point is attacked, a server-wide notification is sent out informing all players of the attack on that CP. Upon fighting you way to the CP's Lord, you will be able to start the process of capturing the CP, and in the process send out another server-wide notification. After 5 minutes (could change due to balancing), if the player who initiated the capture is within 7 blocks of the CP Lord, the CP will be captured by his/her faction, and all NPC defenders will change ownership. If you would like to see these NPCs in action, feel free to contact me if I am on steam and we can see about a 'demonstration' at our test CP (Shiverkeep).
You may see the Capture Point names/locations via the tower icons on the PvP Map dynmap, and some screenshots of the specific points here.
Server Tutorial: It has been decided that if we are to retain new players, our server is solely lacking in any sort of tutorial to explain our many different nuances and unique setups. While at the first we considered death by sign, we have now come to the conclusion that the best way to handle large amounts of information and links is through the use of NPCs. NPCs allow us to make use of interactive dialogue and scripts, which run through chat allowing for things like server links to be clicked on instead of just read across 3-4 signs. Using the before mentioned scripts, we can control the dialogue and tutorials in nearly endless ways to create incredible results.
PVP Customization: While we are still testing the various potion effects/balancing, every indication seems to be showing that we now have a viable armor plugin that recreates the Map 2 armor plugin, and will soon be ready for launch. Other examples of the things we have done are adding TNT shellshock through 10 seconds of blindness (as if you're near bedrock), and add in headshot mechanics for bows resulting in increased damage on a successful head hit.
Money Changes: In terms of economy mechanics, many aspects of the original server have also been changed. All mining and NPC mission rewards on the PvP Map will now be issued to you in an alternate currency (aka Credits). Credits can then be converted into dollars at the safezone Banker. Until converted into dollars, if you are killed by another player that player will take all of the Credits on your person. Once converted, your wallet will continue to be in dollars and will work in the exact same manner as before. When executing the /money command, the command will also now display how many credits you have (if you have any). This change allows players to maintain their own secure money accounts (as opposed to mandatory faction depositing), whilst still having the risk of losing unconverted earnings on the PvP map.
In order to make money you currently have five options: 1. Mine the traditional way, 2. Kill people to take their credits, 3. Perform missions/quests starting at NPCs in the safezone, 4. Sell Resources in Shops, and 5. Declare War (see Faction HQs). You should note that mining can only be done on the PvP Map, as doing it in your Faction HQ world will result in no money gained or ore dropped. As a boon to encourage activity and minimize grind, we have added in two Mining Bonus Hours. Between the hours of 1400-1500 GMT and 2000-2100 GMT anything you mine will give you twice the payout as it normally would.
New ChestShop Plugin/Safezone Shops: The old chestshop plugin was very janky and threw a lot of minor errors in the console, so I changed it out. Besides, the new one has holograms! Regarding shops, the SafeZone at present has 14 rent-able stalls, and 9 rent-able shops, each of which shall be furnished with a NPC Merchant to manage the process of buying them. Upon finding a cozy Shop or Market stall, you can interact with the governing NPC and if you are pleased with the upfront cost and monthly upkeep, buy it through that NPC. Upon doing so, you will immediately gain worldguard rights to that shop/stall for your faction (subsequent faction officers/leaders will need to briefly speak with the NPC for rights), and can begin placing down chestshops or redecorating. As an added bonus, after purchasing the shop you can even speak with the NPC and change his character skin/name, and even set the NPC to shout at nearby players/players who enter your store. This means Dwarven shops can have Dwarven NPCs, with Dwarven themed messages to bring in customers. Finally, once you have had enough of your Safezone shop you will be able to sell it through the NPC and return it back to the market. This process is automated through the NPC without the need for staff intervention.
Rent: Now that we've talked about Safezone Shops, rent shall be automatically withdrawn on the first of the month from the faction wallet for all services it has. For example, if the Dwarves have two stalls at $2000 each, and an HQ World (assuming we go for HQ World upkeep, its not a sure thing yet) at $5000, on the first of the month $9000 will be withdrawn automatically. Any faction member at any time will be able to consult with a Faction Services NPC, that will provide him/her the full list of services currently subscribed to (w/ their individual rent amounts), and the total monthly cost. This NPC may be located in either the SZ, each Faction's HQ world, or perhaps both (most likely) pending decision. In a nutshell the entire rent payment system will be automated, except for ensuring your faction bank has money in it.
Faction HQs: Perhaps the biggest change of them all is the introduction of the Faction HQ into the multi-world setup. Using the multiverse we have gained the unique ability to embrace the benefits of periodic fresh starts of the pvp map, and be able to keep our factions’ favorite builds. Any faction will have the ability to purchase their own world, made from any other minecraft world (some restrictions apply). To grossly simplify, if you wish to use a build from the current map or a previous map that is available to us you may elect to have those regions cut out and used to create a new world for your faction. Another possibility, is you may explore countless other minecraft maps to find the perfect locale, and then provide the seed and location to staff for your new world, the choice is yours. Whilst Faction HQs are attackable in wars, they will no longer be annexable themselves with those mechanics now solely being restricted to claims on the PvP Map. Replacing Annexation is a new system where upon defeat a Faction can potentially lose the contents of their otherwise secure Faction Bank to their enemies.
On a related note, claiming chunks is now script blocked on worlds other than the PvP Map, and your faction's HQ World.
Spawn Protection: I have created a script that provides players limited invulnerability from damage upon player respawn. Players will now be notified upon receiving Spawn Protection, and upon losing it or attempting to attack a player with said protection. This invulnerability lasts until the player: A. Damages another player, B. Opens a chest or furnace, or C. Moves more than 3 times (jumping counts). This script is designed to take steps towards the automatic prevention of Spawn Killing cases, however does have some limitations. At the present there is no way for the script to tell the difference between the player moving of his own volition, and an enemy player pushing him. This means any player found to be pushing a player in order for him to lose spawn protection, will still be subject to the existing spawn killing rules, and likely face harsher punishment. In a nut-shell this script prevents accidental spawn-killing only, and non-determined intentional ones.
Factions Plugin - /F Neutral Fix: Using scripts I have now created a fix for the /f Neutral problem we have been faced with since the start of the map. Apart for some cosmetic changes (messages you receive during the process), both sides now have to confirm /f neutral status to end a war.
Events and the Event Script: One of my side projects has reached completion, and so I am now happy to say that we will be making every effort to hold regular (ie weekly) events on the server. For those of you who played on my siege server in the past, we will be integrating a similar setup into the server to ensure everyone has the option to partake in a fun siege on the weekends. To greatly simplify the process over the old setup, I have created a script to automatically handle the joining and leaving of the event, and some aspects of the event itself. To give you an idea of how all of this works, here is a step by step guide of the process.
- Staff sets up an event, which broadcasts a server announcement letting all players know an event has been started, and asks them to do /join if they wish to participate.
- Players do /join, which then narrates back to Staff their request to join.
- Staff then assigns each player that did /join to the appropriate team (attackers/defenders)
- Upon being assigned a team, the event script saves the player's: inventory/equipment, manpower, and location. It then clears the player's inventory, and teleports them to the team's spawn.
- Whilst in the event, players may now execute the command /kit [diamond,iron,chain,leather] once every 3 minutes. This gives them a full kit of the chosen type.
- If a player dies whilst in the event, their respawn will automatically be redirected back to their team's spawn.
- Upon the event's ending (or whenever the player wants), the players do /leave. This clears their inventory of event items, teleports them back to their original location, and restores their original items and manpower.
Server Jail: As opposed to temp bans, the server will be returning to the use of a server jail. Via a new jail script, players will be hauled off to the server jail for minor infractions that do not warrant a full ban. Whilst in jail you may or may not be allowed to chat (depending on the command used to jail you), but can still execute commands such as '/jailtime' (checks how much time remains on your jailing). Like the event script, the jail script saves your location/inventory at the time of your jailing, and restores them on its expiration. Attempts to escape via /kill will redirect your spawning back into the jail, and your manpower will not be restored upon its expiration. In the event you are offline when the jail command is executed, the script will not commence until your next login.
Safezone Quests: With the help of Clarky and Aanker, the very first Safezone NPCs are underway. Some of these NPCs are being created as part of specific Quests for player's to enjoy, and others just to add life into the Safezone. More to come on this as it develops further.
Spawn Mechanics: Due to incompatibility between the event script, and our previous bed spawn plugin, we have removed the plugin and created our own scripts to handle the setting of one's spawn. Now players will be able to set their spawn at will inside claims owned by their faction, by doing the /setspawn command. Players not in a faction, or in factions without land claims, will be the only ones able to set their spawn in the wilderness on the PvP Map only. In the event a player dies without a set spawn, they will return to the Safezone Tutorial area spawn.
Environmental/Situational Effects: We have created scripts for, and have begun testing various new environmental/situational effects for the server. Barring any sudden issues arising, the server will now include temperature mechanics that can cause rapid hunger loss and increased starvation damage in various situations (with methods to counteract them).
High Altitude Cold: Upon reaching an altitude of 180 blocks (140 in cold biomes/204 in the Safezone world), a player will fall under the cold effects for high altitude cold. Upon reaching the applicable altitude, the player will begin to lose hunger at the rate of half a drumstick every two seconds. This effect can be counteracted through the following means: donning leather armor, moving near a heat source (torches and lava), or seeking shelter (ie have any block other than air/leaves between your head and the height limit).
Snowstorm Cold: This effect is very similar in function to the High Altitude Coldness, however is brought about in a different way. Instead of being controlled by altitude, this cold effect is controlled by weather. Should the player be located in a snow (aka not rain) weather biome and it begins to snow, that player will fall under the Snowstorm cold effect. As before, this effect may be countered in the same manner as Altitude Cold.
Overheating: Overheating is an effect solely targeting leather armor wearers in hot biomes (Mesa/Desert). Foolishly wearing leather in these hot environments will reduce a player's movement speed to a crawl, and bring about the above hunger drain/faster starvation. This effect may be countered by removing said leather armor, and I will likely add in a similar shelter mechanic at a later time.
Sinking: Sinking is another effect solely targeting a specific armor, in this case to simulate iron armor's weight. If an iron armor wearer decides to go scuba diving, his oxygen bar will be immediately depleted and will thus shortly thereafter begin taking normal drowning damage. This effect may be countered by not jumping into a lake wearing an iron suit. A similar effect for chainmail or diamond is being considered.
Additional ideas we are working through at various stages of progress:
- Assassin Guild
- Explorer Guild
- Safezone Town Crier that can be paid to shout custom player messages
- Hireable NPC Guards for your faction
- Faster mining times on HQ Worlds (to assist with base building)
- Hostile NPC areas on the PvP Map with various quest arcs.
- Safezone Casino
As stated in the introduction, we are well aware this is completely changing large aspects of the Server, and understand if some of these changes are not of interest to you. Whilst bringing back old players is always great, the greater priority is bringing on new ones. We are not looking for a slightly altered server experience that we have stuck with for the past six years, as I think that has been played to death. In its place our goals are to try and introduce more RPG like elements, additional play styles other than Faction A declares War on Faction B (will still be a thing), and reducing the grind of having to build a new base every time activity drops to the point a reset is needed.
These projects are very far a long, and we are at a point where additional ideas for plugins can be considered and implemented. If you have ideas for fun, RPG like mechanics, feel free to mention them here.