Search Results for 'GodsDead'

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  • #50752
    GodsDead
    Keymaster
    • Topics: 794
    • Replies: 3344
    • Total: 4138
    • ★★★★★★★★

    I love Bislo’s idea of a world based around the dynamic between merchants and pirates, and I have some ideas on how to make that work. If we want something different enough to contrast with the main server, how about a world which is set up as a trade-centric survival/plots server? The idea is that the world would be admin claimed, with the ability for players to purchase pre-designated plots of land on which to build houses and personal ports. Most items will generally be obtained from server-shops, player-trades, and PvP. In addition, many items are only obtainable from certain ports, which players will need to travel to via ship to obtain. Here’s an example scenario: Players begin their journey in the new world penniless, in one of the large port towns. Their ultimate goal is to become a successful merchant. They can start their career by delivering cheap goods on foot between different parts of the town/city. They must be wary of pirates, who might attack the town at any moment. Players quickly save up enough to purchase their first dhow, and can now begin trading more expensive goods between ports. They’ll need to rent dock space while they bring their goods to market, or risk their precious cargo being plundered as they shuttle their inventory to the shops. Despite the lack of a dynamic-map, most of the seasoned pirates have learned how profitable it is to lurk along the trade routes with the most traffic. They do not fear the exorbitant bounties they have racked up. With the ability to travel, players are also able to find and purchase their first plot of land. They must sail from port to port to buy the desired materials to build a house, where they can safely store their goods for future merchanting trips. Players can buy larger ships as they can afford them, or build the ships themselves at their house’s dock. One caveat might be that smaller plots of land do not have enough space for larger ships, which may be an incentive for the player to sell a plot and move to a new area. Eventually, players may become wealthy enough to buy larger swaths of land, on which they can build their own port towns. They can set up their own limited-stock shops that other players may now begin buying and selling from, giving the economy an opportunity to grow. Here are some supplementary ideas:

    • Teleport-free, as suggested by many others.
    • Arbitrary land-claiming is turned off. Plot purchasing is the only way to own land. Possibly, plots are siegeable.
    • Areas exist at the edge of the map which are not part of the admin claim. Players can travel to these areas to gather materials that server-shops don’t buy and sell. Possibly, these areas reset every few weeks to refresh the resources and discourage players from settling down away from the trading/pirating action.
    • Vanilla boats are disabled. A sky-island world would remove this necessity, though.
    • Consider whether PvP should be enabled in trading ports. Perhaps, depending on the ports’ theming, some could be lawful and PvP free, while some are shadowy or full of anarchy, and therefore PvP enabled.
    • In-game ranks are shared between both worlds, but perks are adjusted to be relevant to the new world. For example, if vanilla boats are disabled, /kits should not contain vanilla boats.
    • The new world retains the same rank requirements for ship sizes.
    • Items are not transferrable to or from the main PirateMC survival server, but playing on each respective world should somehow benefit a player in the other. For example, new world currency could be redeemed for certain unobtainable goods in the survival server, and vice-versa. This would encourage players to play on both servers, and minimize isolating parts of the community.
    • Emeralds are used as the main currency. This forces players to carry their currency on their person, which makes piracy an even more formidable threat.
    • A currency bank system. This would be very easy to simulate if emeralds were used as currency. It could be as simple as using the current /balance plugin, and building banks for players to [sell] emeralds at. Banks could be placed strategically, so that some markets have quick access to a bank, and others have no bank at all.
    • If possible, ships can not move in any direction where they would be directly adjacent to a non-ship block. This would prevent the world becoming cluttered with unsailable, abandoned ships.

    One nice thing about this sort of server is that it almost certainly wouldn’t require any additional plugins than what PirateMC uses now. Edit: Sorry, I missed GodsDead’s post saying the new world is not totally possible at the moment. Hopefully this post is still constructive for thinking about the future!

    you just re-phrased exactly what I planned about 3 years ago haha! Minus Emeralds, The item of trade would be gold bars and coins! Pirates yarr!

    Pretty much this bullet point list. And seconded the need for its own server as opposed to just its own world.

    #50730
    Edori
    Member
    • Topics: 17
    • Replies: 170
    • Total: 187
    • ★★★★

    I love Bislo’s idea of a world based around the dynamic between merchants and pirates, and I have some ideas on how to make that work.

    If we want something different enough to contrast with the main server, how about a world which is set up as a trade-centric survival/plots server?

    The idea is that the world would be admin claimed, with the ability for players to purchase pre-designated plots of land on which to build houses and personal ports.   Most items will generally be obtained from server-shops, player-trades, and PvP.  In addition, many items are only obtainable from certain ports, which players will need to travel to via ship to obtain.

    Here’s an example scenario:

    Players begin their journey in the new world penniless, in one of the large port towns.  Their ultimate goal is to become a successful merchant.  They can start their career by delivering cheap goods on foot between different parts of the town/city.  They must be wary of pirates, who might attack the town at any moment.

    Players quickly save up enough to purchase their first dhow, and can now begin trading more expensive goods between ports.  They’ll need to rent dock space while they bring their goods to market, or risk their precious cargo being plundered as they shuttle their inventory to the shops.  Despite the lack of a dynamic-map, most of the seasoned pirates have learned how profitable it is to lurk along the trade routes with the most traffic.  They do not fear the exorbitant bounties they have racked up.

    With the ability to travel, players are also able to find and purchase their first plot of land.  They must sail from port to port to buy the desired materials to build a house, where they can safely store their goods for future merchanting trips.

    Players can buy larger ships as they can afford them, or build the ships themselves at their house’s dock.  One caveat might be that smaller plots of land do not have enough space for larger ships, which may be an incentive for the player to sell a plot and move to a new area.

    Eventually, players may become wealthy enough to buy larger swaths of land, on which they can build their own port towns.  They can set up their own limited-stock shops that other players may now begin buying and selling from, giving the economy an opportunity to grow.

    Here are some supplementary ideas:

    • Teleport-free, as suggested by many others.
    • Arbitrary land-claiming is turned off.  Plot purchasing is the only way to own land.  Possibly, plots are siegeable.
    • Areas exist at the edge of the map which are not part of the admin claim.  Players can travel to these areas to gather materials that server-shops don’t buy and sell.  Possibly, these areas reset every few weeks to refresh the resources and discourage players from settling down away from the trading/pirating action.
    • Vanilla boats are disabled.  A sky-island world would remove this necessity, though.
    • Consider whether PvP should be enabled in trading ports.  Perhaps, depending on the ports’ theming, some could be lawful and PvP free, while some are shadowy or full of anarchy, and therefore PvP enabled.
    • In-game ranks are shared between both worlds, but perks are adjusted to be relevant to the new world.  For example, if vanilla boats are disabled, /kits should not contain vanilla boats.
    • The new world retains the same rank requirements for ship sizes.
    • Items are not transferrable to or from the main PirateMC survival server, but playing on each respective world should somehow benefit a player in the other.  For example, new world currency could be redeemed for certain unobtainable goods in the survival server, and vice-versa.  This would encourage players to play on both servers, and minimize isolating parts of the community.
    • Emeralds are used as the main currency.  This forces players to carry their currency on their person, which makes piracy an even more formidable threat.
    • A currency bank system.  This would be very easy to simulate if emeralds were used as currency.  It could be as simple as using the current /balance plugin, and building banks for players to [sell] emeralds at.  Banks could be placed strategically, so that some markets have quick access to a bank, and others have no bank at all.
    • If possible, ships can not move in any direction where they would be directly adjacent to a non-ship block.  This would prevent the world becoming cluttered with unsailable, abandoned ships.

    One nice thing about this sort of server is that it almost certainly wouldn’t require any additional plugins than what PirateMC uses now.

    Edit:

    Sorry, I missed GodsDead’s post saying the new world is not totally possible at the moment.  Hopefully this post is still constructive for thinking about the future!

    #50616
    Volpex_
    Member
    • Topics: 1
    • Replies: 17
    • Total: 18

    <p>Hello dear Godsdead,  my in game name is Volpex_ and I lost my stats for playtime, I don’t really when I lost my stats, but I think that it happened about 15 days ago, now I have 2 days of play time, before this bug I think that I had about 35 days of playtime. Can you please check this date? 15/may/2017 or if this date doesn’t work can you try 5/may/2017?</p><p>Here the screenshot link: https://cdn.discordapp.com/attachments/208171742789632000/320299735288381441/2017-06-02_22.26.22.png</p>

    #50543
    Astrobolt
    Member
    • Topics: 46
    • Replies: 509
    • Total: 555
    • ★★★★★★

    @godsdead i have no idea when my stats were deleted/reset/whatever but i got my real stats from the stats menu after u press escape

    View post on imgur.com

    Leader of the Narwhal Syndicate
    Former Official Bitchnugget of the Asylum
    King of the Elves, 2016-2017 (Rumoured)

    Crew History:
    United States Empire
    Solis
    KHAOS
    The Asylum
    Piratequest
    Phantom Pirates
    The British Empire
    The Coalition
    Dealer's Deck
    House Indoril

    #50492
    PaulOnFire
    Member
    • Topics: 133
    • Replies: 1221
    • Total: 1354
    • ★★★★★★★

    This bug has reached a new level of annoyance.

    Today I wanted to publish a vote for my crew. I completed it, including linking it to various other forum threads with hyperlinks. Then I noticed I got the date in the original post wrong, so I edited it with the reason: Typo.

    The original post immeediately disappeared. All that I was left with was an empty title with the option to reply. So I pasted the text back in:

    Then I pressed “Submit”, but I received the following error message:

    I disregarded this and pressed “Submit” again anyway, because I need the post exactly how it is. Once again, I am faced with a blank, white screen:

    A second attempt with the same post but a different title also fails. Then I decide to start a new topic called “Topic to Delete”. This works.

    So I get the idea of creating a new topic with a different title and inserting the material I need. I simply call the new thread “Third Amendment”. Then I edit it and try inserting the text I wrote previously:

    This doesn’t work. The forum spam filter notices that the text I inserted is the same as before.

    These two new topics are both still listed in the forum group master list:

    I try editing the “Third Amendment” by giving it an old title with the text that I need. The title changed, but the thread is once again a blank, empty slate:

    “Third Amendment” has now also disappeared from the forum group master list:

    ___________________________________________________________________________________________________________


    @Godsdead
    I get the impression that spam filter is currently far, far too strict. It blocks you from making duplicate posts and remembers which posts have previously been made. This function in combination with the disappearing post glitch is causing a considerable amount of hassle. If it was disabled or weakened, people would be able to repost their lost forum threads. As it is, the forum is performing a double beatdown on its victims.

    #50455
    GodsDead
    Keymaster
    • Topics: 794
    • Replies: 3344
    • Total: 4138
    • ★★★★★★★★

    That well explained ^^. @godsdead But still: 1. You should really make rules about it. 2.Exploiting game mechanics, meh it’s a really wide subject, for example iron for exploit game mechanics. 3. The economy is broken, and by not allowing machines it won’t change it. Lowering a price is not breaking the economy. And i was planning to sell gunpowder for around 20-25£ a stack, not 3-5£ (which i still could make profits) 4. And if i don’t make a shop, if all my resources stay for me? And argue after to sell it? Would be great deal. It’s just affecting me, so if i grief i am banned. If i break the economy i am banned too, simple and efficient. 5.Also, when you talk about a survival server banning machines, meh :/ Also, you are here i’m asking. A totally hypothetical situation let’s say i developed a machine (or see) who can shoot everywhere in the map with a theoretical infinite amount of projectiles, would it be allowed? Of course, without using any glitches and it’s a HUGE building, if i want to build it would probably take me 25-30 days of play time.

    1. There are rules, Ive told you them already. I’ve told you specifically, many many times its not as simple as saying “you can make this farm” because as ive already TOLD YOU ALREADY anything can be exploited.

    2. Again, read point 1.

    3. No its not. Read this post by Max https://piratemc.com/topic/the-piratecraft-economy-and-how-it-works-2/

     

    Im just closing this thread, lous you are just talking out your ass.

    This has gone on far too much, you are on your second chance here and you have made an absolute fucking whiny shitstorm and crying fit about being told you are not allowed to make a TNT farm to grief the world, to ruin the server for everyone that actually wants to play here and staff that will have to fix it.

    If you continue this, I will take action with punishments.

    Rules

    Rule 2.

    Closed.

    #50430
    louslous
    Blocked
    • Topics: 4
    • Replies: 16
    • Total: 20

    That well explained ^^.


    @godsdead

    But still:

    1. You should really make rules about it.

    2.Exploiting game mechanics, meh it’s a really wide subject, for example iron for exploit game mechanics.

    3. The economy is broken, and by not allowing machines it won’t change it. Lowering a price is not breaking the economy. And i was planning to sell gunpowder for around 20-25£ a stack, not 3-5£ (which i still could make profits)

    4. And if i don’t make a shop, if all my resources stay for me? And argue after to sell it? Would be great deal. It’s just affecting me, so if i grief i am banned. If i break the economy i am banned too, simple and efficient.

    5.Also, when you talk about a survival server banning machines, meh :/

    Also, you are here i’m asking.

    A totally hypothetical situation let’s say i developed a machine (or see) who can shoot everywhere in the map with a theoretical infinite amount of projectiles, would it be allowed? Of course, without using any glitches and it’s a HUGE building, if i want to build it would probably take me 25-30 days of play time.

    #50412
    Markusi13
    Moderator
    • Topics: 16
    • Replies: 347
    • Total: 363
    • ★★★★★

    I don’t think godsdead wants any kind of gold farm.

    #50408
    Charlie
    Member
    • Topics: 63
    • Replies: 437
    • Total: 500
    • ★★★★★★

    Stone/cobblestone farms

    These are allowed, provided you have reached the last achievable rank that requires blocks to be broken.

    Mob farms

    These are completely legal. You should have been told to not use a mob farm just to create TNT to grief others.

    Gold farms

    Whilst disabled in the overworld, I am not sure on the rules as to whether they can be built in the nether… I’ll let @GodsDead @markusi13 or @mrblubeardedyeti fill you in on that one.

    #50378
    Hemp_Bone
    Member
    • Topics: 15
    • Replies: 56
    • Total: 71
    • ★★★

    pretty good. i’d like to expand on that & add other factors. Mind you i did not study economics (voodoo) but political science.

    the first thing i thought of was ‘selling claim blocks.’ new players are more concerned with expanding their claims. then after a couple of years of playing and accumulating 10,000 available claim blocks, one could sell them and generate a substantial income. but of course this depends on activity. here again is another time factor.

    in the real economy businesses hire people with extensive training in “bean counting”. you want a “real economy” here, you better hire some accountants. and possibly lawyers…

    and like godsdead mentioned, people can collaborate, and buy someone out, and do all sorts of other brilliant / manipulative things. this may lead to simple forms of economic trade deals /coalitions/unions/whatever or it could lead to elite circles controlling & dictating prices, especially if they have the ability to ‘enforce’ such “laws” … in theory someone could go through the trouble of all that…

    in conclusion there are many examples of how minecraft economy ≠ real world economy. however, there should be examples we could use (hopefully for constructive purposes), and because we are in a minecraft economy we will have to find ways to make an economy work here for us.

    * i think another reason this is such a tricky issue is because whenever someone even so much as mentions “…PC economy?”, everyone becomes a ƒ Economist & Certified Accountant and knows all the reasons why your ideas are wrong and the conversation is immediately shot down before we are fully able to work out the details of how and why it could (not) be possible. i do think this is a constructive forum for discussing these details. id be happy to discuss it further (though my degree is in political science), and i suggest anyone else with a background studying economics join in.

    #50326

    In reply to: Im sorry

    Ketoh
    Member
    • Topics: 21
    • Replies: 522
    • Total: 543
    • ★★★★★★

    https://piratemc.com/topic/why-2/

    https://piratemc.com/topic/bannappeal/

    “I fully understand if you say no but just wanted to say sorry.”

    Made like 3 forum posts about being unbanned and “fully understands.”

    All requests for an unban were denied. Can we close this please? @markusi13 @godsdead @crazypirate1

    Founder of the Coalition

    #50314
    Xeron
    Blocked
    • Topics: 94
    • Replies: 650
    • Total: 744
    • ★★★★★★


    Server Economics vs Real Life Economics
    Now this has got to be among the top topics discussed in Teamspeak, with people bickering about how low the prices are (or how high), and how to fix it using basic knowledge of the economic principle (infinite demand, with finite resources). So here is my shot at explaining why the Piratecraft economy cannot simply ‘be fixed’ from one day to another.
    Fair warning, this is my opinion so don’t get your pirate ships in a twist.
    It’s been a long time coming, so here we go!

     

    What is economics? Can I eat it?

    Sadly, economics is not a food you can eat, rather, it’s the whole reason why you can buy food.
    Definition: “the branch of knowledge concerned with production, consumption, and transfer of wealth”.
    In other words; it’s how money and trade work. When you go down to the local shop or /warp shops and buy something, that’s thanks to economics (it’s a great subject, I recommend studying it).

    Similarities between real life economics, and Piratecraft economics:

    • Infinite demand – People always want stuff, whether on the server or in real life, and those ‘wants’ don’t have an end. If only I had 47 beacons… If only I had Cysteen’s balance… etc.
    • Near-infinite resources – Oxygen, dust, or grains of sand are pretty much infinite, likewise is dirt. On piratecraft; dirt, sand, ores, but that aren’t perfectly infinite
    • Labour – people work on here, and get paid most of the time. You do a job > you get more money > you have more money to spend on goods > you buy stuff. Simple.
    • Finite resources – Diamonds, elytras, Chaileys; you won’t find many of those, usually. (Diamonds are tricky as the world is very big, so there is almost infinite of them)
    • A market – A shopping centre, or /warp shops and Aeos Island. Sellers sell and buyers buy.
    • Infinite resources – Wood in both worlds
    • Infrastructure (roads, shipping lanes, etc) – We have warps, tp’s, actual roads too.

    There are quite a few more, but that’s what I consider the most important ones.

     

    Differences between real life economics, and Piratecraft economics
    This is for what the real world has, that Piratecraft does not: (Deep Breath)

    • All resources are finite – You can’t have infinite ruby necklaces, but you can have infinite cobblestone
    • Severe time lags – On Piratecraft, we can just teleport to one another (if you have the rank), and buildings are constructed quickly. In its simplest terms, there is no such thing on here as ‘delivery time’, only the time it takes to create the item.
    • Regional resources – You can find any resource almost everywhere on Minecraft. I don’t need to travel to Russia to find iron, and go to hell and back just to get specific wood. It’s all close together, and this is pretty darn significant.
    • Job limitations – just because you can’t build doesn’t mean that you won’t build; anyone can, anytime they like, with whatever they like. Yes we have builders (cough cough me), but I don’t build much for people, only occasionally.
    • We don’t have a government, or a government system. The server (moreover Godsdead) acts more like a bank rather than a government that allocates resources. Those who know what a 3-sector economy is will know what consequences this has, I’ll add a picture below.
    • Very few regulations, limitations, rules, taxes, etc etc. We can trade whatever we want, whenever we want. This is not the same thing as server rules. For piratecraft, no staff is telling us: “you may only sell X amount of these objects per week, and you must pay me $5 for everyone you sell”. The only thing that comes vaguely close is the rent on the shops.

    A 4-sector economy is shown below, for a 3-sector economy, ignore everything highlighted. The consumers are the buyers, the businesses are the sellers who rent the shops, the bank is the server’s own money (where the money comes from when you first join, where the money goes when you rent a shop, the thing that sells elytras).

    Before I continue to bore you, I’ll get onto the interesting part

     

    How the server economy works
    The basics:
    We have supply and demand in the real world; the thing that regulates prices. Consumers (those who buy) want as much as they can without spending much, whereas producers want as much money as they can, without producing too much. Where the two meet is called the equilibrium, where each side gets just what they want. Just imagine the price of pizza as diamonds, and the quantity of pizza the amount up for sale:

    The nerdy part:
    Now, in the real world, goods can be either ‘elastic’ or ‘inelastic’ depending on their demand. For example, an elastic good is one where the price rises/falls a tiny bit, but the consumers are ‘oh hell no, I’m not paying that’, or ‘hell yeah, I just saved 1 cent’.
    For an inelastic good, even a large change in the price of the good won’t have much effect on how much is demanded. The phone company Apple is a great example with this; Apple phones are in high demand, yet Apple keep increasing the price more and more, but the amount sold barely changes. See diagram below.

    Almost all goods on Piratecraft are ‘elastic’: a small change in price will usually have a large affect on the amount sold (there are exceptions). If potions suddenly increase in price by around $1 overnight, that will probably put people off buying them. Why? Because there are so many other shops selling cheaper potions, and it’s really not hard to make your own, it just takes time (the true currency of the server).

     

    The common suggestions:
    A common argument used by players to encourage sellers to increase their prices, so that things like diamonds don’t go for $4 anymore. Yes, it works in the short term, but in the long term? It’s debatable. It’s hard to regulate – there is nothing stopping anyone from putting prices rock-bottom. You can’t stop them after all.

    Another common answer is to lower shop prices. This is good news and bad news – more people making money and selling items, however also more people selling, increasing competition and pushing prices even lower.

     

    What we could do:
    We need to increase demand for buying items, rather than people getting their own stuff. My suggestion would be to encourage far more advertising in the shop area on the forums, get more people using the shop website, or even better, having some sort of ‘shop chat’ whereby you pay a fixed price for advertising on the server. Messages would appear in some sort of dedicated shop chat that advertises people’s shops and goods. I am aware that this could be very difficult to implement.
    The way custom items, swords, and elyras are sold was a brilliant idea, as it took money out of the economy and into the ‘server bank’. I’d like to see a few more of these things go on sale at some point. It gets people spending (which is good).
    Fact is, we don’t need more shops, we need more buyers, and then prices will automatically rise. Aeos island worked well, because it was governed by the community, for the community. /warp shop is on its way there, but at a much slower pace.

     
    Why the economic principle is so hard to apply to Piratecraft:
    Its’s hard to apply demand and supply, even aggregate demand and aggregate supply to a world where almost everything is infinite, anyone can go anywhere, and have anything. I find it extremely intriguing. Yes ok, people like Cys are extremely wealthy, but she spends money too you know!

     

    Conclusion
    If I haven’t bored you enough already, I could go on for pages upon pages upon pages. But I’ll spare you that. We are very fortunate to be able to teleport around, and create player owned shops on here, it’s a real privilege. I remember back in the day of player owned shops when diamonds would go for anywhere from $15-$10 per diamond, and over time, as mending and other new features were implemented, the value of items decreased. Plus, I haven’t even talked about sieging and raiding on this server…

    At the end of the day, it’s not what we do, but it’s what Mojang decides to do. Smelting armour for nuggets; yay, now the price of iron and gold fell. But we as a community can still voice our opinions, and change things such as not introducing that ‘totem of undeniably the most op item for a survival server’ thing.
    Thanks for reading!

    I do study economics, but it’s really hard to simplify it all down to try and make people understand it. Its like me asking you: explain how a computer works, in a few sentences. Except the computer is a giant social science, and the sentences must be clear yet detailed enough to understand for younger people.

    I’d love to hear your opinions on the matter, suggestions, or why I’m clearly bad at everything I do. 

    « Build Team leader »
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    @Xeron

    #50297
    Silence__
    Member
    • Topics: 0
    • Replies: 11
    • Total: 11

    Hello GodsDead

    I’m a bukkit plugin developer with one successful bukkit plugin so far. ( https://dev.bukkit.org/projects/clean-chat-chat-filter-join-messages-coloured-messages-mute-players-global-mute-broadcast-messages ) . I have self taught myself java and have fixed spigot plugins for friends servers as well. I know I can be a bit toxic in game, but hopefully if you can see past my attitude and to my programming skill we can be of some help to each other. At the moment I simply wish to improve my java programming skills as I have found myself bored with patching updates and adding new aspects to my current chat filter.

    EDIT:

    Contact details: I have skype, discord, teamspeak and would be willing to get any other medium to speak to you with.

     

    I hope you will consider my application

    – Silence__

    #50213
    Manda
    Member
    • Topics: 63
    • Replies: 118
    • Total: 181
    • ★★★★

    Honestly this thread is trash. It degrades the moderators who work tirelessly to keep the server free of this trash like “The Devil” and you obviously deserved to get the ban you got just for disrespect.  You got a 24 hour ban, what do you do? You whine about how a moderator who is the same as you, a player, killed you and took your gear which might I add isn’t even proven to be truthful yet. You give me no reason to feel pity for your situation as you immediately jumped on the “Let’s hate on Law” bandwagon as soon as you got the chance. Your attitude is horrible, and you seem to think that whining about the mods and the players that have been here a lot longer than you and expect that everyone will give you love an affection? If you don’t like the players there’s plenty of other servers that would kiss up to your ass, but I am sick of posts like this that try and turn the hate onto our moderators. If this is your sick idea of getting justice, leave, no one cares to listen to your butt-hurt replies.


    @Godsdead
    @Chailey @Lawzoneon

    Could any of you please close this idiotic thread?

    "Nec possum tecum vivere, nec sine te."
    -"I can live neither with you, nor without you."- ~ Uta

    Isaiah
    Member
    • Topics: 1
    • Replies: 9
    • Total: 10

    It’s not like you can even raid with cannons though so what’s the use debuffing

    Did you forget to read this part of Godsy’s post?

    Why?

    1. So ships dont get obliterated in 1 shot.
    2. Reduce the amount of terrain grief

    Alternative ideas welcome.

    If anything remove enfer pearls that’s the main thing used to raid bases and terrain damage isn’t that bad

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