[Suggestion] A new world(s).
Home › Forums › Server Support › Requests & Suggestions › [Suggestion] A new world(s).
- This topic has 27 replies, 19 voices, and was last updated 7 years ago by GodsDead.
-
AuthorPosts
-
June 4, 2017 at 12:23 am #50664
Im tempted to add a new world. I’ve been playing for years with island worlds, new terrain worlds etc.
Got a few worries, and then options….
- Would people be too spread out if we had a second overworld?
- If we had special rules in a second world, Like no Teleporting, No Live Map, would this give too much of an advantage to people that just moved themselves to the border to hide all their loot in a claim? (I think it would)
- I wanted to have an islands world, with No TP, No Map, Limited claiming on its own server, so then I could have a more hardcore piratecraft, with a TON of changes made to what gameplay is now, completely separate from this gameplay. so we could have proper trade, so there wasn’t any moving resources between worlds, so I could limit claims, or should I not worry about that and put it in this server, this would take a lot of time, is the only downside and I want to focos on games, so we could just have no TP and Hide people on this new world, which is all islands and have it as just a new map on piratecraft.
- Separate inventories per world? If we were to add new worlds, do we add separate inventories per world? This had proved troublesome in the past with dupe glitches. Ive tried it before.
- Timed worlds? Its possible to have world reset, say every 3 months, could be an option.
- Skyships world? We could have a world thats sky islands, same exact plugins and rules, run on the same server, but primarily just for sky pirate ships, no TP.
- A completely different protection plugin for a specific world only, we could try out another plugin to protect on another world. Maybe something thats easier to break into peoples claims?
What are your thoughts? Remember. If its a second world here, that does mean all the same rules, plugins etc. But I can set separate permissions per world, for example stopping certain things. But I cant do things like change how claims work, which is why I suggested a second server, which I dont plan on any time soon, as I want to focus on games next.
June 4, 2017 at 1:20 am #50670This is good to hear, so for this hypothetical new world. Here are a few ideas:
-A map thats a bit smaller than the current piratecraft map, because indeed it would be pretty easy to hide things.
-The no live map is perfect, this encourages explorers and mappers to go out in the world and create their own maps and sell maps to other people! It’s perfect.
-Maybe using a plugin remove/ban items, like the vanilla boats. That way people are more likely to use ships they have created, and also because the vanilla boats are faster than the actual ships. idk this could be up to debate.
-Maybe making so there are SOME admin made docks around the world so that people making a trade run that could take a while( like a day or 2) they would dock the ship there at the end of the day, and continue the next day. (Maybe make it so that the ship is either rob-able OR they can lock the ship somehow even though its an admin claim, idk.)
Just some idea I just thought of.Captain of the Pirate Crew Black Clover
See ya maties either behind my cannons or in their line of fire
June 4, 2017 at 1:23 am #50671One thing that i think would be cool for a new world and what could fix the probelm with the map is if it was only say a screen shot of the basic just blank map before it was released so as people could use it to navagate but wouldnt know what has changed, where bases were or where players were bassicly it wouldnt tell them anything but basic land layout.
A reseting would could be a cool idea but maby add like a competitive side to it where each player or crew would compete for say best base, most wealth or even just highest in some statistics. I think this would add a nice competitve change to the world and could make people want to play it more. As for a prize kind of thing at the end it could be something simple like a costom named tool set or a costom item that says something along the lines of “1st in June-October PMC Seasonal World”.
To add a even more hard core element to this world i remember seeing a plugin that was like the claims we have here only you would have to lure a creeper to the wall and let it blow up which destroyed the blocks in the claim for about 5 mins to allow you to enter but after the 5 mins the wall would slowly start to regen back. Which would mean raiding is possible on all bases wether they are online or not but while raiding you run the risk of being trapped inside the claim which then would either A) make you have to hunt for a way out or B) have a /kill command to make you have to die and repsawn. This would make raiding both possible but still a risk and still hard to pull off and i think would be balanced. One thing that could be changed is the creeper could maby be changed in configs to work with any explosion so it would be possible to use the cannons to blow holes in enemys bases.
Sorry if there is any spelling or grammar mistakes in this or if i have just made no sense at all in this post it is a good bit late for me but these are just some ideas and suggestions i had for this new world.
June 4, 2017 at 3:03 am #50673Disclaimer- these are just my ideas/thoughts so no need for sarcasms/insults, but feel free to debate, question, discuss these ideas.
A new world with no map or tp is a good idea but it has pros and cons-
Pros
•Has a more realistic feel (pro for me, con for the ‘splosion’ kiddies)
•Brings meaning to location
•Makes travel and exploration a main theme
•Encourages crews to base/work togetherCons
•Isolation/boredom, how do you find other players, are they friends or foe’s?, are enemies to close/too far?
•Difficulty, its as lot harder, and no one fights already because of pre-determined outcomes and resource cost.Those accepted, what i would like to see in this case is a world based on more realistic gameplay elements. Without turning it into a kit server i think there should be far more emphasis on play rather than grind. Have up to iron gear only, no diamond or enchants basically (maybe some exceptions) , no ‘super splosion booster marvel comic book’ pots or apples, making the combat more skill not resource based which lowers the bar for entry so players have far less to lose by participating in fights, wars, sieges in larger numbers more frequently. That being said there must also be rewards to balance and encourage building and growth after taking away some grinding elements. Not saying its easy to balance and its certainly experimental, just like the current world, its set the rules and let it go where it may and adjust where required. No guarantees.
A theme to add to above-
• A world based on Sid Meier’s Pirates (one of the greatest all time games) where the world is a map of the Caribbean/world and we use ships to trade/pirate/wage war between nations on each other. Have the historical Towns setup. Trade centers in each (server controlled maybe). NPC governors (maybe) issuing letters of Marque etc. NPC controlled Naval ships hunting down pirate players ships (very difficult to implement but ‘ideas’)my 2c
June 4, 2017 at 4:28 am #50674Oktacraft did point out something really big, making it more about play than resource gathering, having less to lose, I’m all for having fun. People in the Golden Age didn’t wear armor, gun shots would have killed them anyways.
TTK (Time To Kill) in God fights is pretty damn high just saying. Those that are good at pvp are happy with what we have now because they are literally unkillable, I certainly value skill over anything but everyone eventually has to get killed.
So iron armor is max, we have to remember though by the time guns are out they will lower the TTK a lot. So maybe diamond armor without enchants? (I don’t even know if that’s possible)
It would be nice to have it so that its better to fight with ships than without, as in it’s better to have a ship battle and defeat your opponents like that rather than just slicing them (although boarding is a great whole different thing). Adding value to ships.
Maybe add territories that could be captured by crews and that way they could obtain resources in that specific area!
Maybe have an area where there are “The Chinese” and gunpowder would be purchasable, therefore ship battles become more affordable. Either make it so you can’t create TNT so that it doesn’t become an issue, or make it so that they sell a type of gunpowder that you can’t use to craft TNT and only be able to use it on cannons.
im shitting out ideas out of nowhere, it’s very early/ late and I need to go to bed :,D
Captain of the Pirate Crew Black Clover
See ya maties either behind my cannons or in their line of fire
June 4, 2017 at 8:53 am #50675I think a non tp world would be great, especially if it encourages people to use move craft to get around.
-Proprietor of Fort Abercrombie
-Patient #412 of the Asylum
"I cannot, if I am in the field of glory, be kept out of sight: wherever there is anything to be done, there Providence is sure to direct my steps."
Horatio NelsonJune 4, 2017 at 10:34 am #50678These suggestions all look very promising! My favourite ones are:
-o- No teleporting or warping.
-o- No transferring items from other maps.
-o- A plugin which disables items such as standard boats and certain armour/weapon enchants and/or armour types. This encourages both the use of Movecraft ships and makes battles less long-drawn and more deadly. Especially in combination with the new firearms we are all looking forward to!
-o- Worldguard regions which can be “conquered” (if at all technically possible). Some regions could house special NPC merchants. Maybe the Worldguard regions could even encompass lands settled by players themselves, so an invading crew can take over other people’s forts or demand taxes for continued access. This would also encourage people and crews to create mobile bases (i.e. navies).
-o- Caribbean world replica, but no live map.Please, please, please no map resetting… Q_Q
Also, I’ve always been a big fan of the Skyworld idea. I think that one would suit more of a hardcore style.
June 4, 2017 at 12:09 pm #50680I’ve also thought a lot about how we can bring ships to life, both with econ based mechanics, but also as an actual primary location where pvp takes place.
So I’ll try to make it as understandable as I can, while at the same time keeping it simple.
The world:
lots of small islands as gods mention.
very few semi lagre one that could maybe have room for 2-3 towns with a decent path system connecting them all.like real life Caribbean.
The econ:
trade towns spread across the map, ideally 7-8 maybe even more, but it can always start out as a few. They would be pvp protected (entire settlement/port), to simulate that once in harbour, you’re basically safe, because the settlement is protected by a governor of a nation that is not pirate (that governor is not a player, nor is he existent in game). This is not to give anyone power as no players would run this. Its just to ban pvp from civilised places, such as towns and move it to the oceans where it is every man for himself. All trade towns would have kinda the same rules, but certain places buy things at a high rate and sell low. other places have different rates, so to encourage players to transport goods from port to port, making a living out of sailing and trading.
The Piracy:
As no one can kill you on land, they will be forced to build/obtain a ship and hunt you down, if they so wish to kill you or steal your loot.. if this could work the way intended, then we would have created a unique experience for players, to even make a life as a merchant sailing between settlements earning cash to buy things with, oorr make a life as a pirate, hunting these merchants, hijacking their vessels, to either steal the goods and sell it themselves, ransom the ship or make a deal with another captain who wants to buy the ship. Idk if we can make certain ranks and disallow them from entering certain claims? if so, make trade towns no-pirate zones. make maybe 2 or so pirate islands, for pirate rank only, where goods are bought too, but at a much lower rate. This would actually compensate for flaw if i pirate steals loot he hasnt bought himself from a merchant ship, then he cannot just sell it at a regular port to make double the easy bucks.
Idk if we should have islands where players could also claim land, I guess we would have to have that for players to even obtain resources in the first place.
another idea would be to make the new world only focused around trading and looting at sea, but that would really take a lot of work making an entire economic system based around goods sold and bought and ways to obtain wealth. you would not be able to dig for resources, you would have to buy them with money you earn.
Honestly this last one I think might be too much for piratecraft, it would be very cool in my opinion to have a different world like that, but yeah.. Trade towns and more focus on transport of goods and fighting at sea along with regular minecraft would be cool too.
You could just copy over a bunch of towns from the old server onto the new one, put them on smaller islands and then have a team working on setting up the trade economy so its balanced, trial and error of course.
building bases could be restricted to the small islands and then semi larger ones could be admin claimed and have trade towns on them, gradually we can add more and more to give the world more variety.
Don’t allow bases to be built in the air or on water. If it gets too cramped, make more smaller islands or make the world bigger. Honestly I think you should maybe make the new map 1/4 of our current one we have now and see how it goes. . . ..
wu.. nice, i like the idea of a new world
Let me know if my idea could work and if it even sounds interesting to anyone but me. An yes, of course it has bits from others ideas discussed before, but think about it all mixed together.
Founder of Port Hope
June 4, 2017 at 12:29 pm #50681I really like some of the ideas named above. As a player who mainly focusses on building it would be nice if the world would stay as natural as possible with less to no bombed and destroyed areas compared to the normal server.
What I think may be cool is that bigger ships can’t sail that close to shore/beaches. That could be accomplished by making them have a bigger draft while the shores are more sloping compared to normal Minecraft worlds if that is possible. So you would have to find a harbour or stay further on the ocean.
June 4, 2017 at 2:22 pm #50687i like these ideas, and i have a few others myself as well as elaborating on others-
-i am for the no diamond armor, for as much pvp as i do, i think it will make the world have a more piratey and dangerous feel.
-no shulker boxes (as much as i love the damn things, its kind of overpowered in a world like this)
-should we have access to the nether and end? the only things this would eliminate if we didnt have access here would be glowstone, quartz, some brewing ingredients, endstone and chorus (im sure we could find another way to implement this in, like sell it at a trade town or something)
-i agree with the no building bases in the ocean, i dont know how we could implement this, maybe also if someone wanted to live on the seas they would be restricted to a pirate ship.
-slower fire spread. this could devastate cool looking ships fairly quickly, and i think if we slowed it down it would give a more realistic feel to it and give players the opportunity to save their ships if they get lit on fire.
-Dangers out on the sea! i think there should be certain areas around the map that have spawners at the bottom of the ocean that spawn huge beasts, like squids that attack you (kraken), or guardians that blow up parts of the ship (Callie do your magic XD)
-i dont know if this was obvious before but i highly recomend the island map layout (perhaps a different biome for each one or each “area” of the map?)
-i think the world should only have like a 4k to 5k block diamater of the border, so it will be easier for players to find eachother without the live map. (this could be expanded as others join the server.) Also, this hardcore type aspect may turn away other players, so we may only have like 10-15 players be regulars on there at first.
-CaptainCracken
https://www.minecraftskinstealer.com/achievement/a.php?i=5&h=Hey+Big+Spender&t=Spend+Over+%242k+on+Food[/url]
June 4, 2017 at 4:05 pm #50701These suggestions all look very promising! My favourite ones are: -o- No teleporting or warping. -o- No transferring items from other maps. -o- A plugin which disables items such as standard boats and certain armour/weapon enchants and/or armour types. This encourages both the use of Movecraft ships and makes battles less long-drawn and more deadly. Especially in combination with the new firearms we are all looking forward to! -o- Worldguard regions which can be “conquered” (if at all technically possible). Some regions could house special NPC merchants. Maybe the Worldguard regions could even encompass lands settled by players themselves, so an invading crew can take over other people’s forts or demand taxes for continued access. This would also encourage people and crews to create mobile bases (i.e. navies). -o- Caribbean world replica, but no live map. Please, please, please no map resetting… Q_Q Also, I’ve always been a big fan of the Skyworld idea. I think that one would suit more of a hardcore style.
This is why im thinking it would serve better as its own standalone server. Opposed to slapping it on here, there are too many extra variables, maybe if I kept it small it would work.
Paul this worlds been about 4 years, I would never reset it! People really struggle to understand “new world” as in an extra, additional +1 new world. I cant think of a better way to explain it, people have always struggled with the concept of adding additional worlds. I have no idea why.
From everyone’s responses in wanting to drastically change game-play, I’ve come to the conclusion it would be MUCH better off as its own standalone separate server, this also gives us a playing field to experiment with ideas people have. Most of you have had the same ideas I’ve planned all alone, having 4-5 trade citys around the map that can only be accessed by sailing. This is pretty much a re-coup of the NOTP world thread I started years ago.
The reason I brought it up, is that i’ve had the custom map for a very long time now, i recently generated it again thinking I would use it for the games server, but it just wasn’t fit for purpose. I thought maybe we could have an extra world on the current server with minimal changes. but everyone is requesting things that wouldn’t be possible unless it was its own server. So it’ll have to wait.
June 4, 2017 at 5:30 pm #50705All the suggestions above are awesome but I was thinking we can add 1.8 pvp so fights don’t take to long and you don’t need large all god crews to kill players quickly which could just run away by the time you get them low. It is also better for minecraft players because people have been fighting like that for years then Mojang changes it and screws us all over. I think this might get hate lol. (This could be on the new server or on both servers idk)
June 4, 2017 at 5:54 pm #50710I was thinking we can add 1.8 pvp
LOL, no.
There were better solutions people have stated earlier, like removing diamond armor or removing some enchants. This combat system makes it require more skill, rather than smashing your mouse buttons 10 times a fucking millisecond and trying to hit something.
Captain of the Pirate Crew Black Clover
See ya maties either behind my cannons or in their line of fire
June 4, 2017 at 11:28 pm #50730I 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!
June 5, 2017 at 11:15 am #50752I 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.
-
AuthorPosts
The topic ‘[Suggestion] A new world(s).’ is closed to new replies.
/50 Online
Vote
Get daily vote key rewards for voting! Use your keys at /warp cove