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Riftland: Steadfast
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Possible Plan of Action

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DanGiZeR
lambadaa
Chell
kurnon the burbaroon
Ghilliedhu
Unholy_Death
DDSLoan96
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Post by DDSLoan96 Fri Oct 19, 2012 10:51 am

I was reading Aleck's (Ghilliedhu) topic and came up with a few ideas.

1. Create a new world and reset economy, current world will be set to creative mode with lava/tnt limited.
2. Ingame ranks based on gameplay (aleck) Need some feedback on how to work that leave comments below
3. Reasons to donate: again leave comments below.
4. Limit staff abilities in RP/Survival world. Mods can kick, ban, Logblock Admins can Worldguard, everything mods can and in emergencies enter creative to fly

Let me know what you think below. Also if we lag to bad with 3 worlds I will get rid of the nether before the creative world unless the people want otherwise.

Thanks for your support,
DDSLoan96
Lead Developer, Riftland Reloaded
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Post by Unholy_Death Fri Oct 19, 2012 11:17 am

DDSLoan96 wrote:I was reading Aleck's (Ghilliedhu) topic and came up with a few ideas.

1. Create a new world and reset economy, current world will be set to creative mode with lava/tnt limited.
2. Ingame ranks based on gameplay (aleck) Need some feedback on how to work that leave comments below
3. Reasons to donate: again leave comments below.
4. Limit staff abilities in RP/Survival world. Mods can kick, ban, Logblock Admins can Worldguard, everything mods can and in emergencies enter creative to fly

Let me know what you think below. Also if we lag to bad with 3 worlds I will get rid of the nether before the creative world unless the people want otherwise.

Thanks for your support,
DDSLoan96
Lead Developer, Riftland Reloaded

1. Create a new world and reset economy, current world will be set to creative mode with lava/tnt limited.

Sounds great.


2. Ingame ranks based on gameplay (aleck) Need some feedback on how to work that leave comments below

Member

Base rank

/sethome x1 /back

/kit starter

Builder

Build your first home! and play for 24 hours

/sethome x2, /tpa 30m cooldown

/kit starter, stone

Architect

Build something deemed awesome by a staff member, play 48 hours

/sethome x3 /tpa 15m cooldown allowed to cuboid protect an area

/kit starter, stone, and iron
Master Architect

Building something else that just blows the minds of all the staff. play 72 hours

/sethome x5 /tpa 5 sec cooldown, allowed to cuboide protect an area, extra command???

/kit starter, stone, iron, diamond

Can create a town!

3. Reasons to donate: again leave comments below.

People donate because they want to see the server grow.

Ingame item packages???

We need an incentive to get people to donate, I suggest 300g per vote, I think you can vote 3x per day.
4. Limit staff abilities in RP/Survival world. Mods can kick, ban, Logblock Admins can Worldguard, everything mods can and in emergencies enter creative to fly

Yes!!! No more mods in creative. Mod powers include compass teleport, logblock, /ban and rollback powers. They must enter /duty to use these powers as this will prevent abuse of the compass feature.
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Post by DDSLoan96 Fri Oct 19, 2012 11:35 am

Sounds like a plan, will get to working on the update this weekend
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Post by Ghilliedhu Fri Oct 19, 2012 11:43 am

Unholy_Death wrote:2. Ingame ranks based on gameplay (aleck) Need some feedback on how to work that leave comments below

Member

Base rank

/sethome x1 /back

/kit starter

Builder

Build your first home! and play for 24 hours

/sethome x2, /tpa 30m cooldown

/kit starter, stone

Architect

Build something deemed awesome by a staff member, play 48 hours

/sethome x3 /tpa 15m cooldown allowed to cuboid protect an area

/kit starter, stone, and iron
Master Architect

Building something else that just blows the minds of all the staff. play 72 hours

/sethome x5 /tpa 5 sec cooldown, allowed to cuboide protect an area, extra command???

/kit starter, stone, iron, diamond

Can create a town!

This seems like a solid outline, but totally not what I was thinking. I would personally recommend something like this for the creative world only, since it is more or less based on builds.

My personal idea would be to add a rank to each mcmmo skill, say 3-5 per skill? Each rank would give some additional bonus beyond the regular mcmmo bonuses. I have already mentioned the possibility of having tax reduced, but I can think of lots more.

Tier 1 Miner (level 0) - No Bonuses
Tier 2 Miner (level 50)- 125% drop rate /
Tier 3 Miner (level 100)- 150% drop rate /
MASTER MINER (max level?)- 175% drop rate / you gain +1 sethome / maybe you now have a tiny chance for a rare custom ore drop?

_________________________________


Tier 1 Herbalism (level 0) - No Bonuses
Tier 2 Herbalism (level 50) - Increased % chance of instant plant regrowth / increased % chance of successful greenthumb
blahblahblah
MASTER HERBALIST (max level?) - all the other stuff / you gain +1 sethome / maybe you can now make some custom-content recipes for special potions?

_________________________________

Additionally, I believe there is like an overall character level associated with mcmmo;

TOTAL LEVEL ___ (maybe like 1 maxed skill worth of level?) - you can request a custom skin or cape?
TOTAL LEVEL ___ (not sure what level, maybe the equivalent of a few maxed skills?) - you can gain TPA, obviously with permission
TOTAL LEVEL ___ (maybe 5-6 maxed skills or the equivalent) - TPA cooldown goes down 5 minutes?


Just an idea, I can expand upon it and offer many more suggestions if it seems plausible.


Last edited by Ghilliedhu on Fri Oct 19, 2012 11:44 am; edited 1 time in total
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Post by kurnon the burbaroon Fri Oct 19, 2012 11:43 am

I have so many resources in the world we have Restart and i lose them Sad
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Post by Unholy_Death Fri Oct 19, 2012 11:45 am

Ghilliedhu wrote:

This seems like a solid outline, but totally not what I was thinking. I would personally recommend something like this for the creative world only, since it is more or less based on builds.

My person idea would be to add a rank to each mcmmo skill, say 3-5 per skill? Each rank would give some additional bonus beyond the regular mcmmo bonuses. I have already mentioned the possibility of having tax reduced, but I can think of lots more.

Tier 1 Miner (level 0) - No Bonuses
Tier 2 Miner (level 50)- 125% drop rate /
Tier 3 Miner (level 100)- 150% drop rate /
MASTER MINER (max level?)- 175% drop rate / you gain +1 sethome / maybe you now have a tiny chance for a rare custom ore drop?

_________________________________


Tier 1 Herbalism (level 0) - No Bonuses
Tier 2 Herbalism (level 50) - Increased % chance of instant plant regrowth / increased % chance of successful greenthumb
blahblahblah
MASTER HERBALIST (max level?) - all the other stuff / you gain +1 sethome / maybe you can now make some custom-content recipes for special potions?

_________________________________

Additionally, I believe there is like an overall character level associated with mcmmo;

TOTAL LEVEL ___ (maybe like 1 maxed skill worth of level?) - you can request a custom skin or cape?
TOTAL LEVEL ___ (not sure what level, maybe the equivalent of a few maxed skills?) - you can gain TPA, obviously with permission
TOTAL LEVEL ___ (maybe 5-6 maxed skills or the equivalent) - TPA cooldown goes down 5 minutes?


Just an idea, I can expand upon it and offer many more suggestions if it seems plausible.

Yes! I personally like building, other people like mining, mob killing, etc... Just have several ranking trees that people can go down based on their personal tastes.
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Post by DDSLoan96 Fri Oct 19, 2012 11:52 am

dannyd wrote:I have so many resources in the world we have Restart and i lose them Sad

the world will still be there just in creative mode
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Post by Chell Fri Oct 19, 2012 1:35 pm

Im all for a new world, but why not keep the current one as it is, (reset economy if you must) and make the new world the creative one?

Things like Towns have been established and would they not be made redundant if this were to happen?
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Post by kurnon the burbaroon Fri Oct 19, 2012 1:44 pm

Chell wrote:Im all for a new world, but why not keep the current one as it is, (reset economy if you must) and make the new world the creative one?

Things like Towns have been established and would they not be made redundant if this were to happen?
I Personally think even after all this work and time put in, A fresh start is just what we need. Even if your town is in creative it does not mean that you can not go back and work on it. DDsloan PLease ,Please let us have a end portal i beg you.
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Post by lambadaa Fri Oct 19, 2012 9:47 pm

2. Ingame ranks based on gameplay (aleck) Need some feedback on how to work that leave comments below

In-Game ranking system(sort of like a levelling system).
-A higher rank gives more benefits/perks and gains more respect compared to lower ranks.
-certain(very rare) items are required as catalysts for ranking ups to be performed. mycelium blocks/tilled soil/mushroom blocks/portal blocks
for example.
-the higher ranked you are, the more rare items needed for ranking ups.
-rare items acquirable through events/jobs/quests. may need new plugin for that.
-donate for a certain amount of items required for ranking up.

as a bonus incentive for donating, a donator only rank maybe?


Last edited by lambadaa on Fri Oct 19, 2012 11:47 pm; edited 1 time in total
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Post by DanGiZeR Fri Oct 19, 2012 10:58 pm

DDSLoan96 wrote:I was reading Aleck's (Ghilliedhu) topic and came up with a few ideas.

1. Create a new world and reset economy, current world will be set to creative mode with lava/tnt limited.

So everything people have done will be reset.. Most of players didn't even play for 3 weeks.

:okay:


2. Ingame ranks based on gameplay (aleck) Need some feedback on how to work that leave comments below

Do NOT make too many ranks. Keep it simple.
But make free users %100 efficient.

Donators and regular players should have same ability with new/free , but with more permissions. (Like free/new users can set up to 2 homes but donators and regulars can set 4 homes etc.)


3. Reasons to donate: again leave comments below.

Same reason as above.

4. Limit staff abilities in RP/Survival world. Mods can kick, ban, Logblock Admins can Worldguard, everything mods can and in emergencies enter creative to fly

Mods doesn't need fly ability at all. You just need /vanish to check hackers. And If a mod uses /vanish, you can put him on creative without ability to place/break/drop blocks , open chests (So we can't place blocks).

While checking griefs , you don't even need fly or compass.


There should be a second world (Or , third) too.. Full-vanilla PvP world.

Because ;

RP (Well , we aren't even a RP server anyway) , Survival type servers are mostly a bunch of friends joining to server.

PvP server is better for new players, they will catch up with other players in short time and most of PvP players do not quit a server so fast (If you will disable prot IV enchantments etc. , max prot II is fine). After they will join and like the community , server will grow because they will invite their friends to play too.

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Post by seifpic Sat Oct 20, 2012 12:44 am

I agree with Chell I have worked too much on my base to have to start from the beginning, and I wouldn't like to build it in creative because it removes the point of Minecraft.
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Post by Ghilliedhu Sat Oct 20, 2012 1:29 am

lambadaa wrote:2. Ingame ranks based on gameplay (aleck) Need some feedback on how to work that leave comments below

In-Game ranking system(sort of like a levelling system).
-A higher rank gives more benefits/perks and gains more respect compared to lower ranks.
-certain(very rare) items are required as catalysts for ranking ups to be performed. mycelium blocks/tilled soil/mushroom blocks/portal blocks
for example.
-the higher ranked you are, the more rare items needed for ranking ups.
-rare items acquirable through events/jobs/quests. may need new plugin for that.
-donate for a certain amount of items required for ranking up.

as a bonus incentive for donating, a donator only rank maybe?

I like trying to make it harder to level up, but making it require bizarre and extremely limited items like mycelium might be too much. I think this suggestion would be great if leveling SLOWED DOWN greatly (but stayed easy with rare items), especially if the rare items were partially or mostly custom content.
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Post by Ghilliedhu Sat Oct 20, 2012 1:35 am

DanGiZeR wrote:

IDEASIDEASIDEAS

1. Mods and privileged members have already constructed entire towns and fortunes with the help of world edit. The new world is meant to level the playing field so that an economy can actually happen. From what I understand, not even the /spawn of the new world will be built with world edit.

2. A few levels per skill isn't bad, the ranking titles can just be set from the overall level instead of individual ones.

3. Don't necessarily agree with this. I think a 1-time chunk of money or possible some kind of considerable boost would be enough. /sethomes are way too much of a gamechanger, especially when PVP is involved. This is something that everybody will have to agree with at some point.

4. agreed.
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Post by seifpic Sat Oct 20, 2012 2:31 am

If I have time to do what I mentioned here then I can incorporate the Minecraft server players with the website/forum itself (unified ranks, etc). We can also use the Buycraft plugin for donations (if not, I might make a plugin for that too).
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Post by Zavarin Sat Oct 20, 2012 2:34 am

QQ will new world have npc village i hope so
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Post by Hasta_La_Vista Sat Oct 20, 2012 4:15 am

LOL? Idiot ideas 100% disagree

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Post by Ghilliedhu Sat Oct 20, 2012 4:28 am

Hasta_La_Vista wrote:LOL? Idiot ideas 100% disagree

This is the least helpful response you possibly could have given.

Do you have any ideas of your own?

Any hopes or wishes or thoughts?

What do you disagree with and why?
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Post by DanGiZeR Sat Oct 20, 2012 6:47 am

Ghilliedhu wrote:
What do you disagree with and why?

Thats important guys.. Explain your thoughts.

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Post by deltonb44 Sat Oct 20, 2012 10:09 am

sounds like a plan
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