Decided Against Divine Journey Kits

Discussion in 'Suggestions and Feedback' started by KeiranHalcyon89, Oct 1, 2018.

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  1. KeiranHalcyon89

    KeiranHalcyon89 Well-Known Member

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    Now that the market is disabled due to DJ being classified as a progression pack, does it also make sense to remove the Botania, Thaumcraft, and Witchery kits as they seem to bypass the gated progression?

    I haven't evaluated exactly how much can be bypassed through these kits alone, but the witchery one seems especially problematic. Apologies if this was already determined to be not a problem during the end game item/market changes (see DJ changelog).

    Thanks
     
  2. Sandstroem

    Sandstroem Well-Known Member

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    (Unfortunately) those kits have nothing to do with the endgame list or the market, you can buy them on every pack MYM has. Money has to come from somewhere. ;-)
     
  3. KeiranHalcyon89

    KeiranHalcyon89 Well-Known Member

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    The purpose of the endgame/market rules are to prevent bypass of progression through trade (and thus reducing the amount of time players play on the pack which also reduces revenue). If the store does that itself, then what's the point of having those rules? However, I can see the argument that minor progression bypass in order to fund the server is ok, please don't misunderstand, I'm not arguing based on platitudes.

    IMO, I haven't seen any other HQM progression packs put mods like witchery into late game as much as this *specific* pack does, and if there are similar ones, then they should also probably be re-evaluated as well.

    This is all I'm suggesting is that the staff take another look at how major of a bypass these kits are on this pack and compare based on expected revenue lost from removing the kits and make an informed decision. I'd also suggest introducing more convenience kits to compensate for lost revenue.
     
  4. Fireforce

    Fireforce Patron Tier 3

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    For a hardcore pack for the kind dj is and whit 800 hours of quests I don't see the problem besides to disable the kits from be brought violate the mojang eula sinces they are available on the other servers and we still need the money to fun the servers and new servers
     
  5. wyndman

    wyndman Well-Known Member

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    The server upgrades are part of our compliance with the EULA, while you may have one dumped into your inventory should someone purchase and activate it, you are under no obligation to use it. It's a fuzzy area if we disabled certain upgrades on the servers because of the nature of them, while we are not obligated to offer them where the items simply do not exist in the pack, it gets much more unclear when the kits are possible, but we disallow them at our discretion. We're better off safe then sorry in this case.
     
  6. KeiranHalcyon89

    KeiranHalcyon89 Well-Known Member

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    If I understand what you are saying, then I think my interpretation of the EULA is a bit different on this topic.

    However, my main reason for putting forth this suggestion was just to make sure that this wasn't simply an overlooked case in the process of re-classifying DJ as a progression pack. If your response reflects the official decision, then please feel free to close this suggestion thread. :)
     
  7. weirdonz

    weirdonz Patron Tier 3

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    I think there is a clear contradiction regarding the guidelines for DJ/progression packs.

    The marketplace is disabled to prevent trading of items to by-pass the progression aspect of the pack.
    The endgame items rule is intended to prevent trading of items to by-pass the progression aspect of the pack.

    Kits on this server enable the by-pass of the progression aspect of this pack.

    Would you mind explaining how disabling these kits on DJ for all players would contravene the Minecraft EULA?

    AFAIK all the items in the kits are available through normal gameplay, and since kits would not be available to anyone there is no pay 2 win aspect.

    I'm not fussed either way though would appreciate some consistency in the approach to items covered by the endgame items concept.

    I presume that if a player put together certain kits and made them available in-game to any player who wanted them this would not be looked upon kindly. Apart from the financial aspect that keeps these servers available to us (thank you) I don't see any difference to a player provided kit (containing items covered by endgame rules) and server provided kits.
     
  8. wyndman

    wyndman Well-Known Member

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    We made the same argument to Mojang, they don't agree with logic. So if a kit can be distributed we pretty much allow it to be distributed rather than get into another semantic argument with them. As for the market being disabled, I didn't speak in support of it, but in order to be more uniform with our other servers that feature HQM we just disabled it.
     
  9. Sandstroem

    Sandstroem Well-Known Member

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    Sorry, but that is just nonsense. Minecrafts EULA doesn't say anything about perks being available on all servers. If a player buys godmode on DJ, then everyone on DJ has access to godmode, that is what the EULA wants. But that doesn't mean that now the whole network gets free godmode. The accessibility of perks is based on specific servers, not the whole network. If a specific server has a reason why a certain perk should not be available, then you can without problem disable it for everyone on that server and this does not contradict with the EULA.
     
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  10. Aidoneus

    Aidoneus Director Booster

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    Decided against
     
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