constant pvp on a modded server is not always fun, especially for new players. More people would play on a server that had arenas and economy goals to fight and aquire/ unlock the use of certain guns in the arenas. Just going to an arena and enabling PvP has no sense of fun.But give people a goal to achieve in an arena, then they will play. This is why RP servers do really well.I play on a SAO server that has like 20 mods but, its ALWAYS full, because its an adventure style world. You level up your skill, take on bosses,unlock weapons, unlock skills, get stronger with your weapons....ect. It makes for interesting gameplay. Why do you think HQM packs are so popular? its because it gives you a goal to work towards and rewards for getting there. There is a huge difference between an open arena/server where players can just enable pvp and fight VS having controlled arenas where you buy gear, unlock new gear and get your kills and wins tracked. If you just want to make a pvp server with greifing and raiding.... very few will play. Look at when we had a crack pack server... it got old fast and no one played.
There are definitely different styles to a PvP server and thats why I would put it to a vote. Personally I prefer constant PvP but its about more than my personal interests. Also Crackpack was pretty popular and got VERY involved. Just ask @chugga_fan, his team and anyone else who played on it.
I will tell you how to make a "successful" modded pvp server. 1. Have two world. world 1 allow building and farming of crops but no mining at all This is where players make there homes, no ore spawn in this world(no pvp here, with claims). world 2 would be your resource and gathering world, only place you can mine ores and gather other resources (pvp and no claims here) 2. Have controlled arenas, ones that have kits that cost MyMs. the arena sizes would need to be tested and discussed by players examples (armor would need to be tested... leather/iron iron/ diamond combo's.....ect Sniper kit: 1 sniper rifle, 1 side arm(9mm), ammo, 5 nades, 1 invisablity pot, 3 health pots : 250 MyMs Assult kit: 1 assult rifle, 1 side arm(9mm), ammo, 5 nades,1 gold apple, 3 health pots: 250 MyMs Demo: 1 nade launcher...ect...ect...ect....: 500 MyMs 3. Have weekly UHC's where players play to the last man standing on one of our pre built maps... Urban, desert, Jungle, mountain....ect. The catch is there is a Buy in for the UHC but there is also a reward. 4. No Global market... instead use Jobs plug in. This would need to be highly configure but make it fun, so people work to get money... then use the money in the Kit arenas and to join weekly UHCs. tI have more ideas on this but its a rough idea
I do quite like what I see here I definately understand what pheonix said about the grinding. If you get raided and couldn't save anything it would annoy people so much they would probably quit. The style of the pack "constant pvp" isn't bad in my opinion but another pack might be better yes. (btw, if another pack is released -> I claim eAndPi! )
Thats actually a good idea, mine is similar to that but has a few differentces One being that its built around the idea of having towns where pvp is off, claims are allowed. At these towns its simply building do whatever you want make a base and defend it for later. These will be subdivided into team towns pre-made by staff, so by this you get red,blude, green teams ect... easily expandable if needed for new players and capacity Two being that outside these towns pvp is off/on and you can fight each other with ease, this is how you get your ores so you want to be quick about this. Trident has this implemented aswell with it being baron and with more dense ores further away but with the difficulty much higher, being scaled respectively. Three is that on server start you pick your team, may also be picked for you for balancing reasons. Once you get your team thats the team your on and you all have claim to this smallish area (small for independent bases) so must work together on making the base fortified while also using the same resources and machines for ease of use. From this you each will get collaboration come easier and required Four is that the economy is based on each team, allowing for each team to make items as a whole and sell them from this you will get jobs automatically assigned so player one makes the guns, while player two mines. This system would be best, but probably wouldnt work out so having individual money, but to allow for everyone to share resources (or atleast machines/base) and not have them sell off everything isnt easy, maybe having the job plugin would be best as suggested Fifth is that there becomes an arena/s for players to kill each other all the time, having a leaderboard system as suggested would make goals for people. This would be a more formalized system, and may have a betting system added into this (player against player not machine so entropy exists) Five is that once a week or so all the claims are down and you can attack anyones base, destroy, mutilate its a free for all have at it. But after that day everything is rolled back from the previous day so all the work isnt destroyed while letting people still kill and destroy bases. To have players on this day the best thing I can think of is having the leaderboard in which a grand prize is added for maybe 200 credits or something. This would be dispersed between the whole team, making everyone want to be #1 so on that day people join and fight/defend. To fight/defend they need to play to get better resources, infrastructure and gear It would be great if staff made a list of player bases, so green was decimated, red standing ect... To me this seems the best of everything, allowing for no one to lose progress while having people want to fight, build and defend, may be a little hard to implement but could be done. Maybe having a staff member be team leader, or assigning leaders could bring coordination into this Maybe have jobs or something else the only way to get money (other than voting) and to transfer you have to go into the pvp arena, maybe have a cost to get in and the winner takes all?
This is the biggest issue with most players and PvP. They don't want to lose their infrastructure. Having claims and such more or less defeats the purpose since no one is forcing PvP. It essentially makes it like every other server since you can toggle PvP on those if you want. At that point you can play on one of the regular ones and find a group of other players to toggle PvP on with you and have the same result. If you don't force PvP/griefing on then players will 99% of times take the safest route. Its easy enough to run from other players as is but giving them a safe zone as well will give 100% security to all players.
Well, I think even then people will avoid pvp. A day ago somebody found my base. He took some stuff and then I came online. When he saw I was coming after him, he went offline with all the stuff in his inventory. I'm just saying here that the "forced" pvp isn't as natural as you would expect.
Thats one thing we were actually planning on implementing but never got around to it. There are plugins that prevent combat logging and just kill the player if they try to log out while fighting. And yeah most people will attempt to avoid PvP but they can't move their base fast enough [DOUBLEPOST=1431970982,1431970789][/DOUBLEPOST]Unless you are playing Vanilla PvP there is little to no actual combat in modded MC. All you need is some form of teleportation or a globetrotters sash and there is no way that anyone will ever catch you which is why its important to leave some form of base raiding. Otherwise it ends up being everyone hiding in their protected areas and logging out/running away when someone comes close. With base raiding opportunities there is a reason to stick around and fight because as soon as you leave they will just end up dismantling your base and you have to start all over.
Well, I hadn't even had the chance to punch him once. The biggest problem was the giant white name above my head he could see trough walls. The moment he saw I was quickly digging my way to him to quickly end his life he had the chance to leave.
Crouch/Invisibility fixes that. Plus people tend to come back after a minute or two. Idk there isn't a good way to deal with that.
two people are the only people to foil us VoidReaver and @Larssword (i can't find Void in the taglist :/) but we hit endgame many times
Well for those people that will just go behind there walls and not pvp they dont have much of a choise. They can avoid it while mining but they need to go out to get resources (I am only saying this on a apsecific pack where automated mining/ores isnt avaliable) As for the crackpack it is the same where not everyone was battling all the time, UHC as defined as quick games not longterm activites which requires you to keep some infrastructure. Think of the ethos ect when they were playing, pvp was only on specific times or sneak attacks. But we cant trust everyone not to destroy everything so claims would be a must. Maybe having pvp on but looting not? For the large battle and scoreboard you would want to be last, and directly first getting rewards as credits or ingame items. Maybe trophies or custom titles for specific things? like winning three in a row But really, is there much of a reason to always be on and destructive?
me and the rest of the universal team plus @MaelstromPhoenix and @Larssword would 100% negate that, the speed of the setup of new bases would be so fast it's rediculous, and we'd raid everyone eventually and those are the type of people i hate in raid/faction servers the most
What if instead of a rollback everything that was destroyed stayed that way? It would allow for people to build without a constant realization of having everything destoryed, but still allow for defending ect... Maybe having it 2 days raiding For those people would staff be able to take action against them
Thats why you dont use a pack that has the above items. Raiding to stupid unless its something like towny where you send a deceleration of war, then the other town/nation accepts. It seems your confusing pvp with raiding... they are very differant. A small pack with balanced mods is the best beat for modded pvp... but some wont play it because they cant have "all" the mods. If you use a kitchen sink pack.... people can become god status one way or another and there will be no pvp just raid and griefing. Try that crafting Dead mod.... its perfect...lol. For PvP that is