ty budd --- Double Post Merged, Sep 21, 2017, Original Post Date: Sep 21, 2017 --- u say ''impossible'' because u;re not a good cannoner ( no offence) --- Double Post Merged, Sep 21, 2017 --- :d
i said its impossible to make someone raidable wich you can only do if you kill them lol (not saying its impossible to raid someone but to make them raidable)
15 players per fac 50 power per player 1 ally No tnt first 5 days of reset Gen buckets (cobble, obby and sand) Sand doesn’t stack on world border Chests openable in owner claimed territory (so members of fac can open chests in owner claim) More spawners per claim
It will happen after maybe 1 year cuz u know u its early if u reset it now the staff team worked very hard to reset faction so yeah wait for maybe 1 or half a year
Agree with everything said apart from gapp cool-down and increase in gapp prices. If you add gapp cool-down then there is no need to increase prices too. --- Double Post Merged, Sep 25, 2017, Original Post Date: Sep 25, 2017 --- Also please dont skrew around with world border. It has always been able to stack sand on world border. If world border is removed/changed then i can make cannons that can bypass the border and people wont be happy.
Just a GC veteran passing by to post his opinion. Factions used to be simple, that's why I loved playing. 35 players in a single faction with 1000 max power? That would turn the server into two/three huge factions just battling each other leaving the others feeling like ants. These ideas would make a great OP Faction server, but to me this just isn't regular Faction material.
Why do you think the player count on factions is so low compared to before? Tbh factions got ruined, economy is awful, pvp is just who can gapple more, spawners are so cheap it's ridiculous
This is a comment to clarify and to demonstarte the corelation between all of the ideas and how they work together to increase fun and playerbase. -First off, The ftop prize will give people motivation to play/farm, it will also increase P2W so higher activity in trade center, it might also bring other players from other premium or cracked server because they have their eyes on the prize. -Adding gen buckets will increase the amount of bases in the world so it will promote raiding as well as giving a chance to smaller factions to experience the true factions experience. -Removing the balance completely from ftop will increase the amount of valuables inside a base and discourage unclaimed vaults. Again, it will encourage pvp. Not being able to sethome in enemy/neutral territory will make it so that more player keep playing even after they get raided. Right now, player are getting raided and are leaving the faction because they're discouraged that their hard work has went to waste. Not allowing sethome will permit them to rebuilf the base and... increase play time. In my opinion, the playerbase isn't high enough to have 35 player factions but the increase in power/player is very nice.
Some ideas for next reset -Spawner levels. / Remove using XP to buy spawners? Spawner levels means you can't purchase a particular spawner until you have ranked up to the specific level, and you would use XP to grind, and the command /rankup to get to the next level. Each level would cost more XP to rankup. This just makes grinding a little more useful at the beginning of the reset, and forces people to make their way up through the spawners, buy purchasing Chickens, Cows and Sheep etc... so they aren't totally irrelevant. I don't mind using XP to buy spawners as it does force people to grind, but it can get annoying so idk Spawner Levels could go: Level 1: Chicken Spawners Level 2: (5 Levels to get) Sheep Level 3: (7 Levels to get) Pig Level 4: (15 Levels to get) Cow AND Mushroom Cows Level 5: (20 Levels to get ) Spider Level 6: (35 Levels to get) Zombie Level 7: (40 Levels to get) Skeleton Level 8: (60 Levels to get) Slime/Magma Cube? Level 9: (80 Levels to get) Blaze Level 10: (100 Levels to get) Zombie Pigman Level 11: (125 Levels to get) Creeper These XP 'prices' can be adjusted. -Make other spawners worth purchasing. (Therefore allowing non-donators who can't immediately buy lot's of spawners from legacy shop or warp shop to make there way up to the spawners.) For example blazes, they cost 175K and 45xp levels, and an inventory of blaze rods sell for almost nothing, and it takes quite a bit of time to actually get a full inventory, and making back your money for that spawner or multiple spawners would take hours and hours of grinding. I suggest: Blaze Spawners cost 250k, and make each blaze rod sell for $20? Maybe so each inventory would sell for 46k. OR MORE Cow Spawners/ Mushroom Spawners are fine. UNIQUE SPAWNERS Creepers: Make price 500k, and make creepers drop TNT THIS IS A UNIQUE ONE THAT I THOUGHT OF: Witch Spawner: This would make me actually even think about buying it... Make them drop Potions (Random ones), and decrease price to 200k. When left clicking the spawner allow people to make them only drop a specific pot for an extra 200k more. Zombie Pigman: Decrease cost to atleast 700k... and make them drop Diamond Blocks (Like pretty rare, but not too rare XD), also make them stack so people don't just afk all day getting diamonds, and have to work for it...
How about 1.8 invis players name tag cannot be seen? Seen nametags in 1.8 sux for pvp or if u wanna get into a pvpbase.