what do u mean servers with comp LOL, if theres no comp on cosmic then people wouldnt play, if theres comp here people would play do u c the trend?
that is literally stupid, half the features are in cosmic anyway, outpost originated from cosmic, ur allowed to printer lmao, no regens = no skilled cannoners u'll just use dragons autos and it has bards which is also stupid since its factions not hcf
I have a few questions regarding some of the previous features of Mineverse Factions, your feedback is appreciated. 1) Was mcMMO on MV Factions? If so, was there any limits on any of the skills? 2) What was the maximum power per player? Was it the default 1/10 or was it greater? How much do you think it should be? 3) Was there a limit on the number of players you could have in your faction? Was there a limit on allies and enemies? 4) Was faction-economy enabled? (e.g. /f money, ability to have a Faction bank) Currently, we are likely to use FactionUUIDs. It is a premium faction plugin that I purchased a few years and is in active development. It also has some cool features that the new factions plugin doesn't have.
mcmmo was always there but limited recently. I can probably find out all the limits for you since i remember giving cyp ideas for the caps. Most of the players hated the caps, since it ruined the point of grinding with every single skill capped. I suggest capping nothing. max power per player was 20 pretty sure or 25, same as op factions so just check there, raise it to 50 so smaller facs have a chance. there was no limit on allies or faction members f money was enabled, but had no use really. the updated factionuuids is better than 90% of the others anyways, i suggest staying with it
DO NOT MAKE IT 1.12.2 KEEP FACTIONS AT 1.8.9!!! DOING FACTIONS 1.9+ IS JUST LIKE TYING A NOOSE AROUND YOUR NECK Most mcmmo got capped at 1.5k or 2k and unarmed was at 250. Everyone hated caps especially capping unarmed, since there was no way to stop someone using it on you. Maximum power was the default 10, but other faction servers have it set to 30-50 power per player There was the default 100 players per faction I think, well no one had more than 50ish members so it's hard to know without looking at the old config files. There was no limit on allies or truces, but I recommend 30-50 players per faction with 30-50 power per player with 1 ally and up to 3 truces. There was faction economy enabled but the commands were very limited and there was really no use for it. Adding an f upgrades system to be used with faction-economy would be a nice addition.
Pretty sure power has always been capped at 10 per player, one suggestion I have is to allow spawnbases like there were in the first mineverse factions map as it adds another fun objective to the game.
That shouldn't even be a question, obsidian breaker is absolutely essential for a proper factions server, and while I'm talking about this, please, for the love of god, not screw up raiding/cannoning. If you'll like some advice about this feel free to PM me. 1. Yes, but in my experience, PvP McMMO is awful, if I'm putting it lightly; it lags your game when enabled in combat, and it can make PvP extremely unfair. If you want to have McMMO, you need to remove the PvP aspects of it, and set caps on the other things, because those skills can become overpowered real quick. 2. It should definitely be above 10 for sure, but besides that I don't have an opinion as long if it's not ridiculous. You can build a solid base with 9 claims but does not leave a lot of leave-way in a one man faction. I've played on a server with 15 power and it worked well for me. 3. I'm not sure about this one, but I do not believe there should be a limit. Creating a huge faction does have it's strategies and building in faction land can be restricted by the faction owner. As for allies and enemies, they also play a huge role in the game of factions. 4. I'm not sure about this one either, and enabling it would make the gamemode more complicated than it needs to be, but it is definitely not a game breaker. Other suggestions: - DO NOT make it 1.9+, I can guaranteed you that no one would play. If people care about the "cool" blocks, go play survival or creative. Killing the PvP will kill the entire gamemode, trust me on this one. - Do not make grinders overpowered, instead make things like mining and PvP more profitable. Things that actually take more time and effort, but this is just a personal preference. - Make the world map smaller, I do not see that many people playing. If more people join, then expand the map. - I'm REALLY glad you're using FactionsUUID. - Don't release a half-baked product! Beta-test if need be, I know a server that had a $10 beta access feature and included an exclusive beta tester kit. That is all on the top of my head. I have been playing factions for a very long time, and I know what is good, and I would say MV has never been strong in the factions category in my opinion, and I hope this update changes that. @xBMAN if you have any questions for me, please PM me. I'll be happy to help you out with ideas, if possible!
Don’t give him your terrible ideas when you never played factions on mv, sick of the staff taking in peoples ideas who do not play the gamemode. Look at Op factions, dead because cyp listened to randoms ideas not the factions community. Mcmmo shouldn’t be touched and left uncapped, this is what made factions fun on mineverse. 15 power? Personally should be 25+ honestly dont care if there is a limit or not for this one. I agree, any factions server above 1.8 will die, since it's trash. Mining? that got nerfed because xray lmao, grinders are supposed to be the main income for factions. I'd rather not raid someone for a diamond. Smaller? 30k is fine, this isn't real factions, so it doesn't need to be touched. p.s cannoning doesn't even work because the spigot and no cannon.jar patches !
Not trying to be rude, but I never played because factions on here was never good compared to most servers. McMMO: This has been the same for years, and how do you expect the server to get better if nothing happens? McMMO especially in PvP makes it so much harder for a new player to come on, and it adds chance to PvP when it shouldnt be there, it is literally gamebreaking. Power: 25+? That's a lot and can really be broken with factions with more than 10 people. With 15 power, you can build a solid base, you just have to know what you're doing. But it can be balanced if you lose a lot of power when you die. Mining: I didn't think of the xrayers which can be a problem but there is a plugin called prism that can help with that. And I know grinfing is the main source of income but it seems lazy to me, but, I know most people disagree with me on this. World size: If you want it to be impossible to find bases, be my guest. Cannoning: It is essential to factions and I'm sure there is a way to fix it.
Like I said, this isn't proper factions. Mcmmo being capped caused people to quit, you've never played on mv factions so don't act like you know what is better lmao. 25+ power is a lot? you've clearly not played factions on any server, small or big lmao. 15 power is nothing lOL, average faction base needs at least 1000 claims. We all bypassed those plugins a long time ago, mining shouldn't be good for eco. Wasn't impossible last map, this isn't competitive factions, the large map worked alright on here. Cannoning can be fixed, but it ain't easy to get a 20tps server for cannoning, and mineverse won't come close to this, nor try. Also cannoning isn't essential, og factions relied on wither raiding, you've clearly never played the gamemode.
I agree with Ben on all except I think power should be at most 20 because most people have multiple alts these days and that just makes some factions not able to be over claimed at a certain point, and with cannoning not working very difficult to raid.