Changes to Gameplay

Maybe instead of selling enchantments, sell EXP? (Bottle 'o Enchanting)

I’m fine with everything. Personally I like flymod over /fly, so I’m a bit sad about that.

They are way too inefficient. Enchanting shops are much better.

I just thought about something… What about blaze spawners? How would we be able to get blaze rods >.>

O.o I never thought about that sacred. I really don’t wana go buy mine from a shop. :stuck_out_tongue: I like being self dependent. XD

for the love of TFSP can we get the old tp back, it was so simple and easy, tpa for trusted.

whats the problem with EXP from mobs? that doesnt effect the market seeing as its not money…

Only 3…? But, I have so many… How will I decide D:

Now for complaints/statements/praises:::

First, just my two-cents, but I find a 1-house boost from member to trusted to be kind of small.

Also, does the house thing apply to creative?

Thirdly, what exactly are the /tp commands that trusted’s have? The /help command doesn’t really help…

Fourthly, Cliffside needs a warp pad in spawn.

Fifthly, what’s the point of MonsterGrounds if spawner mobs don’t drop anything at all?

Finally, yay TNT. I have a use for my stack and a half of sulphur!

There was one other thing, but I can’t remember it.

  1. I may change it to 4 or 5
  2. Yes both creative and survival. Will be explained in a weeks time
  3. The commands will change for tp soon and the full list will be posted
  4. The warp pads are being set up soon
  5. I don’t know who created MonsterGrounds, but no one should have worldedited in spawners in the first place

COUGHHARDCOUGH ::slight_smile: I think. :stuck_out_tongue:

Well it is built under his town so…

Also, forgot to mention this before, but what’s wrong with the exp? I know it’s been said but will it really affect anything? Fair enough remove the money, but exp is more useful than money. Is there any way that it could be just reduced instead of removed altogether?

If not then i need to dig a big hole…

Well I better start skimming trough my homes and transferring chests… :confused:

Hmm, I would like to see the quest system be more utilized. Perhaps some rewards could be EXP? My original idea was to make all money come from quests. Not sure if that is as wanted of an idea. I thought it sounded cool cause it would give me a reason to slay 20 creepers, find lapis, clay, etc. If possible, it does not even have to take those found items. It just rewards you for doing the task (some jobs at least).

We use qQuests.
http://dev.bukkit.org/server-mods/project-34294/

If anyone can design a quest in the correct format, I can put it into the config file.

I made the quest discussion into a new topic. I figure that one is a can of worms for those that like making these kinds of things. Moving on…

Why are creative houses going to be limited…? It’s not like it breaks anything.

Yeah, homes shouldn’t be applied to creative.
Also, maybe instead of limiting homes altogether, maybe it should cost once you exceed the limit. For example :

I already have 3 homes, and I /sethome for the 4th time. It will cost me $250.00 for setting a new home because I already exceeded the maximum homes I can have.

Or have it charge you every time you tp to your home. If you have more than the amount of homes permitted. I think there is a plugin for that. :stuck_out_tongue:

Erm shit sorry everyone excuse this, I accidentally hit modify instead of quote on keaton’s comment D:

To sum it up it was something along the lines of Taking away XP farms is like taking away my wood and something about creative flying

For homes, I believe staff should get at least 5 or up to 10. We have worked hard to represent PCB but 3 homes seems like too few for staff…

To be honest I don’t get why people need that many homes. I mean lets be real for a second, if you are doing a staff duty then you probably shouldn’t have that many homes in the first place. I mean seriously, every time I get on I am asked to do something, I don’t get any real gameplay to myself, and personally I am fine with this. Here’s my question, why I am so much more qualified that other staff couldn’t do my job when they can use the same abilities that I do?

Maybe I’m ranting on staff too much, but guys if someone needs help, then help them, end of story.

Flying to most of you may seem kind of moot when replaced, but I have to agree with Keaton. I love flymod because I can travel so much faster, and this honestly makes a difference to OP’s if you ask me. I think we could still have the /fly command for trusted and potentially member, but use Nocheat+ to block fly from normal players, but allow it for Mod+.

I don’t really know what to say about exp, since I honestly never really used a mob grinder in survival in the first place, and don’t have time to either.