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#101 Sanctussaevio

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Posted 16 April 2014 - 09:01 PM

TreeAssist.

 

http://dev.bukkit.or...ns/tree-assist/

 

The most up to date Treecapitator clone. Also replants saplings. Im unsure if it just spawns a sapling of the same tree type or uses one that the tree actually drops, so you might want to disable that bit so peeps cant just duplicate saplings and get a super easy and unlimited fuel source.

 

I suggest making it a passive ability for earth ponies.



#102 jimme neutron corndog

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Posted 16 April 2014 - 09:15 PM

TreeAssist.
 
http://dev.bukkit.or...ns/tree-assist/
 
The most up to date Treecapitator clone. Also replants saplings. Im unsure if it just spawns a sapling of the same tree type or uses one that the tree actually drops, so you might want to disable that bit so peeps cant just duplicate saplings and get a super easy and unlimited fuel source.
 
I suggest making it a passive ability for earth ponies.


I like this idea, it makes woodcutting much easier and makes lazy people cut down the whole tree.

#103 scifidude47

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Posted 16 April 2014 - 10:32 PM

I personally think the TreeAssist plugin would be an excellent addition for those who hate finding big trees (The ones that have "branches") and having to build your way to the top to get to cut the whole thing down. 



#104 Seabreeze

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Posted 16 April 2014 - 10:41 PM

TreeAssist.

 

http://dev.bukkit.or...ns/tree-assist/

 

The most up to date Treecapitator clone. Also replants saplings. Im unsure if it just spawns a sapling of the same tree type or uses one that the tree actually drops, so you might want to disable that bit so peeps cant just duplicate saplings and get a super easy and unlimited fuel source.

 

I suggest making it a passive ability for earth ponies.

 

Detection doesn't work properly in dense forests like the ones we have, it will cut down a whole area of trees and leave ugly-looking borders.



#105 RunningWolf251

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Posted 16 April 2014 - 10:54 PM

I like this idea, it makes woodcutting much easier and makes lazy people cut down the whole tree.

Or makes griefing someone's farm much, much easier, quicker, and worthwhile. Someone could cut down all your trees and be gone before you even realized it.


Edited by RunningWolf251, 16 April 2014 - 10:55 PM.


#106 LadyLuvlyTeaCrumpet

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Posted 17 April 2014 - 07:07 AM

These ideas would only work on a much larger server, when your biggest town has a population less than 10 these kinds of divisions just don't make sense.

 

I have to humbly disagree that my ideas in a general sense could not work for this server in its given state.

 

Since no one has commented on the Crystal Ponies, I suppose their up in the air as a possible race?

 

As to my other ideas, the general premise of all of my ideas is how to build this server into the best RP survival server it can be.

 

Point One: Over all RP plot - As far as I know, EC is supposed to be a RP server first and everything second. While playing on the server I have seen no rping (forum rping does not count since they have nothing to do with EC). If there is rping going on and a true overall story plot has been developed and is being played out, please correct me, since I would love to join that.

 

*Edit* Aolo has given me some of the back story of the server. I would recommend someone writting it down and post it in a thread so people can discuss it and add to the story since while is works, it could uses some fleshing out.

 

For sustainable RP to happen there must be a plot line or motive that everyone can share that has brought them together besides colonizing new lands. Personal motives are great starting points and make for get side rping, but unless someone has a really compelling backstory that a large group of people are going to want to care about, it will be up to the server itself to have a running plot or motive to have people working together and so on since after a while, colonizing without a point will defeat the point of it being a RP server making it like every other survival server out there.

 

Point Two: Different Modes – I can understand these modes looking like they would only work for larger server; however that’s simply untrue, at this given time we already have two of the modes basically in place. Right now people are playing as freelancers, going out into the wilderness and roughing it on their own and playing as pioneers, as in making towns for people to play and live in. The towns we have right now, if we can truelly call all of them towns since most of them have no populations and serve more as proto towns fit right into the pioneer rules of build big or fail. The people playing it allow are doing what freelancer would normally do, play how they like and interact with people when they want.

 

 So outside of Kingdom mode, professions and quest we already have the basics.

 

For Kingdom mode, one could simplify it be having one large castle and city that is shared by all the races. Rp reasons can be made for this such as it was decreed by the rulers of each race that to show good faith to one another they would attempt to create a city were all could live as one…blah, blah, blah, so on and so forth. The general purpose of having each mode was to allow players character to find a living situation that made the most sense for their character. Condensing the races does not affect the general premise which is for a safe starting camp that players can spawn at, learn about their races and skills and decide if they want to stay with the NPC rulers and play to the goal of building the shared kingdom or go out into the wilderness. Kingdom was to be urban, Pioneer is rural and Freelancer is the wild card. Each mode had a simply purpose; Kingdom was a slightly safer option to start in and allowed for more city base rping verses Pioneer which is a more rural hardcore mode that would focus on clan base mentality and heavy survival verse  the wild card Freelancer who could be anywhere and who’s loyalties and motives would always be in question. I thought this would make for a good mix for rping and at the end of the day allow for the most versatility in storytelling.  

 

 

As for Quests, Profession and so on, all of these can be added later or not at all since at the end of the day, these are add-ons to simply make playing different types of characters worth something in an economic sense, rp motive sense and making grinding levels a bit more enjoyable.


Edited by LadyLuvlyTeaCrumpet, 17 April 2014 - 01:30 PM.


#107 Natimus_Primehoof

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Posted 17 April 2014 - 12:46 PM

Detection doesn't work properly in dense forests like the ones we have, it will cut down a whole area of trees and leave ugly-looking borders.

That depends on the parameters of the plugin, TreeCapitator's default settings always left adjoining trees with a single layer of leaves around them.  With the 'ignore user placed blocks' option it can't be used to grief buildings, and the skill could grant the /toggle permission rather than just having the skill on all the time.  Activating the Earth Pony 'Power' skill does make cutting quicker, but it is still fairly annoying on larger growths.

 

Still, I would suggest anypony wanting to harvest large amounts of wood just invest the time in building a tree farm for their oaks, the others don't grow funky supergiants.  That is, the other tree types always spawn a single vertical trunk, which is easy to cut down.



#108 Unicorn Hunter

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Posted 17 April 2014 - 01:12 PM

I would like to suggest mines with minerals that regenerate over time.



#109 Hazzat

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Posted 17 April 2014 - 01:15 PM

This isn't a suggestion, but I noticed my carrots aren't growing, even though the potatoes and wheat right next to them are. Aol guessed it's because they hadn't been configured properly in the plugin that manages crops.



#110 Aoloebio

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Posted 17 April 2014 - 04:09 PM

What Hazzat means to say is that they are not growing while he is away from them and the chunk is unloaded, unlike other crops.



#111 High Orbit

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Posted 17 April 2014 - 04:20 PM

This isn't a suggestion, but I noticed my carrots aren't growing, even though the potatoes and wheat right next to them are. Aol guessed it's because they hadn't been configured properly in the plugin that manages crops.

It might be the chunks being unloaded, but my crops have suffered from this strange problem as well. They barely grow at the speeds they used to, even if I'm nearby. Also, the fact that if the soil is irrigated or not doesn't seem to matter, they are equally fragile and there is no noticeable change in growth rate.

 

I guessed it might be a nerf in growth rates, but comparing my crops to other town plantations I doubt that's the case.



#112 Splash

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Posted 17 April 2014 - 04:29 PM

Pegasi need to have fewer of their abilities tied to arrows and bows and more to weather. Pegasi, without bow and arrows, are a purely builder and mail service class. I know that cloud houses are a great asset, but many settlements do not allow them, making these skills useless.



#113 Cloud Gazer

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Posted 17 April 2014 - 04:45 PM

I too have had the problem with carrots haz.



#114 Herpy__Dooves

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Posted 17 April 2014 - 08:16 PM

Can we make it so people have a short invincibility period upon logging in to prevent them dying as soon as they spawn?

Its happened to me a few times and its pretty frustrating



#115 Seabreeze

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Posted 17 April 2014 - 09:33 PM

It might be the chunks being unloaded, but my crops have suffered from this strange problem as well. They barely grow at the speeds they used to, even if I'm nearby. Also, the fact that if the soil is irrigated or not doesn't seem to matter, they are equally fragile and there is no noticeable change in growth rate.

 

I guessed it might be a nerf in growth rates, but comparing my crops to other town plantations I doubt that's the case.

Growth rate varies by biome as well as if you're underground.

 

Anyways, if you're having trouble getting crops, get shopping. The whole point was to encourage people to trade and communicate instead of setting up these self-sufficient little communes.



#116 Cloud Gazer

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Posted 17 April 2014 - 11:38 PM

Ah well i see your point Tsar. In this case since Pegaopolis is at a slow point I am not sure on whether to leave it behind and join another community or think on how harsh would want Pegaopolis to be set up. Since i haven't seen him in the past few days



#117 RunningWolf251

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Posted 18 April 2014 - 12:50 AM



Point One: Over all RP plot - As far as I know, EC is supposed to be a RP server first and everything second. While playing on the server I have seen no rping (forum rping does not count since they have nothing to do with EC). If there is rping going on and a true overall story plot has been developed and is being played out, please correct me, since I would love to join that.

 

*Edit* Aolo has given me some of the back story of the server. I would recommend someone writting it down and post it in a thread so people can discuss it and add to the story since while is works, it could uses some fleshing out.

 

For sustainable RP to happen there must be a plot line or motive that everyone can share that has brought them together besides colonizing new lands. Personal motives are great starting points and make for get side rping, but unless someone has a really compelling backstory that a large group of people are going to want to care about, it will be up to the server itself to have a running plot or motive to have people working together and so on since after a while, colonizing without a point will defeat the point of it being a RP server making it like every other survival server out there.

Are you talking about Brohoof or Equestriacraft? They're different entities and our rp does not correspond to their rp. There's rp happening, but you're not looking beneath the surface. The overall rp here is exactly that we're just colonizing equestria before the time of the show. It is up to the players to mini-rp and start the rp's, not have it forced on them by some server-side plotline. The rp is to survive as a pony in a new land. The rp happens every time you join the colonization server and you are playing with your hunger bar ticking down and creepers at your door. It might not be as structured as a forum rp, but the rp is there whether there's a story or interaction taking place.

 

This server is a showcase server. Colonizations is an rp world inside a showcase server. It would be nice to have more 'rp,' but the way I see it, just being there is part of the whole rp. You're literally taking on the role of a new pony in a new land with a new challenge. Person-to-person interactions are just a visual way to see the rp happening, but the trading, material gathering, and construction are the parts that I assume you're not considering as playing the game in the role of your character. Setting up a trade and getting it worked out is, in essence, roleplaying. When the delivery happens, there's a short burst of more visual rp, but it doesn't last long before it's back to a quiet, self-contained rp.

 

The point of this world is written down. It is written in the post detailing the rules. It's short, but it's pretty much all that needed to be said. It's an open-world free-choice MMORPG at its most basic level. Do what you want within the rules and stay in character all the time. If anything, it would be better to see more use the col rp channel and the col G channel less. It would help, I think, but if the rp text isn't there, it's still survival. The game is early still and I imagine as the place settles down and the towns get more developed, people will have more time to think in terms of their character and have the interactions. The focus now is on building and making the places for future and present settlers.

 

Equestria: Colonizations is a roleplay survival world. You are a pioneer that has come south from the frozen ancestral pony lands to colonize this new land of Equestria. Choose between one of five races and make your way out into the world. Make your home in a town or on your own, explore dungeons, fight monsters, unlock new abilities. This new land is yours to conquer!


#118 impsycho3

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Posted 18 April 2014 - 01:56 AM

 Do what you want within the rules and stay in character all the time. 

 

I haven't really seen much in the terms of character, since everything seems to happen in OOC or general chat, and most players are rolling about as if it was pure survival at this point. I've seen nothing more than just selling items between players as most of the "RPing" between players, and that's typically from miles away from one another.

 

 

If anything, it would be better to see more use the col rp channel and the col G channel less.

 

It would help, I think, but if the rp text isn't there, it's still survival. 

That's a bit of the issue at the moment... it's mostly survival for the moment, which is fine... but not the same as Role-playing in my opinion.

 

 

 

The game is early still and I imagine as the place settles down and the towns get more developed, people will have more time to think in terms of their character and have the interactions. The focus now is on building and making the places for future and present settlers.

Probably, but the main issue at the moment is that the only thing we have to go on at the moment is the idea that we are all starting to settle into different towns (which many players are just making new towns rather than settling in older ones). That being said... some climatic plot points could only help the rp along ("A strange whining seems to be coming from the forests in the middle of the night..." <Dungeon>) or something of that nature, just something to mix things up a bit...

 

I think the real issue is that we're just getting started, but by no means would i consider default survival role-playing in the slightest. Playing the role of someone surviving the frontier is a status that every player gets from just logging on. Look at the pioneer part of the description, we really need to get into roles later on, but for now it's just a suggestion for an idea down the road. Trusting players to RP without any sort of motivation won't really work in the long run, and small story events help keep things fresh.



#119 Seabreeze

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Posted 18 April 2014 - 03:25 AM

Someone just needs to get out there and get a group to start RPing. Hop in the crp channel and start RPing away, people will eventually join in.



#120 High Orbit

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Posted 18 April 2014 - 03:45 PM

Growth rate varies by biome as well as if you're underground.

 

Anyways, if you're having trouble getting crops, get shopping. The whole point was to encourage people to trade and communicate instead of setting up these self-sufficient little communes.

I did a little experiment on said biome growth rates, as my lighthouse is near to a forest.

 

Planting on the borders of both biomes using F3 as a guide, there is apparently no change in growth rates, and they're still equally slow. Does depth of the crop in the particular biome matter as well? Both plots are at the same level, exposed to the same amount of light, and are irrigated.

 

I will continue running the experiment for a while, to test different types of crops as well, but from what I see as of right now, it's been an hour of me hanging around nearby and they haven't as much as grown to the third stage.

 

I understand the need for inter-town trade, but if the crops are affected generally everywhere, towns will have to resort to building larger and larger farms just to produce enough to support feeding themselves, let alone trading.



#121 Sanctussaevio

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Posted 18 April 2014 - 04:17 PM

Detection doesn't work properly in dense forests like the ones we have, it will cut down a whole area of trees and leave ugly-looking borders.

 

Leaves breaking is configurable. Set that to off, and all leaves that would decay naturally after all the wood is removed will, after that.



#122 Starlight Aurora

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Posted 18 April 2014 - 04:48 PM

I had this idea for some time, and I to say it now.

 

I would like to suggest some sort of wind ability (like gust, or something like that) for the bat ponies, so that there is more than one use for the wings. 

 

I know that bat ponies are more melee ponies, but I feel like there needs to be more use for the wings.



#123 impsycho3

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Posted 18 April 2014 - 06:07 PM

Suggestion.... Make sure the infernals can't summon other infernals!

 

I was fighting a skeleton infernal only for him to summon two other infernals in one cast and then another 2 late on.... my front door turned into a mist of flames and lighting until they de-spawned...

 

I can't help but think that it might be a bit of a bug.
 



#124 hxfthxft

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Posted 18 April 2014 - 06:44 PM

Can we add to the final part of every dungeon like a medal or an item that says "You have completed (name of dungeon)" or something like that.



#125 Owl Parchment (Athena)

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Posted 18 April 2014 - 08:37 PM

Rather than Bat-ponies having 'Dash' and 'Exploit', they should have 'Seed Cloud' and 'Cloud Gather'

 

Technically, Bat-ponies are a subspecies of pegasi. They are the same, but a night version. I believe that they should be able to gather clouds as well.

 

Princess Celestia has the Pegasi, during the day. Princess Luna has the Bat-ponies, at night.

 

Does anyone have any ideas or improvements on this suggestion?


Edited by Owl Parchment (Athena), 18 April 2014 - 08:49 PM.


#126 Seabreeze

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Posted 18 April 2014 - 08:40 PM

Leaves breaking is configurable. Set that to off, and all leaves that would decay naturally after all the wood is removed will, after that.

Again, dense forests. Leaves from one tree are in range of another.

Suggestion.... Make sure the infernals can't summon other infernals!
 
I was fighting a skeleton infernal only for him to summon two other infernals in one cast and then another 2 late on.... my front door turned into a mist of flames and lighting until they de-spawned...
 
I can't help but think that it might be a bit of a bug.

 You were just really unlucky. The way infernal spawning works is that any normal monster spawn has a X% chance to be an infernal. This applies regardless of the cause of the spawning. 
 

Can we add to the final part of every dungeon like a medal or an item that says "You have completed (name of dungeon)" or something like that.


No dungeons have a "final part". 



#127 Squint

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Posted 18 April 2014 - 11:02 PM

Rather than Bat-ponies having 'Dash' and 'Exploit', they should have 'Seed Cloud' and 'Cloud Gather'

 

Technically, Bat-ponies are a subspecies of pegasi. They are the same, but a night version. I believe that they should be able to gather clouds as well.

 

Princess Celestia has the Pegasi, during the day. Princess Luna has the Bat-ponies, at night.

 

Does anyone have any ideas or improvements on this suggestion?

No. We need variation between classes, not similarities.



#128 Starlight Aurora

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Posted 18 April 2014 - 11:10 PM

No. We need variation between classes, not similarities.

I somewhat still like some wind abilities for the bat ponies, instead of just flying



#129 RunningWolf251

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Posted 18 April 2014 - 11:35 PM

Technically, Bat-ponies are a subspecies of pegasi. They are the same, but a night version. I believe that they should be able to gather clouds as well.

If you want clouds, you can buy materials from the pegasi.

 

 

I somewhat still like some wind abilities for the bat ponies, instead of just flying

It's a stealth class. They're not supposed to have wind or elemental abilities. They're supposed to be silent and close-quarters.



#130 JoyJoy

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Posted 18 April 2014 - 11:39 PM

If anything, a griffon class would be best.  They can fly, but they can also eat meat.  They would also have improved melee abilities because of their sharp beaks and claws.



#131 Blackdutchie

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Posted 18 April 2014 - 11:46 PM

Improved unarmed damage? Can that be done?



#132 Starlight Aurora

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Posted 18 April 2014 - 11:49 PM

It's a stealth class. They're not supposed to have wind or elemental abilities. They're supposed to be silent and close-quarters.

o woops i guess i didn't realize that, thanks for clearing that up running



#133 Owl Parchment (Athena)

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Posted 19 April 2014 - 01:18 AM

If you want clouds, you can buy materials from the pegasi.

 

It's a stealth class. They're not supposed to have wind or elemental abilities. They're supposed to be silent and close-quarters.

 

They should at least be able to build in the sky



#134 Rori

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Posted 19 April 2014 - 02:39 AM

They should at least be able to build in the sky

i WOULD second this, but how do bat  ponies create clouds when they have no elemental abilities like the pagasi do? They can't gather clouds, as far as i have seen from the show.



#135 Squint

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Posted 19 April 2014 - 11:46 AM

They should at least be able to build in the sky

If you wanted to build in the sky, you should have chosen to be a pegasus. Simple as.



#136 High Orbit

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Posted 19 April 2014 - 01:41 PM

If anything, a griffon class would be best.  They can fly, but they can also eat meat.  They would also have improved melee abilities because of their sharp beaks and claws.

That would pretty much overrule the usefulness of both pegasi, batponies and changelings, as you would pretty much have the best of both worlds.



#137 JoyJoy

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Posted 19 April 2014 - 01:48 PM

That would pretty much overrule the usefulness of both pegasi, batponies and changelings, as you would pretty much have the best of both worlds.

If you don't like it, suggest a way to nerf it.



#138 Squint

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Posted 19 April 2014 - 02:33 PM

If anything, a griffon class would be best.  They can fly, but they can also eat meat.  They would also have improved melee abilities because of their sharp beaks and claws.

Griffons would be pretty cool, but like Orbit said the best of both worlds thing is a pretty big problem. So, how about griffons have something like a slower flying speed so that it's harder for them to just fly away from danger. So they fly slowly, can eat meat and have powerful melee attacks. However,  I can't really find any plugins for this, sadly.



#139 JoyJoy

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Posted 19 April 2014 - 03:39 PM

Griffons would be pretty cool, but like Orbit said the best of both worlds thing is a pretty big problem. So, how about griffons have something like a slower flying speed so that it's harder for them to just fly away from danger. So they fly slowly, can eat meat and have powerful melee attacks. However,  I can't really find any plugins for this, sadly.

That can be scripted using command helper.



#140 Cloud Gazer

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Posted 20 April 2014 - 07:56 AM

Well. I almost want to say it, but then again i don't. I've made my mind up and decided to give up on the pegasus race and want to be a changling instead. I mean the are ok to play and all, i'm bored of just being more like building race. If you can 0Tsarbomb0, delete that spefic data on my race, levels and all of that, at this point i could care less about my items, bits, levels, and all the rest of that. Just to be a changling, i am set and will never ever ask you of anything like this major change. Only because i am tired of being a pegasus, and i would actually like to be a changling and buck with people in roleplaying when we are set up to actually are able to roleplay. Anyways, night. Might be on tomorrow.... maybe... monday i will be on... got back from a big night. Night all

#141 Squint

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Posted 20 April 2014 - 08:31 AM

Warlord, you shoulda chosen to be a Changeling initially. It's pretty clear that it's due to a bug in the plugin that you can't change your race.



#142 Rainbow Dash McStarley

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Posted 20 April 2014 - 09:02 AM

 WARNING: CLASS SELECTIONS ARE PERMANENT AND WILL NOT BE CHANGED ONCE CHOSEN. This is due to a bug in the plugin regarding passive abilities.

 

There was a brief, non-binding discussion of possibly having a VERY SPECIFIC date and time (I.E. If you aren't there at exactly the time set, you miss out forever) where everyone who wanted to change classes could request such. It would involve quite a tedious workaround that Tsar would have to do for each and every person, and multiple server resets, so this would not happen soon, and may not at all.

 

You are going to be stuck as a pegasus, warlord. The warning was quite clear, both on forums and in-game.



#143 Cloud Gazer

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Posted 20 April 2014 - 02:10 PM

Yes i know dash, i just wanted to put that out there. Plus still tired too, cant sleep cause the sun in my eyes. :P

#144 Solice

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Posted 21 April 2014 - 10:48 PM

I have a complaint about the cocoon ability no longer allowing the harvest of glass. The pegasi are able to harvest snow from their cloud skill, and create colored wool at will. Why shouldn't we be able to harvest glass?



#145 Squint

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Posted 21 April 2014 - 10:49 PM

Glass is far more valuable than snow.



#146 Seabreeze

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Posted 22 April 2014 - 12:01 AM

I have a complaint about the cocoon ability no longer allowing the harvest of glass. The pegasi are able to harvest snow from their cloud skill, and create colored wool at will. Why shouldn't we be able to harvest glass?

Get out. The ability was clearly not made for you to get glass, and you knowingly abused it anyways. Consider yourself fortunate I haven't actually punished you.



#147 greebster

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Posted 22 April 2014 - 06:29 AM

For those who don't know what a cocoon is, I pity you.

#148 Sanctussaevio

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Posted 23 April 2014 - 01:29 AM

*snip*

 

Aaaand that's no different to how it is now, which is working out fine. So.. how bout it? Huh? Huh?



#149 Starlight of the Stars

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Posted 24 April 2014 - 08:23 PM

Warning Super Long Post:

 

TL;DR – Ideas about a Crystal Pony race and a general ideas of how to combine a lot of the ideas that have been given to making EC the best RP survival server it can be.

 

 

New Race: Crystal Pony

 

A mining – magical buffing class Crystal pony excel at using the materials of the earth in ways no earth pony or zebra could possible do. By consuming different ores this race will gain buffs that affect themselves and those around them for various deration periods. The rarer the material the higher and longer the buff will be. Each buff will be unique and make crystal ponies a great class to play in groups or alone since while you mine you can make yourself more effective or help in battle.

 

The effects of the materials can be based off the enchantment list, or custom ones can put in. At high levels Crystal ponies will be able to mix enchantments on them, allow for some power buffing and attack possibilities.

 

One enchantment, fortune will be given to them as a non- level racial abilty, since they will need to be able to consume enough materials (ore, gems and dust) to make their skills both useful as well as not a hindrance in survival as well as possible professions such as merchant.

I am also interested in the idea of a mining class. Although i wound have suggested the Diamond Dogs, this is a better alternative as these are actual ponies. I also would propose that perhaps they would be allowed passive mining abilities that would allow them to mine more efficiently than other classes. They could have a passive fortune skill that can do double drops 10% of the time and can be skilled up like other skills. Since they are made of crystal (or at least have the appearance of crystals) they could be slightly more fragile than other ponies and would mostly be focusing on a gathering class than combat. As for other skills i dont have other ideas but i am open to suggestion.



#150 RunningWolf251

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Posted 25 April 2014 - 03:39 AM

Only thing I can think of that would become extremely frustrating with a fragile looter sort of class would be the already unforgiving mobs in the game just endlessly raping hapless crystal ponies. Namely skeletons as they like to sneak up out of your periphery and if they were too fragile, it could be only two or three shots from surrounding skeletons to kill them. Of course, since they can get more stuff and are more likely for those double drops, it could be a good way to keep people from just grabbing and hoarding if they know they could be ambushed and killed quickly.

 

I'd assume if it was to be implemented, they would all need to be earth ponies or nerfed pegasi/unicorn. Extra loot/mining + flying would be a little op and would make for a deluxe collector/builder class.


Edited by RunningWolf251, 25 April 2014 - 03:39 AM.


#151 Starlight of the Stars

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Posted 25 April 2014 - 03:46 AM

Only thing I can think of that would become extremely frustrating with a fragile looter sort of class would be the already unforgiving mobs in the game just endlessly raping hapless crystal ponies. Namely skeletons as they like to sneak up out of your periphery and if they were too fragile, it could be only two or three shots from surrounding skeletons to kill them. Of course, since they can get more stuff and are more likely for those double drops, it could be a good way to keep people from just grabbing and hoarding if they know they could be ambushed and killed quickly.

 

I'd assume if it was to be implemented, they would all need to be earth ponies or nerfed pegasi/unicorn. Extra loot/mining + flying would be a little op and would make for a deluxe collector/builder class.

From what ive seen, all crystal ponies from the show are technically earth ponies and don't have wings or horns. So levitation and flying is outta the question.


Edited by Starlight of the Stars, 25 April 2014 - 03:46 AM.


#152 Luna Lens

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Posted 25 April 2014 - 01:58 PM

Well, you've effectively reduced this idea to a class with no health and double drops...and, that's it. It seems pretty stupid and seems more like a nuisance for the player, and I would go as far as calling it underpowered.

Edited by Laser_Lens_4, 25 April 2014 - 02:00 PM.


#153 Starlight of the Stars

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Posted 25 April 2014 - 02:11 PM

Well, you've effectively reduced this idea to a class with no health and double drops...and, that's it. It seems pretty stupid and seems more like a nuisance for the player, and I would go as far as calling it underpowered.

Well like i said. I have few ideas about the class in general. 

However to call the class "no health" is a bit much since Pegasus have the exact same effect when flying. My original idea was to have them have 25% more damage when in a "Mining State" (Their Crystal State during the show.) where they get a increase chance at double drops at the cost of more damage while mining. Crystal ponies are not talked alot in the show so its hard for me to come up with "canon" idea for skills.



#154 LadyLuvlyTeaCrumpet

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Posted 27 April 2014 - 03:42 PM

Question: What CB are we using for this server? I was looking through Bukkit for some fun plugins for the server, but without the CB, I can't really post any.



#155 Seabreeze

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Posted 27 April 2014 - 06:52 PM

We use Spigot, don't worry much about versions as plugins are frequently variable in which versions they are compatible with.



#156 Starman

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Posted 28 April 2014 - 09:20 PM

How about a class idea? I know I've said it a million times, but I just wanted to share it.

 

Donkey

 

The donkey is a hard-working species, able to pull heavy loads and do whatever without question. The donkey is very hardy, able to do long work without taking much damage or starving. However, the donkey moves slightly slower than than the other classes due to it's muscles being built for power rather than speed. It's labor-oriented body also causes a damage reduction.

 

Skills:

Larger inventory or command-opened ender chest

Higher damage tolerance

Lower food bar depletion

Ability to counter any damage received

Break any block faster with or without tools

Slower walkspeed

Lower damage output


Edited by Fullmetal Brony, 28 April 2014 - 09:23 PM.


#157 Solice

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Posted 28 April 2014 - 09:30 PM

How about a class idea? I know I've said it a million times, but I just wanted to share it.

 

Donkey

 

The donkey is a hard-working species, able to pull heavy loads and do whatever without question. The donkey is very hardy, able to do long work without taking much damage or starving. However, the donkey moves slightly slower than than the other classes due to it's muscles being built for power rather than speed. It's labor-oriented body also causes a damage reduction.

 

Skills:

Larger inventory or command-opened ender chest

Higher damage tolerance

Lower food bar depletion

Ability to counter any damage received

Break any block faster with or without tools

Slower walkspeed

Lower damage output

 

I like this, though I feel it will be underused. Donkeys don't seem as exciting as the other races.



#158 JoyJoy

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Posted 28 April 2014 - 10:12 PM

Would it be possible to have the eye of ender go to the nearest dungeon instead of to the non-existent strongholds?



#159 Hazzat

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Posted 01 May 2014 - 12:29 PM

Resistance potion-spawning as a Zebra appears to have no cooldown on the first two levels, so I can just mash a button and get infinite Resistance potions. I'm guessing that's not intentional.



#160 Seabreeze

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Posted 01 May 2014 - 03:59 PM

Fixed.



#161 TemmixDaHelix

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Posted 02 May 2014 - 04:13 PM

One thing i think that should be changed is the money amount. I think that normal mobs should give less money, because i can play for 1 day and get almost 1,000 bits. Secondly i think that infernals should give more money, like the giants. Just i thought i had.



#162 Rainbow Dash McStarley

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Posted 03 May 2014 - 01:38 AM

One thing i think that should be changed is the money amount. I think that normal mobs should give less money, because i can play for 1 day and get almost 1,000 bits.

 

You only manage 1000 a day?

 

Secondly i think that infernals should give more money, like the giants. Just i thought i had.

 

(Admittedly, I cannot be sure of this, but) Seeing as the game and some plug-ins cannot tell an infernal apart from from a normal mob, and as such no extra level exp. or class exp. is given, I imagine that extra money cannot be given either.


Edited by Rainbow Dash McStarley, 03 May 2014 - 01:39 AM.


#163 Squint

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Posted 04 May 2014 - 01:08 PM

Here's a suggestion for the Zebra class and, well, for all other classes too. At this point it almost feels a bad choice to have chosen the Zebra race. Sure we can make potions from nothing and cast poison/shield, but it really feels like any other class is able to make potions easily. Once you have a nether wart farm up and running it's pretty easy to make any potion with no fuss. The cooldown times - although understandable - also feel too long. So, what I'd like to suggest is that Zebras (and perhaps unicorns) become the only classes able to make potions with a brewing stand. It would make the class far more handy because I remember in early Colonizations everyone wanted a resident Zebra, but now not so much.



#164 Sammich

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Posted 04 May 2014 - 02:29 PM

Zebra potions are more powerful than any potion you can brew.



#165 JoyJoy

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Posted 04 May 2014 - 09:00 PM

Also, it's been shown that Apple Bloom can make potions.



#166 Squint

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Posted 04 May 2014 - 09:10 PM

I guess, but egh.. I don't know. Whatever.



#167 Splash

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Posted 05 May 2014 - 07:44 AM

I have an idea for making zebras a little better. You know how Zecora is shown meditating in the episode with the parasprites? I think zebras should have some kind of meditation, which heals some hearts for them,



#168 Squint

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Posted 05 May 2014 - 08:41 AM

I have an idea for making zebras a little better. You know how Zecora is shown meditating in the episode with the parasprites? I think zebras should have some kind of meditation, which heals some hearts for them,

There's not really any point to that, we can summon heal potions that give back hearts instantly.



#169 Unicorn Hunter

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Posted 05 May 2014 - 11:03 AM

I have an idea for a plugin.

 

Have you heard of mcMMO? I like that plugin

 

 

What is it?:

- It allows you to do skills like faster mining and combat abilities

- You can practice and level up on these skills on hostile mobs

 

Why it could be on Colonizations:

- It adds new opportunities to combat against mobs and in pvp

- Players will have one extra skill system

 

 

However, I can see reasons why we shouldn't have this:

- It makes it easier to survive

- May or may not add lag/extra particles

- It isn't a necessary plugin

- It automatically binds a mcMMO skill to the tools.



#170 Rainbow Dash McStarley

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Posted 05 May 2014 - 10:18 PM

- It allows you to do skills like faster mining and combat abilities

- You can practice and level up on these skills on hostile mobs

-Faster mining and combat abilities are race oriented already, and these benefits would likely be nullified.

-Killing hostile mobs is how (and the only way) you level class already.

 

- It adds new opportunities to combat against mobs and in pvp

- Players will have one extra skill system

-As above, each race has their own ways to attack mobs, though I assume you mean the Roll ability and such.

-Looking through the mcMMO Bukkit page, there are skills that would be disabled to keep classes from blending together.

 

- It makes it easier to survive

- May or may not add lag/extra particles

- It isn't a necessary plugin

- It automatically binds a mcMMO skill to the tools.

-A part of the goal of Colonizations is to be to difficult for players to survive on their own, and essentially force them to live together cooperatively in towns. Anything that makes Col easier will very likely require something else that makes it harder.

-That is why there is a Test server.

-You're right, but at least you're trying to offer a suggestion, so thank you for that.

-Not sure if these can be changed or over-ridden, and I personally won't find out.

 

mcMMO does note that anti-cheat plug-ins will interfere with operation, though there is an add-on for NoCheatPlus that tries to correct the issues. Though I don't know if NoCheatPlus is what the Col server currently uses.

mcMMO also notes that while it can work with PEx, it is not supported. Again, I don't know if PEx is the current plug-in the Col server uses.

I also have a feeling that Tsar had likely looked at mcMMO in the beginning when he was creating Col.


Edited by Rainbow Dash McStarley, 05 May 2014 - 10:21 PM.


#171 Seabreeze

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Posted 06 May 2014 - 02:23 AM

I also have a feeling that Tsar had likely looked at mcMMO in the beginning when he was creating Col.

Indeed I have, it is minimally configurable and thus not really suitable for an attempt at making a MLP RPG-sort of class. 

 

Multiple class systems would involve different and possibly conflict sources of exp, differing rates of experience gain, conflicting skill bindings, etc... Unless it integrates well into SkillAPI or can outright replace it, I will not be adding any new class plugins.



#172 Natimus_Primehoof

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Posted 15 May 2014 - 07:45 AM

I'd like to suggest we add a Craftbook recipe to allow turning Rotten Flesh into Leather.  This could be a shaped 3x3 recipe using 8 rotten flesh and a 'tanning agent' of some sort, like sugar or eggs or spider eyes or whatnot.  Alternately, use a furnace recipe, requiring players to 'tan' the rotten flesh over time.

Relevant wiki page link: http://wiki.sk89q.co...Custom_crafting

 

Nobody has any use for rotten flesh, even the changelings have way better options for food than eating the stuff.  This would give it a use and allow players to obtain leather without having to kill cows.



#173 Aoloebio

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Posted 15 May 2014 - 07:08 PM

Rotten flesh can currently be fed to wolves/dogs to make them breed and keep them fed, so it does have uses



#174 RAINBOW'S

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Posted 15 May 2014 - 10:52 PM

Have you though of a THREE headed dog?



#175 Splash

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Posted 16 May 2014 - 03:57 PM

A Cerberus?



#176 TemmixDaHelix

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Posted 16 May 2014 - 06:10 PM

There are other names for 3 headed dogs?



#177 Splash

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Posted 17 May 2014 - 05:35 AM

If we're going to start on cannon greek myths, we might as well throw in a hydra too. But, there does appear to be only one Cerberus in Equestria, guarding Tirek at this point in time.



#178 Aoloebio

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Posted 17 May 2014 - 05:52 AM

But mlp does have hydras, there was the one in the swamp from the pinkie sense episode and I think it also briefly showed up in another one too...



#179 Rori

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Posted 17 May 2014 - 12:26 PM

Rotten flesh can currently be fed to wolves/dogs to make them breed and keep them fed, so it does have uses

still, most of us DON'T have wolves.

It would be helpful if we did do what Nat suggested. And it would stick to the canon "ponies don't kill others, only in some cases they just get rid of them via the elements"

Ponies shouldn't be killing farm animals. I mean, cows can talk guys. Do you want to kill some passive talking animal? (lol. personificating this)

 

It will also save us a lot of time. Cows only give us one. Leather is important. Cows shouldn't be killed... it's just mindless slaughter of innocent creatures!

 

 

Also, time for me to stop being an idiot and suggest something else.

 

Since cows are pretty useless for everything other than killing them for 1x leather, i suggest that we make buckets of milk give hearts.

Like the flowers, it only can give... maybe half... or one... heart. It's more convenient. I realise milk does no shit anymore, so it kinda disturbs me that the cows literaly have no use other than to slaughter.

 

 

 

#FreeTheCows



#180 Splash

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Posted 17 May 2014 - 01:23 PM

But mlp does have hydras, there was the one in the swamp from the pinkie sense episode and I think it also briefly showed up in another one too...

 

I said cannon greek myths, as in the cannon of the show. Sorry if that was a little unclear.


 

. I realise milk does no shit anymore

 

Yeah, it does. It is good in a fight against a witch when you've been poisoned.



#181 Blazuhira Miller

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Posted 17 May 2014 - 01:24 PM

I said cannon greek myths, as in the cannon of the show. Sorry if that was a little unclear.

Um, the canon of the show isn't greek. Ahuitzotl is aztec, doesn't mean it's aztec canon.



#182 Splash

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Posted 17 May 2014 - 01:28 PM

I meant, greek myths that were correct within the show,  such as Cerberus guarding Tartarus.



#183 TemmixDaHelix

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Posted 20 May 2014 - 01:34 PM

I have several...interesting additions:

 

The Arena:

   A place to test your mettle against other opponents. You can watch a battle or fight for yourself in one on one or tag team style. Sometimes, there are even tournaments in which there is a prize such as a large amount of food, or some rare ores. It should be for mainly players with iron or enchanted leather armor. and stone or iron swords. I believe that some abilities should be limited though, such as a flight height for flying classes and a teleport restriction outside of the arena for unicorns.

 

The True Arena:

   This is for the braggers. A super arena for players with super enchanted iron or enchanted diamond. Longer, less frequent tournaments are held here as well, giving even better loot. This arena is only 1 on 1 duel to the death. Care to try your luck?

 

Sieges:

   After a long day of mining and hunting, you walk into your house and get ready to face the night creatures. As sunset begins, a message appears: Prepare yourself, The horde is approaching! Its time for the war against the creatures of the night. During sieges, an army of monsters spawn in a large town or biome. There are 50-100 amounts of generic mobs (I.E. zombies, skeletons, spiders, etc.), 15-25 Giants, and 5-10 infernals, including an enchanted diamond armored and bladed captain. Almost all mobs wear helmets, so the ability to wait until day is gone.

   Sieges give large towns a good challange and allows for a good battle for the land. After at least 3 MC days and nights, one side will be declared the winner. Defeated more than half of the troops? The town wins! Most of the army remains? The mobs remain until somebody kills them. Another aspect, is that sieges only take place if there is more than a certian amount of players on the server Will you barricade your house or fight against the undead?

   A secondary feature could be smaller sieges with only one type of mob, such as a battle with only zombies.

 

Contests:

   Pretty straight forward. (Perhaps relieve Amethest Gardens from the roster) Most Fortified Town. Most Populated Town. Largest Town. Richest Town (Add the total bits of all residents) The ideas are limitless!

 

Takeover:

   You find a town. It looks pretty weak, but it is situated in a great place. So what to do? Ask for a takeover. If both towns agree to fight, then the ultimate battle for land begins. 2 towns pitted against each other for resources and space. You can pack you things and leave, or fight for your homeland. If a town wins, then that town gets the land and resorces of the town. The winner may level the losing town or keep everything the same, but owning the land. A tough battle for all. Who will win? Who will lose? What riches will you discover.

 

Quests:

   You are exploring this new land, when you find a small house. Its in the middle of nowhere, but your curiosity is peaked. You enter the house and find a quest chest. In the chest, there is a book, detailing something. Whether it is find my house near these coordinates or destroy a mob spawner in a cave, the quests are sure to excite you. If you complete a quest, you get exp (enchanting exp), food, ores, or another prize. Some quests are for everypony, and some are race specific (I.E. Pegasi only or Unicorn only). Will you complete them all?

 

That's my ideas. I may post more, if I have any extra ideas.



#184 High Orbit

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Posted 20 May 2014 - 01:56 PM

Helix, what you listed is good and all, but you do realize that Tsar is unlikely to implement those unless you have a plugin that does those, right?

Also, wars would kill trade and RP, not to mention killing the purpose of building nice houses when they would just get burnt the next day.

#185 TemmixDaHelix

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Posted 20 May 2014 - 02:05 PM

Yes, I understand, but these are ideas. I may look for some plugins later today, but for now I'm just listing them.

 

Also, just like real life even though we ignore it, both cities must agree to the war.



#186 High Orbit

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Posted 20 May 2014 - 02:14 PM

Still, it's unlikely they'd manage to get the entire town ready for war, not with the timezones and all. Plus, you'd need some sort of faction system, which I personally find kills it, just to stop people from going overboard.

There are some plugins for PvP, but it comes down to how compatible they are in the end.

Your ideas are good, but unless we have our own coding team, it all comes down to if it'll blend.

#187 TemmixDaHelix

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Posted 20 May 2014 - 02:17 PM

Understandable, but in real life, you should learn to deal with hardships. Col life is alot easier, since we dont have to worry about anything such as rot attacking our wood houses or even explosions damaging land.

 

In fact, other than the infernals and the Nether, I dont really die that much and i find the server a little easy to play on, once you practice.

 

Bits are given away like candy, you can collect a lot of (enchanting) exp, you can basicaly never run out of ores, and the ablities of each class make up for everything else. Travel is harder than fighting off mobs even.


Edited by HelixSpectrumTopazGamer, 20 May 2014 - 02:21 PM.


#188 High Orbit

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Posted 20 May 2014 - 02:23 PM

Thing is, would you want to invest hours into building intricate houses and then end up losing it all because your town got itself killed? If any, it would encourage people to build simple but effective holes in the ground.

Minecraft is hard enough as it is without needing to micromanage your structures as well.

Col was never built for difficulty, it was built for RP. Killing mobs and surviving is just to spice out up a little, to give folks things to do.

Edited by High Orbit, 20 May 2014 - 02:25 PM.


#189 TemmixDaHelix

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Posted 20 May 2014 - 02:29 PM

I have prepared for this already, and these haven't even been implemented.

 

All I'm saying is that the town can also say no to the war. Plus these towns must prepare for the war. Also if you would just remain on good terms with the towns, then i see no reason why the towns would war in the first place.

 

If you wanted to remove wars, then I'm sure that it would be ok, because i have many other ideas listed as well. However I do understand all of your reasons for not implementing wars. I'm also happy that you are telling me this, since this is, to me, constructive criticism.

 

If you can please judge the rest of my ideas. P.S. Post something...anything in our RP.


Edited by HelixSpectrumTopazGamer, 20 May 2014 - 02:33 PM.


#190 Seabreeze

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Posted 20 May 2014 - 06:06 PM

I'm not big on the PvP, it's not really in the theme. I don't see ponies engaging in gladiatorial combat.



#191 Splash

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Posted 20 May 2014 - 06:08 PM

I'm not big on the PvP, it's not really in the theme. I don't see ponies engaging in gladiatorial combat.

 

There is, however, the chance to do some combat- with rules. For example, the lancing within the crystal fair.



#192 TemmixDaHelix

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Posted 20 May 2014 - 06:20 PM

Seconded

 

Also, the good thing is that Quests and Contests shouldn't need any plugins.



#193 CommanderBox

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Posted 24 May 2014 - 10:25 AM

Make it so chickens drop more, evil chickens when you kill them.



#194 Squint

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Posted 24 May 2014 - 11:06 AM

If there's going to be any war-like combat, we need floods of mobs. Think something like the changeling invasion.



#195 Solice

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Posted 25 May 2014 - 05:34 AM

If there's going to be any war-like combat, we need floods of mobs. Think something like the changeling invasion.

 

Give us until the end of the summer and the actual Changelings will be able to cover that.



#196 TemmixDaHelix

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Posted 25 May 2014 - 06:06 AM

This is going to be epic... :rainbowdetermined:

Can't wait till the end of summer.



#197 Natimus_Primehoof

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Posted 26 May 2014 - 11:50 AM

is there any chance we could get a message when randomly activated passive abilities trigger?  I think the only one currently in is the Earth Pony 'Strength' skill, but despite having full ranks I've never noticed mobs dying any faster because of it.  Having a message like 'you've stuck a powerful blow! X bonus damage!' whenever the skill triggers would at least make it more obvious that it's working.



#198 Red_coat

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Posted 03 June 2014 - 10:50 PM

Alright, so I was thinking while I was building because I mean what else is there to do? Anyway, I was thinking that you should add Immortal Quests that grant the winner of said quest pseudo-deity status, and there's a unique quest for each class like unicorns have to eat the ender dragon egg and if they do they become alicorns but the quests are impossible because there is NO ENDER PORTAL and only level forties are allowed to complete them and and each class has a unique immortal type sub class and if you complete all seven quests you turn into DISCORD! But like the immortals won't actually be immortal and stuff, they just get a second, stronger tier of skills, and Discord gets them all but he also has EVERY debuff.



#199 Red_coat

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Posted 17 June 2014 - 04:03 AM

Forget what I said before, that was stupid. I think I've figured out the underground class!

 

First of all, just pointing this out in the very beginning, they get a low low low (like seriously, enough to encourage underground travel but not enough to discourage above ground travel.) poison debuff when topside.

Second, they can climb walls

Third, they can craft things like picks and shovels and torches without a table.

Forth, they can only eat things like dirt and stone.

Fifth, they can make columns of dirt or stone appear out of the ground, but this will have to be a high level ability.

Sixth, they don't suffocate inside of blocks.

Seventh, they can turn special types of blocks into glowstone.

Eighth, their pvp is always on, but anyone who attacks themses pvp also gets turned on.

Ninth, they have enhanced strength.

Tenth, speeds up when they're twenty or so layers underground by sea-level.

Eleventh, they get special buffs during the full moon that appears in the night sky.

Twelfth, they can spawn puppies with only one wolf or another diamond dog.

Thirteenth, touching water gives them a slow debuff for say thirty seconds.

Fourteenth, has advantages when attacking skeletons due to the fact that dogs love bones.

Fifteenth, can fish in dirt for silver fish with fishing pole.

Sixteenth, can time travel.

Seventeenth, lava doesn't deal as much damage as fast.

Eighteenth, as any dog owner knows, is extra vulnerable to creepers.

Nineteenth, is just a little bit taller than other players. Two and a half blocks.

Twentieth, slimes are more likely to spawn when a diamond dog is around. 

Twenty first, extra fast mining ability.

Twenty second, alchemy, changes all articles of iron to gold.

Twenty third, bark, scares off passive mobs.

Twenty fourth, untimely demise, upon death drops five-ten rotten flesh and one-three bones.

Twenty fifth, a new type of chat filter, changes person to dog and the like. 

Twenty sixth, diamonds are sometimes hidden from sight, but drop one-three diamonds when mined.

 

There we go. not another 'me want diamond dogs derp' post. I want diamond dogs, and here's how you go about doing them. good luck.



#200 Unicorn Hunter

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Posted 17 June 2014 - 07:23 AM

Forget what I said before, that was stupid. I think I've figured out the underground class!

 

First of all, just pointing this out in the very beginning, they get a low low low (like seriously, enough to encourage underground travel but not enough to discourage above ground travel.) poison debuff when topside.

Second, they can climb walls

Third, they can craft things like picks and shovels and torches without a table.

Forth, they can only eat things like dirt and stone.

Fifth, they can make columns of dirt or stone appear out of the ground, but this will have to be a high level ability.

Sixth, they don't suffocate inside of blocks.

Seventh, they can turn special types of blocks into glowstone.

Eighth, their pvp is always on, but anyone who attacks themses pvp also gets turned on.

Ninth, they have enhanced strength.

Tenth, speeds up when they're twenty or so layers underground by sea-level.

Eleventh, they get special buffs during the full moon that appears in the night sky.

Twelfth, they can spawn puppies with only one wolf or another diamond dog.

Thirteenth, touching water gives them a slow debuff for say thirty seconds.

Fourteenth, has advantages when attacking skeletons due to the fact that dogs love bones.

Fifteenth, can fish in dirt for silver fish with fishing pole.

Sixteenth, can time travel.

Seventeenth, lava doesn't deal as much damage as fast.

Eighteenth, as any dog owner knows, is extra vulnerable to creepers.

Nineteenth, is just a little bit taller than other players. Two and a half blocks.

Twentieth, slimes are more likely to spawn when a diamond dog is around. 

Twenty first, extra fast mining ability.

Twenty second, alchemy, changes all articles of iron to gold.

Twenty third, bark, scares off passive mobs.

Twenty fourth, untimely demise, upon death drops five-ten rotten flesh and one-three bones.

Twenty fifth, a new type of chat filter, changes person to dog and the like. 

Twenty sixth, diamonds are sometimes hidden from sight, but drop one-three diamonds when mined.

 

There we go. not another 'me want diamond dogs derp' post. I want diamond dogs, and here's how you go about doing them. good luck.

 

meh

 

This class seems a bit... OP

 

Also, it adds a bit unnecessary stuff. Plugins can't even make you higher or mine faster. (But they can give you haste effect)

 

I want the underground class to be ok, not having too many buffs or debuffs, but that's just my opinion, though.




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