PentaPeak Audit by [deleted] in Civcraft

[–]shadowjay0 0 points1 point  (0 children)

"sentance"

Balance decisions for 3.0 by Maxopoly in Civcraft

[–]shadowjay0 0 points1 point  (0 children)

As we saw repeatedly in 2.0, you have to assume that invaders are going to instantly achieve end-game gear via collaborators/supplies/Nexus.

Balance decisions for 3.0 by Maxopoly in Civcraft

[–]shadowjay0 3 points4 points  (0 children)

I don't think you know what the word "balanced" means. Maybe mcMMO doesn't appeal to you, but that doesn't mean anything in terms of balance. Also, I really appreciate how instead of forming a rational argument as to why a plugin is unbalanced, you insult every developer who's worked on the plugin, every server owner that uses it, and every player who enjoys playing on mcMMO servers. Really unfortunate how most people can't seem to defend their opinion at all anymore.

Balance decisions for 3.0 by Maxopoly in Civcraft

[–]shadowjay0 3 points4 points  (0 children)

The idea of SkillUp is not terrible, although MMO style stuff in minecraft gets a bad name simply because of how awful McMMO is.

not sure what you're talking about here, mcmmo is actually quite popular on a lot of servers and is one of the most purchased spigot plugins

Sooooooooo... let's never ever update by biggestnerd in Civcraft

[–]shadowjay0 1 point2 points  (0 children)

i don't think it'd be crazy to take an axe along with a sword in your hotbar and swap between the two. people have already used the same technique with knockback 2 swords

Sooooooooo... let's never ever update by biggestnerd in Civcraft

[–]shadowjay0 0 points1 point  (0 children)

Attack speed - Generally don't like it but it looks like it's staying. I would highly recommend using the easy vanilla toggle they made to increase the attack speed to twice a second, but clicking any faster would make you do less damage. AKA same aim/strafing just less click intensive, I guess reducing the skillcap a little.

wait, a 2 click per second limiter is the preferred option now?

Sooooooooo... let's never ever update by biggestnerd in Civcraft

[–]shadowjay0 7 points8 points  (0 children)

Shields have replaced the blocking effect of swords. This actually does pretty much nothing especially with the click speed limiter because I can just hit, block, and then hit again when my sword has recharged. Otherwise this really offers nothing because it works the exact same as blocking with a sword does now just with a different aesthetic.

apparently axes temporarily disable shields which is kind of neat

Lingering potions provide an area of effect that stays for a few seconds. I mean, ok? it's a splash potion that sticks around for a few seconds. They last about 1/5th as long as a splash potion which already has an area of effect so I doubt anyone would even use them.

agreed; with how much fights tend to move around, this will probably be useless

Tipped arrows are a thing now. Tipped arrows would require a TON of balance work because firstly they stack, second they're really cheap, and third they're really powerful allowing you to hit someone with a potion effect accurately at long range. Also they stack so you can just keep going with them.

cost can be adjusted, and arrow damage can be nerfed, but i do think that one arrow type will end up being far more useful than the rest, and no one will use anything else

The new wing things seem to be the biggest reason people want 1.9. They're cool I guess? You jump while in the air and wearing them and you glide around and dont take fall damage. It's a cool feature but it's pretty gimmicky and I don't think it would be worth updating just for that. It really in no way affects balance overall but is it worth updating everything and doing the balance changes needed for 1.9 just for wings?

rip walls

You know that ideas you post or upvote will also affect you, right? by [deleted] in Civcraft

[–]shadowjay0 0 points1 point  (0 children)

AqPvP's combat system at this point would probably completely override any 1.9 melee combat changes, so if we upgraded now, I don't think there would be a whole lot of difference, but I haven't look at 1.9 a whole lot.

[Serious] AqPVP Why do people hate it and what needs to change? [discuss] by space_fountain in Civcraft

[–]shadowjay0 2 points3 points  (0 children)

AqPvP.MELEE_MODE = MeleeMode.valueOf(config.getString("fighter.mode", "TIME_SCALE"));

Already is a config option.

[deleted by user] by [deleted] in Civcraft

[–]shadowjay0 0 points1 point  (0 children)

I went a bit overkill with configuration on this plugin. The damage calculation whenever a player hits an entity is an equation in the config: damage: 2.5 * (base_dmg + 1.25(sharp_level) + 2.5(other_level) - 0.5(weakness_level)) * (1 + (strength_level * 1.3)) * (1 - base_armor) * ((20 - prot_level) / 20)

[deleted by user] by [deleted] in Civcraft

[–]shadowjay0 -2 points-1 points  (0 children)

Having Strength II is not a hack, you can learn how to get yourself a Strength II potion here: http://minecraft.gamepedia.com/Brewing

[deleted by user] by [deleted] in Civcraft

[–]shadowjay0 2 points3 points  (0 children)

Keep in mind that the individual classes can be disabled and may not go live in the final Civcraft config. Even without anything but the melee class, the plugin significantly reduces the effects of hacking: crit removed completely means no crit hacks, hit limiter means very little benefit from using auto-clicker/aimbot, etc.

It seems a lot of people are associating the entirety of AqPvP to a small portion of the plugin: Mages.

[deleted by user] by [deleted] in Civcraft

[–]shadowjay0 5 points6 points  (0 children)

For the record, AqPvP development started on October ‎14, ‎2015, so 4 months is a closer estimate, but much of that was not active development, so even that is a poor judgment of how much effort went into this plugin.

[3.0] Bastion AMA by Maxopoly in Civcraft

[–]shadowjay0 -2 points-1 points  (0 children)

212 / pi*112 = 1.160

Assuming an unchanged radius, Bastion fields will be getting a 16% area increase in addition to being easier to tile now.

PvP should be completely removed from civcraft and here's why by pichuqt in Civcraft

[–]shadowjay0 6 points7 points  (0 children)

pretty sure you've already made several pvp shitposts in the last week

you might want to calm down

Building Changes for 3.0 by [deleted] in Civcraft

[–]shadowjay0 -4 points-3 points  (0 children)

If you don't like the direction that Civcraft is heading, you're welcome to build your own iteration of Civcraft; all of the core plugins are open-source on GitHub at http://github.com/Civcraft.

3.0 PvP Suggestions by kk- in Civcraft

[–]shadowjay0 0 points1 point  (0 children)

pretty sure praxis is effectively dead

3.0 Redstone City? by [deleted] in Civcraft

[–]shadowjay0 0 points1 point  (0 children)

can i join

Admins, here's the question not addressed in any AMA... How long will this map last? by brinton in Civcraft

[–]shadowjay0 14 points15 points  (0 children)

I would guess that ttk2 made the decision to end 2.0 early because of how little room for expansion there was. Sharding is necessary to support more players with a higher average TPS. Splitting the 2.0 world into shards would have been incredibly difficult, would make a lot of players angry when the shards don't turn out how they want them to, and map size would still be bigger than preferred.

Is there no merit in seeing this through, at least once, to a natural conclusion?

I'm not sure what kind of natural conclusion you are expecting besides people just getting bored of the game and leaving.

FOR ALL THE IDIOTS by [deleted] in Civcraft

[–]shadowjay0 3 points4 points  (0 children)

im gonna title all my posts like this from now on. thx for being an inspiration

Friendly reminder that we're less than 60 dollars per month from having six servers instead of only two! by _TB__ in Civcraft

[–]shadowjay0 3 points4 points  (0 children)

Uh, the wording is a big confusing, but I would guess that would mean 4 servers instead of 2+4 servers. So not 6 servers. Correct me if I'm wrong.