PVP on our Survival server, Vote!
- Pri
- Site Admin
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PVP on our Survival server, Vote!
Please vote honestly. One vote per person no bots no cheating.
- crazyspazman
- Architect
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Re: PVP on our Survival server, Vote!
btw, me and JJ made a pvp arena (and i found a double dungeon thingy underneath it which we use as an exp farm) if youd like to use that as the arena.
- fireapple9
- Apprentice
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Re: PVP on our Survival server, Vote!
I think that PVP should stay how it is, but you should make it so that you cant just randomly kill people *COUGH* Minecats *COUGH*
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- skoch26
- Master Crafter
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Re: PVP on our Survival server, Vote!
lol what do you think pvp is? not randomly killing people?fireapple9 wrote:I think that PVP should stay how it is, but you should make it so that you cant just randomly kill people *COUGH* Minecats *COUGH*
- fireapple9
- Apprentice
Post
Re: PVP on our Survival server, Vote!
Yeah I guess your right. Still I don't think it should be confined to arenas. It kinda gets rid of the survival feel.lol what do you think pvp is? not randomly killing people?
IM LIKE GOD...
ONLY IM NOT
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- alexcarlson
- Member
- Contact:
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Re: PVP on our Survival server, Vote!
I say keep it as it is and warn people for people like minecats, they are like territorial dogs
"crazy is the american version of speed" - Dumskalle123
"I shall stay on this server forever so I get new friends and becomes one in the staff" - Alex
"It's true the servers are back online." - Pri
"I shall stay on this server forever so I get new friends and becomes one in the staff" - Alex
"It's true the servers are back online." - Pri
- conankhan
- Supporter
Post
Re: PVP on our Survival server, Vote!
My take is that survival is survival and part of joining a public server is the PVP aspect. And I have had some serious loot taken from me post hunt down and kill so I don't say that lightly! Brigands are a part of wilderness survival - fellow humans have always been far more dangerous than mobs! The PVP aspect adds a level of danger and strategy that makes the server what it is.
That being said I know that a big part of the argument is losing peeps who feel they are being cheated. After all it's not the killing - it's the taking of loot that makes one want to leave. I have felt this way myself! And I probably will again, honestly. I seem to have a target somewhere on my player's skin....
Here are some suggestions:
1. A 1-2 week grace period for no kill and/or no steal. That would give new players a chance to get a feel for the place and make some alliances as well as gather resources to make weapons and armor.
2. Designated wilderness (ie basically less of it) that yields higher xp and ore.
3. (My personal favorite) A Rule of / Right to Challenge. The 'victim' will have a right to challenge the brigand/killer to EQUAL combat (ie same armor and weapons) in the arena in order to have 1 chance to get their stuff back or their valuables like armor,weapons, tools and ores, say iron or better.
This last one would add a level of complication for the brigand.
All of these suggestions add complication for the administrators, however. One of main arguments would be what was taken at the time of a kill.
Just my two cents worth after drinking too much coffee.
That being said I know that a big part of the argument is losing peeps who feel they are being cheated. After all it's not the killing - it's the taking of loot that makes one want to leave. I have felt this way myself! And I probably will again, honestly. I seem to have a target somewhere on my player's skin....
Here are some suggestions:
1. A 1-2 week grace period for no kill and/or no steal. That would give new players a chance to get a feel for the place and make some alliances as well as gather resources to make weapons and armor.
2. Designated wilderness (ie basically less of it) that yields higher xp and ore.
3. (My personal favorite) A Rule of / Right to Challenge. The 'victim' will have a right to challenge the brigand/killer to EQUAL combat (ie same armor and weapons) in the arena in order to have 1 chance to get their stuff back or their valuables like armor,weapons, tools and ores, say iron or better.
This last one would add a level of complication for the brigand.
All of these suggestions add complication for the administrators, however. One of main arguments would be what was taken at the time of a kill.
Just my two cents worth after drinking too much coffee.
- PandaOwnage
- Supporter
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- Pri
- Site Admin
Post
Re: PVP on our Survival server, Vote!
I've come up with a better solution to keep players and appease PVP'ers if you are killed you no longer lose any items aslong as you have $5 in your iconomy account. For each PVP related death you will be charged $5 to keep your inventory.
PVP will thus stay on server wide. Any XP you have when you are killed will however fall to the ground and the person that killed you will get it.
PVP will thus stay on server wide. Any XP you have when you are killed will however fall to the ground and the person that killed you will get it.
- Dumskalle123
- Supporter
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Re: PVP on our Survival server, Vote!
Yeah, that sounds good.
"what this can do da jump enemy?" - freakboy31
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