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HEROCRAFT MEETING - Sun 1/16 @ 6pm CT

Ilsyde

Legacy Supporter 4
Joined
Jan 9, 2011
That would be appreciated. Had to go to bed 2 hours before the meeting started. I hate early shifts sooo much.

How many peeps from EU/Asia etc. couldn't make it, I wonder.
 

Ilsyde

Legacy Supporter 4
Joined
Jan 9, 2011
Thank you.

Here is a tl;dr version for everyone else who wasn't able to attend and is not planning to read all those pages. My apologies if it's not 100% accurate, I mostly read Kainzo's replies as that's what matters the most.

1) Herocraft forums
grey/black/blue color scheme stays, those are the Herocraft colors
text size might get bigger and width will be reduced/dynamic
proper front page with info, as discussed earlier in the Suggestions thread
more suggestions are always welcome
there is a team of 10 people working on the forum

2) map expansion
an extra 100-500 radius will be added so we can get our hands on lapis lazuli

3) PvP rules
logging out won't save you from a fight anymore (no idea how this will be done)

4) wasteland rules (PvP and theft)
new rules are being worked on

5) redstone in economy
everything stays as it is

6) ???

7) spells
obvious landmarks, so spell dungeons can be found easier
spells without dungeons are hidden and their location won't be given out
T5 might get an expensive 5s invulnerability spell (cost = e.g. 1 gold bar)
maybe a haste spell
no weapon enhancements

8) teleportation and travel system
Algebraic is working on the cart stations
tracks will get protected
cart decay is 600s (10mins) atm, this might change
rail system must be free to use

9) townships (cost, size)
new prefixes for mayors and second in commands e.g. Fio-M*TrinityDown
where settlement name is 2-3 letters

10) leveling (crafting/mining included)
more friendly, no need to use wooden weapons for too long
chance of getting rare materials when mining standard blocks (especially on higher levels)

11) profession system
Rogue, Paladin, Ranger, Mage, Cleric
different abilities for different roles
for example: Mage can cast spells cheaper and has a starter set, Diplomat is immune to PvP
usage: either /makeme X (cooldown is few days) OR using the existing ticket system
two professions maximum at the same time

12) heroes vs villains
if you hit/kill someone that isn't flagged as a murderer or not at war with you, one token is added
15 tokens mean you're now flagged as a murderer
you lose tokens when killed
murderers might have colored nametags

The official meeting lasted almost one and a half hours.
 

Kaliven

Gold
Joined
Jan 12, 2011
First off Ilsyde thank you for the TLDR. I didn't get to make the full meeting due to a death in the family, but I wanted to chime in real fast, as a mayor and all.




1.) I love the forums other then the font size is a bit small, but I could manage that myself if it bothered me.

2.) Yay

3.) Double yay! (I also hear bukkit removes /spawn)

4.) I'm happy its being clarified, being a Roleplayed Villain is hard enough without knowing where the line to not cross actually is.

5.) didn't know it was an issue Blasphemy has plenty of redstone =P

6.) ???

7.) No problems

8.) Will they be protected from grief, AND PVP the reason I ask, I wanted to push a cow on the tracks and rob a train, old west style. (it ain't easy being a villain) Which would provide jobs for train protectors

9.) That's cool, are we still doing alignments? like I'd be BLA-EM*Kaliven

10.)

Ilsyde said:
Thank you.

Here is a tl;dr version for everyone else who wasn't able to attend and is not planning to read all those pages. My apologies if it's not 100% accurate, I mostly read Kainzo's replies as that's what matters the most.

1) Herocraft forums
grey/black/blue color scheme stays, those are the Herocraft colors
text size might get bigger and width will be reduced/dynamic
proper front page with info, as discussed earlier in the Suggestions thread
more suggestions are always welcome
there is a team of 10 people working on the forum

2) map expansion
an extra 100-500 radius will be added so we can get our hands on lapis lazuli

3) PvP rules
logging out won't save you from a fight anymore (no idea how this will be done)

4) wasteland rules (PvP and theft)
new rules are being worked on

5) redstone in economy
everything stays as it is

6) ???

7) spells
obvious landmarks, so spell dungeons can be found easier
spells without dungeons are hidden and their location won't be given out
T5 might get an expensive 5s invulnerability spell (cost = e.g. 1 gold bar)
maybe a haste spell
no weapon enhancements

8) teleportation and travel system
Algebraic is working on the cart stations
tracks will get protected
cart decay is 600s (10mins) atm, this might change
rail system must be free to use

9) townships (cost, size)
new prefixes for mayors and second in commands e.g. Fio-M*TrinityDown
where settlement name is 2-3 letters

10) leveling (crafting/mining included)
more friendly, no need to use wooden weapons for too long
chance of getting rare materials when mining standard blocks (especially on higher levels)

11) profession system
Rogue, Paladin, Ranger, Mage, Cleric
different abilities for different roles
for example: Mage can cast spells cheaper and has a starter set, Diplomat is immune to PvP
usage: either /makeme X (cooldown is few days) OR using the existing ticket system
two professions maximum at the same time

12) heroes vs villains
if you hit/kill someone that isn't flagged as a murderer or not at war with you, one token is added
15 tokens mean you're now flagged as a murderer
you lose tokens when killed
murderers might have colored nametags

The official meeting lasted almost one and a half hours.
 

Kaliven

Gold
Joined
Jan 12, 2011
Ilsyde said:
Here is a tl;dr version for everyone else who wasn't able to attend and is not planning to read all those pages. My apologies if it's not 100% accurate, I mostly read Kainzo's replies as that's what matters the most.


First off Ilsyde thank you for the TLDR. I didn't get to make the full meeting due to a death in the family, but I wanted to chime in real fast, as a mayor and all.

1) Herocraft forums

1.) I love the forums other then the font size is a bit small, but I could manage that myself if it bothered me.

2) Map size

2.) Yay

3) Log out won't save you in PVP

3.) Double yay! (I also hear bukkit removes /spawn)

4) wasteland rules (PvP and theft)

4.) I'm happy its being clarified, being a Roleplayed Villain is hard enough without knowing where the line to not cross actually is.

5) redstone in economy

5.) didn't know it was an issue Blasphemy has plenty of redstone =P

6.) ???

7) spells
7.) No problems

8) Railroads and protection

8.) Will they be protected from grief, AND PVP the reason I ask, I wanted to push a cow on the tracks and rob a train, old west style. (it ain't easy being a villain) Which would provide jobs for train protectors

9) townships (cost, size)
new prefixes for mayors and second in commands e.g. Fio-M*TrinityDown
where settlement name is 2-3 letters[/b]

9.) That's cool, are we still doing alignments? like I'd be BLA-EM*Kaliven

10) leveling (crafting/mining included)[/b]
more friendly, no need to use wooden weapons for too long
chance of getting rare materials when mining standard blocks (especially on higher levels)
10.) surely interesting, I'd like to see it fully fleshed out, I support the non-combat aspects, its unfair to fight vs a guy with diamond sword when you only have access to stone.

11) Profession system[/b]
Rogue, Paladin, Ranger, Mage, Cleric
different abilities for different roles
for example: Mage can cast spells cheaper and has a starter set, Diplomat is immune to PvP
usage: either /makeme X (cooldown is few days) OR using the existing ticket system
two professions maximum at the same time

11.) I love the idea, Can I call myself Shadowknight if I'm an evil paladin?
-- I DO not like diplomat option, whats to stop everyone from being lol diplomats, we might as well move to a non pvp server. -- I'd much rather diplomats have to hire bodyguards to protect them. not a fan of 2 professions at a time, at least to start.

If diplomats had maybe a brief temp imunity like donors but lost all other powers, that'd be cool.


12) heroes vs villains
if you hit/kill someone that isn't flagged as a murderer or not at war with you, one token is added
15 tokens mean you're now flagged as a murderer
you lose tokens when killed
murderers might have colored nametags

12. I really have a disliking for this, I mean realistically, I think its the players who can govern their own alignments, people know that I am a villain, people know bargraphics will gank you in a dark alley, and most of the "good guys" are villains too... I want to wander the waste lands and wonder if this person is going to attack me, I want to have to bring friends on expeditions, I want the risk involved. I don't want to create more work on admins or mods to have to baby sit our actions to tell us if we're good guys or not, its frankly a waste of your time. That being said, declaring evil gets me a red name tag, THAT I am ok with.
 
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