Wall of text* (
You were warned)
First off let me just say what this thread is NOT about:
· Doomsaying
· Blaming
· Demonizing
· And/or persecuting
Please note:
Now I was going to make this thread in the staff forums when I thought to myself “that would completely destroy the point of this”. This is a thread created for the purpose of making a discussion about the server’s present and future, and those who post comments that are spiteful, toxic, or offtopic will receive forum warnings and post removal. The community we have is a nice one. Herocraft is the #1 in terms of activity on MCF in terms of page views (
which is well over 1 million) under all survival servers.
If that doesn’t mean anything to you then I’d also like to mention that Herocraft is also an old community that has survived mainly by constantly attracting people, and providing content that they enjoy. Whether it be completely new or improved.
I bring this up not because I believe the community and server are in danger but rather, there are steps that we can take to improve them now. Some things will obviously always affect Herocraft’s player base that cannot be stopped or avoided. These are not the things we’ll be talking about.
It’s no surprise to anyone when I say that Herocraft’s recent server population has seen better days. I will start off by saying nothing we do will increase the amount of players overnight. There isn’t a magic silver bullet and there isn’t a single entity to blame. Like I said before this is
partially due to forces Herocraft has no control over likeschool/work,
interest in other games/like of interest in minecraft, and
many more.
There are many in the community who are strongly concerned with the goals, offerings, and objectives in Herocraft (AKA the reason for playing). Many would tell you PvP is the main offer while others would tell you playing with friends. The fact of the matter is PvP has always been one of the stronger concepts of Herocraft which isn’t necessarily negative to say. The reason some in the community are concerned is because they feel the goals and objectives associated with their favorite offering are lacking.
This is largely due to the fact that PvP is slightly limited by both game mechanics and the server’s economy.
I do believe it would be reasonable to get to the biggest elephant in the room and that would be the grinding:
The Grind
Outside of Herocraft and Minecraft together when you tell people about a game (mostly RPGs) and mention any kind of grinding they will almost instantly get a sick look on their face and think of the one of the biggest killer of games,
Repetition. You can cheer them up by making the grind one or more of the following:
· Rewarding
· Challenging (Not too much) and Enjoyable
· Varied and Entertaining
What can really do a game in is if little is done to silence the monotony. This repetition is present currently in Herocraft and I believe that it can be changed say that the grind feels less like grinding. For grinding to be better it needs to work well with game mechanics and in Minecraft’s/Herocraft’s, server side economy. The grinding of exp has pretty much always been linked to the economy of the server since mobs have and currently drop currency. This makes tackling potential issues with either difficult without changing or affecting the other.
Main Points
· Players must not only feel rewarded but actually rewarding when grinding
· Steps need to be taken to silence the monotony of grinding
· Grinding and the economy must be fine tuned to promote all aspects of play full as opposed to little bits of some.
· Or just flat out easier (connects to monotony)
The Economy & Professions:
Secondary crafter specs are meant to give the player a boost in the economy.
What happens when professions no longer make any meaningful difference other than game mechanics? To be blunt they become unnecessary to the players. When players abandon the economy it will mainly become something only ever used when rare/unobtainable items are on the line. When it comes to professions the course of action becomes relatively simple. Make them more relative to the economy and game, or give their permissions and aspects to the other professions and remove the class altogether.
The types of Professions (
currently)
· Cool game mechanics but little interaction with the economy
o Engineer, miner, Runesmith, Enchanter, Alchemist
· Economy interaction but no interesting game mechanics
o Merchant, Smith
· Neither
o Farmer
Main Points
· Professions must become more prevalent
· Server sponsored items should not require monotonous grinding to achieve
· Professions need to be cleaned up in terms of usefulness and possible even new one added with new concepts surrounding them
Staff Members
As a member of staff I feel the need to explain to the community what exactly we are and what we do. In the hopes that those who still don’t understand staff I will make a list.
Staff are:
· Volunteers who expect nothing in return ( High staff like
[USERGROUP=12]@Moderators[/USERGROUP] ,
[USERGROUP=15]@Coders[/USERGROUP] ,
[USERGROUP=9]@Admins[/USERGROUP] know what I mean)
· Promoted on trust and represent the server when they do their job correctly
· Are here to help people and provide and maintain the proper environment
· Are NOT robots. We have lives
· Can be overwhelmed
When I see people yelling at staff members I honestly want to tear one of their arms off and bitch slap them with it.
Classes/Heroes
Now a big thing for a lot of people on the server is a word that comes up a lot. Balance. However, this doesn’t only mean PvP. People need to understand that balance also applies to game mechanics and PvE. With Heroes being arguable one of the main features of Herocraft great detail is put on them. With 17 classes and more to come, balance can get complicated. I find it reasonable to assume so. Though I feel that some things have been overlooked when it comes to balance.
I’ll be a little frank. Some classes atm are clearly better than others. It’s a fact and it’s universally understood by some in the community. The frustration occurs when players think that staff either do not care or are unwilling to act. I will say that not all staff members are equally connected to class balancing, but some know it very well and push for changes. Even
@Kainzo has started something he thinks will help solve the issues currently facing balance. Currently they look promising even though they have attracted some negative attention. Clearing the way for balance is leading for more input from the balance team, more results, and even new classes being planned.
Things needed & things being done
· Overall class balance
· Making sure there aren’t overplayed classes because of strength
· Keeping it fresh by occasionally release new classes
· Having the community have a say in how classes should be balanced (numbers and not concept)
Objectives & mechanics
Game mechanics and objectives are ultimately what give a game life. Having players define this is dangerous. Meaning, if you have players decide there are no worthwhile objective then interest in the game will decline rapidly. There has been work in this field by adding conquest points around the PvP and the newly added TnT, also on TnT. There are, however, questions we now have to ask:
· Are they properly integrated?
· What can be done to improve them?
· Should PvE get objectives?
· Should different kinds of objectives be added?
When I ask people in-game these questions I generally get mixed answers. I will list some of the other answers that I agree with bellow.
· TnT blasts need to last much longer if people will ever hope to raid full townships
· Objectives need to give rewards that the economy can actually support
· Rewards must have real value
· More and different objectives are needed
· They should be simple and easy to follow
This is where I stop. I would like staff and the community to not only comment on these issues but to discuss those they think should be that I didn’t include. Remember keep it civil.
@Kainzo |
[USERGROUP=41]@Wiki Team[/USERGROUP] |
[USERGROUP=12]@Moderators[/USERGROUP] |
[USERGROUP=9]@Admins[/USERGROUP] |
[USERGROUP=17]@Proctors[/USERGROUP] |
[USERGROUP=34]@Architects[/USERGROUP] |
[USERGROUP=47]@Rules Council[/USERGROUP] |
[USERGROUP=39]@Heralds[/USERGROUP] |
[USERGROUP=38]@Balance Team[/USERGROUP] |
[USERGROUP=35]@Guides[/USERGROUP] |
[USERGROUP=15]@Coders[/USERGROUP] |
[USERGROUP=45]@Event Team[/USERGROUP] | @others