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Suggestion Incentivizing Building and Encouraging Creativity.

Jrr_

Architect
Balance Team
Adventure Team
Legacy Supporter 3
Joined
Oct 27, 2012
Likes
149
Location
Straya
#21
Autobuild will never be allowed, but I could see us letting schematica for viewing purposes only being allowed, but ultimately it would be @Kainzo decision.
you can do this already, you can't block it I'm pretty sure. You can only block the auto build feature.
 
Joined
Dec 26, 2012
Likes
43
#22
Keep inventory on death for town members while in town and full drop/no deathchest for raiders could be one good way to add risk to raiders and disincentivize box towns.

On another note, it would be cool to have monthly/bi-monthly or however often competitions for towns to make maps integrated into their town that could be copy pasted and used in the arenas, with a payout of rent or something and a feature mention when players load into said map on arenas, and the community favorites could stay in rotation and keep giving (possibly increasing)payout while new maps come in from the next competitions, as a king-of-the-hill kind of thing. A sense of pride is always a great factor pushing beautiful town builds and publicity could play well into this.
 
Joined
Aug 19, 2021
Likes
8
Location
United States
#23
Keep inventory on death for town members while in town and full drop/no deathchest for raiders could be one good way to add risk to raiders and disincentivize box towns.

On another note, it would be cool to have monthly/bi-monthly or however often competitions for towns to make maps integrated into their town that could be copy pasted and used in the arenas, with a payout of rent or something and a feature mention when players load into said map on arenas, and the community favorites could stay in rotation and keep giving (possibly increasing)payout while new maps come in from the next competitions, as a king-of-the-hill kind of thing. A sense of pride is always a great factor pushing beautiful town builds and publicity could play well into this.
Not really all for the keeping inventory option, but then again I could be biased because I'm not even a fan of the AngelChest system currently, Raiding players already has the risk that you are going into unfamiliar territory while having the threat of them able to Teleport back into their town. There has to be some reward for raiding players I think not just full risk no reward. Theres already so many things IMO that prevent players from actually wanting to PVP and sadly PVP is a huge part of most of the large MMOs content.
 
Joined
Aug 24, 2021
Likes
3
Location
USA EST Timezone
#24
Not really all for the keeping inventory option, but then again I could be biased because I'm not even a fan of the AngelChest system currently, Raiding players already has the risk that you are going into unfamiliar territory while having the threat of them able to Teleport back into their town. There has to be some reward for raiding players I think not just full risk no reward. Theres already so many things IMO that prevent players from actually wanting to PVP and sadly PVP is a huge part of most of the large MMOs content.
I think you and Weikauno are both saying something reasonable, I think ideally finding a middle ground between what you 2 are suggesting would be the best thing to do, because you both say things that have a point imo, so it shouldn't totally be what you suggest, or totally be what Weikauno suggested imo.
 
Joined
Dec 26, 2012
Likes
43
#25
Not really all for the keeping inventory option, but then again I could be biased because I'm not even a fan of the AngelChest system currently, Raiding players already has the risk that you are going into unfamiliar territory while having the threat of them able to Teleport back into their town. There has to be some reward for raiding players I think not just full risk no reward. Theres already so many things IMO that prevent players from actually wanting to PVP and sadly PVP is a huge part of most of the large MMOs content.
The classic 2012 herocraft style of raiding and looting chests, robbing towns/players dry isn't exactly the best experience for players that aren't great at PVP, and losing building materials while in your own town feels pretty bad. I don't really like the death chest system either, imo it just promotes camping and repeat killing of defenseless players. I'd be fine with death chests being removed.

I'd argue it'd be better for player retention for keep inventory to be applied universally(I know, not very hardcore), and for other incentives like high xp gains and a percentage of the victim's money to be incentives to PVP out in the open world, keeping my first paragraph of this post in mind. It's not exactly easy to hop back on the server and want to play after you get ganked and lose dozens to hundreds of hours of items because you decided to move your valuables through the wrong neighborhood at the wrong time. It's like the inverse of the "teach a man to fish" analogy, take away a man's fish and he'll be hungry for a day, but take away a man's fishing rod and he'll be hungry for life.

Also on PVP incentive: just throwing an idea out there, maybe with the return of town halls, they could also function something like the old PVP castles(this could tie in with the map-making competition I mentioned in my other post). Capturing or defending the hall would give an xp and/or item drop boost or a sum of money to the winning town scaling depending on how many raiders are there and how many town members are there. These boosts could be small, but able to stack if going on a defending/raiding winning streak. Failing to cap or defend would result in the boosts being reset to zero, so there is always an incentive to keep raiding or defending. There would have to be some kind of mechanic to make the fight a bit more fair for the raiders, something like whenever a town member dies defending, they get a debuff called "low morale" that lowers their max health until the raid is over, or something like that since they would be able to flood in by warping into town.

edit: I think keep inventory really comes down to an economy issue, the potency of its effect can be very different depending on where and how players can source items/materials and money, i.e. how easily replaceable items are, and to what extent we want the server to be hardcore. Gotta understand the line between so much risk that it's not worth even logging on and trying and so little risk that there's no sense of adventure.
 
Last edited:
Joined
Aug 19, 2021
Likes
8
Location
United States
#26
The classic 2012 herocraft style of raiding and looting chests, robbing towns/players dry isn't exactly the best experience for players that aren't great at PVP, and losing building materials while in your own town feels pretty bad. I don't really like the death chest system either, imo it just promotes camping and repeat killing of defenseless players. I'd be fine with death chests being removed.

I'd argue it'd be better for player retention for keep inventory to be applied universally(I know, not very hardcore), and for other incentives like high xp gains and a percentage of the victim's money to be incentives to PVP out in the open world, keeping my first paragraph of this post in mind. It's not exactly easy to hop back on the server and want to play after you get ganked and lose dozens to hundreds of hours of items because you decided to move your valuables through the wrong neighborhood at the wrong time. It's like the inverse of the "teach a man to fish" analogy, take away a man's fish and he'll be hungry for a day, but take away a man's fishing rod and he'll be hungry for life.

Also on PVP incentive: just throwing an idea out there, maybe with the return of town halls, they could also function something like the old PVP castles(this could tie in with the map-making competition I mentioned in my other post). Capturing or defending the hall would give an xp and/or item drop boost or a sum of money to the winning town scaling depending on how many raiders are there and how many town members are there. These boosts could be small, but able to stack if going on a defending/raiding winning streak. Failing to cap or defend would result in the boosts being reset to zero, so there is always an incentive to keep raiding or defending. There would have to be some kind of mechanic to make the fight a bit more fair for the raiders, something like whenever a town member dies defending, they get a debuff called "low morale" that lowers their max health until the raid is over, or something like that since they would be able to flood in by warping into town.

edit: I think keep inventory really comes down to an economy issue, the potency of its effect can be very different depending on where and how players can source items/materials and money, i.e. how easily replaceable items are, and to what extent we want the server to be hardcore. Gotta understand the line between so much risk that it's not worth even logging on and trying and so little risk that there's no sense of adventure.

I agree losing everything is a huge let down and demoralizing however that's what makes mc so fun right? also knowing theres that major risk of losing everything, or going on the hunt and knowing you could gain everything or lose everything. Sadly HC rn is "Get good items store them in a chest bc nobody pvps" u kill a player best thing you will get is 4 leather and 8 steak. maybe a diamond tool.
 
Joined
Dec 26, 2012
Likes
43
#27
I agree losing everything is a huge let down and demoralizing however that's what makes mc so fun right? also knowing theres that major risk of losing everything, or going on the hunt and knowing you could gain everything or lose everything. Sadly HC rn is "Get good items store them in a chest bc nobody pvps" u kill a player best thing you will get is 4 leather and 8 steak. maybe a diamond tool.
Yes, the thrill of looting your enemies and the possibility of losing your inventory gives a great sense of suspense and authenticity, however it doesn't really work well as a long-term gameplay loop for a live server that wants to keep a population, especially when the looting is all one-sided.
 
Joined
Aug 19, 2021
Likes
8
Location
United States
#28
Yes, the thrill of looting your enemies and the possibility of losing your inventory gives a great sense of suspense and authenticity, however it doesn't really work well as a long-term gameplay loop for a live server that wants to keep a population, especially when the looting is all one-sided.
I feel plenty of servers that do full loot do great population wise idk though, turning this game into something like WoW is going to be a knockoff version of WoW and people would prob rather go play that than this. Maybe it'll work who knows. Full loots awesome and tons of Full loot servers do just fine even HC did just fine back in the day. Aside from full loot I think content is a main thing and is key.
 
Joined
Dec 26, 2012
Likes
43
#29
I feel plenty of servers that do full loot do great population wise idk though, turning this game into something like WoW is going to be a knockoff version of WoW and people would prob rather go play that than this. Maybe it'll work who knows. Full loots awesome and tons of Full loot servers do just fine even HC did just fine back in the day. Aside from full loot I think content is a main thing and is key.
Yeah, I think if we get balance and the new player intro right full drop could be just fine.
 
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