


12:59 pm
March 4, 2012

I think these would be great additions to the Donor classes we already have:
Dwarf: $10,00
- 5,000s
- Access to /spa
- Access to /heal
- Access to /res tp
- 5 Homes
- 4 Residences
- 4 Additional areas per res
- Access to /ptp
Lumberjack: $10,00
- 5,000s
- Access to /tf (Tree feller (assuming it is possible with mcmmo))
- Access to /heal
- Access to /res tp
- 5 Homes
- 4 Residences
- 4 Additional areas per res
- Access to /ptp
Archaeologist: $10,00
- 5,000s
- Access to /gdb (Giga Drill Breaker (assuming it is possible with mcmmo))
- Access to /heal
- Access to /res tp
- 5 Homes
- 4 Residences
- 4 Additional areas per res
- Access to /ptp
I think this would be a great addition to the server.
-Toxic_Dwarf
2:01 pm

Ambassador

Staff Alumni
July 13, 2012

Toxic I think that is a wonderful idea, sort of allowing an extra option at the 10 dollar mark, and asking the specific donor to make a choice! I think the only problem would be Donors in the 10 dollar mark constantly wanting to change which title they were given as to change their in game additional perk, but if there were guidelines as to how often you could move from similar donor ranks, I would have to agree that this would be a nice improvement, offering more options, and ultimately allowing for potential donors to sign up!
4:09 pm

Staff Alumni
February 1, 2012

I like the idea of a themed package, however I do have a concern with these. With Tree Feller (not so much Giga Drill Breaker) it destroys the entire tree, while both Giga Drill Breaker and Super Pick simply destroy single blocks instantly. With Tree Feller one could farm wood at an incredible rate using saplings and bone meal, as Tree Feller often returns as many if not more saplings as were used.
Again it's more of an issue with a specific perk, not the idea. I love the idea of "classes" and themed packages. It would be interesting to have packages based around playing styles as well.
Anthony Hughes
4:25 pm
February 23, 2012

One technical option, is you could offer the active MCMMO abilities at a reduced cooldown. Let Giga drill and Super pick be lower cooldowns than Tree feller, and for these skill-specific classes, let the ability cooldowns be lower than the average population.
Not sure if it is even possible to give one rank lower cooldowns for an ability or not, but just mentioning something that could even out the perks a little bit.
I don't think it would be a good idea for one class to have perma-tree-feller where they could just wack entire forests down in a half hour. If you were to go this route I would suggest lower cooldowns like I mentioned above.
Just an idea.
4:50 pm
March 4, 2012

if that is possible that could work to. I am mentioning this because I want to donate to the server and get some "good" perks while still being able to afford it....
right now i am viceroy, but I cannot keep paying $35 a month every month......and for us Canadian's on the server we have to pay a little extra for the conversion from Canadian dollars to Us dollars. Also Emulated has a very good point.....I am worried that like Emulated said people will be abusing this power to harvest massive amounts of wood....tootaboo also has a good point, if this is agreed on that it would be added these perks may be changed a lot to fit the needs and there may need to be a rule where you can't switch between these perks every month....maybe a 3 month law between switches....depends on how many people donate using these "classes"I guess..... this topic will have to discussed for a while in my opinion and maybe some trail runs before meat may even consider adding new classes.....I also think there should be a class higher than viceroy if these classes are added called "Boss" or something of that nature with all the perks like /spa and /gdb and maybe even one for swords.....
7:23 pm
August 16, 2011

3:06 am
August 18, 2011

hannahbrian said
Not sure if it is even possible to give one rank lower cooldowns for an ability or not, but just mentioning something that could even out the perks a little bit.
We already have cooldown reductions and activation time increases for Bishop and above.
As far as the "tailored" levels: On paper, its certainly something to consider. In reality, it would be an administrative nightmare, even if we had a fully automated purchasing system. The only way I would consider something like this is if there were a Change Fee for those that waffle between what they really want.
10:38 am
February 23, 2012

I've been thinking about this a lot more. I'm gonna dump some of my thoughts/opinions here as food for thought.
I really like the role playing-type aspect where the type of class you are gives your character some related perks. It reminds me of the Heroes mod.
In thinking more, though, I just think the current MCMMO skills are just too unbalanced. Maybe you could give Giga Drill breaker a super low cooldown, superpick a bit higher, and tree feller higher still, but I think it would be hard to find a fair balance.
Additionally, I don't see people buying the "Lumberjack" rank and sticking with it for long. I could see someone purchasing it for a month if they had a major project that needed a lot of wood. Beyond that, I don't think that rank would be purchased a lot.
Also, I think the /spa command kind of trumps all of the other ones. No need for Giga Drill when you can /spa everything in sight (although you won't rank up your excavation levels). The first donor amount that gives you access to /spa is the $20 level - I think the proposed "Dwarf" rank would totally cannibalize sales from the existing ranks. Maybe just a lower cooldown on the superpick ability from the mining skill?
Finally, the current upgrades page looks really nice, clean, and simple. It might be tricky to keep it that way if more options are introduced. (not saying it's impossible, but sometimes less is more).
Those are my thoughts - I'm not really leaning either way, I just thought I would feed the discussion. I think something cool could come of this...
12:41 pm

Viceroy

Senior Mod
June 1, 2012

HB brings up some really great points, especially the access to /spa destroying the higher ranks.
I've been withholding speaking on this, since I haven't really been sure what to make of it. There are merits, but also drawbacks. I see Toxic's point, in that something should be done, but there are issues:
- It CAN'T be an administrative nightmare, as frelling says. It has to be something that can be easy to set up and let loose.
- It CAN'T endanger the higher donator ranks. The skills offered should never compete with what those paying more can receive.
- It SHOULD encourage more people to donate to the $10 level.
Getting all three of those....I didn't see that happening until HB posted that link to the Heroes mod. Then I had a "eureka!" moment. Why not combine the Heroes mod in with VeteranCraft?
- As a mod, it can be set up to not be a nightmare for frelling, once properly configured.
- It should be able to be set to only activate for the $10 donators and above.
- The perks and skills of the system can be set so that:
- Non donators aren't hindered by not participating
- The perks and skills don't interfere with McMMO (which would still be active)
- The perks and skills don't surpass the higher donator levels (level cap per donator level?)
- The classes would be customizable for VeteranCraft, and capped as appropriate (no "kings")
- The "Bishop" title would need to be replaced with whatever class the player would be.
Taking that into account, I looked through the Heroes mod. Certain things, like "permitted armor" and "permitted weapons" and such would obviously not be used, but there are other perks like health modifiers, damage modifiers, and exp modifiers which might be nice to see vary from class to class.
The big thing, though, would be the skills, I think. Of the list provided, I think several could be really appealing. These skills supposedly use mana, so it would be a seperate system from the McMMO skills (and also wouldn't be overly used). Naturally, I don't know if there would be conflicts, but I'm just throwing this out there. I've removed the skills from the list below that would conflict with basic Minecraft play, McMMO, the Compass, that would be greater skills than /spa or /god, or that would violate the rules of the server (like the Pickpocket skill). Many of these are also questionable, as they seem to be geared more towards PvP:
- Antidote: Cures your target of poison.
- AssassinsBlade: Buff that poisons your sword, causing it to inflict a damage over time poison on the target.
- Backstab: Passive buff that causes you to deal more damage to a target when you strike them from behind.
- Bandage: Heals the target, as well as stops bleed effects.
- Bleed: Inflicts a damage over time bleed effect.
- Bolt: Summons a blot of lighning down on the target.
- Charge: Charges you towards the target.
- Confuse: Confuses the target, causing a drifting of aim cursor.
- Curse: Curses the target, which causes the target to have a chance to miss hitting their target.
- Disenchant: Disenchants your currently held item.
- Dispel: Removes any magical effects from the target.
- Escape Artist: Removes any efects affecting your movement.
- Excavate: Buff that boosts digging speed, and allows instant breaking of dirt blocks.
- Fire Arrow: Causes the next arrow you shoot to light the target it hits on fre.
- Fireball: Shoots a fireballs that ignites the target.
- Gills: Allows you to breath underwater for a short time.
- Group Heal: Heals nearby members of your party.
- Harmtouch: Deals damage to a target in melee range.
- IceArrow: Causes the next arrow you shoot to deal ice damage and slow the target that it hits.
- Icebolt: Shoots a bolt of ice at the target, and extinguishes them if they are on fire.
- Invuln: Makes you temporarily immune to all damage.
- Jump: Causes you to jump several blocks in the air.
- Layhands: Fully heals the target.
- Mark: Marks a point on the world for use with recall.
- Might: Boosts your parties damage with all weapons.
- One: Provides a short term movement speed boost.
- Poison: Inflicts a poison damage over time effect on the target.
- PoisonArrow: Causes the next arrow you shoot to poison the target it hits.
- Port: Teleports you and your party to a set location, locations must be set in the skills.yml file.
- Pray: Heals the target for a set amount.
- Recall: Teleports you to the point set by mark.
- Root: Immobilizes the target for several seconds.
- Shield: Causes a shield item to absorb a portion of incoming damage, shield items are doors and trapdoors, must be in hand to absorb damage.
- Slow: Causes the target to move slower for a time.
- Smite: Strikes the player with damage from range.
- Smoke: Causes you to disappear completely from view for a time, dealing/taking damage ends the effect.
- Sneak: Allows for sneaking at full movement speed.
- SuperJump: Launches you into the air, and gives you short term safefall.
- Superheat: Superheats a pickaxe, causing it to smelt blocks it breaks for a time.
- Taunt: Taunts enemies around you, causing them to target you over other players.
- Telekinesis: Allows long range use of buttons and levers.
- Web: Catches your target in web blocks.
- Wisdom: Boosts your party’s mana regeneration rate for a time.
And I'm sure if this is possible, the list would have to be further refined. Just from looking at the list, though, a "Dwarf"-like class with the Superheat skill would be very useful. The classes themselves could be kept limited, and the perks and skills divided between them. Miner, Hunter, Doctor, Magician, Tumbler....I think that would do it.
But to bring this back to the original idea, and to sum up:
- Classes should be able to be placed into our standard group structure, I think, so once a Dwarf class is set up in Heroes, for example, it should be a small matter to modify the McMMO skill to suit it.
- Classes would have to be worked at, so simply switching gears wouldn't be so simple, and it would take some dedication, as far as I can tell.
- The perks and skills would make the $10 donation much more desireable, but as far as I can see the skills wouldn't break the gameplay. And if the higher donator ranks are also able to make use of the system, all the better.
Anyways, that's just my thought. I agree again with HB that making upgrades more diverse would also make them much more complicated, so it would really all depend on how easy this would be to setup, maintain, and promote. The clincher, I feel, would be getting it set up so that the Heroes classes work seamlessly with the donator groups, so meat and frell wouldn't have to micromanage it. Feel free to shoot this down, of course, or revise.
3:48 pm
November 25, 2012

If Mcmmo is messed with to much as far as cooldowns etc then it eventually turns into /spa. Plus as stated above if /spa and such were available for $10 a month then almost no one would purchase one of the currently set higher ranks. I like it where god mode and spa are only available to people who are donating alot to the server upkeep and overhead. If the server needed more money Meat could consider selling schillings, like one off purchases $1/1k etc. Special ranks like Mayor or Governor that offer discounted residencing of places or more residence slots or homes maybe might be something to consider.
*Also adding /seen ability to donators or certain ranks would be useful so we would not have to pester staff and could see last time members of our towns were online.
4:45 pm

Staff Alumni
February 1, 2012

*Also adding /seen ability to donators or certain ranks would be useful so we would not have to pester staff and could see last time members of our towns were online.
I believe once we're more automated this information will be available on the website, along with shop transaction history and the like.
Anthony Hughes
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