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MCMMO

Discussion in 'Feedback/Suggestions' started by ToonLink101, May 12, 2015.

  1. ToonLink101 SuperVIP

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    I'm probably missing something, and there is probably a reason we don't have it, but don't blame me! I haven't been back for about 3 months. If we can have it, it would be awesome! I loved seeing my levels go up, and enjoying the perks that came with those levels. I'm sure if we can have it, other players will enjoy it as well as I have been. If we can't have it, damn :(
  2. ntall1 CCraft Team Admin

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    It simply because McMMo is not a great plugin. From a mechanics perspective and more importantly from a administrative perspective.

    The plugin has a hodge podge of features that are not cohesive with each other, and because its a massive community protect with each individual part coded by different people it does not even run optimally on the server. I do not really want to add something to the server with will create performance issues, bugs, and exploits just to add a few gimick features.

    If a better alternative exists, I would be more than willing to check it out, but McMMo is just not a quality plugin. I'm not even sure that its keeping up with the spigot updates, remember a lot of devs abandoned bukkit plugin development after Mojang screwed them all over.
  3. ToonLink101 SuperVIP

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  4. ntall1 CCraft Team Admin

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    All that plugin seems to do is give players money or items as they level up. Minecraft economies are hard enough to maintain without continually adding ways for players to generate more resources and currency.

    We have looked at a lot of RPG plugins and every one has features that do not support long lasting economies. If we did map resets every 3 months, we would not have to worry about a stable economy and could add all sorts of ways for players to obtain lots of items and currency, but that is not the case.

    I am very interested in some sort of RPG plugin for the server, but it has to add things to the game that create ways for players to generate unique resources, not just give players a carrot on a stick that over produces non unique resources.
  5. linc7991 Master

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    I agree with ntall. Our economy already isn't that great, and adding a more ways to mass produce items will destroy it completely. However, as I have spoken with ntall before, I do think a profession system would make things better. Also, more rare item would also help trading between as there will be more higher priced items.
  6. oogla SuperVIP

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    We had a profession system for a while. Personally I hated it. As a person who is basically a DIYer, being unable to farm my crops myself because I also wanted to mine ores was super annoying. I really don't see the point of locking people out of being able to play an arbitrary part of the game because they choose to be a "miner" instead of a "farmer" or whatever.

    As for trying to stimulate the economy with professions so people will trade more, I don't like that either. If I am not interested in trading stuff, then forcing me to do so by gimping what I can do in game isn't a good solution IMO.

    The truth of the matter is that Charliecraft simply doesn't have a big enough population to have a healthy thriving economy. I know this sounds pretty pessimistic, but I've been playing on this server for years now and watched ntall struggle with this and try every solution that could possibly be thought of to make it better. There's just not enough people on this server for someone to be able to sustain themselves by just selling stuff to other players. This is why there always has to be some outside the player economy way for people to get money to build and sustain their towns, like the current money accrual while logged in system or some sort of way to sell common stuff like coal to the server or monsters dropping money.
  7. ntall1 CCraft Team Admin

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    That is because restriction based profession systems suck, well, for Minecraft anyway.

    If I do ever do a profession system again, it will not restrict normal features, but enable players to create enhanced resources by leveling up the profession. An example would be, if a player chooses blacksmith, this player could learn new recipes has s/he levels that will allow them to craft swords with enchants, or possibly raise the enchants already on an item. These are just a few examples/ideas.
    oogla and Pixel_Dave like this.
  8. linc7991 Master

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    You misunderstand me. I do not support a restrictive profession system whatsoever. Rather, I was suggesting something like Ntall said in his previous post. The professions will ENHANCE the items of that profession. These professions can be changed, though! So you're not stuck with the first one you pick. However, to prevent people from just constantly changing professions, a cost and/or time barrier could be placed to prevent this. Additionally, people will be more eager to earn money so they may change, or even upgrade maybe, their professions. I mean, look at what was posted in the forum post for Interra mayors. Taraborn has announced a system of jobs already being proposed to towns in Interra. A plugin to manage a profession system would make said system even more legitimate.
    While this would definitely add value to trading others for items, it will not solve the issue. You are correct in saying CharlieCraft would benefit from having more players. Though, it would be nice to have a (more) stable economy before the summer comes and a rush of population floods the markets with mass produced items. Honestly, I think making certain items harder to mass produce would benefit, but I do see where many players would be put off by this.
    Balancing a server economy is very difficult. No doubt, ntall has a very hard task he is faced with. Finding a balance of those who would like to see our economy put to use, much like myself, and those who would rather play all alone and be self sufficient, is s difficult mixture. Unfortunately, we cannot create new physical content like real MMOs do. We are limited to only modifying the server (Without jeopardizing the entire population with mods, which would not be good).
    Oh, and one thing that did put me off were the Drop Parties. Now, I COMPLETELY understand their purpose, and why players love them. But every time I see one started, I can hear our economy screaming "help me." Not to say ntall should just remove them, because I know exactly why we have them and why they're effective. Hmm... now perhaps if towns had more upkeep... maybe like more cost and maybe those really cheap resources. Ehh... Just an idea that would be hard to implement. Maybe I'll think of something I can share with ntall, or maybe I won't. ;)

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