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RPPvE Update 1.1

Discussion in 'CharlieCraft News' started by ntall1, May 9, 2012.

  1. ntall1 CCraft Team Admin

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    RPPvE Update 1.1

    Today we have a small update changing some of the numbers of the server, and added in players ability to teleport to each other.


    Hero's Update
    • Alchemist/Enchanter have been removed, and added to every class.
      • Players who were these classes are able to receive a free transfer if you contact ntall1 here on the website or in game.
    • Prices - Prices to switch classes have been lowered.
      • Swap Class - c75
      • Swap back to old Class - c50
    Slime Drop Rate
    • Slime drop rate has been doubled - Players should now see a good amount more slime dropping when mining and gathering.
    Teleportation
    • Players can now teleport freely to each other.
      • /tpa
      • /tpaccept
      • /tpdeny
    Homes
    • The cost to set ones home has been lowered.
      • /sethome - c35
    We want to start making some changes to the hero classes but still need feedback on whats working, fun, and not fun about the hero classes before we can make changes to skills, and playability. So please post all your feedback on hero classes here so we can keep it all in one place for the next update.

    -ntall1
    battleship00 and Chartos like this.
  2. gale50000000 Member

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    Teleporting! Excellent!
  3. Chartos Member

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    i'm a miner and only bug that i noticed is that every time when i mine a ore i get damage
    i think that it would be nice that all professions get a +0.15% chance of double drop per level
  4. danalec VIP Supporter

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    so this means that i have a 6% slime drop rate now right?
  5. jmgilbert Member

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    From Healer thread:
    -Possible look at smite skill for healer/cleric - Some want a better "support" spell out of this as it seems both too weak and too slow to be of much use. My suggestion was to consider making it a bit more powerful at the expense of an increased cooldown. Anything quicker and more frequently used (mage-like primary spell) would become an conflicting mana drain for a healer

    -Addition of groupheal requested - It is noted that providing proper healing support to a moderate to full party of players is currently difficult with how pray is setup. I believe groupheal is not in either class currently and instead of tweaking pray, which is likely fine as is, gruopheal could be added and setup so as to cover this support gap.

    -Suggested consideration of a turn/rebuke evil spell for the Cleric class - Perhaps something similar to how the cats repel creepers. I assume in this context the spell would work only against one type of mob, i.e. zombies.
    ntall1 likes this.
  6. ntall1 CCraft Team Admin

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    Where are you getting this figure from?
  7. danalec VIP Supporter

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    3% for diamond x 2
  8. oogla SuperVIP

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    Feedback on Knight skills so far:

    - Bleed: Pretty cool, doesn't seem to cost any mana so it's a no brainer to use. I don't seem to get XP if the monster dies from bleeding, which is a drawback. If I got XP from the kills I'd use this constantly.

    - Might: Awesome. A zombie takes 5 whacks with a stone sword to kill. With might active it takes 3 whacks (same as a diamond sword). So might basically makes stone swords as effective as diamond swords. Of course it works with all other weapons too. With the higher slime drop rate I can see using this more.

    - Shield: Basically worthless. You have to have the door in hand for it to work, which means you're not wielding your sword. I can see some very limited use of this, but overall it's not worth the inventory slot for the door.

    - Taunt: Just got it, haven't tried it yet. My guess it would be useful when partying to get the monsters to come after me while in an elevated/safe spot while my party members bash them to death. But that's just a guess.
    battleship00 and ntall1 like this.
  9. jnellie00 VIP Supporter

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    Wow this is awsome. I can't wait to try out the new features :)
  10. Hariboo Member

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    I just have a question to how the Enchanting will work. Can we all Enchant up to level 50 for no exp or what?
  11. ntall1 CCraft Team Admin

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    You guys tell me. No one gave me any feed back on how enchanting works in the beta, and still no feedback on how it works a week after release.

    Sooo... you tell me.
  12. jmgilbert Member

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    If I'm not mistaken, the following is true.

    Previously: Diamond rate = 0.5% x 3 = 1.5%
    Now: Diamond rate = 1.0% x 3 = 3.0%

    Your subscription is a 3x multiplier of the base non-sub rate and not simply 3%.
  13. oogla SuperVIP

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    It's be cool to make enchanting cost slimes instead of XP somehow. That way you don't mess with your class progression but it's not "free".
  14. Diaphos CharlieCraft Veteran

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    Looks like some pretty awesome updates. Too bad I've been really busy lately :(. Lots of stuff to do. But I hope to get back on when I have some free time.
  15. Hariboo Member

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    Yeah that's a good idea, but for us free members it's quite hard to find slimes. You're a V.I.P and get a much higher percentage of finding them. What would be better is if you could somehow incorporate the Enchanting levelling system to all members. That would be fairer and would make the server more fun to play on as you will have an added objective.
  16. jmgilbert Member

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    This may simply be me misreading your post, but I want to clarify that it is my understanding that all players have access to enchant any level of item now. Oogla's point is simply changing the "price" of the enchantment from costing levels to costing slime. True, this will favor higher paying members over lower paying or non-sub members, but it does not prevent non-sub members from enchanting. This inequality is consistent with all other subscription based inequalities and so the issue is whether or not we want to make enchanting relatively much cheaper for higher paying members as compared to lower paying/non-sub members.

    I will add, that I have not done many block breaking sessions (was not a miner nor logger) in the search for slime and so I have not accumulated but about 12-15 slime on a non-sub account based on the old slime rate. This isn't much, especially if I were to be buying materials in the market with the slime, which I have not been. With the new rate, I expect double and so can be more loose with my slime and to me it seems that depending on how a slime cost for enchanting is setup, it should be manageable for non-subs. However, any way it is designed - either one slime ball per enchantment or one slime ball ber level of the enchantment - it will be about 2-4 times cheaper/easier for sub members simply based on the system and therefore it is quite likely that the non-sub members will simply not enchant much at all. Compared to the previous system where enchanting was limited to a single profession, a currency cost like slime is still easier access than before and would prevent the loss of levels but may not be without its issues depending on what ntall's goals are for the server.

    Just to state the obvious, the other option of simply dropping the level drain (i.e. enchant based on your xp but no xp drain is experienced) would turn the server into an increadibly high magic world and enchanting would be quite easily accessible by everyone. For instance, if enchanting is very easy then we will likely have a ton of high efficiency picks and axes in use which could significantly increase the server-wide rate at which blocks are harvested which will increase the overall amount of slime balls in circulation. That may or may not tip other systems out of what, I don't know, but it is something to consider. Even going with a server currency cost system will likely result in a lot of enchanted items floating around. It seems that we should figure out how rare or difficult we want enchanting to be for this server: rare and hard to perform (level drain, vanilla), moderate/tiered access (server currency cost instead of levels, slime), or easy and plentiful (no currency cost and no level drain). A step in that continum to consider, if we lean towards the rarer/harder end of the spectrum is to see if we can throttle the level drain such that it is more like a 2:1 or 4:1 level-to-xp ratio instead of a 1:1 ratio.

    At least, that is my take on the situation. Personally, I don't mind level drain in general and unless the point is to have a ton of enchanted items floating around the server, I think level drain makes the most sense for enchanting. Granted, I am used to plain vanilla MC where enchanting cost xp and if you wanted that nice high-level enchantment you had to grind for it. And, to me, the class system is the trade off. Do I want my awesome high-level skills or do I want that awesome high-level enchanted item. Some people will want to keep their class skills and so will be more likely to buy/trade for enchanted items while others will be more willing to enchant, effectively using their xp as a form of server currency to trade for stuff or aquire what they want. I may be in the minority in my opinions, though.
  17. Hariboo Member

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    1st point: Congrats on wasting so much time writing that all out .
    2nd point: My whole point is that it would be better to add the levelling system to everybody for Enchanting.
    3rd point: I didn't read all of that and it worked before, why not now.
    4th point: Considering how many paragraphs you wrote I really don't think you understood :/
  18. jmgilbert Member

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    Aplogies for the misunderstanding. Only the first paragraph was meant as a response to your post. The rest of my post was regarding the general request concerning thoughts and opinions. I assume my misunderstanding was in that by leveling system I thought you meant the system of draining xp/levels for enchanting, but now think you might be refering to some other type of system involving levels somehow. If so, then yes, I do not understand it. Too, if I am mistaken in that the current system does not utilize xp/level-drain then I have received incorrect information or something has changed recently. In either case, it doesn't change my perspective or thoughts on the enchanting system in the context of possible changes to that system.
  19. Hariboo Member

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    I was talking about how the Enchanter was on PvP, Just like your profession now eg. Miner: level 10/50
    I was thinking it would be cool to add that levelling system to everybody, It creates more objectives for them player and hence forth makes it more fun to play. :)
  20. vitrosity CharlieCraft Veteran

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    Cool, go on so I can whoop your ass with my new computer :)

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