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    Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

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    Rezenith
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    Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Rezenith on Sat Sep 03, 2011 10:38 am

    An overview of what is to come.

    - VERY IMPORTANT - New lore, read our thread Lore of Legion: Shadows

    New Locations:
    - New revamped, central subway station
    - Third town, Necrosis
    - Fourth town, The Velthos Fortress
    - Building - Magus' Spire
    - Building - The Cathedral of Legion
    - Fifth town -
    - Arena - Astergard Colosseum
    - Arena (1v1) - Sandstorm Duel
    - Arena CTF (Capture The Flag)
    - Arena Spleef

    What is imported?
    - You keep your money
    - You keep your rank
    - You keep what privileges you have
    - You get 2 double chests to store your belongings to take to the new world.
    - ALL buildings that are actually buildings will be carried over. Not counting any underground caves, rooms might be considered (i.e you have a redstone underground contraption. Will be brought over)

    Features:
    - New map
    - Custom Dungeons
    - Custom Bosses
    - Herobrine boss (rare spawn like endermen)
    - Falsebook
    - WorldBorder radius of 4000
    - Plugin for CTF
    - Plugin for Spleef
    - Hero EXP System and Class rebalance
    - Hero, Levelcraft and Jobs exp / stats whether to be reset or not is undecided.

    Huge Revamp to Heroes
    - You no longer use commands to choose a class
    - You start off with 60,000 EXP in Traveller
    - You get to choose your first class once you've reached 100,000 EXP
    - NEW Quest system which grants you EXP per quest
    - Over 100 new quest that can only be completed once
    - You will have your own personal NPC trainer which will send you on a quest to change class
    - Each NPC trainer will be given a town / building. I.E Warrior / Brawler = Velthos Fortress

    You will get AMPLE time to bring your items over, it will not be soon until I have almost completed the patch, so as not to have you keep updating your chest. And no you will not get to use the functionality of the chests during this time nor later, it will be removed as it's only a VIP feature. The chest is use ONLY for transfer purposes and documentation. No other utilization of the chest is allowed.















    Last edited by Rezenith on Sat Mar 17, 2012 6:43 pm; edited 3 times in total


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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Rezenith on Sat Sep 03, 2011 11:06 am

    Goldore, pumpkin clay.


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    Xlob
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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Xlob on Sat Sep 03, 2011 11:08 am

    Ok, since you told me in chat to ask any questions here ...


    1. World-border of 4000

    -> How far is it from Avellion to XenoSp just to get an idea?


    2. Moving buildings

    -> Will there be the option to place them anywhere on the new map?
    -> Could any actual building be moved or just those already protected?


    3. 2 chests of property

    -> This is without inventory/virtual chests I suppose?


    4. Balancing

    -> Is a market-balance/fix intended too?
    (I do get the feeling that certain things are off with those NPC-traders in Xenospire for example ...)


    5. Timeframe

    -> I understand you are not done yet at all. But could you give just a general idea of when this will go down? More like a week after 1.8 or more like "when I am done"? ;-)


    Thanks in advance


    Rezenith
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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Rezenith on Sat Sep 03, 2011 11:14 am

    1. Map is a circle, range from 3000,3000 to -3000,-3000 across the circle. Xenospire is only a few hundred blocks wide. That means it'd require 20 Xenospires built in a straight line across to reach the boundary.

    2. Any buildings, anywhere on map that you are able to walk on foot and within boundary.

    3. 2 virtual chests.

    4. Report any market / imbalanced prices on the NPC traders here.

    5. When I'm done.


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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Leuse on Sat Sep 03, 2011 12:45 pm

    - Hero EXP System and Class rebalance

    Will we be able to see the following things in a guide page/forum topic :
    - How much damage our spells do
    - Manacost
    - How do they work ? (Consume, CombatWolf, ...)
    - What's the bests item for our class.
    - Etc, everything about our hero.

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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by MirrorMage11 on Sat Sep 03, 2011 2:10 pm

    Looks epic Rez!
    I can't believe I am saying this...but I can't wait for the Holocaust!

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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by JzJad on Sat Sep 03, 2011 2:17 pm

    Wonderfull Job !

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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Pandemoneus on Sat Sep 03, 2011 4:25 pm

    How do we get our second virtual chest?
    Still haven't figured that out. Smile

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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by MirrorMage11 on Sun Sep 04, 2011 12:50 pm

    I thought you only get one virtual and the other gp one in Avellion or something.

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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by MirrorMage11 on Sun Sep 04, 2011 10:27 pm


    Chimeras!

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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by pe0 on Mon Sep 05, 2011 2:03 am

    ROFL mirror i fell the same way XD

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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Xlob on Mon Sep 05, 2011 8:41 pm

    Rezenith wrote:
    4. Report any market / imbalanced prices on the NPC traders here.




    Perceived NPC-market imbalances

    I haven't been playing for too long and I can mostly speak for the perspective of a miner, but what I see here generally feels quite a bit off:
    I find that the work of miners should be better rewarded by not making certain minerals/gems available for dumping-prizes at the NPC market.
    As of now you'd pretty much only mine to find gold and sell it to an NPC and to perhaps make a bit of side-cash via coal + diamonds ... anything else is worthless.
    An important background fact to keep in mind here is that you cannot even set up massproduction facilities for anything you would normally find while mining.

    Here are the 4 prominent examples that just don't work out in my eyes:


    Lapis-Lazuli

    -> available at the price of wood-logs! (3 Ald / 16) = dirt cheap
    -> Lapis is, in its natural occurence, an extremely rare gem-stone; second only to diamonds!

    I understand that Lapis is the only source of blue colouring but since this is an RPG-server, this could exactly be a spot where prestige is transported through commodities and not only through a ranking-system:
    If you can afford to colour your house with Lapis ... damn, you gotta be somebody!

    -> Raise the prize of Lapis at the NPC-trader considerably!
    -> Or even take it off the market


    Red-stone

    -> available for 7 Ald / 64 = dirt cheap

    I don't really have to elaborate this one, since it is pretty much the same problem as with Lapis Lazuli.
    Yes, Redstone may well be the sole source of advanced building-fun but if you can afford 64 dust-pieces by simply slaughtering 10 mobs, then the miners-union will soon go on strike.
    Redstone as well needs to be more exquisit and no, not everybody should be able to afford a bigass 100% wired castle just because its fun.

    -> Raise the prize of Redstone at the NPC-trader considerably!
    -> Or even take it off the market


    Coal

    -> available for 4 Ald/ 64 coal = pretty cheap
    -> always sold out, not only at NPC-trader

    Generally, there seems to be a coal-scarcity on the server because of course everybody needs it to smelt stuff.
    My feeling is that the same old couple nolife-gamers buy up every stack as soon as the NPC "restocks" and resell it for considerably more in the chest-shop. This can only mean one or two things:
    Coal is vastly underprized at the NPC!
    The idea of NPC-selling may be problematic (more about that further down).

    -> Raise the prize of coal
    -> Or even take it off the market


    Gold

    -> Available at 50:25 / ingot
    -> Hardly ever being bought but only sold to the NPC
    -> Sole source of serious commodity-based income since the sugar-cane nerf (??)
    -> Main reason for hard-core mining ops that make the server look like a swiss cheese already.

    Is Gold supposed to function as a kind of second currency? If so, I don't think that works really well. Aldors are the only real currency since pretty much everything of real ingame value costs Aldors (ranks, protection, shop-plots etc.)
    As of now, Gold will not even be considered as a building- or prestige material since everybody just sells it for cash. A side-effect of this is that the entire core-area has been mined out within a matter of days ... people are after the gold but sadly enough the gold as such is worth nothing.
    The alliance of gold + massfarming for me pretty much led to the feeling of a totally broken economy: Its nothing but a mind-numbing grind for just a handful of worthwhile items.

    -> Get rid of Golds special status
    -> Devalue Gold by increasing other commodities value



    General suggestion for market-balancing

    Imho, it would be a good idea to simply take out the option to buy ANYTHING from the NPC-traders.

    The option to sell to the NPC-trader should probably remain intact but the prices should be rather low across the board.
    (To have an option to get rid of superfluous wares without having to throw them away ... however, this shouldn't really be a worthwhile source of money no matter if you are farming, mining, fishing whatever ...)

    As a general problem, having set prices for buying up wares at an NPC market will always lead to an unrealistic dominance of the market and obstruct a vivid actual ingame-economy.

    If commodities weren't sold at the NPCs, market prices would regulate themselves automatically and what is most important:
    Not a single job/activity would ever be for nothing!

    You actually chose to be a fisherman? Well good, because there aren't 256 fishes ready for a corporate price at the market!
    You found some Lapis while mining for like 3 hours? Awesome, this is your lucky day!

    The good thing is: It wouldn't be like anything is obstructed by this because everybody can obtain any commodity simply by doing the required activity ... or paying somebody to do it for him. This is not an obstruction but a way to reinstate an actual value for certain projects.
    The way it is now, a lot of projects are limitless because the resources are cheap and limitless too ... it's not a problem to build a giant wall coloured in blue because nobody actually needs to work for it ... finding a couple gold-ores or slaughtering around in mob-town for a while will pay for just about anything.




    ----

    Other commodities that suffer or shouldn't even be available in the market:


    Bones

    -> 20 Ald / 16 Bones

    Ok, these aren't exactly cheap but still:
    Those friendly loggers at the shop go out at night and kill skeletons for a little extra cash eh?

    -> Why not let the market decide how hard it is to gather 16 bones and what should be payed for that?


    Cocoa

    -> 4 Ald /1

    Not really cheap either. But this is also supposed to be an extremely rare commodity and yet you could buy a whole bunch of it if you can spare a couple Aldors. As of now, it's not a big deal to find cocoa or a brown sheep ... just like any other sheep cause that dude in XS has a couple tons of Cocoa lying around.


    Flowers

    yellow: 4 Ald /1 Flower
    red: ?? -> always sold out

    These seem to be pretty expensive indeed and yet:
    Someone apparently buys every single red flower to colour something with it without a single actual red flower having to be plucked from the grass ... make flower-plucking and wool-colouring a worthwhile activity by just taking these out of the market.


    Tools and Iron

    Iron tools: ~3 Ald / iron-ingot contained

    This is pretty weird since iron-ingots are priced at 1,5 a piece so you basically pay extra for what? For not having to go through the trouble of crafting the tools yourself? For not having to reach the needed forgery level, which is only lvl10 anyways?
    Either way ... tools are another example for how the possible job of being a smithy is dominated/obstructed by the NPC-market:
    Iron is available in unlimited amounts for a reasonable price without a single miner having to decend into the mineshaft. A smithy may never set up a serious market-driven business since that NPC will always sell them for 3/ingot. Those 1,5 Ald/ingot contained will always be the the maximum possible profit a smithy can make no matter how little iron has been found lately or how few people care to bother with forgery and iron-mining ...




    Rezenith
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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Rezenith on Mon Sep 05, 2011 9:33 pm

    Well written. Will reference in upcoming repricing although we might be implementing a dynamic server market.


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    Re: Archived: The Holocaust - Patch 1.0 (Sept 4 Update)

    Post by Xlob on Mon Sep 05, 2011 10:16 pm

    Dynamic server market as in:
    NPC-prices will auto-adjust to the prices asked for certain wares by the players?

    That could be a good solution to all those problems described above as long as the NPC-price stays notably higher than the player-price-average.


    Either way:

    - Players need to be enabled to make worhtwhile cash by gathering resources which are apparently not around in abundance
    (e.g., if you do go through the trouble of mining down to bedrock for several hours, then finding a redstone-streak should pay off in a way that relates to the probability and hardships of even finding that streak.)

    - Resources which are around in abundance or easy to come up with should simply not yield that much profit
    (e.g., if every second guy is running a 200x200 sugar-cane farm, then sugar cane simply can't be a valuable commodity anymore can it? This is especially true if those, of course unprotected, farms are totally off limits to sabotage because that would be "grieving".
    Out there in the real world, crops are sometimes burnt just to keep the market-price stable ... )


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