UHC mode for Survival

Discussion in 'Survival' started by Berserga, Jun 12, 2016.

?

UHC mode for Survival?

  1. Yes

  2. No

  3. Idk lol

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  1. Old_Mc_Donald

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    Would vautls be a Thing?
    or mob grief?
     
  2. MikeunbeatableMT

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    I would think that since its UHC maybe mob grief a thing, idk about vaults tho, cos with like Premium+ ranks, u have a hella lotta vaults. And yes @CR7Joyce I would think that you get to keep stuff in your base and only die with stuff in ur inv.
     
  3. Shadowlegendz

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    The only problem with dying with the things in your inventory is that people can just drop all their stuff in a chest/echest/private vault and suicide. Do /back or /home Homename and it's as if it never happened. I think UHC Survival would need some other form of death penalty as well, although I personally cannot think of a suggestion on what.
     
  4. Dutchflame_

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    Remove the /back command and make it so players only have 1 (maybe 2) homes.

    Items in inventories should be removed when a player dies. Vaults shouldn't be added in my opinion (this makes the game too easy to save items).
     
  5. Shadowlegendz

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    I agree with the /back and items in inventory being removed, plus the vaults due to players having access everywhere to those. But the issue of people being able to put their things in a chest in their house/base is still an issue before dying
     
  6. Old_Mc_Donald

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    Or jail them for a certain amount of time.
     
  7. Shadowlegendz

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    I agree that there needs to be like a time penalty in some shape or form per death
     
  8. Dutchflame_

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    Remove money when a player dies. The amount of money taken away increases everytime you die.
     
  9. Shadowlegendz

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    That's a good idea, but it'll only work if there is a decent economy, but that's up to staff with some player input I guess.
     
  10. MikeunbeatableMT

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    I think it would be a good idea to lose money. Maybe the cost gets progressively higher as u die? Maybe like first death $50, second $200, third $400
     
  11. Poro

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    But then our community is reduced we have less players on survival :( as people will be playing UHC
     
  12. Old_Mc_Donald

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    That is true and also the reason why it will never happen..
     
  13. MikeunbeatableMT

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    Well personally I would play on both servers with my time, of course it would reduce the time of playing normal survival, but not drastically so we go back to that late 2014 or early 2015 or somthing (I forgot, it was 2 resets ago) state wher thers like 4 people on.
     
  14. Berserga

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    To sum up, that is how I see it.

    No commands, except /spawn and /wild, home is set by sleeping in bed. Which you have to craft, btw.
    Ecxept the pit, /wild there is bread and butter.
    No commands, that will give anfair advantage either, i.e. /kit, or /d
    No spawner picking, or obtaining them in any other way.
    Earnable ranks.
    Items, avaliable only to rank+.
    /wild teleports to farthest forward post/town/safehouse. They are made by players by activating a beacon. From there you have to walk.
    Tough as nails, actually dangerous mobs. Or just 1.9+ update, battles are harder there due to new mechanics.
    Mob griefing on.
    Fire spread probably off. I'm hundred percent sure some asshat WILL burn down everything giving a chance. Or by sheer accident, which is more likely.
    Insanely large biomes.
    And I would really love to see changing biome type with irl year. Like, if spawn in megataiga, during summer it is marked as savannah (all grass and leaves get yellow), and during winter it is back to megataiga and it snows.
    Custom dungeons and buildings across the world.
    No portals at spawn. To make things harder, no craftable nether portals, you have to find one.
    No health regeneration over time. Only gapples and potions.
    Death penalty is 10% of money player has on him when he dies. More money - higher penalty.
    Sleeping in beds will skip the night if more than 50% of people sleep.
    High hostile mob spawnrate.
    Pvp is allowed, however, not encouraged. Player-killers will have a bounty on their head untill its claimed. More times they are cought killing - more is bounty. Hurrah for player traps since it doesnt count as being killed by player. Revenge-kill does not give bounty, removes it from killer. and does not put player-kill status. Last one is to counter killing by accident.
    Players with bounty on drop their head.
    Duels and arenas as free-pvp zones.
    Player deaths are showing in chat. Maybe even player death counter on spawn.
    Additional commands, like, /fly, can be earned through achievements, i.e. killing wither. Different levels of /kit also earnable through achievements, but can be claimed only weekly and one at time.
    Jail for ugly af buildings. No, seriously, it has to be a thing.
    World border, NxN, expanding every day by 1 chunk in all directions, or in direction majority votes for.
    Auction accessible only via npc in large posts/towns, and avaliable to all ranks, not only elite+. Same with vault. Single one.
    Ability for everyone to join the town through the command, which will show all avaliable towns, population, and level. Joining the town like this automatically assigns the plot, if it is avaliable and marked by town mayor as such.
    Free horse egg, saddle. leash and set of iron tools/armor for new players.
    Crates, consisting mostly of exp, armor pieces, tools and metals/gems of different grades and quantities. I.e., from standart voting crate you have 1% chance of getting diamond sword with sharp3, while form legendary you might get sharp5 AND smite5 sword with 10% chance.
    Unlucky crater, where you get 50 leather caps or something similarly stupid and unstackable.

    This might be overcomplicated, but I don't ask for all of it. At least UHC rules for survival.
     
  15. Dutchflame_

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    :') I love you for putting that there.

    I agree with you on almost everything.

    Personally I think /fly shouldn't be added. The /wild command in the pit and build world will do.
    Besides not adding /fly I also think crates should not be implemented. Money/item rewards will do for voting.
    Insanely large biomes, mweh I don't feel something for that. Normal biomes, or a bit bigger are perfect.
    Portal trapping shouldn't be allowed.
     
  16. MikeunbeatableMT

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    I feel that if donors paid for the ranks, they should get them. Like I said before, nerf the kits, but still have them. Instead of like /fly maybe a diamond block or something.
    Also, for the money 10%, U could just pay a friend all ur money, die, then get the money back and u lose nothin. I think u should lose money as u die in an exponential rate or something. Like first death, $100 off, second $200, third $400 or something like that. Also, u should be able to be in debt xD if u die too much and dont have the money. Although this might make new players rage quit or somethin
     
  17. Dutchflame_

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    I absolutely love the suggestiont that players can be in debt!
    Players with a rank should indeed get something as replacement. Giving some nice materials (maybe health potions or golden apples) as replacement for /fly would be pretty cool.

    Kits can be nerfed like you said.
     
  18. Berserga

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    Problem with that is if player is not really good, he will always have no money. After fifth death, for which he has to pay $500 and he was saving for idk anything he will be broke, he will shrug and leave the server never to come back.
    Guys, don't go ham on punishes. It's a restriction method, not killjoy.
     
  19. MikeunbeatableMT

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    Still, u have to make it equal, If a death is cheaper than buying a potion or golden apples, then the economy with be messed up. Lets say a normal golden apple is 50 dollars, if a penatly for a death is $40, then its cheaper to die and regain FULL hearts then buying a golden apple.... So we gotta account for the prices
     
  20. Dutchflame_

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    10% of the total amount aa player has is fine (maybe 20% but don't make it too high). Making money will be hard enough already on UHC survival.

    Shop shouldn't offer golden apples nor pots for a cheap price. They maingoal is to not die and survive. If players can buy a lot of healing for a low amount of money in the shop,.... well then there is no point in the gamemode.