I know there are some economy plugins that scale shops relative to supply/demand, which I've always thought is the best way to make the economy more interactive. I/e The price of an item increases as more buy it, and decreases if less people buy it.
The cons to this is that some rich dude could...
Hmm, I'm not sure if this is too long - perhaps a 3 hr rotation would be better, since 30 hours is a lot if you are waiting for the season to change... Could be a thing you'd have to play around with and see what people like.
You're totally right about the zones -- in real life, it doesn't snow in Ethiopia, so it shouldn't snow in the equivalent on Dyescape. This could also make picking your locations not-arbitrary, like if you are a farmer, you'd want to go down South to start a farm where it won't snow/have little...
If we're basing this off of real life, a season is typically ~3 months so 90 minecraft days/night would be most realistic. I would also add in a "randomness" attribute as well, like say between the 70th-90th, the weather will start transitioning to the next season since that is what happens in...
This suggestion is pretty straight-forward: add seasons to minecraft.
I came across this as I was browsing SpigotMC and stumbled upon this resource, and it's a good idea for a couple reasons:
- It'd make weather have actual consequences in the game for once
- Debuffs/buffs for certain...
The idea of a fast-travel system could be in a thread of its own (My vote would be no fast travel).
I do like all the ideas you bring up, and essentially it boils down to recreating real-life in minecraft, which is what the MMORPG part of the game is meant to do. As Euvro stated and others...
Just to clarify: You're asking for professions to have depth in terms of skill? It does sound like a really interesting concept from an economic stand-point and RP perspective. Would this be similar to MCMMO where you grind out a skill and it evolves over time, or innately skill-based, or...
The varieties are quite literally endless, which also makes this a really cool concept.
After a certain point, I think a couple of things could happen:
1. The Mob goes away, but everyone goes down in base damage/stats as a result for no one killing it (and hence The Mob wins)
2. The Mob is...
Good thoughts. I was also thinking that The Mob could be intelligent and target players weaker than itself. For example, it'd track down lower-level players/ people alone in order to get stronger. Obviously, you don't want to kill fresh players with some end-game mob, but have it go for...
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