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Official Update Thread

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Cryptite

Elder
Staff member
Elder
Big changes to Territories and Strength
  • Inhibitors now cost 25TP to build, up from 10.
  • Destroying a Territory Generator will earn you/your alliance 4 Territory Strength.
  • Losing a Territory Generator will deduct 4 Territory Strength from you/your alliance.
  • Defending your TG by destroying an attacking Inhibitor will earn you/your alliance 2 Territory Strength
  • Losing an Inhibitor you placed will deduct 2 Territory Strength from you/your alliance.
These changes are meant to give a greater meaning to fighting for territories, rather than simply having a game of who can control the most land. Territory Strength should (as its name sounds) be more reflective of your ability to attack and defend territories, rather than the old system, which would've been better called Territory Size. It's for this reason that attacking/defending is now worth Strength.

We feel attacks should mean something and so should defending. In addition, placing an Inhibitor should be done so with thought in mind, rather than just plopping one down because it's cheap and maybe you win the fight.

Additionally, we want to ensure that Capitals are won and Territories are fought for by battles and not numbers. A concern of ours was that the Game of Territories (GoT lol) was simply a point of recruiting as many towns as you can and getting them all to have as many TG as you can. We feel with these changes, attacks will mean more.

Go forth!
 

Cryptite

Elder
Staff member
Elder
Territories
  • Territory Buildings will purge any invalid, gravity-based blocks from inside themselves to prevent falling sand, etc from blocking stuff.
  • Hopefully fixed the final bug involving Protectors not coming to work.
Town Perks
  • Any variation of Healthy granting extra passive regen now only buffs regen via being fully fed.
Industry
  • Added the Arcanum!
 

Cryptite

Elder
Staff member
Elder
Territories
  • Destroying a TG will earn each nearby participating player ~15 levels of experience (from 0) upon destruction of the Core. The husk of a TG will also shower in XP orbs, so to speak, after it explodes granting players a fun jaunt through the remains of the TG. This should help with repair costs a little bit.
  • Beacon oddity bugfixes.
  • Issues involving some TG's not coming online due to an unlinked status have been fixed.
 
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Cryptite

Elder
Staff member
Elder
Territories
  • Inhibitor online times no longer "change on you". The math works as following:
    • If 2 or more enemies are online, Inhibitor will online in 30m.
    • If 1 enemy is online, Inhibitor will online in 60m
    • If no enemies online, Inhibitor will online in 90m.
  • Keep in mind these times are at the time of setting up the Inhib.
  • These times will no longer change, so you should be able to trust their times and better schedule yer fightin'
 

Cryptite

Elder
Staff member
Elder
  • Wanderers can now use /sethome as often as they want. This does not apply to any other group.
  • The cooldown for /sethome for everyone else is 2 days instead of 4.
 

Cryptite

Elder
Staff member
Elder
  • /g members will now indicate last-online time for all of your members. Members on more than 14 days ago will be shown as yellow and members who haven't been on for over 30 days will be red.
 

Cryptite

Elder
Staff member
Elder
Big Huge Changes!
  • CHANGED: /spawn - Can now be used by Wanderers and Nomads. But can only be used within 50 blocks of your /home.
    • Has the same combat and 5-second restrictions as the Sentry version.
    • Sentries' /spawn still works anywhere (not in foreign town protection)
  • ADDED: /tpa - Can be used by Wanderers, Nomads, and Town Leadership (owners/subowners).
    • If you have a /home, you can use this within 50 blocks of your /home to teleport other wanderers/nomads in spawn to your home.
    • If you own a town, you can use this to allow Wanderers/Nomads to warp to your town.
  • ADDED: /tpaccept - Can only be used in spawn.
    • Will warp you to a player's /home if they are not in a town.
    • Will warp you to a town's town portal arrival point if invited by a town owner.
We've mulled these things over for quite some time and, while we do not like it, we feel in this case there's an element of "If you can't beat em, join em" mentality. Like it or not, that's what most minecraft players have been cultivate to feel as the status quo for a minecraft server. Unfortunate, yes. Gamebreaking? Probably not. On the plus side, with the changes to towns and the limitations we've placed, we feel this will help with player retention and not give the unlimited /tpa that most other servers have.

While we pride Loka on being a 'harder than average' server, we feel that the onus shouldn't be on the server's plugin to restrict what players on Loka can and can't do. These changes may make life somewhat easier for our new players, but it doesn't give them necessarily that much power more power. If anything, it gives new players the same level of convenience afforded to Towns.

If, as a town owner, you still want your players to go through the rigor of the adventure to your town (however far from spawn it may be), you still have that choice. If, however, you'd prefer to overlook a new player's survival prowess in favor of what might be their skill in building, redstone, farming, etc; then you can do that too. We all want more players, and hopefully this will help more than 1 in 100 stay around for longer than 5 minutes.
 

MasterAegon

Active Member
Slicer
While it's not something we ever planned to have, I'd say you've balanced it well and made it difficult to abuse if it's possible at all.
 
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Kobeyador

Member
Slicer
Only groups that I can see being able to abuse it are wanders/nomads. Example: You just raided someone and have an inventory full of items. Once you can use /sethome,outside of raided towns protection, you will be able to use /spawn. Then have a friend /tpa you back to their base/town. You then have a /home command that will allow you to get you right back into the action to raid again with the possibility of /tpa more raiders to repeat the process.
 

Cryptite

Elder
Staff member
Elder
Only groups that I can see being able to abuse it are wanders/nomads. Example: You just raided someone and have an inventory full of items. Once you can use /sethome,outside of raided towns protection, you will be able to use /spawn. Then have a friend /tpa you back to their base/town. You then have a /home command that will allow you to get you right back into the action to raid again with the possibility of /tpa more raiders to repeat the process.

There are limitations though and other things that don't really make this too big of a deal:
  • You can always ender chest your loot.
  • You cannot /sethome within 500 blocks of a town.
  • IF you're 500 blocks away from a town after a raid anyway, the chances that you'll be found and killed as vengeance from the town is unlikely.
Yes, it's possible, but I don't see these changes suddenly changing the raiding process or aiding it too much.
 

X_Cavator

Active Member
Slicer
This is such a great addition to Loka. I have been trying to get some people I know onto the server and the walk to the town has turned a bunch of them away. The advertising along with these changes will increase Loka's player number. Great work crypt
 
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