Seliyne 196 Share Posted August 1, 2016 Just having the vanilla minecraft mechanics back would be a good start, I hate how neutered the server is since the staff gave in to the "mechanics don't belong on lotc! This is my RP safespace!" crowd. I like killing mobs, I like danger in the world. LOTC is too safe nowadays. I like this profession as long as it's smart in how it spawns stuff (dont spawn boss monsters in a church or anything). I miss playing actual minecraft on LOTC. 1 Link to post Share on other sites More sharing options...
Jake the Dog 290 Share Posted August 1, 2016 ET complaining about loosing a job, when i've not seen an event from them for months. :/ 3 Link to post Share on other sites More sharing options...
Shalashask 1112 Share Posted August 1, 2016 If you guys are going to ignore the majority of people who want rid of nexus then I guess this won't hurt. Link to post Share on other sites More sharing options...
Anderssn 1115 Share Posted August 1, 2016 Can you make this, to start with, somehow connected to RP, instead of making it another pvp/pve stat based profession? Monster hunting is really good rp and there should be more of it. I've personally got some plans around the subject for 5.0. Items and skills that could affect and be used in Rp? Tracking skills and such. Once that is done, aim to do the same with other skills? Less pvp stats based and more connected to RP. Thank you. +1 Link to post Share on other sites More sharing options...
Moochael 730 Share Posted August 1, 2016 I dont wanna be one of those people who just goes, "Grrr nexus grrrr." But, this plugin will probably need some working on how it runs. It's no doubt that dozens of people are gonna be in the wild, hunting mobs to level up.... grinding. When all these people are spread out in this world, there is less RP. I think the concept is cool, but you definitely need to think how to make it effect RP less than it already will. But hey, we dont even know the details yet, so whatever. Link to post Share on other sites More sharing options...
Arteh 1837 Share Posted August 1, 2016 10 hours ago, arockstar28 said: The job of the ET are to provide events for players, and this is partially taking that away. I, as an event team member, do hunting events for anyone who requests it. This would, in my opinion, make the ET look like they're too lazy to do their job; so we'll have a machine do it for them. Please reconsider this so. Majority of them are too lazy to do their job, so why not let a machine do it much better and much more efficiently, without the need of several people with a green tag who only serve the purpose of just sitting in /god. Also, the ET could be used for SEVERAL other things, hunting isn't the only thing ET does. This would be a great addition and it opens up room to a much better mindset to enable players to enjoy themselves without relying on exterior assistance, same with the new raid rules of rightful or whatever it was called raiding, where you're allowed to use ladders, tnt, etc. That improves the gameplay and allows fluidity. It's just regressive to rely on players when we can rely on an actual consistent machine. The way I look at it is, by boss mobs he means like actual RP related ones, such as a huge bear in a forest, which would make it more logical to take the road, rather than run through the forest, or maybe a pack of wolves on a mountain-top, making it a very dangerous path to cross. Small **** like that. 1 Link to post Share on other sites More sharing options...
Vamoose 265 Share Posted August 1, 2016 I don't understand why half the r3tards in here are assuming that mobs will spawn in waves of fifty like early Vailor. It's easy to control mob spawn per area by mob count. There aren't enough ET to accommodate the player base and supply A grade factory produced RP just because someone wants some bear pelt because they want to flaunt how much time they wasted. A plugin such as this is not grindable and is therefore not a detriment to roleplay. Those who want to spend three hours rping running from a boa constrictor only to watch it get picked off and eaten by a harpy because the ET had to go to Prom will get to enjoy a static profession that doesn't revolve around ravenously nit picking useless rp items. Why would the Devs spawn mobs in the tens for the purpose of hunting, they wouldn't fuvk bois! 2 Link to post Share on other sites More sharing options...
OKUDKREESH 7 Share Posted August 1, 2016 I like the idea of having mechanical bosses to fill in for ET at times (Because even they need to sleep and do other things than LOTC 24/7), but the fact that you need a high level of this profession to be able to fight some limits this to less people. Perhaps high level hunters could get certain combat perks in PvE (maybe even PVP too!) against bosses and such. 1 Link to post Share on other sites More sharing options...
Deleted User 001 0 Author Share Posted August 1, 2016 10 hours ago, Big Piggy said: I like it. I like it a lot. ET's can't be around all the time, and I agree that any hunter should be able to find a boss, but I have my own idea involving that. Perhaps a higher-level hunter can do more damage, or even has some kind of ability that can be used in PvP or PvE, and can more easily take on the boss. I don't know. If I do add in extra damage for hunters it will ONLY be applied to mobs, none of this will affect pvp 10 hours ago, arockstar28 said: The job of the ET are to provide events for players, and this is partially taking that away. I, as an event team member, do hunting events for anyone who requests it. This would, in my opinion, make the ET look like they're too lazy to do their job; so we'll have a machine do it for them. Please reconsider this so. My main concern with this was that it was going to piss off a lot of the ET, which is why I asked freema for his opinion and posted a poll, don't worry I'm going to keep you guys in mind. 10 hours ago, Murdervish said: NO. Look, I'm sorry to hate on something you've been working on, but this is skill is among the most worthless things I've ever seen. Everyone has been complaining about how the plug-ins affect the server negatively in combat and even discourages roleplay in certain instances, but you want to straight up make an MMO mechanical fighting plug-in that you level by fighting mobs? Fighting normal mobs isn't even hard! You don't need to apologize for giving me constructive criticism. Anyways, we wanted to add in some mobs that were categorized in-between default minecraft mobs and boss mobs, they'd have higher health and speed values but wouldn't be as tough as bosses. 10 hours ago, Aesopian said: Make fishing into Fishing&Hunting. very distant future 9 hours ago, bestscarface76 said: Why? Why would you enable hostile mob spawns? Why would you make a hunting profession? That isn't RP thats bouncing around in a circle and clicking. How the **** do you expect people to RP out side of a walled in city at night? As soon as it falls their just going to get hounded by zombies which will make it impossible to type any emotes. Jesus Christ a ******* hunting profession will take all the possible complexity and detail out of it and just turn it into running at mobs while clicking, my inner redneck is displeased with this. Don't worry, the plugin has a mob manager that should limit the number of entities that can spawn in and some other fancy stuff, whether or not the profession and bosses gets added, the mob manager will. Also vanilla minecraft has its own sort of mob-spawning algorithm so mobs can't spawn right next to players. The point is to make it so if you want to find mobs to kill, then it wouldn't be hard, but at the same time not have an excess amount of mobs disturbing rp and crap. 6 hours ago, HB_ said: omg teegah i love you <3 6 hours ago, 吳憾戰士14 said: Seems like a cool concept but on the other hand I remember in anthos where I literally died three times trying to get into the first deathsbane tavern on the CT road because I couldn't do it without being swarmed by 30+ mobs. Don't go crazy and it should be fine. Yea we don't want to go overkill with them, which is why we are limiting how many can spawn in a chunk, and also checking when they spawn if there are players nearby and if so moving them back or just cancelling the spawn. 6 hours ago, DrakeHaze. said: Don't mean to be a buzzkill but I can't see a real.. Use for this profession outside of its legitimate fun aspect/rpg style class. Different hides and leathers from zombies, other mobs and bosses. What would these hides do? Are they a requirement for better gear for leatherworkers? Voting already gives animal eggs, how will hunted animals be any different? Will hunters be able to tame beasts like the MyPet plugin which would in turn take away from Aether vip? I want to see the benefit of this profession, I really do but I'd like a bit more clarification. Screenshots, video examples of its uses and what not. Thanks. Yea, more hides for leatherworking crafts, more food types for chef, hunting includes hunting hostile mobs not just the kinds you get from voting eggs. Unfortunately, no hunters won't be able to tame any extra animals. I don't think providing screenshots or videos of the actual profession is necessary, all it is is killing mobs. If you'd like I can link some pictures and a video of some bosses/mobs but they're kind of outdated. 2 hours ago, Shalashask said: If you guys are going to ignore the majority of people who want rid of nexus then I guess this won't hurt. We can't just get rid of it, literally it handles so much other stuff besides professions and a lot of other plugins depend on nexus to run that the server would break without it 1 hour ago, SaintPaint said: Can you make this, to start with, somehow connected to RP, instead of making it another pvp/pve stat based profession? Monster hunting is really good rp and there should be more of it. I've personally got some plans around the subject for 5.0. Items and skills that could affect and be used in Rp? Tracking skills and such. Once that is done, aim to do the same with other skills? Less pvp stats based and more connected to RP. Thank you. +1 Hmm this is an interesting idea since all nexus skills are mechanical, but if we could somehow make this skill have an RP meaning, I'd be open to doing so. How do you suggest doing that? Perhaps mobs/bosses drop rp items? Or during hunt events, having a high level hunter would allow for your group to track down what you're hunting more easily, or maybe after hunt events ran by ET, the ET member would be able to assign some xp to every participant's hunter profession? 29 minutes ago, Moochael said: I dont wanna be one of those people who just goes, "Grrr nexus grrrr." But, this plugin will probably need some working on how it runs. It's no doubt that dozens of people are gonna be in the wild, hunting mobs to level up.... grinding. When all these people are spread out in this world, there is less RP. I think the concept is cool, but you definitely need to think how to make it effect RP less than it already will. But hey, we dont even know the details yet, so whatever. Again, I don't want the profession to just be mechanical and take away from rp because ppl are out on there own killing mobs. Instead I'm proposing that the profession have some sort of rp meaning by having mobs drop rp items that could have an effect on a hunt, higher level hunters can track down animals in hunt events more easily or even allow ET to give hunter xp to participants of an event Just now, OKUDKREESH said: I like the idea of having mechanical bosses to fill in for ET at times (Because even they need to sleep and do other things than LOTC 24/7), but the fact that you need a high level of this profession to be able to fight some limits this to less people. Perhaps high level hunters could get certain combat perks in PvE (maybe even PVP too!) against bosses and such. Yea, the boss system will definitely be changed so everyone can experience them, but no PVP perks, sorry. 1 Link to post Share on other sites More sharing options...
Aesopian 1639 Share Posted August 1, 2016 W Just now, Teegah said: If I do add in extra damage for hunters it will ONLY be applied to mobs, none of this will affect pvp My main concern with this was that it was going to piss off a lot of the ET, which is why I asked freema for his opinion and posted a poll, don't worry I'm going to keep you guys in mind. You don't need to apologize for giving me constructive criticism. Anyways, we wanted to add in some mobs that were categorized in-between default minecraft mobs and boss mobs, they'd have higher health and speed values but wouldn't be as tough as bosses. very distant future Don't worry, the plugin has a mob manager that should limit the number of entities that can spawn in and some other fancy stuff, whether or not the profession and bosses gets added, the mob manager will. Also vanilla minecraft has its own sort of mob-spawning algorithm so mobs can't spawn right next to players. The point is to make it so if you want to find mobs to kill, then it wouldn't be hard, but at the same time not have an excess amount of mobs disturbing rp and crap. <3 Yea we don't want to go overkill with them, which is why we are limiting how many can spawn in a chunk, and also checking when they spawn if there are players nearby and if so moving them back or just cancelling the spawn. Yea, more hides for leatherworking crafts, more food types for chef, hunting includes hunting hostile mobs not just the kinds you get from voting eggs. Unfortunately, no hunters won't be able to tame any extra animals. I don't think providing screenshots or videos of the actual profession is necessary, all it is is killing mobs. If you'd like I can link some pictures and a video of some bosses/mobs but they're kind of outdated. We can't just get rid of it, literally it handles so much other stuff besides professions and a lot of other plugins depend on nexus to run that the server would break without it Hmm this is an interesting idea since all nexus skills are mechanical, but if we could somehow make this skill have an RP meaning, I'd be open to doing so. How do you suggest doing that? Perhaps mobs/bosses drop rp items? Or during hunt events, having a high level hunter would allow for your group to track down what you're hunting more easily, or maybe after hunt events ran by ET, the ET member would be able to assign some xp to every participant's hunter profession? Again, I don't want the profession to just be mechanical and take away from rp because ppl are out on there own killing mobs. Instead I'm proposing that the profession have some sort of rp meaning by having mobs drop rp items that could have an effect on a hunt, higher level hunters can track down animals in hunt events more easily or even allow ET to give hunter xp to participants of an event Yea, the boss system will definitely be changed so everyone can experience them, but no PVP perks, sorry. Wait, why is this distant? Can't you just slap your new code into fishing or something, and then just rename the profession? Or literally just remove fishing entirely, and just make it called 'hunting', if you can't use the & character. Link to post Share on other sites More sharing options...
Deleted User 001 0 Author Share Posted August 1, 2016 4 minutes ago, Aesopian said: W Wait, why is this distant? Can't you just slap your new code into fishing or something, and then just rename the profession? Or literally just remove fishing entirely, and just make it called 'hunting', if you can't use the & character. Yes, but i'd have to ask a higher up for permission. It's a good idea, but by distant future I meant until after this profession is done being worked on, then I'd consider merging them into one Link to post Share on other sites More sharing options...
Murdervish 308 Share Posted August 1, 2016 Just now, Teegah said: Anyways, we wanted to add in some mobs that were categorized in-between default minecraft mobs and boss mobs, they'd have higher health and speed values but wouldn't be as tough as bosses. Honestly, I do like that (because I do like fighting mobs), and there are definitely aspects you described that I'm very intrigued by. I'll even say I'm somewhat coming around as the thread goes and more discussion follows. However, the base idea for the profession itself is still concerning to me for the other reasons I described. Link to post Share on other sites More sharing options...
Bvie 1754 Share Posted August 1, 2016 I miss hostile mobs. I sometimes go to the mine world to just kill mobs. Even though its a RP server, I miss some of the basic MC things, like mob killing. Like walking throughout the world and realizing its night and I'm alone in a dark forest with only a stick. I'd like them to be there, a threat that can sneak up on you but not be like 'Sun sets 100 mobs attack you'. I think it'll help push for players to head towards settlements/indoors when night falls, which can centralize RP. 1 Link to post Share on other sites More sharing options...
Deleted User 001 0 Author Share Posted August 1, 2016 Just now, Murdervish said: Honestly, I do like that (because I do like fighting mobs), and there are definitely aspects you described that I'm very intrigued by. I'll even say I'm somewhat coming around as the thread goes and more discussion follows. However, the base idea for the profession itself is still concerning to me for the other reasons I described. So about your first reply and replies from many other people, it seems that just having another grinding profession solely based on killing mobs isn't ideal, instead people would like it to have an rp meaning. I'm completely open to this, in my previous reply I proposed having mobs that could drop rp items that can have an effect on hunt events, having a high level hunter could mean tracking down creatures in hunts would be easier, and allowing ET to assign some hunting xp to members upon completion of hunt events. Link to post Share on other sites More sharing options...
Deleted User 001 0 Author Share Posted August 1, 2016 Just now, SquirtGun said: I miss hostile mobs. I sometimes go to the mine world to just kill mobs. Even though its a RP server, I miss some of the basic MC things, like mob killing. Like walking throughout the world and realizing its night and I'm alone in a dark forest with only a stick. I'd like them to be there, a threat that can sneak up on you but not be like 'Sun sets 100 mobs attack you'. I think it'll help push for players to head towards settlements/indoors when night falls, which can centralize RP. Agreed, we are looking for a medium between too many and too little. We want there to be mobs out there so if players want to go kill them for whatever reason, then they'd be able to, but at the same time we don't want there to be too many causing new players to die instantly upon leaving CT or disturbing rp Link to post Share on other sites More sharing options...
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