Edit: I've changed the build permission feature for soulstones. You'll now no longer be able to set your soul if the region denies it.
Ever since we started, Reag (Dgco) and myself have been working hard on development to the server. We're taking from where Vaq left off. This past week, I've gotten to know Reag and I can tell you I'm super excited working with him! I wanted to give you all an update on our status at the moment, to get as much feedback from you as possible. We have two parts to our project: Optimization of old plugins and New Plugins entirely.
I won't be going into our New Plugins, as that is super duper top-secret information hidden deep within one of Reag's dungeons. But I can tell you that great stuff is coming, even for our restructuring of current plugins, which is my main focus at the moment.
Here's our small to-do list of plugin optimization:
Character Cards Soulstones Wandering Souls Chat System Mob Mechanics and other small touch ups here and there.
When we re-implement these plugins, we're removing the old ones and coding up our own version entirely. This means we will have a character card reset, but that shouldn't be a big deal. I think you guys will like them. :)
Character Cards:
We can now have spaces in our names, no longer relying on underscores to separate first, last names, and titles apart! I've also done some work in preventing players abusing /setname to have their names match other players.
"Alethion_Celebtaure" to "Alethion Celebtaure"
As the screenshot also shows, you can give your card a little bit of paint!
Oh, and that meta-game warning. That will only appear once per server start-up. This will prevent players from having to put "SHIFT CLICKING METAGAMER!" in their physical description. ;)
Soulstones:
I've had discussion about soulstones with the staff, and their ideas are wonderful. The biggest issue with soulstones is abuse, for players to get into areas they shouldn't. I've added a kind of "hook" into WorldGuard. If the region has a soulstone flag disabled and the player does not belong in the region, it will prevent /setsoul.
To summarize, soulstones will return you to your custom location. You'll also have the option of teleporting to the Cloud Temple, or unique, static points set throughout the world set mostly in Capitols.
Mob Mechanics:
The first thing I was flooded with when I joined the staff was "Remove overpowered mobs! Oh and grats on staff". Well I can tell you with certainty that we'll be reducing the ridiculous speed of mobs, and their difficulty. We are not a survival, pvp, or mmorpg server in anyway, and they should never be this difficult. Though I do believe there should be conflict using game mechanics, of course.
Ideas are still up in the air. If I were to do anything to mobs personally, I'd have them return to Vanilla, make them smarter, but also cut their damage output and input in 1/2. That way, players don't get totally obliterated while typing mid-sentence in a heavily composed Roleplay message. I'd also like to do something where mobs will "avoid" you if you're Roleplaying, but that's rather difficult to pull off.
Once again, suggestions please! :)
Chat System:
We won't be implementing this until we get the necessary stuff down, because HeroChat rules. This was an idea put together by my good ol' Roleplay buddies from my server who used quotations to Roleplay. This will be an optional feature for players, but before we make that decision, I want your feedback on this idea.
Quotation chat style automatically detects quotation marks you place in, and color codes outside of it.
Generally, any text that is white represents what is being said, where as colored text represents emotes or descriptions.
Here's the part where you provide feedback. Remember to suggest in a Roleplay aspect. If you'd like to discuss these things with me personally, find Reag or myself on teamspeak. Thanks to everyone for your kind support, we will do our best not to let you down!