>>2114
>>2117
I'll use 0sama labels where I can for clarity.
>maximum player power = 15, previous 10.
Ok I guess. Neat.
> 10) minimum player power = -15, previous 0
Yeah ok. You need to be more careful with who joins your faction, but that isn't necessarily a bad thing.
>9) maximum faction power cap = 200, previous inf
God damnit 0sama, you reordered things
Sems unnecessary, but ok. I don't know how much of an issue this will be honestly, time will tell. I'm not sure if I agree with 0sama that it's bad, but we'll see.
>11) claims must be connected to each other = true, previous false
People not being able to make vaults, ok.
People not being able to claim an off-site mob grinder, make forward bases, protect their siege setup vs an enemy base.. not so great.
Honestly, this change looks like a really bad one. I'm curious what the reasoning behind this is.
Add to that basically everything 0sama said. Bye player cities.
>12) minimum amount of faction members to claim land = 3, previous 1
This makes some sense. I'm ok with this. I will point out though that it does unfairly punish small factions - a faction with lots of members could have 3 of them leave and make a new one, just so that they could claim land next to the enemy.. which they could all use to /f home to, as allies. This in combination with the "no unconnected claims" rule really punishes smaller factions.
>13) maximum limit to chunks claimed = 100, previous inf
This is a bit of a weird one. It *looks* like a good one, but in practice, it really isn't.
Consider the following. If I have a 9x9 chunk area claimed, that's 81 chunks. If someone wants to unclaim towards the center of it, they need to unclaim 5 chunks.
Now lets look at an 11x11 area. That's 121 chunks. If someone wants to unclaim towards the center, that's 6 chunks.
So for an extra 1 chunk layer of defenses and unclaims needed, it costs you an extra 40 power.. which means you're 40 power closer to losing shit in the first place.
Making a bigger base seems stronger, but the reality is that the bigger a base is, the less secure it is. There are reasons to have a bigger base, but a bigger base is generally *worse* - you are taking a risk. You aren't preventing people from doing anything too strong by limiting this - you are literally preventing people from making risky/potentially terrible decisions. Really disagree with this one. The problem is made even worse when you can't claim chunks that aren't connected. You're forcing people to play things safe so that their bases are even harder to raid.
Of course, this is just assuming it's for faction balance reasons, and there isn't something else that I'm completely missing the point of.
Moving away from factions stuff..
>4) Withers disabled.
Withers are janky as fuck and a pain in the ass, I don't mind this generally. That being said, how the fuck are people supposed to assault autismcubes now? By removing withers, you basically make autismcubes completely invulnerable/impenetrable bases. That doesn't seem like a good change for the server overall, imo - unless you have some other stuff in mind?
Can you still get wither skulls for banners?
>No redstone jukebox
Away from criticism/suggestions - we're actually working on a sort of maze-arena style thing (idea being that multiple people enter the arena, and the doors aren't opened until only 1 is left alive. Would you be interested in having something like that available at spawn, along with the other arena?
And as a last note, I'm trying to get in touch with a guy I know who used to work on factions a bit, to see if he reckons anything can be done about pistons not being able to push into territory (which breaks slime vehicles). This could potentially make autism cubes more raidable, so I'm hoping there's interest in this, if it turns out it's doable. Let me know if you think that's just a bad idea though.