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Messages - jasper_Fritz

51
Adding on to my above comment ^ 


Smaller factions will typically have a small number of spawners to work with, and they will (usually) be silked then placed in their main base. I believe the limit on placed spawners should be 2 per faction , this way players are not making sky base spawners and otherwise unnaturally strong spawner bases. Having the max placed be 2 per faction would help the players at the bottom compete more evenly. After all, competition = fun.

52
Quote from: OwenMel on Apr 20, 2020, 03:02 PMDo we have a map release date so factions can proper plan strategies etc and will there be silk touching of spawners to allow less claims on the server? also means factions with less players don't have to use up all their claims protecting different spawners

I like this perspective; some players would like to have the option to have spawners that they don't have to use their protections on, especially casuals and people who play less. This would be great in encouraging new players to get higher level gear and be more competitive.

If we let players silk spawners, however, this is a major boon to the already competitive players, who can have huge grinders and exp farms, as well as nearly unlimited sources of bows/string.

However, without silking spawners, players who are new or less dedicated are less likely to build very complex and protected spawners, therefore they won't be able to take full advantage of the massive benefits that come with these mob grinders.

My idea is to meet players in the middle.

We could have a two-spawner (placed spawners) limit for inside your main base, as well as not allowing spawners to be placed near naturally occurring spawners. This way, no one has a massive, not typically obtainable advantage; smaller factions can also have a decent spawner inside their base, so they can save themselves claims.
53
yay