Designing community features for a Layered UHC SMP. Requesting feedback on my planned systems

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/u/Zinphor

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I run a Layered UHC server — players descend through layers on death rather than being eliminated, with the bottom layer being normal survival. I want it to feel like a community SMP with shops and cool builds, but right now nothing prevents griefing or kills near spawn, so players just retreat to solo bases far out.

I've come here for suggestions on building a sense of community and collaboration rather than paranoia among my player base. Currently there's nothing preventing griefing of builds or player kills near spawn. Therefore, most players will build there bases far from spawn, which is little different than single-player.

I've come up with a few ideas to combat this.

  1. Truce system
  2. Land claims
  3. Chest shops
  4. /spawn, /home, and /rtp
  5. End spawn protection
  6. Proximity Chat

Truce System​


Commands for requesting, accepting, removing, and listing player truces. If a player is truced with another player, they will not be able to pvp that player. In order to prevent sneak attacks, removing a truce could take time before it takes effect, but the truced players would immediately get notified. I may also attempt to prevent entity-based attacks such as crystal pvp, but that would be more difficult.

Land Claims​


Land claims near spawn to prevent griefing and pvp would incentivize a shopping district, or simply cool builds and community farms. However, such a system could be exploited. To prevent this, I plan on limiting the number of land claim blocks a single player can have. The players can obtain land claim blocks by completing MC Achievements. Keeping it finite. Another measure I could take is allowing pvp in land claims "if" a player entering the claim is tagged as "in combat". This would limit the effectiveness of players creating lots of small escape zones for the sole purpose of escaping pvp. I could limit land claims to a small radius around spawn, maybe 1-2k blocks max. I could also prevent land claims until the player has completed certain achievements, such as killing the ender dragon. Considering disabling chorus fruiting / ender pearling into land claims.

TLDR Suggested Features of Land Claim system:
-Players acquire "land claim blocks" by completing MC Achievements.
-Players tagged "In Combat" can take pvp damage in land claims.
-Limit land claims to 1-2k radius around spawn.
-Allow Players to claim after they kill the Ender Dragon, or some other achievement.
-Disable chorus fruiting / ender pearling into land claims.

Chest Shops​


Simple sign Chest shops where players request an item for another. Would incentivize players to make physical shops near spawn, rather than an auction house with no builds. Its also better than simple /trade "player_name" because it allows trades with offline players given there shop is stocked.

Spawn, Home, and RTP​


I currently have a /spawn command, but no /home or /rtp command. I think I should add all 3 commands. /home would allow players to easily travel to the spawn and shopping district, but it would allow players to build there bases much further from spawn. A one-time /rtp would allow new players to skip the tedious walking session from spawn to there starter base.

End Spawn Protection​


End spawn is easy to camp and crystal pvp anyone who comes thru, essentially instantly killing them with little risk to the attacker. This leads to "paranoia" around the end and other players, which actively works against the sense of collaboration I want to cultivate. Treating the end platform similar to spawn where pvp and block placement is disabled seems like a good way to counter this.

Proximity Chat​


I've never used proximity chat, but it seems common and requested by many players. Should add to the sense of community and collaboration, so likely worth adding.

In Conclusion​


I want to build a UHC server in the sense that players good at surviving in traditional single-player minecraft are rewarded, not in the sense that pvp legends are the only ones left standing. PVP is still part of the server, but I don't want a single pvp player camping spawn or the end to ruin the experience for new players, or for builders / shoppers near spawn. I've tried to balance the desires of different types of players in the features I've described, and would love your feedback.

submitted by /u/Zinphor
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