How I’m designing fair raiding for a PvP SMP (no unraidable bases)

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I’m currently working on a Vanilla+ PvP SMP and wanted to sanity-check a raiding approach before the server goes live.

Like a lot of people here, I’ve seen PvP servers fail in one of three ways:

  • Bases become completely unraidable
  • Claims are so restrictive that building creativity dies
  • Or it turns into pure anarchy and newer players quit

I’m trying to hit a middle ground where raiding is always possible, but players still have freedom.

The core idea​


Every claimed base must have:

  • One main entrance (a door)
  • All interior rooms that contain loot must be reachable from that door via a valid walking path

The path doesn’t need to be pretty — stairs, ladders, slabs, holes, scaffolding, etc. are all fine — but it must exist and stay accessible.

There’s no restriction on how players build beyond that. They can make the base as complex, vertical, or weird as they want.

Traps​


Traps are allowed, but only if they’re:

  • Avoidable or telegraphed
  • Not instant-kill
  • Not sealing players in
  • Not blocking the required route to loot

So things like pits, arrow dispensers, mobs, slowing traps, alarms, etc. are fine — but no suffocation traps, piston crushers, TNT kill rooms, or anything that permanently traps a raider.

Raiders must always be able to leave safely if they play smart.

Enforcement​


At least initially, this isn’t enforced by a heavy plugin system. The server uses:

  • Claims for general protection
  • Rules + staff enforcement for raiding fairness

Accessibility is checked at raid time, not constantly. If a base becomes unraidable, it’s considered a rule violation, not a build restriction.

Why I’m leaning this way​

  • It keeps raiding viable without turning the server into griefing chaos
  • It avoids over-engineering claim plugins that kill creativity
  • It gives builders freedom while still maintaining real risk

Before I lock this in, I’d love feedback from people who’ve run PvP or raiding servers:

  • Does this feel fair from a player perspective?
  • Are there obvious edge cases I’m missing?
  • Have you seen similar systems succeed or fail?

Appreciate any thoughts.

submitted by /u/Turbulent_Carob4946
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