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Towny Development - Community Suggestions

Discussion in 'Suggestions' started by KurtTheFruit, Jul 5, 2018.

  1. KurtTheFruit

    KurtTheFruit
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    Good day to all!

    The ShadowXCraft Team has decided that we will push through with the development of Towny! But we really need your help on what should happen in this server. Before anything else, here's what towny can do (according to the plugin's website!).


    • Allows players to own and manage land based on a pre-set grid layout.
      • Players join towns and purchase plots of land.
      • Players decide who can build, destroy, use “switchs” and use items on every plot they control.
      • Towns can join together into nations, further structuring a server into teams.
      • Towns grant protection from monsters, pvp, fire, explosions and greifing.
    • Wilderness Rules (Optional)
      • Area between towns is wilderness, with its own build permissions.
      • Limit players’ interaction with the wild to just harvest-able blocks, keeping the wild pristine.
      • Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving.
      • Block explosions and fire.
    • PVP Enhancements
      • Server with a strong PVP aspect will find Towny’s grouping of players to be invaluable.
      • Prevent friendly-fire. (Optional)
      • Nations split players into larger teams.
      • Nations can declare other nations to be allies or enemies, further splitting players into even larger teams.
      • PVP can be turned on/off in wilderness, towns and worlds. (Optional)
    • Towny War!
      • War pits nation against nation.
      • Fight for money and optionally land.
      • Collect Prisoners of War, break POWs out of Jails.
      • Highly-customizable options for what can and cannot be destroyed and built during war.
      • Explosions can be safely used in towns and revert automatically.
    • Teleporting/Warping and Spawning (Optional)
      • Players can spawn to their town upon death.
      • Players can spawn to their town or a town that is within their nation/allied with their nation.
      • Use of beds can be limited to personally-owned land and players can spawn there.
    • Customized modified chat. (Optional)
      • Colours, group prefixes and suffixes, nation, town, towny titles.
      • Channels for general, local, town, nation, moderator, admin and custom channels.
      • Anti-spam feature.
    • Shop plugin support. (Optional)
      • Limit shops to special Shop Plots, enhancing realism.
    • Economy plugin interaction. (Optional)
      • Supports all economy plugins.
      • Charge money for plots, towns, nations.
      • Flexible tax system.
      • Upkeep to remove money from the economy, stopping rampant inflation.
    I personally want the sub-server to be highly community driven, we need your suggestions/opinions, feel free to write them below!
     
    #1 KurtTheFruit, Jul 5, 2018
    Last edited: Jul 5, 2018
  2. KurtTheFruit

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    Here are my PERSONAL suggestions! (Not official features of towny, but my personal suggestions alone.)

    - No Server Shop, but player should be able to use buy/sell signs on their town shops.
    - Progressive Ranking System (Similar to Factions, but not time-based but rather money based).
    - Crates, Loot-box system
    - Griefing NOT allowed in towns
    - Jobs system (Jobs plugin, like digger, cook etc.)
    - Universal Organization system (like United Nations in real life) wherein Nations (groups of towns) may rent spaces in the server's spawnpoints as shop plots or embassies.
    - Towny's own staff ranks (?)
    - Nation Wars are possible (if two nations go on war)
    - Make nation founding expensive
    - Standard Economy (Not op, not hardcore).
    - /fly for players in the highest possible rank (In the progressive ranking system) :eek:
    - Keep Inventory on official server arenas.

    This will highly be community based, reason for why I won’t instantly be adding my own ideas. Help us out by replying below!
     
    #2 KurtTheFruit, Jul 5, 2018
    Last edited: Jul 5, 2018
  3. FallenCatalyst

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    Towny staff ranks and /fly seem like they would be bad ideas that could lead to abuse of power. /fly would make it harder to watch out for people that are actually hacking and others who have gotten to the privilege.

    As for the nation founding, perhaps it should be decently expensive but players start off with enough to found a nation plus a bit more? That way they can create one nation but will have to work before they can go make another one.
     
    rJayT2 and ADayToRemember_ like this.
  4. engulfedleader2

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    This sounds like an interesting idea. It just the time that it will take for this to be an actual sub-server.

    Staff = Government with Livestream/videos of changes in the towns and nations
    A tracker for nations with most money and power
    A prison system implemented into it for players breaking laws
    A different set of rules from other sub-servers
    /fly should not be a thing since you want wars between nations
    having a class system for players to choose (Knight/Ninja/Archer/Wizard)
    Custom abilities built within the class system
    Prisoners/slaves of the government. I'm kind of feeling a communist world for Townie.
    Custom worlds built around this. Maybe make custom portals that would lead to different sections like the palace of the lords.
    Custom mobs that would have abilities and would spawn in war zones/open world
    Dungeons for players to go to and explore. As well as Boss Fights
    A different currency rather than the in-game virtual money.
    Merchants that spawn in randomly to trade money for items and things for players
     
  5. KurtTheFruit

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    Hello! Some updates for towny, based from discussions in both discord + forum suggestions.


    NOTE THAT THESE ARE JUST POSSIBILITIES, AND NOT FINAL YET. We need your insights!


    Towny Plans (Updates.)

    - Rank Progression System will be looked into, here’s what we’ve got so far:


    6 different classes with each having their own perks in levelling up. Certain classes have perks and will earn more skills upon levelling. You may only choose 1 class, switching classes WILL reset your progress from your last class. The classes will be categorized into DAMAGE, BURST, UTILITY, TANK;


    Damage - Has good attack and defense. Great against Burst Players.

    Burst - Has weak defense but insanely good attack. Great against Tank players.

    Tank - Has great defense but very little in attack. Great Against damage players.

    Support - Provides potion/healing aid for the other classes.

    Magic - Mostly ranged class, can do spells and use items both for offense and defense.

    Utility - Utility class is for players who mainly want to focus on economy and building. Vital for a town’s growth and upkeep.


    10 different prefixes, prefix change for every 5 levels. Max level is level 50, Drastic improvement in perks for every 10 levels a player gains. (Levels = Ranks)


    ————

    Central Government System:

    - Senate (Kings of Nations)
    - Congress (Mayors of Towns)

    Before a player starts a town, they have to apply for the position in a towny forums thread. If they are approved, the central government will supply their Upkeep for 3 towny days, afterwards, the town MUST Support itself.

    Creating a Nation is possibly done by any mayor, the only hindrance is that it will be expensive to upkeep, reason for them having to partner up with other Mayors to create a Nation.

    The central government may provide towns/nations aide via proposals.

    Kings and Mayors are considered OFFICIALS. Players are allowed to file for certain requests as well, such as transferring of Kingship or Mayorship. Overall, the community may request for changes such as lowering or plot and/or residencial tax, lowering town upkeep, all they have to do is ask their leaders (Kings, Mayors) to file proposals to the central government.

    ——————————-

    We need more suggestions, keep them coming. We want towny to be highly community-driven. Help us out by sharing your insights below.
     
    Lightning and engulfedleader2 like this.
  6. trifire

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    Just to make sure... the 'central government' being the staff?
    This sounds really great btw.

    I love dungeons! Idk how viable this idea is, but it might be really neat to have players/nations building dungeons to challenge other nations. Also, this may be interesting to incorporate with the above mentioned crate/loot box system... you buy access to a dungeon, and the more challenging the dungeon, the better the reward.
    I think the merchants thing could be a really cool idea, though a custom mob would obviously be challenging to program. But it might be really neat to meet some trader guy out in the wilderness that would sell you an efficiency 10 pick or something. Speaking of which....

    I would really like to see items and/or status effects that cannot normally be gotten in vanilla minecraft. That was one thing that I found kind of disappointing in the factions kits/ranks, there were no items/permissions/abilities (except for /warp museum) that you couldn't have gotten playing minecraft the normal way. The custom enchants were awesome (some of them anyway) but you couldn't get those in the kits.

    I would love to see access to the Nether and End realms. To my knowledge, there isn't a subserver yet that gives access to the end, and I think that would be pretty cool with the new end realms added in 1.9.

    One other thing... and I know this is gonna sound weird. How hard would it be to rig some sort of super limited world edit in a survival world? It'd be really cool to use world edit style mechanics to build structures with blocks from your inventory. Just an idea, again I have no idea how hard/viable this would be.
     
    #6 trifire, Jul 11, 2018
    Last edited: Jul 11, 2018
  7. engulfedleader2

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    Making custom mobs with health and special stats isn't the hardest thing to do. Making all the mobs balanced is probably harder

    As for custom enchants for armor and weapons. It should be easy to make. The classes you choose should also have special moves corresponding to their kit.
    For EX: If the archer left clicks with the class bow it will shoot a barrage of arrows and will have a cooldown of 30 seconds (note this isn't really hard to make)
     
  8. Pilgrims5

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    Just chiming in, and haven't played here long yet.... overall the suggestions Kurt and Engulfed have made sound good, and I wouldn't want to underestimate the amount of work involved in setting it all up, so thanks for that.
    Without making specific suggestions, the classes mentioned and the system making their strengths and weaknesses different sounds good.
    No flying please... it's just too much. :)
    I assume there will be warping so that places can be jumped to quickly?

    We've played towny before on other servers and it was easily one of the best stints of collaborative play we've had so overall just happy to see it is coming.

    Any update on timing or ETA? (ie. "are we there yet?")
     
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  9. FallenCatalyst

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    Things are being polished up in Towny currently so it shouldn’t be too long now. Watch for further updates in the next few days for a set release date.
     
    lizardfreak321 and X1X_ like this.
  10. Pilgrims5

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    "polished up" sounds good...
    Does this mean the BETA TEST has already happened? If not, I'd like to help out with that, and I know a few other focused players who would as well....
     
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  11. X1X_

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    Currently, it is the staff testing period, meaning we are just testing if the fundamentals work. And then it will transition to a open-beta period, wherein players will be able to test the server out and report any additional bugs to us. This will last 5 days.
     
  12. lizardfreak321

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    We are working on a new swear filter update. The reason for this is so that the filter is more forgiving to new players, which we hope to get when we release this and prison's replacement.
     
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  13. Pilgrims5

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    Okay, working in a group of four in our first attempt at a town. Expanding the town plots creates a seemingly very high daily upkeep cost. So, we only have 6 plots, not really enough to build much of anything and it's already 3000/day upkeep? I can't imagine trying to keep this going. Seems way high, particularly when you are trying to get started, which requires a lot of building time, which doesn't necessarily generate much income ... it's out of balance in my opinion.
     
  14. KurtTheFruit

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    Updated, Daily Upkeep tax is now 50% off the original price. Thanks for your input.
     
  15. Pilgrims5

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    Kurt (and SXC-Team)... it's better than it was, but still too high in my opinion. Currently we have 8 plots and able to get building... but our daily upkeep is now 2000 (instead of 4000) but there is still taxes of 1000.... so daily we are still required to put out 3000 and we have almost not even started yet. We have 4 member, some of which are generating income while collecting resources, but it is still out of balance. Adding 250 per plot expanded per day is too steep. I'd suggest making it 100 per plot per day upkeep. We would be at 800 upkeep and taxed at 1000 still.... which seems reasonable... this would allow us to concentrate more on exploring, surviving, building.... also keeping in mind we lose 500 for each death which is VERY GOOD as it puts an emphasis on staying alive.... I like this component a great deal, but if you are risking and inevitably dying from time to time, add that loss to your town costs each day and it adds up.... but more reasonably.

    Thoughts?
     
  16. KurtTheFruit

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    The purpose of a decently high town upkeep is to prevent solo player towns and players who make a town then just leave. We dont want random chunks everywhere that have highly inactive towns. The land area for the entire world is just 5k, and we want to emphasize that lands ARE valuable. Economy will soon inflate, now we are just in the first days of release, reason why people find it difficult still.
     
  17. trifire

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    I think there may be some confusion here. This is how I understand it, please correct if I'm wrong, as it's quite possible.

    Daily upkeep is what the town pays to keep the land they own. That money disappears, (or maybe goes to the capital? But i think it just disappears). It's currently $250 per chunk per day.

    Taxes are what the individual players pay to the town, for the privilege of remaining in the town. The town mayor can set the taxes, but by default the tax is 1000 dollars daily. Town officials are exempt from tax collection.

    So for your 8 chunks, you'll be paying 2k a day. Split between 4 members, that'll be 500 a piece... not that unreasonable if you ask me. Sure, you'll have to be active to keep up with it, but it's pretty easy to earn that much (15 minutes of mining, or even just voting will usually get you at least 500). Also, as kurt mentioned, the economy will inflate as people get better equipment, ie eff V ub III Fortune III mending picks, beacons, afkable cobble gens, mob farms, fish farms, etc etc.

    It's true that to get like, a survival plot sized town, you'll need massive daily funds. Hence, the need for a closely knit, active community.

    I feel like reducing plot daily upkeep might not be SUCH a bad idea, but if it were done, it should be balanced by an increase in initial town foundation costs.

    One other thing (and this is a suggestion) can we please put ! (exclamation points) in our town boards? right now, it yields an invalid string.
     
  18. Pilgrims5

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    Hey TriFire....
    I definitely misunderstood the taxes (no "town tax" only town member tax, now I get it)....

    I'd agree that it's not out of balance if we only needed 8 chunks for a town. The reality is that is a very small very simple town if that is as far as it goes... and we'd like to ensure we have a larger town with a selection of active players who can help maintain it and make it great.

    Agreed Kurt, the value of the land for a town needs to be high enough to promote an engaged group of dedicated community-driven players. I'm actually worried that players will begin a town and then be forced to abandon out of frustration for not being able to generate enough daily funds... and so it's with that in mind that I'm questioning the balance of upkeep costs. It should be high enough to promote value and not so high as to frustrate players and cause failed start-ups. It is definitely early still and may very well balance out given a stronger economic development.

    We're attempting with our little band of 4 to get started, be strategic and develop quality builds. The reduction in upkeep has been good in my opinion and of course, we all want what is best for the server and community on the whole, so we're going to do our best here.

    Thanks again for all the admin work in the background... we're interested to see where this will go.
     
    #18 Pilgrims5, Aug 10, 2018
    Last edited: Aug 11, 2018
  19. BeanCredit

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    Hello. I am really loving the new towny. I am the mayor of a town with a few people and having a lot of fun creating new and exciting community builds.

    Just recently I created a shop with the intention that not only the residents within my town but also residents of other towns could come and buy from my town. However, I also found out that in order to visit a public town it costs 500$. This price seems a little high... Towny is a fantastic way to get everyone involved in a large community. And that is awesome! But this price to visit other people towns really limits that community feeling. By reducing this price, people could feel much better about visiting other towns that have the community of the whole server in mind, not just their on residents.

    Thank you for all the hard work being done on this server.
     
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  20. Pilgrims5

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    I agree, and not just for the sake of having shops. The perms should work fine against griefers... so we're not worried about that. I'd support a "no cost" visit policy.
     

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