These are all really cool. I'd probably get the diamond scimitar.
haha I should probably also explain how this works more before you get too attached -__^
Keep in mind once you add a rune to any weapon type, the hierarchy of wood to diamond swords becomes void to a certain extent. every weapon material provides different advantages and disadvantages. Yes, diamond swords still give the most damage-per hit and rune weapons crafted from diamond swords get an inherit damage bonus. However, diamond rune weapons are best used if you want to do the most physical damage per hit. but that's not all that come with rune weapons, rune weapons come with abilities as well which certain material type weapons inherently boost. for example the wood rune weapons have very low attack damage (as you would expect) however, they give massive bonus to ability burst damage. Gold swords also do very little physical damage from basic attacks, but they provide a nice Cooldown reduction boost JUST for being a gold sword. This gives players the ability to design their playstyle; if they wanted to be a mage they could be a mage with big burst damage but weak attack damage by creating a wooden or gold rune weapon. Or if you wanted to be a melee fighter, you could do that too by going with a diamond rune weapon or iron weapons which provide physical damage boosts or attack speed boosts.
you may think this is unfair that you can get an equally powerful weapon out of a diamond sword vs a wooden sword, but here are the reasons we decided to do this and why it works:
1) Despite each weapon material type being equally as useful in different areas of combat, the highest demand for most players will still be diamond rune weapons. Because it's just what people are familiar with and is the easiest to get used to. So to give players who like to use a bit of strategy and really dive deep into their playstyle, the other material types will allow this.
2) It's no secret that diamond and iron weapons and tools are easy to obtain on our server even as a new player. and even though we have that crafting level requirement on iron and diamond tools once the server is out there will most likely be player shops selling these tools to other players. (which is exactly what we want to encourage, a player-led economy). So diamond and iron swords will be available to just about everyone if they really wanted them and there is really nothing we can do to prevent it because players will sell them. Diamonds are also quite easy to obtain. simply just shooting bats twice will give you what you need to make a Diamond Rune sword. Sword material is definitely not the rarest thing that go into making a rune weapon even if you are spending 2 diamonds to make it vs 2 wood.
3) When this plugin is added, an additional 10 heart slots will be added to everyone's total heart count for a possible sum of 20 hearts. this means that diamond swords are no longer "one hit kill" weapons. It puts diamond swords to a closer equivalent to stone swords in comparison. And with the runes, wood, stone and gold will all be boosted to make them more equal to diamond in different ways.
4) After this plugin is added, Diamond will no longer be one of the best crafting items you can get in the game. Runes will be the best crafting item and also the rarest. Considering mobs drop primarily soldier runes and rarely life runes and quests only give up to earth runes, getting anything higher than Frost runes would be extremely difficult. The argument that diamonds are the rarest and most valuable crafting item on the server just isn't true anymore. it didn't decrease in value, diamonds will still be a high tier sellable item, but if you really wanted the best weapon, you farm runes, it doesn't matter what vanilla weapon material you decide to merge a rune with.
5) We have done some research on servers that tend to have the highest player count and servers that have the most logins. servers that do all have something in common; they break the Vanilla meta. Back when we started building this server, Vanilla based servers were on their way out. the original prison servers and creative servers were fun for everyone at the time but eventually they got old. players wanted to play something that gave them a different experience than what you find in vanilla Minecraft. Then came the OP prison servers where you could mine at incredibly fast speeds and get formerly rare items like diamonds almost straight at the beginning. this was more fun for players because it allowed them to do things they couldn't do in vanilla; where as vanilla tends to be slow and require patience, the OP servers made everything fast paced and intense while also keeping the difficulty through quantity of ranks and money required. Now OP servers are on their way out because players have "been there done that" so to speak. So What's next? Well Hypixel knows what's next and they are staying on top of the trends as you can see with their new games like Warlords. what's next is completely different experiences from vanilla Minecraft. this means new items and new textures. players want to play a server that gives them something hey have never seen before in Minecraft. that's why we are doing this and making all vanilla swords as lower tier and more equal crafting ingredients. We are not an OP server, in fact we are more like the old hardcore prison servers that used vanilla mechanics. The only difference is, we are doing it through our own mechanics and our own unique items while traditional vanilla items become obsolete.
How are you gonna handle enchantments, and will there be runes for bows?
you can enchant the rune swords at any point. and if you used an already enchanted vanilla sword before you merged the rune and temper, it would simply just carry over the enchantment to your new rune weapon.
Yes, we have the functionality to support Bows, axes and staffs but making the actual weapon textures, models, and abilities are all on the to do list so for now the plugin will just come with swords
Are you only able to have one rune weapon at any given moment to create character 'classes' and specializations (like in WoW)? What exactly does ability power and refined ability bonus mean? Lastly, how many runes does each tier take, and are rune weapons kept on death?
I'll put it all the answerers to your questions into bullet points so it's easier for everyone to read
~ You are able to have multiple rune weapons at a time. however each ability has a different cooldown rate and do not get reset if you were to switch between them. this is so players who wish to play as a mage can do it without having to worry about physical attacking in between cooldown times and can prettymuch rely on abilities alone during combat.
~ The ability power bonus is the amount of damage (or healing if you have a support weapon) your ability does. and the refined ability or also known as the ability effectiveness bonus changes physical traits and behavior of how that ability works for example if you had a projectile ability and got an higher refined ability level bonus, that ability could shoot a further distance or travel faster when fired or have a larger blast radius etc.
~ Each rune takes 9 of the previous level rune to craft.
~ Yes when the plugin is added to the server you keep any rune weapons you have on death. You will only drop resources. There will also be a blacksmith added to the shops where you can spend eld to salvage an unwanted rune weapon. You lose the item you used to temper but you get your base vanilla item back and the rune you used to make it.
I'll put it all the answerers to your questions into bullet points so it's easier for everyone to read
~ You are able to have multiple rune weapons at a time. however each ability has a different cooldown rate and do not get reset if you were to switch between them. this is so players who wish to play as a mage can do it without having to worry about physical attacking in between cooldown times and can prettymuch rely on abilities alone during combat.
~ The ability power bonus is the amount of damage (or healing if you have a support weapon) your ability does. and the refined ability or also known as the ability effectiveness bonus changes physical traits and behavior of how that ability works for example if you had a projectile ability and got an higher refined ability level bonus, that ability could shoot a further distance or travel faster when fired or have a larger blast radius etc.
~ Each rune takes 9 of the previous level rune to craft.
~ Yes when the plugin is added to the server you keep any rune weapons you have on death. You will only drop resources. There will also be a blacksmith added to the shops where you can spend eld to salvage an unwanted rune weapon. You lose the item you used to temper but you get your base vanilla item back and the rune you used to make it.
Wait, 9? Do you realise just how enormous that is? if it's 9 for each level, then to get to nova you need 99 soldier runes. In case you didn't know, 99 is a HUGE number. that's 387420489 soldier runes. 3584 is the number of soldier runes you can fit in a double chest, so you'd need over a hundred thousand double chests to store all the soldier runes. Unless you plan to make the soldier rune drop rate ridiculously high, anything higher than frost runes would be LITERALLY IMPOSSIBLE. and that's still nearly 60 thousand soldier runes. Maybe rethink that number muffin. 3, which you suggested before, is far more reasonable.
Wait, 9? Do you realise just how enormous that is? if it's 9 for each level, then to get to nova you need 99 soldier runes. In case you didn't know, 99 is a HUGE number. that's 387420489 soldier runes. 3584 is the number of soldier runes you can fit in a double chest, so you'd need over a hundred thousand double chests to store all the soldier runes. Unless you plan to make the soldier rune drop rate ridiculously high, anything higher than frost runes would be LITERALLY IMPOSSIBLE. and that's still nearly 60 thousand soldier runes. Maybe rethink that number muffin. 3, which you suggested before, is far more reasonable.
I couldn't stop laughing reading this post. Your reaction is hilarious... a hundred thousand double chests XD.
yea we will probably go with 3. or keep it 9 and have higher level runes drop more frequently. in either case we may have issues with people making playershops and just getting thousands of soldier runes that way. which we want people to be able to do but it would make getting higher runes like the nova rune very easy if it were based on multiples of 3. perhaps we can do 4? that way you can still make them in your inventory crafting
reading over it again, I realised I'd made a mathematical error, you'd only need 98 soldier runes. Still. 10 thousand double chests is still bad.
38 is 6561, which I honestly feel is reasonable. Player shops is an issue, but think about it this way: you need to buy thousands of these, so there's plenty of cost. The amount I think a nova rune should be isn't certain, but I think somewhere between 50k and 500k. (this being a very rough guess, and I admittedly don't care too much about runes, and thus don't value them super high.) So let's say a nova rune is going at a market price of 500k. That's a good amount, I feel, because it's achievable in inferno, but it'll set you back a huge amount, and it's also for more than any other single item is worth. So, to get a nova rune cheaper by buying solider runes, your price for each must be less than 500000/6561, which is about 76.2. So if you make it so you can sell soldier runes to the server for 80, then it would be more profitable for people who want nova runes to just buy nova runes normally, because their price must be over 80 for it to work. And if they try that, then nova runes will be more common, and thus worth LESS, so it's even less profitable.
And therein lies the secret. If you want something to be rare, make it worth players' time to make it rare. Make it so you can sell runes to the server, taking them from the economy permanently, for more than you can sell them to other players. There are fewer runes, so they're worth more.
Then on the flipside, make it so that high level runes sell to the server for less than the value of the runes it's made of. Then it's worth more money not to create nova runes and thus nova runes are rare, and not crazy high value. Relatively economically stable, but keeps rare runes rare.
if you want it rare, completely community driven is a bad plan. But if you make it so that you can't buy soldier runes super cheaply, and otherwise leave it alone, that's not too bad.
Why not just make it completely community driven then? That means more player interaction, which is always great. It also means that the price will fluctuate following supply and demand. All in all, creating a global market, which sure does sound a lot more exciting than some boring server shop in the shop district.
Also, what exactly is the method of getting these runes? If it's from mobs what will the drops rates be?
if you want it rare, completely community driven is a bad plan. But if you make it so that you can't buy soldier runes super cheaply, and otherwise leave it alone, that's not too bad.
Thank you for your thoughts guys, both of you make great points! yes, lordofthepies I think 3 or even 4 runes required to make 1 will work out fine. On the note of making them rare however, I'm going to have to agree with Lukasfill on this one. Most of the items in our economy are driven from admin shops, but runes are literally one of the first items on the server i feel people will pay good money for just to simply have and collect. where most other "valuable" items on our server are valuable because we add a value to them through player shops. Runes on the other had will be valuable because of the desire to own the best rune weapon you can and for how much work it takes to farm for high level runes. I think having alt east a few items on the server being completely driven by the community as far as economy goes is a very good thing to have because in encourages the act of player to player trade and selling thus more players will utilize our shop district.
However you do bring up a good point lordofthepies that at some point there will be so many runes in the economy that it may become oversaturated. either we remove the ability to retrieve runes from swords you craft them into so that runes are basically "spent" when you merge them with a weapon, or we can think of another way to dispose of them or a way to "use them up". Players may not like the idea of not being able to get their runes back if they use them on a weapon when they didn't want to.
And Lucasfill, to answer your question, when you kill a mob, they have a small chance to drop a soldier rune. You will also be able to obtain runes rarely from random Loot Chests and some higher level runes like earth or fire from a few quests as prizes.
Here's a thought: I think making it so you can't get runes back is a little too harsh, but the market will saturate super quickly if you can. So the thing to do is make the runes retrievable, but at a cost. Make it so you have to pay (and the amount increases each time) to retrieve a rune, or what I personally like better, make it so the rune goes down a level when you do. So, the higher value the rune, the more you lose by retrieving it. I expect a nova sword would probably be worth more, depending on the temper (unless you make rune weapons untradeable, which is something worth considering), than a sun rune. So, for most purposes, it's probably not worth it. But you can still do it, if you want. Doing it that way takes high level runes out of the economy even moreso; instead of just turning them into a rune sword, making those more common (and thus making it so that you don't need to make as many, so there are more nova runes), you make an item that, if you can no longer find a use for it, turns into a sun rune, slightly increasing the demand for nova swords, slightly decreasing the number of unused nova runes in the market. It won't do too much, but it'd help.
Here's a thought: I think making it so you can't get runes back is a little too harsh, but the market will saturate super quickly if you can. So the thing to do is make the runes retrievable, but at a cost. Make it so you have to pay (and the amount increases each time) to retrieve a rune, or what I personally like better, make it so the rune goes down a level when you do. So, the higher value the rune, the more you lose by retrieving it. I expect a nova sword would probably be worth more, depending on the temper (unless you make rune weapons untradeable, which is something worth considering), than a sun rune. So, for most purposes, it's probably not worth it. But you can still do it, if you want. Doing it that way takes high level runes out of the economy even moreso; instead of just turning them into a rune sword, making those more common (and thus making it so that you don't need to make as many, so there are more nova runes), you make an item that, if you can no longer find a use for it, turns into a sun rune, slightly increasing the demand for nova swords, slightly decreasing the number of unused nova runes in the market. It won't do too much, but it'd help.
"make it so the rune goes down a level when you do."
Hmmm now that is an interesting idea, indeed! I'll have to run that by Weasel. Good suggestion on how to help solve the over saturation problem, lordofthepies! :3
if you are still accepting whitelist applications you should add me, Fedo99. I played a while back and would love to play some more. Thanks!
Weasel and I have been working hard on the new DD rune plugin. here is a new chart that shows all the different types of weapons you can get so far:
~Epic Space Milk Muffin
These are all really cool. I'd probably get the diamond scimitar.
haha I should probably also explain how this works more before you get too attached -__^
Keep in mind once you add a rune to any weapon type, the hierarchy of wood to diamond swords becomes void to a certain extent. every weapon material provides different advantages and disadvantages. Yes, diamond swords still give the most damage-per hit and rune weapons crafted from diamond swords get an inherit damage bonus. However, diamond rune weapons are best used if you want to do the most physical damage per hit. but that's not all that come with rune weapons, rune weapons come with abilities as well which certain material type weapons inherently boost. for example the wood rune weapons have very low attack damage (as you would expect) however, they give massive bonus to ability burst damage. Gold swords also do very little physical damage from basic attacks, but they provide a nice Cooldown reduction boost JUST for being a gold sword. This gives players the ability to design their playstyle; if they wanted to be a mage they could be a mage with big burst damage but weak attack damage by creating a wooden or gold rune weapon. Or if you wanted to be a melee fighter, you could do that too by going with a diamond rune weapon or iron weapons which provide physical damage boosts or attack speed boosts.
you may think this is unfair that you can get an equally powerful weapon out of a diamond sword vs a wooden sword, but here are the reasons we decided to do this and why it works:
1) Despite each weapon material type being equally as useful in different areas of combat, the highest demand for most players will still be diamond rune weapons. Because it's just what people are familiar with and is the easiest to get used to. So to give players who like to use a bit of strategy and really dive deep into their playstyle, the other material types will allow this.
2) It's no secret that diamond and iron weapons and tools are easy to obtain on our server even as a new player. and even though we have that crafting level requirement on iron and diamond tools once the server is out there will most likely be player shops selling these tools to other players. (which is exactly what we want to encourage, a player-led economy). So diamond and iron swords will be available to just about everyone if they really wanted them and there is really nothing we can do to prevent it because players will sell them. Diamonds are also quite easy to obtain. simply just shooting bats twice will give you what you need to make a Diamond Rune sword. Sword material is definitely not the rarest thing that go into making a rune weapon even if you are spending 2 diamonds to make it vs 2 wood.
3) When this plugin is added, an additional 10 heart slots will be added to everyone's total heart count for a possible sum of 20 hearts. this means that diamond swords are no longer "one hit kill" weapons. It puts diamond swords to a closer equivalent to stone swords in comparison. And with the runes, wood, stone and gold will all be boosted to make them more equal to diamond in different ways.
4) After this plugin is added, Diamond will no longer be one of the best crafting items you can get in the game. Runes will be the best crafting item and also the rarest. Considering mobs drop primarily soldier runes and rarely life runes and quests only give up to earth runes, getting anything higher than Frost runes would be extremely difficult. The argument that diamonds are the rarest and most valuable crafting item on the server just isn't true anymore. it didn't decrease in value, diamonds will still be a high tier sellable item, but if you really wanted the best weapon, you farm runes, it doesn't matter what vanilla weapon material you decide to merge a rune with.
5) We have done some research on servers that tend to have the highest player count and servers that have the most logins. servers that do all have something in common; they break the Vanilla meta. Back when we started building this server, Vanilla based servers were on their way out. the original prison servers and creative servers were fun for everyone at the time but eventually they got old. players wanted to play something that gave them a different experience than what you find in vanilla Minecraft. Then came the OP prison servers where you could mine at incredibly fast speeds and get formerly rare items like diamonds almost straight at the beginning. this was more fun for players because it allowed them to do things they couldn't do in vanilla; where as vanilla tends to be slow and require patience, the OP servers made everything fast paced and intense while also keeping the difficulty through quantity of ranks and money required. Now OP servers are on their way out because players have "been there done that" so to speak. So What's next? Well Hypixel knows what's next and they are staying on top of the trends as you can see with their new games like Warlords. what's next is completely different experiences from vanilla Minecraft. this means new items and new textures. players want to play a server that gives them something hey have never seen before in Minecraft. that's why we are doing this and making all vanilla swords as lower tier and more equal crafting ingredients. We are not an OP server, in fact we are more like the old hardcore prison servers that used vanilla mechanics. The only difference is, we are doing it through our own mechanics and our own unique items while traditional vanilla items become obsolete.
Let me know if you have any questions or opinions
~Epic Space Milk Muffin
you can enchant the rune swords at any point. and if you used an already enchanted vanilla sword before you merged the rune and temper, it would simply just carry over the enchantment to your new rune weapon.
Yes, we have the functionality to support Bows, axes and staffs but making the actual weapon textures, models, and abilities are all on the to do list so for now the plugin will just come with swords
~Epic Space Milk Muffin
I'll put it all the answerers to your questions into bullet points so it's easier for everyone to read
~ You are able to have multiple rune weapons at a time. however each ability has a different cooldown rate and do not get reset if you were to switch between them. this is so players who wish to play as a mage can do it without having to worry about physical attacking in between cooldown times and can prettymuch rely on abilities alone during combat.
~ The ability power bonus is the amount of damage (or healing if you have a support weapon) your ability does. and the refined ability or also known as the ability effectiveness bonus changes physical traits and behavior of how that ability works for example if you had a projectile ability and got an higher refined ability level bonus, that ability could shoot a further distance or travel faster when fired or have a larger blast radius etc.
~ Each rune takes 9 of the previous level rune to craft.
~ Yes when the plugin is added to the server you keep any rune weapons you have on death. You will only drop resources. There will also be a blacksmith added to the shops where you can spend eld to salvage an unwanted rune weapon. You lose the item you used to temper but you get your base vanilla item back and the rune you used to make it.
~Epic Space Milk Muffin
Wait, 9? Do you realise just how enormous that is? if it's 9 for each level, then to get to nova you need 99 soldier runes. In case you didn't know, 99 is a HUGE number. that's 387420489 soldier runes. 3584 is the number of soldier runes you can fit in a double chest, so you'd need over a hundred thousand double chests to store all the soldier runes. Unless you plan to make the soldier rune drop rate ridiculously high, anything higher than frost runes would be LITERALLY IMPOSSIBLE. and that's still nearly 60 thousand soldier runes. Maybe rethink that number muffin. 3, which you suggested before, is far more reasonable.
I couldn't stop laughing reading this post. Your reaction is hilarious... a hundred thousand double chests XD.
yea we will probably go with 3. or keep it 9 and have higher level runes drop more frequently. in either case we may have issues with people making playershops and just getting thousands of soldier runes that way. which we want people to be able to do but it would make getting higher runes like the nova rune very easy if it were based on multiples of 3. perhaps we can do 4? that way you can still make them in your inventory crafting
~Epic Space Milk Muffin
reading over it again, I realised I'd made a mathematical error, you'd only need 98 soldier runes. Still. 10 thousand double chests is still bad.
38 is 6561, which I honestly feel is reasonable. Player shops is an issue, but think about it this way: you need to buy thousands of these, so there's plenty of cost. The amount I think a nova rune should be isn't certain, but I think somewhere between 50k and 500k. (this being a very rough guess, and I admittedly don't care too much about runes, and thus don't value them super high.) So let's say a nova rune is going at a market price of 500k. That's a good amount, I feel, because it's achievable in inferno, but it'll set you back a huge amount, and it's also for more than any other single item is worth. So, to get a nova rune cheaper by buying solider runes, your price for each must be less than 500000/6561, which is about 76.2. So if you make it so you can sell soldier runes to the server for 80, then it would be more profitable for people who want nova runes to just buy nova runes normally, because their price must be over 80 for it to work. And if they try that, then nova runes will be more common, and thus worth LESS, so it's even less profitable.
And therein lies the secret. If you want something to be rare, make it worth players' time to make it rare. Make it so you can sell runes to the server, taking them from the economy permanently, for more than you can sell them to other players. There are fewer runes, so they're worth more.
Then on the flipside, make it so that high level runes sell to the server for less than the value of the runes it's made of. Then it's worth more money not to create nova runes and thus nova runes are rare, and not crazy high value. Relatively economically stable, but keeps rare runes rare.
if you want it rare, completely community driven is a bad plan. But if you make it so that you can't buy soldier runes super cheaply, and otherwise leave it alone, that's not too bad.
Thank you for your thoughts guys, both of you make great points! yes, lordofthepies I think 3 or even 4 runes required to make 1 will work out fine. On the note of making them rare however, I'm going to have to agree with Lukasfill on this one. Most of the items in our economy are driven from admin shops, but runes are literally one of the first items on the server i feel people will pay good money for just to simply have and collect. where most other "valuable" items on our server are valuable because we add a value to them through player shops. Runes on the other had will be valuable because of the desire to own the best rune weapon you can and for how much work it takes to farm for high level runes. I think having alt east a few items on the server being completely driven by the community as far as economy goes is a very good thing to have because in encourages the act of player to player trade and selling thus more players will utilize our shop district.
However you do bring up a good point lordofthepies that at some point there will be so many runes in the economy that it may become oversaturated. either we remove the ability to retrieve runes from swords you craft them into so that runes are basically "spent" when you merge them with a weapon, or we can think of another way to dispose of them or a way to "use them up". Players may not like the idea of not being able to get their runes back if they use them on a weapon when they didn't want to.
And Lucasfill, to answer your question, when you kill a mob, they have a small chance to drop a soldier rune. You will also be able to obtain runes rarely from random Loot Chests and some higher level runes like earth or fire from a few quests as prizes.
~Epic Space Milk Muffin
Here's a thought: I think making it so you can't get runes back is a little too harsh, but the market will saturate super quickly if you can. So the thing to do is make the runes retrievable, but at a cost. Make it so you have to pay (and the amount increases each time) to retrieve a rune, or what I personally like better, make it so the rune goes down a level when you do. So, the higher value the rune, the more you lose by retrieving it. I expect a nova sword would probably be worth more, depending on the temper (unless you make rune weapons untradeable, which is something worth considering), than a sun rune. So, for most purposes, it's probably not worth it. But you can still do it, if you want. Doing it that way takes high level runes out of the economy even moreso; instead of just turning them into a rune sword, making those more common (and thus making it so that you don't need to make as many, so there are more nova runes), you make an item that, if you can no longer find a use for it, turns into a sun rune, slightly increasing the demand for nova swords, slightly decreasing the number of unused nova runes in the market. It won't do too much, but it'd help.
"make it so the rune goes down a level when you do."
Hmmm now that is an interesting idea, indeed! I'll have to run that by Weasel. Good suggestion on how to help solve the over saturation problem, lordofthepies! :3
~Epic Space Milk Muffin
When are you going to start accepting?
-KooladeisBAE
-KooladeisBAE
So weasel just informed me that with the plugin so far, you can make a total of 68175 possible unique rune weapons o_o
In other news, This is what a rune looks like. and it has animations!
Oh you were in our beta right?
~Epic Space Milk Muffin
Yes, Galactic Muffin.
-KooladeisBAE
-KooladeisBAE
I added you to the whitelist. Sorry for the wait.
No problem, thanks again
-KooladeisBAE
Ma dudes, i kri. Add me to whitelist I changed my name.
Current Name: IIIIBatmanIIII
Past names: MrBatsy, New52Batman, Batman3000, wesley3853, etc
Tried joining the server. Tells me I have to apply now. Guess it's what I get for being afk for a few months.