interesting but not necessarily helpful to the server. Many of the stuff in the video was somewhat implemented in the old kingdom craft and, as seen in your video, produces some lag even for you. The questing system used would be hard to implement for multiplayer, and is not seamless(has some bugs). I guess the key that helps a good vanilla server run is simplicity. Things have to be simple and fun in order to run well and keep players interested.
So i guess what you're trying to say is less complicated mechanics for rpgs but more awesome builds, open world, exploring type thing. No quests, instead you make your OWN quests to explore (insert cave name here) etc...
You put the mechanics in the cave to make it better instead of adding quests in the first place because the REWARD is in the cave!
(And umm..... sorry if i annoyed you with the "I have a video i wanted to show you!" or "YOU CAN USE VILLAGERS!!!")
I think you explained the server a bit vaguely up until now in my opinion.
Also a suggestion:
You should add custom crafting if you already haven't.
What you stated is close to my point. The game will overall be more fun for the player if they are not BOUND by the constraints of quests, however this does not rule them out.
1st of All:
When a Player enters the world(after tutorial) they will be in a city in the middle of a large OPEN WORLD. (Which by the way was spawned without caves). They can explore the city, ask other players, and get information on where the place are or they can just run outside the city and search.
Once they come across something that is NOT in the actual minecraft world(caves, castles etc.) They can go in and fight their way to the top/bottom/boss. Once boss is killed, special rewards are given. Each city will have a designated boss castle nearby which, when beaten, will allow the player to travel to another city.
Much of this will be reward driven, but to keep noobs from fighting deadly mobs some cities will HAVE to be locked until the main boss is defeated.
As for custom crafting, that was never OFF my mind, or I always had that planned. For the most part, if it wont bug and it wont lag then why not?
Stats- This will be CRUCIAL and be of the biggest differences of the first kingdom craft. Each level the player gains, they are given 1 stat point which can be used to increase their:
-Strength- more strength and better weapon access
-Dexterity- more speed and less hunger
-Intelligence- more mana and spells
-Endurance- adds hp
-Charisma- better pets
-Luck- better chances of loot and rarities
(These are tentative to change)
Pets- everyone loves em, so why not? They will be added but there may be some limitations. There will be more to add on this section once the server goes up.
Classes- Yes! Classes will be back but very different. By choosing a class, you are signing allegiance to a specific group, meaning you can access knight specific abilities, but it will not affect your stats. Yes, you could be a knight with high intellect. Picking classes that match your stats would be optimal, because classes just have abilities that are most likely stored in books or tellraw.
Most mobs will be special. While wandering the woods you will sometimes encounter ogres or other creatures that are not in minecraft
This is a list of specifics for the server, just so I'm not vague(I kinda was). It CAN change but most of it is here to stay.
On the server, I will open it(so far scheduled) at 1pm (PACIFIC TIME) on Saturday and Sunday (Nov.7&8) and will be working on it until everyone must go. Time may reschedule or open up later, stay posted.
On a side note, I will suggest a Skype audio chat otherwise. If you cannot then you MAY only be allowed as an alpha-tester.
The server is not the official server. Any work done on it will be transferred through mcEdit onto the actual.
If you troll, you will be banned from both the server and the actual server.
Any other questions, feel free to post them here(on this thread).