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Factions Survey

Would you like to see factions make a return?

  • Yes

    Votes: 25 86.2%
  • No

    Votes: 4 13.8%

  • Total voters
    29
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alien12

Well-known member
Joined
Jan 2, 2011
Messages
4,036
So... would you like to see Factions as an option at MCA again? Select the appropriate option in the poll above.

EDIT
Final survey is now live. http://bit.ly/mcafacd15
Enter your in game name at the end to be entered in to the prize draw for 5000 caps. Everyone that completes the survey and includes their username will receive 200 caps.


Now on to the fun part.
IF we were to bring factions back to MCA, either run by us or someone else, what would/wouldn't you want to see?
Please write a description of your ideal Factions server and include anything you can think of that would make the Factions experience great for everyone.

This can include other plugins or extra ideas in to how the world(s) would be setup; how people would create factions without having an overflow of one person factions etc.
Also would you mind if we partnered with another server or would you like to see MCA host it.


Thanks.
MCA Staff
 
I'd say visit some successful factions servers and see what is going on now.

I'd like to see /f create available, /sethome available, obsidian not breakable, war zone well planned out and near the spawn,
keep the world as vanilla as possible, large map, set your own nether portals, and working towards achieving a level playing field so new players/factions have a better chance to get into the game.
 
Having never played on a factions server, but having heard a lot about it, some things I'd like to see involve teamwork and not just wrecking the place.

I would love to see people have a chance to build with their team and make something nice without anyone able to raid it. Reading up a bit on that, I think that's how it would work initially, with people only being able to raid their designated enemies. Maybe an enemy-free period of a span of time would work to let people build. I don't know if plugins can do that. Maybe just a general rule.

I also think that the factions should get bonuses for having more people in them to avoid all that one-person faction stuff you mentioned. Perhaps those factions with an established base and more than X number of people could have a building in the spawn area to advertise their faction or to show off or something. First bonus, name on a sign on the wall; second bonus, name on a sign and descriptive sign underneath and signs with player names; third bonus, small building someplace around spawn... that kind of thing.

I wouldn't mind if we hosted it or had someone else host it, but I think it would be better for continuity's sake if we hosted it or the other server hosting it had the same commands and plugins as we do so players wouldn't have to learn different commands for the same functions.
 
I voted yes, but not as a definite, 100% "WOO FACTIONS!1!1!" yes. I enjoyed factions back in the day, but what really made it fun for me was like what Jenny said- the working as a team part. I loved the whole thing of everyone having a role, and building some sweet base or taking down an enemy in some friendly PvP.

What I didn't like was how, over time, it sort of bred these nasty superiority complexes between the various groups, to the detriment of the otherwise-positive atmosphere of MCA. I think a way to fix that would be to have a separate chat for people in the "faction world" (or on a completely different server, if that route's taken) to keep the medieval feuds away from the Average Steve that's just logged on for the first time to see what we're all about. It's been said before (and hotly contested ;)) that when Factions was around, there were fewer people getting on the server. Of course that could just be a case of Post hoc ergo propter hoc (logical fallacy of believing "since y follows x, then x must have caused y"), but I do think that the general atmosphere of MCA was harmed by Factions.

I think with the right approach, MCA Factions could be great and the server could grow a lot from it, but you have to be careful how you carry it out. A few things I thought of:

-Have Factions chat separate from normal server chat
-Have a price for creating a faction, so that players can't just log on and make single-person factions, but don't make it too high, so that anyone CAN, if they do a little work to earn $$$ (not sure if that's already included in most plugins)
-If you use one of the existing factions plugins, I'd love it if the total amount of starting land you can claim when you first make a faction was increased. On most of the dedicated faction servers I've been to, you have to start with a ridiculously small amount of land. It's also very easy to lose your territory, while gaining new areas is much harder. (this might just be due to my personal complete lack of skill at PvP, but I've seen others complain about it before as well).
-I'd love it if MCA could host the Factions server on its own, but if it had to be hosted by someone else I'd survive ;) Like Jenny said, it'd be good to keep all the commands/plugins the same across both places.

Honestly, I'm happier than a dachshund on stilts either way, but I think, if done carefully, Factions could be a great addition.
 
Factions! Uhhh my idea... make the minimum person count for starting a faction 3+ so teamwork has to happen also so people are not left in a one person "group".

Maybe force this to be done via three persons posting on the forums.
 
Last edited:
I agree with Coolio, though i probably will not be on the factions section much, it sounds like it will be better than your average factions server
 
Just wanted to throw it out there that I loved factions because I could be a lone wolf and fight everyone by myself and we should allow this to still be a possible choice. I also liked that raiding was a thing. Maybe, if there's a way we could allow for people to raid bases however after they make the raid the actual structure of the home gets reset? Idk if this makes sense or possible but being able to raid bases but not have to worry about destroying their hard earned structure would be cool.
 
It's still Blue here even though I am banned I want to give my opinion..I would LOVE to see factions if I ever come back. I think we should have seperate inventories from build and pve. Also the factions plugin would be cool. :D
 
Another idea that I hadn't posted here yet was to see if we could make something that would link visitors to both servers (factions/original), some sort of reward for doing a task daily, weekly, or monthly.

Though this isn't technically for just factions it related somewhat so I figured I'd place it here.
 
I definitely think factions should make a return, but there needs to be some changes from the last editions of the last factions.
1. You SHOULD NOT need 3 people to join your faction, and they NEED to be free, and they NEED to be available to made in game. Some players want to play factions but have no one to play with them, so if they need 3 people to join their faction, they're going to look for another server, and we don't want that, do we?
2. We need a decent sized map... 5k x 5k is not good. At least 7.5k x 7.5k, but somewhere along the lines of 12.5k x 12.5k is best. Probably 15k x 15k or 20k x 20k border max.
3. A good arena to PvP where people can't run away or run into the safezone would be great
4. 2 sethomes for EVERYONE (a lot of servers don't do this, but I feel it's a great addition to any server, and when I used to play and find faction servers with 2 sethomes for non donators, I'd instantly love the server)
5. A sign at spawn the randomly teleports into the wilderness would be pretty cool, but if people don't like that, no worries.
6. Personally, I think tpa's should be allowed in enemy territory, and I think you should be able to open chests in enemy territory. This makes raiding actually fun, worthwhile, useful, and actually gives a point to raiding. (I bold this because I feel its VERY important).
7. No unnatrual spawners (meaning you can't buy spawners in the shop)
8. Ender chests should be allowed
9. Nether portals should be disabled like in the old factions world
10. AFK farms not allowed, and/or a seperate caps system from the rest of the server.

Of course this isn't my server, and I don't really have a lot of input, but these are just some suggestions I'd like to see :). I also think some of these would make MCA a great factions server, and an original, but still fun one too.
 
It seems the majority would like to see factions make a return.
I'll be creating a survey via google as part of the final results using points made from these discussions so please make any points you want now, otherwise they may not end up in the final survey.

We'd like to retry Factions on a "separate" server. Basically running on a different port, although if it works out we'd connect it via portals although it would remain entirely separate still in terms of currency and chat. We may even introduce server specific staff for those that would prefer to play factions over MCA as it is now.


Main points to discuss:
- Creating factions be open (will not use real currency in any case, only in game)
- Number of people needed to make a faction
- Arenas (fight to the death or border hopping as with old factions)
- Number of private home warps (None, 1, 2, 3?)
- World size
- Nether and end portals (Natural, spawn portals or both?)
- Mob spawners (natural only, purchasable, area at spawn?)
 
- Creating factions be open (will not use real currency in any case, only in game)
I'd say a small amount of ingame currency to use /f create would be fine, this encourages people to play a bit before making a faction and leaving. Be good if people can sell mined blocks from inventory, either with market type plugin, or /shop as on main server.

- Number of people needed to make a faction
1

- Arenas (fight to the death or border hopping as with old factions)
either way

- Number of private home warps (None, 1, 2, 3?)
1 /sethome, 1 /f home
If possible add a second /f home when a faction gains enough players(5 players?)
MAX delay on warps 5 seconds

- World size
5000x5000 or bigger overworld

- Nether and end portals (Natural, spawn portals or both?)
both, depending on world size in nether

- Mob spawners (natural only, purchasable, area at spawn?)
natural only, one cow spawner in the safe zone so people can harvest steak is a nice touch
 
I like the idea of factions being separate. Means people like me and dph don't have a huge start ;). And server specific staff is great idea IMO.
- Creating factions be open (will not use real currency in any case, only in game)
Yes
- Number of people needed to make a faction
1
- Arenas (fight to the death or border hopping as with old factions)
Yes, but no running into the safezone
- Number of private home warps (None, 1, 2, 3?)
2
- World size
12.5k x 12.5k
- Nether and end portals (Natural, spawn portals or both?)
Spawn portals
- Mob spawners (natural only, purchasable, area at spawn?)
MK had a good idea about having a cow spawner at spawn for food

ADDITIONAL SUGGESTION: anti-PvP log plugin, so if people PvP log, they get killed.
 
What about inventory? will it be seperate from build and PvE like scavengar was? I think it should be, because some people have a HUGE amount of diamonds, swords, bows, and armour that could be used in factions, making it unfair to other players who don't.
 
I definitely think factions should make a return, but there needs to be some changes from the last editions of the last factions.
1. You SHOULD NOT need 3 people to join your faction, and they NEED to be free, and they NEED to be available to made in game. Some players want to play factions but have no one to play with them, so if they need 3 people to join their faction, they're going to look for another server, and we don't want that, do we?.

The ONLY problem I see with this is tons of people will make their own faction and a bunch of single person factions will pop up and it just sounds disorganized, if you want to go alone, go alone, don't join a faction. Nobody said you had to join a faction, I just think it's a better thing to organize one with a minimum person count, make allies.

The rest of those ideas sound nice.

Edit: seems the minimum person count being >1 is a losing argument, but I still say we should think about it.
 
The ONLY problem I see with this is tons of people will make their own faction and a bunch of single person factions will pop up and it just sounds disorganized, if you want to go alone, go alone, don't join a faction. Nobody said you had to join a faction, I just think it's a better thing to organize one with a minimum person count, make allies.

The rest of those ideas sound nice.

Edit: seems the minimum person count being >1 is a losing argument, but I still say we should think about it.

The thing is it would be a factions server, the point is to make a faction. Who joins a faction server not to make one? Plus factions provide an extra base for people to store their goodies. Also all factions servers have tons of one member factions, no issue.
The way I see it is if people can't make a faction by themselves, they won't stay.
 
The thing is it would be a factions server, the point is to make a faction. Who joins a faction server not to make one? Plus factions provide an extra base for people to store their goodies. Also all factions servers have tons of one member factions, no issue.
The way I see it is if people can't make a faction by themselves, they won't stay.

The ONLY problem I see with this is tons of people will make their own faction and a bunch of single person factions will pop up and it just sounds disorganized, if you want to go alone, go alone, don't join a faction. Nobody said you had to join a faction, I just think it's a better thing to organize one with a minimum person count, make allies.

The rest of those ideas sound nice.

Edit: seems the minimum person count being >1 is a losing argument, but I still say we should think about it.

Maybe, though this may not be a good idea, we have a certain kind of faction for factions with only one person in them. These "Monofactions" would be more limited than other factions with more people, for example, they might only be able to claim x amount of land, where a faction with more people can claim <x land. Also, if this will be the case, will factions with 5 members be able to claim more land than a faction with 3 members, or will you be able to have all the land you want? Just wanted to put this out here.
 
Been thinking, part of my deal with having a faction as a solo player was I could use /f home to be able to warp between places.
Having one or two warps could replace that and allow me to effectively not need a faction as a solo player.

Also biggish world borders would be nice because it would allow space to hide solo bases.
However, at least at first, keeping the border not HUMONGOUS would be great as we still cant confirm 1k new players joining ;)
 
Maybe, though this may not be a good idea, we have a certain kind of faction for factions with only one person in them. These "Monofactions" would be more limited than other factions with more people, for example, they might only be able to claim x amount of land, where a faction with more people can claim <x land. Also, if this will be the case, will factions with 5 members be able to claim more land than a faction with 3 members, or will you be able to have all the land you want? Just wanted to put this out here.

Thats default with in the plugin. 1 man factions can claim 10 land, 2 man factions can claim 20, and so on.

"Land requires power. Every piece of land, or every chunk, takes up one power. Every person has a maximum of 10 power, so a single person can have 10 chunks/piece of land. For every new player in a faction, the faction will increase its maximum power by 10. A 4-people faction has 40 maximum power, and 40 maximum chunks of land."

"Power is lost on death, usually 3. Losing power can enable your faction to lose land. It is possible to lose enough power to have negative power, which can really hinder your faction. For example, if player Runic has 10 power, and his ally Alch has 10 power, their faction will have 20 maximum power and a maximum of 20 plots of land. However, if Runic is slain, he will have now 7 power. This drops the faction's power to 17/20, since Runic now lost 3 power from his death, and now can only claim 17 plots of land. Power can regenerate over time, at a constant but slow rate."

"Losing power means losing land, but not immediately. If a faction loses enough current power so that their current power is lower than their plots claimed, they are susceptible to having their land claimed away by other factions.
Let's say Mythos has two members, Runic and Alch. They have claimed 15 pieces of land, and their /f list should say 15/20/20 ( in the format Lands claimed / current power / Maximum power). If Runic gets killed, the faction's power drops to 17. Because the current power is still greater than the lands claimed, Mythos's lands are safe. Now if Alch also is killed, the faction's power drops to 14, which is below the amount of lands claimed. Mythos can now lose one of its chunks to a neutral or enemy that /f claims it."

Read this article, it explains it better than I ever could! :P http://www.minecraftforum.net/forum...on/1921916-the-ultimate-pvp-guide-to-factions
 
Oh, I never play on any factions servers, so I didnt know this was the case... Thanks for clearing that up for me :D
 
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