Hey everyone!
This post will review a few changes we've seen in the last week or two, along with showing off a few things we will be adding in the future.
NPCs
In the past few weeks you've likely noticed that all the NPCs were removed, and then re added about a week ago. This was to work on getting NPCs into a more interactive state, which I feel was successfully done. NPCs will now show text in chat as well as talk, and if you are using the server resource pack, when you right-click a NPC, they'll talk to you!
It's nothing major, but they're cool features that make the server a little more unique than the rest.
Shops
This is one of the biggest changes we've made in the last few weeks. We've redone the NPC shops system so that they no longer use a format similar to player shops. Instead, they use a inventory-based menu to display items for sale, and you are now able to sell items to NPCs.
The prices are extremely bad, so we don't recommend actually buying/selling anything with them, however they do provide a cap on the market, so that player shops cannot over charge for items, or under pay you for your items. This was done in part to mlyns post about improving the economy, and hopefully this will prevent any one item from becoming too expensive or cheap.
Quests
A month or so ago, I had made an announcement regarding a new questing system. I was ready to implement it, however we ran into trouble with creating quests. Overall, the cons outweighed the benefits so we scrapped it and shifted our focus onto improving the old system. This led to me removing the old quests, and completely redoing and tweaking them, so that they provide a more fair reward.
It also allowed me to redo the way perk trainers work, instead of the old 3 for each tier of every perk, you now can get all of them from one trainer.
tMFrBoG.png
TUrmaQL.png
We plan on adding more quests in the near future, until all of the old ones are added back. After they return, we'll try to get new quests out on a regular basis, and creating all the quests posted in the suggestions forum
Mob Arena
Not a whole lot to say here. Items have been re added to the arena, but much more thought was put into what items were put in, and how many. You'll have to use your materials smartly.
Banks
In the near(ish) future, we'll be rolling out something new, banks! We will still need a bank building for this (Our builder has taken a break for an undefined amount of time), but as soon as we get one up, you can expect banker NPCs to be storing your items for you!
INrJ0BN.png
Obviously you could just store your items in a chest or your backpack, so what makes banks any different?
We really don't know, but it has a really cool menu, and tabs!
As always, if you have a suggestion for the server, please post it! We'd love you hear your opinions, also head over to the community voting forum and vote on a few of the topics we have open!
Until next time.
This post will review a few changes we've seen in the last week or two, along with showing off a few things we will be adding in the future.
NPCs
In the past few weeks you've likely noticed that all the NPCs were removed, and then re added about a week ago. This was to work on getting NPCs into a more interactive state, which I feel was successfully done. NPCs will now show text in chat as well as talk, and if you are using the server resource pack, when you right-click a NPC, they'll talk to you!
It's nothing major, but they're cool features that make the server a little more unique than the rest.
Shops
This is one of the biggest changes we've made in the last few weeks. We've redone the NPC shops system so that they no longer use a format similar to player shops. Instead, they use a inventory-based menu to display items for sale, and you are now able to sell items to NPCs.
The prices are extremely bad, so we don't recommend actually buying/selling anything with them, however they do provide a cap on the market, so that player shops cannot over charge for items, or under pay you for your items. This was done in part to mlyns post about improving the economy, and hopefully this will prevent any one item from becoming too expensive or cheap.
Quests
A month or so ago, I had made an announcement regarding a new questing system. I was ready to implement it, however we ran into trouble with creating quests. Overall, the cons outweighed the benefits so we scrapped it and shifted our focus onto improving the old system. This led to me removing the old quests, and completely redoing and tweaking them, so that they provide a more fair reward.
It also allowed me to redo the way perk trainers work, instead of the old 3 for each tier of every perk, you now can get all of them from one trainer.
tMFrBoG.png
TUrmaQL.png
We plan on adding more quests in the near future, until all of the old ones are added back. After they return, we'll try to get new quests out on a regular basis, and creating all the quests posted in the suggestions forum
Mob Arena
Not a whole lot to say here. Items have been re added to the arena, but much more thought was put into what items were put in, and how many. You'll have to use your materials smartly.
Banks
In the near(ish) future, we'll be rolling out something new, banks! We will still need a bank building for this (Our builder has taken a break for an undefined amount of time), but as soon as we get one up, you can expect banker NPCs to be storing your items for you!
INrJ0BN.png
Obviously you could just store your items in a chest or your backpack, so what makes banks any different?
We really don't know, but it has a really cool menu, and tabs!
As always, if you have a suggestion for the server, please post it! We'd love you hear your opinions, also head over to the community voting forum and vote on a few of the topics we have open!
Until next time.