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 MCMMO problem and proposed solution

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What do you think should become of MCMMO?
Don't touch my MCMMO!
28%
 28% [ 5 ]
Remove MCMMO completely
11%
 11% [ 2 ]
Put level cap on MCMMO between 300-400
28%
 28% [ 5 ]
Put level cap on MCMMO above or below 300-400
22%
 22% [ 4 ]
Other Solution
11%
 11% [ 2 ]
Total Votes : 18
 

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jjruh

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PostSubject: MCMMO problem and proposed solution   Tue Oct 30, 2012 6:41 pm

I had previously planned on spacing these posts out over the course of a week, as listening me rant for a page or more is probably not fun, however since the pvp server just came back up, and there is no one online, I thought I would bring up my next topic, MCMMO.

As we all know, MCMMO is that wonderful plug-in that we all know and love that gives us such nice things as giga drill, superbreaker, bezerker, tools and armor from fishing, diamonds from dirt and so on. However, I along with others from the server fell like MCMMO is giving too much of an advantage to a top tier of players. As everyone should know, at level 350 excavation MCMMO lets players get diamonds from just digging dirt or sand, and while this is nice and all, it just makes the gap that much larger between the established and the new factions. If a faction can supply themselves with easily acquired, seemingly endless diamond armor, then they can be attacked and outnumbered and win the battle because they have a renewable source of armor and weapons that the enemy doesn't. One might say, "well that is war" but is getting diamonds from dirt really fair to players who can’t? players who don’t have time or simply refuse to grind in a area for hours on end? I understand this is a weak argument, but what about axes.

as of writing this post bk201soren has 1088 axe levels, and gravkeeperscat has 818 at these high levels things start to get... sketchy. At his level Bk201 can do 41 damage to armor, excluding the over 1 in 4 chance he has to do double damage. It has been reported that a level of 800 can destroy diamond armor in 3 hits, however according to the minecraft wiki, with Bk's current level (assuming there are no double damage or crit hit) he can destroy diamond armor in a mere 9 hits. A full set of armor destroyed completely in 9 hits which is completely absurd.

Swords and bows are bad as well, just not destroy a brand new set of armor in 9 hits bad. But the fact remains that people are getting to levels by grinding that would take the "casual" player years to get should they play normally. I understand the argument of "well I earned this by slaying endermen for 50 hours last week alone" however it is just unreasonable to make everyone live up to that standard if they want to compete. While I respect that people who have played longer, or who have earned it should get more bonuses than the beginner or the person who doesn’t care, this is just out of hand. Don't get my intentions wrong, I do not wish to have MCMMO removed completely, as I believe that players should be able to attain some advantage. In place of this, I suggest that there should be a level cap on MCMMO. A hard ceiling that would take a while to get to, and give a obvious advantage for players at the cap, but not so much as so they can go 1 on 3 and make it out without a scratch. Said hard cap would be around 300-400 MCMMO levels across the board. Except possibly fishing, woodcutting, herbalism, and acrobatics since those do not give a competitive advantage to players who have large numbers in these fields.

As it stands now MCMMO is giving too much of an unfair advantage to players in the top tier, and in my opinion this needs to be brought under control. Your thoughts as to the solution would be appreciated.

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~Tylo

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PostSubject: Re: MCMMO problem and proposed solution   Tue Oct 30, 2012 9:04 pm

I admit its a little op if those people just farm its annoying wen i walk in with dia armoir and get two hit.

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PostSubject: Re: MCMMO problem and proposed solution   Tue Oct 30, 2012 10:47 pm

I'm suprised you didn't mention unarmed -.- Oh the fun in that


Basically, If you have high McMMO in Axes and unarmed, you're almost impossible to kill. JJruh said what axes do, but unarmed makes the person you are hitting drop they're item (disarming). The chance of this happening is 0.03333% times a player's level. So if you reach around max unarmed, you will have a 33.33% out of 100. That's a lot.

So basically the tactic is to get rid of everything the opponent has. I haven't seen anybody do or think of this yet, so I'm calling it as my strategy.
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Flaughternaught (Akikira)

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 8:57 am

We don't want anyone getting invincible from acrobatics.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 10:48 am

GojoMaximus wrote:
I'm suprised you didn't mention unarmed -.- Oh the fun in that...The chance of this happening is 0.03333% times a player's level. So if you reach around max unarmed, you will have a 33.33% out of 100. That's a lot.
Really, that seems a bit overpowered as well, When I did the research on this topic I did not think to look at unarmed as it is not a large problem on the server...yet. But it does appear that this would be a largly unfair tactic.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 10:50 am

Its all good of you to set a pole , but have the owners agreed to do what the poll says.. as far as i can see , the owners havent any part in this , so im guessing this will not happen very lickly.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 10:54 am

Mr Hobnob wrote:
Its all good of you to set a pole , but have the owners agreed to do what the poll says.. as far as i can see , the owners havent any part in this , so im guessing this will not happen very lickly.
They haven't, but im not really expecting any change, though it would be nice. I am just sheading light on the issue. Because as it stands now, noone can face millinium or naga, no matter how many it is against one, they can destroy your armor before you can even kill them, by far.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 10:55 am

True , maybe you should ask snow or snowy to have a look into the OP mcmmo skills

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 10:56 am

or TeK :]

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 10:58 am

Mr Hobnob wrote:
True , maybe you should ask snow or snowy to have a look into the OP mcmmo skills
Well isnt this what that thread is?

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:07 am

or Elites. If we were organized and my friends would get on more. Lol
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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:08 am

MCMMO needs to be removed or lowered a lot because level 1000 is rediculiously high and with a 50% crit chance makes it more overpowered (thats 50% chance to do 10 hearts of damage without any armor). I know they worked hard on getting this skill and everything but a lot of players don't have to time to achieve this.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:09 am

True. I think we should remove MCMMO because it would be nice to not to have to worry about losing my armor in 1-2 fights. Or worry about losing my weapon in a few hits.
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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:26 am

just reminding everyone this is pvp (don't want them removed on survival do we).

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:27 am

SRV it can be as op as any1 wants this is pvp Very Happy im glad we are making sure thats clear Very Happy

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:28 am

zZzSleepinGrunt wrote:
I think we should remove MCMMO
I don't think that we should go this far, however somthing should be done. And I am starting to wonder if it is even possible to put a level cap on the server.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:29 am

Definatly take off McMMO. Because it really does suck getting 2 hit killed with full enchanted diamond armour.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:31 am

Akikira wrote:
just reminding everyone this is pvp (don't want them removed on survival do we).
Yes this recomended cut is only for the PvP server, as there is no need competitive advantage on the SRV server.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:31 am

Really all I like is repair.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:35 am

AUSxHIDDENBLADE wrote:
Definatly take off McMMO. Because it really does suck getting 2 hit killed with full enchanted diamond armour.
Well you have to keep in mind that there should be some sort of a competitive advantage for players that work for it, otherwise there would be no reason for them to play. However, the disconect between the top and the average player is just too high, and the only way to make sure that the game is put more into ballance, is to lower the ceiling.

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:38 am

Akikira wrote:
Really all I like is repair.

Same here mate.
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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:43 am

The thing is i dont see a point intakig it out. All my fun comes from farmin stats just put a cap

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:44 am

I think NO mcmmo would ruin the server

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:48 am

~Tylo wrote:
I think NO mcmmo would ruin the server
That is why I think there should just be a cap. The only problem i forsee is, what happens when you reach the cap? then do you get bored and leave? what if there is no cap, however mcmmo is reset weekly, once every other week, or monthly?

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PostSubject: Re: MCMMO problem and proposed solution   Wed Oct 31, 2012 11:49 am

If anything, take down unarmed. Or, at least make level 100 the highest it can get. People don't seem to notice how dangerous it is. I know, for that is the main stat I am working on. Think about it, people run around in the arena with no armour and wood tools, and after a while, their unarmed becomes high enough to start making the opponent drop their items. If the unarmed person steals that weapon, especially if it's good, they have a higher advantage, and they will most likely run away afterwards. It's basically a method of stealing. Also, unarmed increases FAST if you know how to use it. Look at me as an example, I took a break of Starmine pvp and I'm already #4-5 on mctop unarmed after a few days, and keep in mind I had no stats in unarmed when I began my training. It increases way too fast.

Also, Unarmed becomes powerful, around the level that I am while writing this, I can deal 10 damage to my opponents. My fists are stronger than a diamond sword.

Archery is fine in my opinion. There really isn't a way to farm with it and it all comes down to the enchants that said product has. Same goes for taming and repairing. These stats are fine
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