Hey I've been inactive for a Long time, haven't played minecraft seriously in years. Occasionally I'll get the desire to play the game again, though it is just too easy. Most game modes out there are cookie cutter, and most servers lack polish and creativity. I'm proposing an idea for a custom game mode that has not been tried before. There's two issues though. I'm 23 years old.
1) I'm not experienced in managing a server or development
2) My schedule, I'm employed in the oilfield and work rotational shifts, 2 weeks on, 7 days a week, 12 hours a day. and then 2 weeks off.
So It wouldn't be attainable for me to run a successful server on my own, I lack the skills and time to do so. I would be very active during my time off, and when at work maybe 1-2 hours a day if that.
So the server version I've got is open to modification and improvement. It may not even be practical so some input if you guys think it would even be fun would be appreciated.
Server Idea in a nutshell
this is an old minigame (8 years ago) that some inspiration would be taken, though only some. This game mode wouldn't be a minigame but a continuous evolving world.
there would be a large maze, with open chunks inside of it. These chunks would have KOTH beacons inside of them, once captured by a clan that clan can build, farm, store items, etc live in that area. Koth resets would happen on a timer, when lets just say 48hrs after capture that zone could be contested by another clan(s). This provides both a PVP and PVE incentive to the gamemode. This allows players to use the creative aspect of Minecraft to still build and invest time into a base, while preventing mob farms or building up so much that doing anything else becomes pointless.
clan territory would need to be fleshed out, can enemies still invade just not destroy blocks? should enemies still be able to attack but defenders have a large buff? should defenders recieve NPC guards that stay near the entrances to the chunk from the maze?
Within the maze would spawn mobs, mobs would have different lvls depending in the zone/region they are in. There would also be supply crates and loot found in the maze.
There would be dungeon chunks that reset X amount of time after the dungeon has been cleared. These dungeons would provide PVE players goals and objectives without being forced into PVP. There would be dungeons in PVP zones as well which would provide greater rewards, higher risk, higher reward. Think like Albion Online or many other MMOs.
Bosses. Custom mini bosses spawn in the maze, and Boss chunks where bosses spawn on a timer or could be summoned by collecting drops from mobs. This is similar to a dungeon but the main objective is killing a boss, not clearing the dungeon.
Because the entire map would be created out of a maze with Koth settlement/dungeons/boss raids/Central City location it would be easy to expand upon the world/map for updates with new sections to the maze with different themes and difficulties.
I would want to keep the gamemode as vanilla-friendly as possible. What do I mean by that? yes having 40+ weapons is cool and all, but it can become overwhelming to new players. Plus textures and models for an extensive overhaul is expensive. We would keep vanilla weapons, maybe alter their dmg amounts and balance the game as needed. High power weapons/armors would be hard to acquire. mining wouldnt be the main focus of this gameplay. This is something that can be changed as the server advances.
Mining chunck/dungeon - dungeon that has ores inside of it that are mineable and respawn every x amount of time (example 8hrs)
spell books - players could find spell book drops that have cooldowns or one time use items. example : dirt shell creates a shell/sphere of dirt around the player (4x4) for 4 seconds. Freeze book, shoots ice and first player hit is frozen for 1.2s.
Reputation system for certain zones. Players who kill other players will receive negative reputation, if you kill a player with negative reputation nothing happens, killing mobs provides you with reputation. Im still thinking about how this would affect gameplay. The main central city in the map/spawn would be a place of trade/transportation. there wont be /tpa.
Quests handed out in the central city/spawn. Outposts and such could be added, pvp disabled areas of transportation/trade/quests.
My main goal here is to create an entirely new gamemode that is not on the current minecraft server scene while still allowing for some of the core aspects that make minecraft so great. Allowing players to build and be creative, while still preventing them from becoming bored and OP. Giving players incentives to play PVP, while also providing PVE players a way to not be left out.
this game would sorta be a dungeon crawler/survival/factions mash up. Thinking we should limit clans/team size to 10 players.
Mob cycle - should there be a difficulty scaling with the moon phase? There will be zones that have higher lvl mobs, but within those zones should mob difficulty have a scale? should mobs invade player chunks on full moons?
here's zone rules from Albion that we could take inspiration from. This plays in with the reputation thing.
EDIT: How much do you think a server such as this would cost to create? asking people who have actually made servers before.
Personally I am a pretty good builder myself, I've done a few server projects back in the day. I am also able to put ideas together, create documents describing gameplay mechanics such as drops, drop rates, mob spawn %, spell book abilities, etc. I just cant code that into the game and I'm not very good at config either.
1) I'm not experienced in managing a server or development
2) My schedule, I'm employed in the oilfield and work rotational shifts, 2 weeks on, 7 days a week, 12 hours a day. and then 2 weeks off.
So It wouldn't be attainable for me to run a successful server on my own, I lack the skills and time to do so. I would be very active during my time off, and when at work maybe 1-2 hours a day if that.
So the server version I've got is open to modification and improvement. It may not even be practical so some input if you guys think it would even be fun would be appreciated.
Server Idea in a nutshell
this is an old minigame (8 years ago) that some inspiration would be taken, though only some. This game mode wouldn't be a minigame but a continuous evolving world.
there would be a large maze, with open chunks inside of it. These chunks would have KOTH beacons inside of them, once captured by a clan that clan can build, farm, store items, etc live in that area. Koth resets would happen on a timer, when lets just say 48hrs after capture that zone could be contested by another clan(s). This provides both a PVP and PVE incentive to the gamemode. This allows players to use the creative aspect of Minecraft to still build and invest time into a base, while preventing mob farms or building up so much that doing anything else becomes pointless.
clan territory would need to be fleshed out, can enemies still invade just not destroy blocks? should enemies still be able to attack but defenders have a large buff? should defenders recieve NPC guards that stay near the entrances to the chunk from the maze?
Within the maze would spawn mobs, mobs would have different lvls depending in the zone/region they are in. There would also be supply crates and loot found in the maze.
There would be dungeon chunks that reset X amount of time after the dungeon has been cleared. These dungeons would provide PVE players goals and objectives without being forced into PVP. There would be dungeons in PVP zones as well which would provide greater rewards, higher risk, higher reward. Think like Albion Online or many other MMOs.
Bosses. Custom mini bosses spawn in the maze, and Boss chunks where bosses spawn on a timer or could be summoned by collecting drops from mobs. This is similar to a dungeon but the main objective is killing a boss, not clearing the dungeon.
Because the entire map would be created out of a maze with Koth settlement/dungeons/boss raids/Central City location it would be easy to expand upon the world/map for updates with new sections to the maze with different themes and difficulties.
I would want to keep the gamemode as vanilla-friendly as possible. What do I mean by that? yes having 40+ weapons is cool and all, but it can become overwhelming to new players. Plus textures and models for an extensive overhaul is expensive. We would keep vanilla weapons, maybe alter their dmg amounts and balance the game as needed. High power weapons/armors would be hard to acquire. mining wouldnt be the main focus of this gameplay. This is something that can be changed as the server advances.
Mining chunck/dungeon - dungeon that has ores inside of it that are mineable and respawn every x amount of time (example 8hrs)
spell books - players could find spell book drops that have cooldowns or one time use items. example : dirt shell creates a shell/sphere of dirt around the player (4x4) for 4 seconds. Freeze book, shoots ice and first player hit is frozen for 1.2s.
Reputation system for certain zones. Players who kill other players will receive negative reputation, if you kill a player with negative reputation nothing happens, killing mobs provides you with reputation. Im still thinking about how this would affect gameplay. The main central city in the map/spawn would be a place of trade/transportation. there wont be /tpa.
Quests handed out in the central city/spawn. Outposts and such could be added, pvp disabled areas of transportation/trade/quests.
My main goal here is to create an entirely new gamemode that is not on the current minecraft server scene while still allowing for some of the core aspects that make minecraft so great. Allowing players to build and be creative, while still preventing them from becoming bored and OP. Giving players incentives to play PVP, while also providing PVE players a way to not be left out.
this game would sorta be a dungeon crawler/survival/factions mash up. Thinking we should limit clans/team size to 10 players.
Mob cycle - should there be a difficulty scaling with the moon phase? There will be zones that have higher lvl mobs, but within those zones should mob difficulty have a scale? should mobs invade player chunks on full moons?
here's zone rules from Albion that we could take inspiration from. This plays in with the reputation thing.
EDIT: How much do you think a server such as this would cost to create? asking people who have actually made servers before.
Personally I am a pretty good builder myself, I've done a few server projects back in the day. I am also able to put ideas together, create documents describing gameplay mechanics such as drops, drop rates, mob spawn %, spell book abilities, etc. I just cant code that into the game and I'm not very good at config either.
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