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TL Minecraft PvP/Factions Server - October 11th - Page 40

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GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
October 08 2011 06:16 GMT
#781
On October 08 2011 14:59 Soulfire wrote:
Show nested quote +
On October 08 2011 14:57 GGTeMpLaR wrote:
Up right now. MCMMO and Iconomy mod really makes this game exponentially amazing, lovin it so far.


MCMMO is gonna pose a serious balance problem over time, when swords and bows start nearly 1-shotting. IMO ninja's gonna need to remove those and leave in skills like Herbalism, Mining, and Excavation.


Aren't the bonuses from swords almost all defensive in nature though?
Soulfire
Profile Joined September 2010
United States237 Posts
Last Edited: 2011-10-08 06:23:34
October 08 2011 06:23 GMT
#782
http://mcmmo.wikia.com/wiki/Swords

A bleed time of up to 5 seconds, IE 5 hearts damage, is pretty significant. Lemme see, there are some others that receive pretty ridiculous damage boosts.

http://mcmmo.wikia.com/wiki/Archery

x seconds of ignition + the bonus damage for each tier is pretty significant there too.

http://mcmmo.wikia.com/wiki/Unarmed

Fists doing as much damage as a diamond sword is pretty silly.

I'll admit though, it isn't quite as bad as I thought it was going over it now. I'd like to keep these combat skills after seeing this, because tbh, it probably takes a ludicrous amount of time to get level 1000 in any weapons skill anyway.
◕ http://kiwiclonearmy.sadlife.net/ ◕
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
Last Edited: 2011-10-08 06:33:18
October 08 2011 06:29 GMT
#783
On October 08 2011 15:23 Soulfire wrote:
http://mcmmo.wikia.com/wiki/Swords

A bleed time of up to 5 seconds, IE 5 hearts damage, is pretty significant. Lemme see, there are some others that receive pretty ridiculous damage boosts.

http://mcmmo.wikia.com/wiki/Archery

x seconds of ignition + the bonus damage for each tier is pretty significant there too.

http://mcmmo.wikia.com/wiki/Unarmed

Fists doing as much damage as a diamond sword is pretty silly.

I'll admit though, it isn't quite as bad as I thought it was going over it now. I'd like to keep these combat skills after seeing this, because tbh, it probably takes a ludicrous amount of time to get level 1000 in any weapons skill anyway.



Yea but that's a flat modifier from the start. As far as I know it doesn't scale up at all, but at max level you get a 30% dodge and 30% chance to reflect half the damage, which is almost entirely defensive and if anything will make it harder to die instantly (assuming you have a sword equipped).

Archery does seem like it will be really strong late-game though.

The fists do 1 less than a damage sword too, and doesn't really say anything about late-game becoming an instant-death fest (not to mention the lack of 60% mitigation and 30% chance for a 50% thorns effect).

Only item that seems like it will one-shot people could be the bow.
Soulfire
Profile Joined September 2010
United States237 Posts
Last Edited: 2011-10-08 06:43:22
October 08 2011 06:35 GMT
#784
On October 08 2011 15:29 GGTeMpLaR wrote:
Show nested quote +
On October 08 2011 15:23 Soulfire wrote:
http://mcmmo.wikia.com/wiki/Swords

A bleed time of up to 5 seconds, IE 5 hearts damage, is pretty significant. Lemme see, there are some others that receive pretty ridiculous damage boosts.

http://mcmmo.wikia.com/wiki/Archery

x seconds of ignition + the bonus damage for each tier is pretty significant there too.

http://mcmmo.wikia.com/wiki/Unarmed

Fists doing as much damage as a diamond sword is pretty silly.

I'll admit though, it isn't quite as bad as I thought it was going over it now. I'd like to keep these combat skills after seeing this, because tbh, it probably takes a ludicrous amount of time to get level 1000 in any weapons skill anyway.



The fists do 1 less than a damage sword too, and doesn't really say anything about late-game becoming an instant-death fest.


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.
◕ http://kiwiclonearmy.sadlife.net/ ◕
KuroN3ko
Profile Joined August 2010
Malaysia154 Posts
Last Edited: 2011-10-08 06:58:21
October 08 2011 06:57 GMT
#785
On October 08 2011 15:35 Soulfire wrote:


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.


From what I can tell, your understanding of how faction power works is flawed. Having more faction members = having more total power. Total power is only good for one thing, claiming more land. For example, a faction with 4 members have 40 power, so they can claim 40 pieces. However that is not advisable. Why?

Well, the only way a faction can claim enemy land, is if their target has more land claimed than their current power level. So if you are 40/40 for claimed land and current, and one member gets killed, putting you at 40/38, then you can lose 2 plots of land to other factions claiming it. So even a huge zerg faction like Mafia, can not touch a faction of 3 people that say, claim 3 land, being 3/30, unless they kill the 3 people enough times that their current power drops below 3.

So generally, maxing out on land = bad. However, if the faction is large enough, they can do things a few ways. Either claim land and keep a buffer of unclaimed land to current power, or claim as much land surrounding their home as they can. This provides extra protection for them in their surrounding area (you take 30% less damage from other players in your land), as well as providing a different buffer zone. If your enemies ever get you below your current land, and want to claim your land, they can only claim from the edge of your holdings inward, they can't just claim a plot smack dab in the middle of your territory.

However, with the new server rules (remove 1 block for 9 hearts damage/can open doors/trapdoors) a zerg faction does have the advantage in that they can lay siege more efficiently. Lets say they have 12 members, they simply claim a spot outside your castle, and set it as their home. Then they can send members in to dig into your castle and die, removing 2 blocks per time, respawn use /f home to get to the siege spot, and keep doing it. The more members you have the quicker the process, and then you are soon in the enemy base.

The only way to protect against it is, either having a huge buffer of claimed land to increase the travel time between forward base and your walls, or having alliances to claim their own base while their power is low from suiciding on your walls. And thats all the theorycrafting I have time for today
Some convictions are so strong the world must break to accomodate them
Soulfire
Profile Joined September 2010
United States237 Posts
October 08 2011 07:06 GMT
#786
On October 08 2011 15:57 KuroN3ko wrote:
Show nested quote +
On October 08 2011 15:35 Soulfire wrote:


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.


From what I can tell, your understanding of how faction power works is flawed. Having more faction members = having more total power. Total power is only good for one thing, claiming more land. For example, a faction with 4 members have 40 power, so they can claim 40 pieces. However that is not advisable. Why?

Well, the only way a faction can claim enemy land, is if their target has more land claimed than their current power level. So if you are 40/40 for claimed land and current, and one member gets killed, putting you at 40/38, then you can lose 2 plots of land to other factions claiming it. So even a huge zerg faction like Mafia, can not touch a faction of 3 people that say, claim 3 land, being 3/30, unless they kill the 3 people enough times that their current power drops below 3.

So generally, maxing out on land = bad. However, if the faction is large enough, they can do things a few ways. Either claim land and keep a buffer of unclaimed land to current power, or claim as much land surrounding their home as they can. This provides extra protection for them in their surrounding area (you take 30% less damage from other players in your land), as well as providing a different buffer zone. If your enemies ever get you below your current land, and want to claim your land, they can only claim from the edge of your holdings inward, they can't just claim a plot smack dab in the middle of your territory.

However, with the new server rules (remove 1 block for 9 hearts damage/can open doors/trapdoors) a zerg faction does have the advantage in that they can lay siege more efficiently. Lets say they have 12 members, they simply claim a spot outside your castle, and set it as their home. Then they can send members in to dig into your castle and die, removing 2 blocks per time, respawn use /f home to get to the siege spot, and keep doing it. The more members you have the quicker the process, and then you are soon in the enemy base.

The only way to protect against it is, either having a huge buffer of claimed land to increase the travel time between forward base and your walls, or having alliances to claim their own base while their power is low from suiciding on your walls. And thats all the theorycrafting I have time for today


Ooh, you're absolutely right, that makes a lot more sense now. Thanks a bunch for the explanation.
I don't have issues with this system at all anymore. I'm perfectly content with holding a large keep and a few surrounding areas and no more in order to stay safe.

Though, I do think the power growth rate should be upped a bit, or the death loss rate lowered. 1 death equating to 4 hours of gametime lost power-wise seems a bit much.
◕ http://kiwiclonearmy.sadlife.net/ ◕
redFF
Profile Blog Joined November 2010
United States3910 Posts
October 08 2011 07:36 GMT
#787
On October 08 2011 15:35 Soulfire wrote:
Show nested quote +
On October 08 2011 15:29 GGTeMpLaR wrote:
On October 08 2011 15:23 Soulfire wrote:
http://mcmmo.wikia.com/wiki/Swords

A bleed time of up to 5 seconds, IE 5 hearts damage, is pretty significant. Lemme see, there are some others that receive pretty ridiculous damage boosts.

http://mcmmo.wikia.com/wiki/Archery

x seconds of ignition + the bonus damage for each tier is pretty significant there too.

http://mcmmo.wikia.com/wiki/Unarmed

Fists doing as much damage as a diamond sword is pretty silly.

I'll admit though, it isn't quite as bad as I thought it was going over it now. I'd like to keep these combat skills after seeing this, because tbh, it probably takes a ludicrous amount of time to get level 1000 in any weapons skill anyway.



The fists do 1 less than a damage sword too, and doesn't really say anything about late-game becoming an instant-death fest.


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.

mafia is a closed faction. we only have mafia players lol.
irninja
Profile Blog Joined June 2010
United States1220 Posts
October 08 2011 07:37 GMT
#788
Yea were looking into adjusting values. Right now getting the stats fixed is priority.
www.teamlegacy.net | MMO junkies
Soulfire
Profile Joined September 2010
United States237 Posts
Last Edited: 2011-10-08 07:43:27
October 08 2011 07:43 GMT
#789
On October 08 2011 16:36 redFF wrote:
Show nested quote +
On October 08 2011 15:35 Soulfire wrote:
On October 08 2011 15:29 GGTeMpLaR wrote:
On October 08 2011 15:23 Soulfire wrote:
http://mcmmo.wikia.com/wiki/Swords

A bleed time of up to 5 seconds, IE 5 hearts damage, is pretty significant. Lemme see, there are some others that receive pretty ridiculous damage boosts.

http://mcmmo.wikia.com/wiki/Archery

x seconds of ignition + the bonus damage for each tier is pretty significant there too.

http://mcmmo.wikia.com/wiki/Unarmed

Fists doing as much damage as a diamond sword is pretty silly.

I'll admit though, it isn't quite as bad as I thought it was going over it now. I'd like to keep these combat skills after seeing this, because tbh, it probably takes a ludicrous amount of time to get level 1000 in any weapons skill anyway.



The fists do 1 less than a damage sword too, and doesn't really say anything about late-game becoming an instant-death fest.


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.

mafia is a closed faction. we only have mafia players lol.


Being open to the large amount of TL Mafia players is pretty open imo.

On October 08 2011 16:37 irninja wrote:
Yea were looking into adjusting values. Right now getting the stats fixed is priority.


Good to hear. Incredible work on the server so far, keep it up!
◕ http://kiwiclonearmy.sadlife.net/ ◕
redFF
Profile Blog Joined November 2010
United States3910 Posts
October 08 2011 07:47 GMT
#790
On October 08 2011 16:43 Soulfire wrote:
Show nested quote +
On October 08 2011 16:36 redFF wrote:
On October 08 2011 15:35 Soulfire wrote:
On October 08 2011 15:29 GGTeMpLaR wrote:
On October 08 2011 15:23 Soulfire wrote:
http://mcmmo.wikia.com/wiki/Swords

A bleed time of up to 5 seconds, IE 5 hearts damage, is pretty significant. Lemme see, there are some others that receive pretty ridiculous damage boosts.

http://mcmmo.wikia.com/wiki/Archery

x seconds of ignition + the bonus damage for each tier is pretty significant there too.

http://mcmmo.wikia.com/wiki/Unarmed

Fists doing as much damage as a diamond sword is pretty silly.

I'll admit though, it isn't quite as bad as I thought it was going over it now. I'd like to keep these combat skills after seeing this, because tbh, it probably takes a ludicrous amount of time to get level 1000 in any weapons skill anyway.



The fists do 1 less than a damage sword too, and doesn't really say anything about late-game becoming an instant-death fest.


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.

mafia is a closed faction. we only have mafia players lol.


Being open to the large amount of TL Mafia players is pretty open imo.

Show nested quote +
On October 08 2011 16:37 irninja wrote:
Yea were looking into adjusting values. Right now getting the stats fixed is priority.


Good to hear. Incredible work on the server so far, keep it up!

well no because by definition open means open to everyone. There is nothing stopping you from inviting more people to your faction! Of course bigger factions have will be bigger than smaller factions. But smaller factions have advantages too.

It's not the size that matters, it's how you use it.
irninja
Profile Blog Joined June 2010
United States1220 Posts
October 08 2011 07:49 GMT
#791
Ok we found the problem with stats, we filled up the server's SSD's with a logfile that was over 38.6gig large. Reporting the same thing over and over again since the server start.

Talk about lol.

Anyway. Server will be back up in a bit.
www.teamlegacy.net | MMO junkies
irninja
Profile Blog Joined June 2010
United States1220 Posts
Last Edited: 2011-10-08 07:59:42
October 08 2011 07:56 GMT
#792
Server is back up, stats are working (and will track properly).

Mcmmo has been reset unfortunately, but it will not bug out again.
www.teamlegacy.net | MMO junkies
Tantaburs
Profile Joined August 2010
Canada1825 Posts
October 08 2011 09:50 GMT
#793
On October 08 2011 04:31 Magrath wrote:
Show nested quote +
On October 08 2011 03:29 EAGER-beaver wrote:
The amount of drama this server has stirred up already is incredible, lol. I dunno if I'll actually play on this server with the lag and login limits but i'll definitely follow any news updates as they happen.

It's only stirred up by people who don't understand how the plugins work.

Here's how I see what happened with Heretics. The leader left the faction open and someone random joined it. He was obviously a troll and decided to start claiming land and found Gigaflops little chunk of land. Gigaflop being the clumsy fellow he is fell in lava one too many times and had his power reduced to a negative number. This random troll understood the plugin and decided to act on this. Claimed Gigaflops land and take this poor mans loot. He then left the faction to hide from the truth.

Or something like that.


Anyways, you won't get lag from Canada. I live in Canada and get no lag. Unfortunately most players in EU get lag.



The faction is closed and it is only me.

I claimed land apparently outside gigaflops base but when i claimed it it was flat land
"One cannot play StarCraft with clenched fish.." ~Nick "Confucius" Plott
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
October 08 2011 10:14 GMT
#794
On October 08 2011 15:57 KuroN3ko wrote:
Show nested quote +
On October 08 2011 15:35 Soulfire wrote:


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.


From what I can tell, your understanding of how faction power works is flawed. Having more faction members = having more total power. Total power is only good for one thing, claiming more land. For example, a faction with 4 members have 40 power, so they can claim 40 pieces. However that is not advisable. Why?

Well, the only way a faction can claim enemy land, is if their target has more land claimed than their current power level. So if you are 40/40 for claimed land and current, and one member gets killed, putting you at 40/38, then you can lose 2 plots of land to other factions claiming it. So even a huge zerg faction like Mafia, can not touch a faction of 3 people that say, claim 3 land, being 3/30, unless they kill the 3 people enough times that their current power drops below 3.

So generally, maxing out on land = bad. However, if the faction is large enough, they can do things a few ways. Either claim land and keep a buffer of unclaimed land to current power, or claim as much land surrounding their home as they can. This provides extra protection for them in their surrounding area (you take 30% less damage from other players in your land), as well as providing a different buffer zone. If your enemies ever get you below your current land, and want to claim your land, they can only claim from the edge of your holdings inward, they can't just claim a plot smack dab in the middle of your territory.

However, with the new server rules (remove 1 block for 9 hearts damage/can open doors/trapdoors) a zerg faction does have the advantage in that they can lay siege more efficiently. Lets say they have 12 members, they simply claim a spot outside your castle, and set it as their home. Then they can send members in to dig into your castle and die, removing 2 blocks per time, respawn use /f home to get to the siege spot, and keep doing it. The more members you have the quicker the process, and then you are soon in the enemy base.

The only way to protect against it is, either having a huge buffer of claimed land to increase the travel time between forward base and your walls, or having alliances to claim their own base while their power is low from suiciding on your walls. And thats all the theorycrafting I have time for today


Ok this confused me a bit. On the OP and the video irninja posted it is explained differently. It says that as long as you have more power than your opponent, you can claim their land. Meaning larger alliances can basically always claim other peoples land.

So to clarify, has the old way been changed to this new way? If so, would probably be helpful to update the OP on the changes.
Fontong
Profile Blog Joined December 2007
United States6454 Posts
October 08 2011 11:32 GMT
#795
Sandpeople killed my dog. He was a good dog.

[image loading]
Just one of the Old Blood family.
[image loading]
I know brambled always joked he was gonna toss you in the incinerator, but he didnt mean it.

I killed them and took their diamond tools as revenge.
[SECRET FONT] "Dragoon bunker"
Cuddle
Profile Joined May 2010
Sweden1345 Posts
October 08 2011 11:49 GMT
#796
For dog! Never forget.
RQShatter
Profile Joined August 2010
United States459 Posts
October 08 2011 12:39 GMT
#797
Server needs a plugin to kick inactive players from factions automatically.
irninja
Profile Blog Joined June 2010
United States1220 Posts
October 08 2011 13:47 GMT
#798
On October 08 2011 21:39 RQShatter wrote:
Server needs a plugin to kick inactive players from factions automatically.

It has one.

Factions auto-disband after 5 days not logging in.
www.teamlegacy.net | MMO junkies
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
October 08 2011 14:27 GMT
#799
On October 08 2011 16:43 Soulfire wrote:
Show nested quote +
On October 08 2011 16:36 redFF wrote:
On October 08 2011 15:35 Soulfire wrote:
On October 08 2011 15:29 GGTeMpLaR wrote:
On October 08 2011 15:23 Soulfire wrote:
http://mcmmo.wikia.com/wiki/Swords

A bleed time of up to 5 seconds, IE 5 hearts damage, is pretty significant. Lemme see, there are some others that receive pretty ridiculous damage boosts.

http://mcmmo.wikia.com/wiki/Archery

x seconds of ignition + the bonus damage for each tier is pretty significant there too.

http://mcmmo.wikia.com/wiki/Unarmed

Fists doing as much damage as a diamond sword is pretty silly.

I'll admit though, it isn't quite as bad as I thought it was going over it now. I'd like to keep these combat skills after seeing this, because tbh, it probably takes a ludicrous amount of time to get level 1000 in any weapons skill anyway.



The fists do 1 less than a damage sword too, and doesn't really say anything about late-game becoming an instant-death fest.


Yeah, not really sure where I got the instant-death thing.

One thing I really don't like though is how a faction's power is based solely on numbers. I doubt this'll be changed, but I don't like that I can't start a meaningful faction with 3 IRL friends without running the risk of literally losing our fort due to some huge faction auto-claiming their way through it. IMO there really needs to be a way to build a faction's max power aside from numbers, because numbers hardly equate to ability, skill, or dedication. It's literally just inviting everybody. :/

For example, mafia has power over the vast majority of factions simply because they're very open. This whole concept STRONGLY discourages new factions and many other things that'd improve the quality of the server.

At the very least, the amount of power a faction receives for each new member should be lowered, ie after 4-5 members each member gives only 5/10 max power instead of potentially 20.

mafia is a closed faction. we only have mafia players lol.


Being open to the large amount of TL Mafia players is pretty open imo.

Show nested quote +
On October 08 2011 16:37 irninja wrote:
Yea were looking into adjusting values. Right now getting the stats fixed is priority.


Good to hear. Incredible work on the server so far, keep it up!

I think someone is jealous. There's a lot people in TL Mafia subforum because a lot of people are needed to play Normal games and many people find Mafia exciting/fun/challenging. We've been discussing hosting a public game in General Forums recently to get influx of new players. Some people get modkilled for inactivity in their first game and never come back, but some stay and are great people to play with. We're pretty close friends too.

I work alone. // Visit TL Mafia subforum!
Brambled
Profile Joined July 2010
United States750 Posts
October 08 2011 14:47 GMT
#800
We will find a new wolf for you as long as it doesn't kill malinom again lol.
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