[INACTIVE][MECH] DwarfCraft V1.01 - Skills, Training, and Progression [527]

Discussion in 'Inactive/Unsupported Plugins' started by smartaleq, Feb 21, 2011.

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    smartaleq

    DwarfCraft - Player progression plugin with skills that are improved by training(not xp):
    Current Version: v1.01
    Authors: smartaleq, LexManos and RCarretta

    Introduction:
    DwarfCraft is a plugin for minecraft (via Bukkit) that allows players to improve their characters skills and capabilities. Players can pay trainers to improve their skills, which provides benefits such as increased weapon damage, decreased tool wear, increased drops from blocks or mobs, etc. Because of the training system, DwarfCraft can provide an interesting and fun RPG base for Survival MP servers that will remain relevant and interesting for casual and intense players alike.

    Features:
    • Players may choose to play as Dwarves or Elves. Switching resets all skills. The race names are entirely configurable.
    • Elves play very similar to vanilla Minecraft with slight nerfs for balance (to farming mostly)
    • Dwarves have 40+ skills that progress from level 0 (worse that normal) to level 30 (extremely proficient). Each skill has several effects. Most effects reach par at skill level 5. New supported skills will be released.
    • Skills are improved by paying a training cost to a trainer. Server admins may place trainers and customized messaging NPC. Skill costs increased with level and balanced to encourage specialization.
      • Example: To train"Pickaxe Use" from 0 to 1 cost 16 cobblestone. To train from 15 to 16 cost 640. At level 0 pickaxes degrade 20% faster than normal, at level 20 they degrade about 45% slower.
    • Skills and Effect details are easily found through in-game commands. A general summary of skills is in the post below, along with design goals discussion.
    Players - Getting Started:

    Show Spoiler

    Welcome, Dwarf <whateveryournameis>!
    To get started in a DwarfCraft world, you should know what it is, exactly, that is different.

    Your mining sucks. You get less coal, iron, cobblestone, and gold. Your sword does pitiful damage. Animals don't drop things when you punch them. Falling hurts. A lot. Burning too. Zombies rearrange your face. Dirt doesn't pile up quite like it used to. For some reason when you craft planks you make less. Three sticks too. And less fences and stairs. Also, raw pork isn't very filling. And farming seems totally worthless.

    Guess what? You're a level 0 Dwarf.
    I know it seems awful now, being the brunt of jokes and suffering all that punishment, but I have good news, friend. At least you're not an elf! See, the elves gloat now, with their 1.0 stone drop rate and their filling porkchops, but after you spend the time to level your bowman skill to master and turn their day to night with a hail of 3.5 damage per shot arrows... well, then they'll be sorry!

    The road to mastery may be hard, Dwarf, but the payoff is well worth it- Diamonds dropping by the handful, creepers leaving 5 gunpowder behind with their corpse, your sword dealing double damage to monsters, and cliff falls leaving nary a scratch. Along the way, you may find your calling as a crafter as well. Just as you depend on your friends for supplies, they may depend on your specialties. Craft 4 times as many brickblocks as your neighbor? That's a marketable skill, my friend!

    So off with you, Dwarf, into the wilds of your world (and one day to the Nether, perhaps)! Start by discussing the terms of your advancement with the local trainers. When you've gathered their material demands, sock it to 'em, and see your diligence rewarded with an ever-improving arsenal of advantages.

    Players - Getting the most out of DwarfCraft:
    Show Spoiler

    You'll benefit the most from DwarfCraft by doing two things:
    1) Get your skill levels in the necessities up to a reasonable level. No matter what your playstyle is, you probably want most of the stone and wood skills to 5 (the cost is small and the payoff large). The same is true of climbing and sword skills, or you may find yourself dead much more often than you're used to.
    2) Pick a few activities you love to do and train train train! If you're only marginally better than someone else, they won't have much use in trading with you. Try and get 1 or 2 skills to 20 that you can leverage to gather other valuable materials. If you're a master sailor, don't spend all day mining cobblestone, go sailing on the lookout for pumpkins, mushrooms, and clay. If you're a monster hunter with a bow, 5 minutes out at night is worth far more than the hundred cobblestone you could collect.

    I'm not saying to stop doing things you find fun! Instead, train up the things you find fun so you can do it better and get rewarded for doing it.

    I'll use myself as an example. I far prefer chopping trees to mining for diamonds, and love to chase animals and explore. To support this, I trained these skills above level 5: woodchopping, axe use, woodcrafting, swordsman, animal hunting, and climbing. To shore up some weaknesses, I traded several stacks of logs for several stacks of cobblestone, because I have poor cobblestone mining skill and my friend has poor lumberjack skills. I used the stone to train up the Excavator and Quarry Worker skills to 5, so that I can manage to get cobblestone when i need it, without suffering the very low drop rates at level 0. When I want cobblestone for constructions, its often very easy to find someone in need of wood. I also do woodcrafting (1 log -> 6 planks) in exchange for fee or a cut. When I find a diamond vein while digging, I usually leave it, and sell the location information to a better diamond miner.

    Sometimes, my mining friend(RCarretta) and I will go on adventures exploring underground caves. I'll take the point through natural caves, with sword and bow at the ready, while he harvests the ores we find. When we reach a dead end, we dig in different directions, and take the first new path together. We're able to survive very long times underground with very little additional supplies because I carry extra leather for armor and can handle most creature situations, and his tools last quite a while. High level gravel digging keeps me supplied with flint and decent monster hunter skill pulls a sizable amount of feathers from zombies, which combine to keep my quiver topped off.

    Admins - How to install DwarfCraft
    DwarfCraftV1.04.zip contains updated jar and sqlite file. Do not mix with pre-V1.03 config files.
    DwarfCraftV1.01.zip. Unzip the archive to your CraftBukkit root directory. Use this if looking for a stable build.
    Show Spoiler

    Archive Contents:
    /plugins/DwarfCraft.jar
    /plugins/DwarfCraft/DwarfCraft.config - General server config variables including race names and file locations
    /plugins/DwarfCraft/Messages.config - Configurable plugin messages, such as welcome, info, rules, etc.
    /plugins/DwarfCraft/GreeterMessages.config - Flatfile storage of NPC greeter messages. For version 1.0, greeter messages must be manually added before the NPC is created. Dynamic message insertion is on the roadmap for future versions.
    /plugins/DwarfCraft/skills.config and effects.config - Supported skills and effects. Any change to these may result in unexpected errors. If you would like help in customizing balance for your server, contact smartaleq via PM.
    /plugins/DwarfCraft/dwarfcraft.db - A sqlite database, pre-created empty for you. If you want to reset your players completely, delete this and create a new file of the same name.
    /lib/sqlite.jar - A required library for SQLite to operate

    DwarfCraft has no plugin dependencies, and should play well with others. Some notes:
    • [Econ] Econ plugins are recommended with DwarfCraft. Training for "currency" will not be supported (ever!), so trade, auction, or shop plugins will likely help your players get their hands on those oh-so-valuable pumpkins early.
    • [Mech] Transmutation plugins may conflict, crafting plugins may conflict. Using DwarfCraft with McMMO, Skills, LevelCraft, etc. will likely screw everything up. Other Mech plugins may or may not work. Generally, the more they affect player actions, the more likely they are to cause problems.
    • [Chat] [Fun] [TP] and [Info] plugins should all work without any issues.
    • [Admin] [Sec] and [Gen] plugins will probably work.
    *Warning* Installing DwarfCraft on an existing world where players have large stockpiles of materials may completely screw up the balance of the mod. New or young worlds should be used if at all possible. If your players have every skill at 20 and think that the game is too easy, stockpiles were your problem. You've been warned.


    NO PERMISSIONS WILL BE SUPPORTED UNTIL BUKKIT INTEGRATION. Requests for permissions plugin integration will be ignored (and possibly ridiculed).

    Admins - Getting Started
    Show Spoiler

    First run instructions:
    After you have the DwarfCraft files installed, the first thing you'll need to do for your players to benefit from DwarfCraft is to create trainers.
    Join your server, go somewhere and type: /createtrainer Test1 TestTrainerDummy 1 30
    This will create a new trainer at your location(facing and look-direction) with name TestTrainerDummy, that trains skill #1 (pickaxe use) and can train to maximum level of 30(the max).
    Left click on him to verify skills are loaded.
    Give yourself 16 cobblestone.
    Right click on him to verify training is working.
    Type /skillsheet to verify that your skill increased to level 1.
    /save-all and restart the server. Verify that he is still there.
    type /removetrainer Test1 and verify that he has been removed.
    If you have any problems through this point: pm smartaleq

    Admins - Creating a playable DwarfCraft server
    Show Spoiler

    For your server to have a thriving community of dwarves, you will need to provide trainers for all the skills you want, in enough places to be convenient. You will also need rules that encourage either co-operation or competition for resources. If every player goes after the same skills, the plugin doesn't provide much benefit at all.
    As an example of a working community, the author's server has rules that require all trainers to be in an "appropriate" location, and not a room full of trainers. Most trainers created in the world are given a maximum training level of 15-20, based on where they are created. Only a few level 30 trainers are created. This gives our players an incentive to build impressive things, justifying the placement of "master" trainers. Using remote trainer creation, it is possible for an admin to create trainers without any hassles. As our baseline, each Towny town will eventually have one of every trainer the mayor desires.
    Read the Players sections for more thoughts on what your community may need.

    Admins - Support
    Show Spoiler

    Source Code is available at github.com/RCarretta/DwarfCraft
    Please do not post bugs or feature requests in this thread! Discussion and simple questions are perfect to put in the forum thread. Issues should go in the issue tracker on github- after you've searched to see if it's already there. Please report installation issues via PM to smartaleq

    Changelog:
    Show Spoiler

    Version 1.04
    • Changed applicable sqlite driver.
    Version 1.03 Experimental
    • Added support for multiple races. Add race names to skills.config at the end of each line you want the race to inherit the skill.
    • Skillsheet and other skill commands will have spotty performance until integration is complete.
    Version 1.01
    • Removed player matching debug output.
    • Edited commands in plugin.yml to fix command not found errors
    • Set default debug level to 10, eliminating console spam. If you have reproducible problems, please set debug level to -10 and send in the appropriate sections of your log.
    Version 1.0
    • First published version


    Donations

    Skill descriptions below. Categories are only for convenience, many skills cross categories or defy categorization completely.

    Tool Use Skills: These skills impact how quickly your tools will degrade. High levels will enable you to get as much as three times as many uses out of shovels, axes, and picks. See also Plowman and Swordsman skills.
    Show Spoiler

    [1] Pickaxe Use - Pickaxes
    [2] Shovel Use - Shovels
    [3] Axe Durability - Axes

    Harvesting Skills: There are many skills that effect the rate at which you gather materials from blocks such as stone, ores, dirt, sand, gravel, and logs. Higher skill levels will drop several of the desired block, and will increase the chance that you instantly break what you are digging or chopping.
    Show Spoiler

    [11] Excavator - Cobblestone instant-break
    [12] Quarry Worker - Cobblestone quantity
    [13] Ore Miner - Coal and Iron quantity
    [14] Gem Miner - Gold, Diamond, and Redstone quantity
    [21] Sand Digger - Sand quantity and instant-break
    [22] Gravel Digger - Gravel and Flint quantity and instant-break
    [23] Dirt Digger - Dirt quantity and Dirt/Grass instant-break
    [31] Woodcutting - Log quantity and instant-break

    Farming Skills: Several skill handle how effective you are at farming wheat or gathering other plant materials. The Plowman skill also affects the durability of plows. Note that in DwarfCraft it is much harder to gather both seeds and wheat, so level 0 farmers will not be able to provide an endless supply of bread.
    Show Spoiler

    [4] Plowman - Plow durability and Seed Quantity from hoeing grass.
    [41] Wheat Farmer - Quantity of Wheat and Seeds from reaping grown Crops
    [42] Exotics Farmer - Cane(Reed) and Cactus Quantity
    [74] Florist - Flowers and Pumpkins Quantity

    Crafting Skills: The crafting skills affect how many of an item you craft when using the normal recipe at a crafting bench. Many crafting skills have additional effects.
    Show Spoiler

    [32] Woodsplitter - Planks and Sticks
    [51] Mason - Cobblestone Tiles and Steps and Smooth Stone Tiles
    [53] Woodcrafter - Ladders, Fences, Doors, Signs, and Wood Tiles and Steps
    [61] Bookmaker - Books
    [62] Brickmaker - Brick Blocks
    [63] Demolitionist - TNT and damage from explosions.
    [65] Railworker - Rail sections
    [66] Cook - Bread, and health from cake and cooked pork
    [67] Fletcher - Arrows

    Damage Reduction Skills: In addition to Demolitionist reducing damage from explosions, there are skills that effect fire, falling, suffocation, and lava damage. There are also skills that affect the durability and crafting count of armor.
    Show Spoiler

    (Repeat) [63] Demolitionist - Damage from explosions
    [64] Firestarter - Damage from fire, durability of Flint and Tinder
    [72] Climbing - Damage from falls, short fall forgiveness
    [86] Exotic Armor - Damage from lava, drowning. Gold armor durability.
    [83] Scout - Leather armor durability, amount crafted, projectile damage reduction.
    [84] Soldier - Iron armor durability, amount crafted

    Combat Skills: The Swordsman and Bowman skills affect the damage you do with those weapons. The swordsman skill also has a durability effect.
    Show Spoiler
    [85] Archer - Arrow Damage and Enemy Feather/Arrow Drops
    [87] Swordsman - Sword Damage and Durability

    Hunting Skills: These skills allow a player to gather more resources for killing enemies with sword or bow. Note that this mod completely removes drops from creatures killed in any other way, to prevent "automated mob farming"
    Show Spoiler

    [81] Animal Hunter - Pig, Cow, Sheep, Chicken
    [82] Monster Hunter - Creeper, Skeleton, Spider
    (Repeat)[85] Archer - Zombie

    Exploration Skills: These skills benefit activities related to exploring, travel, and adventure. The effects vary widely, but should result in more successful forays into the wilderness, and more valuable materials brought home.
    Show Spoiler

    [71] Sailor - Boat Travel Speed and Boat break results (sailor>15 allows recoverable boats)
    [73] Survivalist - Health gained from uncooked pork, fish, and mushroom stew
    [75] Dungeon Delver - Monster Spawners can drop Iron, Gold, Diamond, and Lapis blocks

    Other Skills: See details -
    Show Spoiler

    [8] Smelter - Effects the duration of smelter fuel, especially lava buckets. Not implemented.
    [91] Citizen - (With Towny) contributes to the resident's town max size.
    [92] Leader - (With Towny) affects the maximum town size, for town mayors.
    [99] Noble - Dwarf Fortress nobles are useless. DwarfCraft nobles mine obsidian better, and it costs 100s of eggs to train. Any player that collects 100s of eggs and spends all day mining obsidian is just like a Dwarf Fortress noble.

    Proposed Skills: These skills are ideas brought up in the thread or elsewhere, and are candidates for future implementation. None of these will be worked on before v1.0 is bug-free and widely used. -
    Show Spoiler

    [?] Repair Skill
    [?] Dyer or Wool/Cloth skill - produces more dye or more colored cloth per dye - costs dyes or colored wool to train
    [?] Running, Travel, or other movement speed related skill
    [?] Sandstone crafting skill
    [?] Fishing
    [?] Skills that unlock crafting recipes
    [?] Fertilizer skill affecting bonemeal and crops/saplings/pumpkins?.

    Training Item List
    Show Spoiler

    1 Pickaxe Use Cobblestone
    2 Shovel Use Dirt
    3 Axe Durability Log
    4 Plowman Wheat, Seeds
    8 Smelter Lava Buckets
    11 Excavator Cobblestone
    12 Quarry Worker Cobblestone
    13 Ore Miner Coal/Iron Ingot
    14 Gem Miner Gold Ingot/Diamond/Redstone
    21 Sand Digger Sand
    22 Gravel Digger Gravel
    23 Dirt Digger Dirt
    31 Lumberjack Log
    32 Woodsplitter Log
    41 Wheat Farmer Wheat, Seeds
    42 Plantation Farmer Reed, Cactus
    51 Mason Half-steps
    52 Glassworker Glass
    53 Woodcrafter Plank/Stick
    61 Bookmaker Paper/Books
    62 Brickmaker Bricks/Brickblock
    63 Demolitionist Gunpower/TNT
    64 Firestarter Fint + Tinder
    65 Railworker powered cart
    66 Cook Cake Block
    67 Fletcher Arrows
    71 Sailor Clay "ore"
    72 Climber Pumpkin
    73 Survivalist Mushrooms
    74 Florist Flower
    75 Dungeon Delver Saddles
    81 Animal Hunter Pork Leather Wool
    82 Monster Hunter String/Gunpowder
    83 Scout Leather Breastplates
    84 Soldier Iron Breasplates
    85 Archer Feather/Flint
    86 Exotic Armor gold hat/diamond shoes
    87 Swordsman Leather/String
    91 Citizen Bread
    92 Leader Cake
    99 Noble EGGGGS


    Obviously, this plugin was partially inspired by Dwarf Fortress. If you haven't played it yet, I highly recommend you play and donate: Dwarf Fortress & donate

    The goals of this plugin were to enable some sort of character progression in Minecraft with a focus on specialization and distinction between player capabilities.Because all players are equally adept at every task, making someone an "expert" miner costs 3 diamond and nothing more. We wanted to foster a community and world where players could distinguish themselves by becoming the go-to person for certain tasks.

    The first conceptualized skill was "Precious Stone Miner", which allows a skilled dwarf to gain more diamond, gold, or redstone from their ores. The thinking is that, by making it expensive to train the skill, each Town (or sub-group, or group of friends, etc.) would want to "invest" their resources in training up only a few individuals in that skill. If a non-skilled player found a large diamond vein or two, it would be beneficial for him to request the aid of the skilled player. The diamond player might only be passable at woodcutting, and would go to someone else for more efficient tree-cutting and plank crafting.

    Even with players becoming specialized, we didn't want anyone to feel 'gimped' and unable to compete. The skills were balanced so that at a moderate level (5 in most cases) a player was as good as a vanilla Minecraft player at the associated tasks. Next, we addressed how training should work so that it would be easy to get to level 5, but require significant teamwork to get above 20.

    For training, we wanted to use as wide an assortment of materials as possible while keeping the costs aligned with the benefits. Additionally, in vanilla Minecraft some materials are gathered in huge quantities and are rarely used because they are "ugly" such as dirt, gravel. Others are used sparingly because they have limited direct usefulness or are quickly out-classed such as flint, eggs, gold, string, even leather. We tried to make training use up the rarely used items in large amounts, while keeping often used items available for both training and use. The table below lists which items used are used to train which skills. Quantities are balanced so that level 0-5 should take less than 15 minutes, and never more than an hour.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 9, 2016
    skmaster, Dangazzm, Goliathe and 4 others like this.
  2. Offline

    neogeek23

    My terminal said to nag you (smartaleq and RCarretta) about using onPlayerQuit when a newer feature PlayerQuitEvent is useable, so I'm here doing my mindless drone work for the swarm.
     
  3. Offline

    Nukeofwf

    WELL HOT DAMN! when you did that update, the color codes are completely fixed. not sure what happened. but that fixed formatting and colour as well.
     
  4. Offline

    xlilcasper

    eagerly awaiting a version that works with 670
     
  5. Offline

    daemitus

    the fun part of working without a repository and update tracking, you dont remember what you disable and what you fix
     
  6. Offline

    Dangazzm

    lol well, I want to thank you for doing this so the official developer can take his time pushing this out and my server can still function!

    Thanks again!

    P.s look forward to the next release
     
  7. Offline

    Dysalot

    I am really excited for this. I haven't used it yet, but I did donate $1 a couple days ago (I realize it's small but I run a not-for-profit server, and I'm a poor college student). Take your time and do it right. Keep up the good work.
     
  8. Offline

    byzantinian

    Congrats on giving 33 cents to paypal and 67 cents to the developer lol.
     
  9. Offline

    Dysalot

    EDIT: NVM I see, he is still getting something.
     
  10. Offline

    Dangazzm

    Does Daemitus's unofficial release work with 670? Sorry I won't have time to test today, but I need a backup strategy just in case the official is not released right away.
     
  11. Offline

    kahlilnc

    I cant wait for this plugin to update I already made a dojo and I want to delete mcmmo off my server. CB 670
     
  12. Offline

    jasonhu

    Code:
     [SEVERE] PLAYER_ITEM loading DwarfCraft v1.01 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_ITEM
        at com.smartaleq.bukkit.dwarfcraft.DwarfCraft.onEnable(DwarfCraft.java:94)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
        at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:514)
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:216)
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:94)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:72)
        at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:215)
        at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:202)
        at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:142)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:257)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
    
    i redownload it 2 times even with the 1.04v
     
  13. Offline

    byzantinian

    It works as in the plugin functions, however all text is default white and DwarfCraft spams the F*** out of your server console horribly. Makes it impossible to pay attention to server happenings and I didn't even test to see how much additional lag that caused so I disabled it.
     
  14. Offline

    Dangazzm

    Oh no I downloaded his fixed version is has colors and everything, works like a dream on 617 you got that version and it messed up again?
     
  15. Offline

    DeNarr

    Is there any version that works for 670? My players are desperate to get dwarfcraft back.
     
  16. Offline

    2Bucks

    This is by far the best RPG plugin, the idea behind it is brilliant
     
  17. Offline

    daemitus

    I take it bukkit updated again. Ill look at it real quick.

    Lovely. now im getting the famous SQLite error. This should be a fun one

    If there was another issue with DC beyond the SQL exceptions, I can try a blind fix without testing provided you post the log or send me a message. Otherwise by the time Im free again, aleq will probably be done with his
     
  18. Offline

    smartaleq

    Didn't finish tonight. Will keep working. I know everyone can't wait for a working DC, but because I know that future bukkit updates and MC updates will break things, I do my best to write code thats easily upgradeable. Sometimes that causes other problems. Anyways, done when its done.
     
    kahlilnc and skmaster like this.
  19. Offline

    neogeek23

    thanks for the feedback we're all looking forward to your update!
     
  20. Offline

    skmaster

    Yeah thanks alot:) Keep up the good job this is great :)
     
  21. Offline

    Trucido Mortis

    My players all all excited for this update! We where using Minequest, But no one like it!
     
  22. Offline

    Anthony Lecocq

    Code:
    # SCHEMA: ID,Profession Name,Training Item ID1,Training Item 1 Base Cost,item 1 max amount,Training Item ID2,Training Item 2 Base Cost,item 2 max amount,Training Item ID3,Training Item 3 Base Cost,item 2 max amount,Trainer Held Material
    ^v103
    1,Pickaxe Use,4,16,2560,0,0,0,0,0,0,257
    As far as i know you can't place items in the inventory crafting space for extra storage anymore so 2560 of any item is not possible.
     
  23. Offline

    smartaleq

    you are right. I multiplied by 40 thinking of armor slots, not crafting slots.
     
  24. Offline

    DeNarr

    That's correct. The maximum number of an item would be 2304, and that's filling all of the hotkey slots as well. However, am I incorrect in thinking that required amount increases by 16 each time? So wouldn't that make level 30 only require 480 blocks anyways?
     
  25. Offline

    neogeek23

    Can we opt to have the old 200-800x expense in a config file or something?
     
  26. Offline

    Dangazzm

    Thanks for updating us! We know you don't have to but its nice to know :p
     
  27. Offline

    Lock

    Is it possible to allow the players to make 'down payments' to overcome this problem? I really like the current cost system.

    Oh and smartaleq, thanks for the update! :D
     
  28. Offline

    Dysalot

    That would be nice, I would like the choice between dwarf and elf to be somewhat painful. Especially some people don't want to be involved, and would prefer that not everyone else has a major advantage.
     
  29. Offline

    smartaleq

    The problem with the old level cost scaling wasn't with the high levels, it was with the middle levels. If we go to 400x, for instance, then you run out of inventory room pretty quick. If i used a linear scale instead of exponential, that would possibly work, but then the diminishing returns don't come in as quick. Anyways, from a balance perspective I'm pretty happy with the current structure.

    You can still custom increase the cost of everything easily in the config file.
     
  30. Offline

    neogeek23

    Would it be possible to make level earnable in payment plans? Like maybe 4 trips of carting cobblestone around to hit that last lvl 30? And the first installment reduce the cost of lvl 30 by 2560 or something like that? If it is too hard or not worth it just feel free to ignore this, but thank you very much for responding so promptly! :)
     
  31. Offline

    Dysalot

    That's fine I would prefer a progressive scale over linear.
     
    Lock and neogeek23 like this.

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