Craftland has no risks and big rewards
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- megaMC
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Craftland has no risks and big rewards
In my opinion, craftland has become a bit too easy. Mainly because minecraft was created with a risk and reward system. Craftland has made every risk removed with the rewards untouched. We can already teleport and warp to places if we are in danger, we can never get lost in caves because we can do /home, we never starve because of /warp kitchen, we get tons of diamonds from one ore because of McMMo, some people with high enough skills have their fist as a deadly weapon. Xp is so easy to get because of the super efficient grinders, only possible because of movable spawners. The server is getting easier and easier, and as it gets easier it gets stale and boring. More mods are coming in simply for things to be easier. I for one want the server to be like real minecraft: You take risks to get rewards. who agrees? Pretty soon, everyone will be in the safety of their diamond block house, with eternal daytime and super enchantments with millions of coins. Ok, maybe not diamond block houses, but you get what I mean.
- Leo
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Re: Craftland has no risks and big rewards
Me chedd and nidefawl were talking about this, and theres going to be stronger mobs with more health and damage. Also we were thinking about using up rotten flesh to create a zombie boss and what I was thinking was to maybe use the mutant zombie mod, not copy it all but nide could tweak with it to make it fit in with craftland. So mobs are going to be more of a challenge to even people with high mcmmo skill. I know you mentioned more but the mobs is what we were focusing on and I thought i'd like to share that.
m8
- Robman533
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Re: Craftland has no risks and big rewards
Nide talked a bit about mobs being much more difficult earlier todayLeo wrote:Me chedd and nidefawl were talking about this, and theres going to be stronger mobs with more health and damage. Also we were thinking about using up rotten flesh to create a zombie boss and what I was thinking was to maybe use the mutant zombie mod, not copy it all but nide could tweak with it to make it fit in with craftland. So mobs are going to be more of a challenge to even people with high mcmmo skill. I know you mentioned more but the mobs is what we were focusing on and I thought i'd like to share that.


- Handyman
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Re: Craftland has no risks and big rewards
The plan Nidefawl is working on is a system where mobs have certain levels.
These mobs are naturally spawned and will have a random level.
This level will give the mob extra health, faster movement and come in different sizes.
Inside regions there will always be a level 1 mob spawning.
Higher level mobs will have a larger monsterhunt count.
Nide may also implant to make them spawn them by a command block or maybe an item (spawn eggs).
This gave me the idea on making some dungeons on my own with a mobs, bosses and rewards.
This idea will be worked out later on
These mobs are naturally spawned and will have a random level.
This level will give the mob extra health, faster movement and come in different sizes.
Inside regions there will always be a level 1 mob spawning.
Higher level mobs will have a larger monsterhunt count.
Nide may also implant to make them spawn them by a command block or maybe an item (spawn eggs).
This gave me the idea on making some dungeons on my own with a mobs, bosses and rewards.
This idea will be worked out later on

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- megaMC
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Re: Craftland has no risks and big rewards
Seems great, lets hope no one makes a super efficient mob grinder out of it. Glad to see some people recognize this problem.
- patisfat
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Re: Craftland has no risks and big rewards
I agree that this was a problem and i really like this idea of harder mobs 

- Blue
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Re: Craftland has no risks and big rewards
I see where you're coming from, but I do not think that it is all true.
-There are so many thongs to work towards. Being rich is not as easy as this post says.
-Adding more mods means more to do. They aren't always there to make things easier. Greycliff, for one, has kept players intrigued.
-Trying to achieve eternal greatness on CraftLand takes a long time, but of course, once you have reached that point, which not many people have, this post is what they would agree on.
I like how nidefawl is adding those big mobs! I talked to him for a tiny period of time about them earlier today.
-There are so many thongs to work towards. Being rich is not as easy as this post says.
-Adding more mods means more to do. They aren't always there to make things easier. Greycliff, for one, has kept players intrigued.
-Trying to achieve eternal greatness on CraftLand takes a long time, but of course, once you have reached that point, which not many people have, this post is what they would agree on.
I like how nidefawl is adding those big mobs! I talked to him for a tiny period of time about them earlier today.
- Banana_Cannon
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Re: Craftland has no risks and big rewards
What about mobs from hack/mine?
DAS WAR EIN BEFEHL!!!!!!!!!!!!!!!
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