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- Reiko's suggestions
- Prot II Sharp III Power IV
- Strength II disabled
- Enderpearl cooldown of 5 seconds
- Combat tag lasts 20 seconds and you can't enter safezone areas while tagged such as spawn
- Old PvP style (All 1cps does it buff good PvPers and make hacks such as triggerbot and crits near impossible to fight against)
- Disable opples
- Disable end claims limit faction claims to 1 in the nether
- 4 end portals each claimed by warzone / safezone in each quadrant so there won't be a monopoly on the end
- creeper spawners in the end for easier gunpowder
- 4 blaze spawners in the nether in each quadrant same deal as end portals
- Have it so netherwart, sugar cane, etc etc can be bought in spawn money made by selling ores
- Possibily regenerating glowstone areas in the nether
- Power: -5 min 7 max 2 gain per hour, 2 loss on death, -1 loss per 12 hours of offline, min offline decay capped at 0, initial power at 2
- regenerating builds after raid but whatever loot is taken is gone
- buff ores using hiddenore
- ban fishe, make watershields useless and nerf obby until it's like endstone
- Added from Zealous' suggestions AKA shit I agree with:
- Anything which intentionally creates lag is a bannable offence to anyone complicit.
- Golden Apples have a 120 second cooldown. (Think something like 15 seconds is more fair, as it keeps them as viable healing items but people can't chug them, 120 is too long )
- No /home and /spawn, /t home is on a short warm-up of 5 seconds.
- If you stay inside a Nether portal long enough after teleporting through it, you will be ported back - prevents portal trapping.
- Explosions in faction territory become ineffective after 30 minutes of no one being online.
- No protections above y:220 or below y:20
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