Upon release of the public Beta of this mod, we launched a new thread: PvP Mode mod
Hello LOTR server owners,
We've developed a serverside mod that allows players to disable PvP for themselves on servers while ensuring this cannot be abused and both PvP focussed and PvP shunning players have an improved gameplay experience.
The current status, March 2018: 'mod meets minimum requirements and is ready for playtesting on servers'.
Current downloadable version, ready for use on Forge modded servers is here:
PvP Mode mod 1.8.0
Be sure to read the wiki page (see below)!
We will monitor closely what the experiences and feedback are on the mod anywhere server owners use it.
The mod is supposed to come in handy on servers where there are both PvP focussed players and players who are not interested in PvP at all. It's aim is to provide both types of players a pleasant gameplay environment and to reduce overly compicated rules of engagement and intense staff monitoring, intervention and meddling as they struggle to maintain a pleasant atmosphere for all in their community.
The mod is open sourced and available at GitHub:
https://github.com/VulcanForge/pvp-mode
The GitHub repository has a small descriptive wiki: PvP Mode mod wiki. That lists all implemented and planned features. For those people to lazy to click that link, here's the main content:
Objectives
- Main objective is to create and manage two distinguishable gameplay modes for players on a server: PvP-Mode ON and OFF. This is based on the notion that players usually consciously make a choice for their gameplay to be PvP or non-PvP focussed, and this can change on a regular but not very frequent basis. Dependent on this choice they will plan and undertake quite different activities and the nature of their (roleplay) interaction with other players can differ very significantly. We want to offer players in either of these gameplay modes the best experience.
- Manage PvP combat on a server, and many related aspects.
- Provide a better, more predictable, gameplay environment for all players. It must become safer for players who do not wish to engage in PvP combat, and more challenging for players who wish to engage in PvP combat.
- Strongly reduce the work from server staff involved with meddling disputes about many PvP related issues that occur between players. A side effect is that also the number of rules used to manage PvP should decrease.
Main features
Implemented
- Enables players to toggle their PvP Mode ON or OFF. The default is OFF.
- Enables operators to override PvP Mode status.
- Enables users to see the PvP Mode of all players in-game via /pvplist.
- Prevents hired NPCs of players with PvP Mode OFF to attack other players and their hired NPCs.
- Prevents hired NPCs of players with PvP Mode ON to attack players with PvP Mode OFF, and their hired NPCs.
- When players with gamemode 1 and/or flight engage in PvP, PvP Mode is automatically switched to OFF. This is shown via /pvplist.
- A player proximity radar: Players with PvP Mode ON get info on the approximate distance between them and other players with PvP Mode ON, via /pvplist. The distance shown is rounded up to units of 64 blocks (4 chunks).
- Customisable settings via a config file for: cooldown and warmup timers and to enable/disable player proximity radar and set the radar accuracy. Default settings are: 900 and 300 seconds for the timers, enabled radar and 4 chunk accuracy.
Planned
- Configurable refresh rate and unit of measure for the distance shown in the player radar function. Units of measure are to be determined.
- Configurable item drops upon knockout: instead of either keepInventory ON or OFF, players lose a configurable number of random parts of their armour and/or of their active slots. Recommended are 1 armour item and 2-3 active slot items.
- Enable a blurred player radar for players with PvP Mode ON, providing info on approximate distance between players in the /pvplist. Recommended settings are an accuracy of 8-16 chunks and a refresh rate of once per 10-30 seconds.
- Configurable registration of 'Who-hit-first' and player log and teleportation events, for server staff to use.
- Configurable blocking of any teleportation within a set time after initiation of PvP combat.
- A system to limit the use of gear in PvP to specified items dependent on player alignment. Examples: 1) If player has positive alignment with Mordor, use of any elven gear will disable PvP. 2) Only if player has over +500 alignment with Rohan, player can use Marshall armour in PvP. 3) Use of any piece of mithril gear will disable PvP.
Commands
- /pvp : Toggles PvP Mode to ON/OFF.
- /pvpcancel : Cancels a /pvp toggle provided the warmup time hasn't passed.
- /pvpadmin [playername] : Toggles the PvP mode of the specified player. Only for server operators.
- /pvplist : Shows a list of playernames with their current PvP Mode status and the player proximity for players with PvP Mode ON. Text format is in red for players with PvP Mode ON, and green for PvP Mode OFF.
- /pvphelp : Displays commands with brief explanation and values of configuration options.
Permission nodes
Nodes are accessible by both Essentials plugin and the ForgeEssentials mod.
Operator level permissions:
- pvpmode.command.pvpadmin
Player level permissions:
- pvpmode.pvpcancel
- pvpmode.pvpcommand
- pvpmode.pvphelp
- pvpmode.pvplistcommand
Additional info
Original idea and functional description of the mod: PvP Mode v3 - functional description. This document will updated with new insights and planned features as the mod develops.
Purpose and functional features of the mod were initially laid out by Alte in a functional description for implementation on the servers of the Eras of Arda group, but have been rewritten for a much broader application.
For possible future expansions we prefer to look at Mevans' SiegeMode mod (full compatibility intended) and Alte may eventually also sneakily look at additions both related to simple and effective experience orb based character trait development in a way similar to the Vigour system as proposed here (and fully compatible with both LOTRmod and other modded and non-modded set-ups).
We will use this thread to communicate on progress, receive your feedback, discuss options and communicate on our progress.
Current team:
General management: AlteOgre
Lead developer/coder: VulcanForge
Coders: Aj, Mahtaran,
The_Ranger_Malvegil and Timgodreuil