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  • AlteOgre
    AlteOgre closed this thread because:
    Closed upon release of public beta and launch of new thread.
    19:57, June 4, 2018

    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

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    • VulcanForge wrote:
      Hello LOTR server owners,

      I've just developed a mod that allows players to disable PvP for themselves on servers at the request of AlteOgre. I haven't been able to test it yet (I don't have access to my home internet's port configuration so I can't set up a server) but feel free to download and test it. It may come in handy on servers where one or two "PvP-oriented" players terrorize the rest of the players for fun. AlteOgre anticipates that it will allow for an elimination of a great deal of rules on a lot of servers due to players taking a great deal more control over their PvP safety.

      https://github.com/VulcanForge/pvp-mode

      👌

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    •  👌

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    • With this can you make your hired units target someone with pvp off?

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    • 00Fez wrote:
      With this can you make your hired units target someone with pvp off?

      Unfortunately yes. I don't have the expertise to make my mod interface with the LOTR mod. However, I've been thinking about this problem and I could possible add a config option that would set whether NPCs were unable to hurt the player as well. I also just realized that projectile damage might still be allowed, so I will look into it. This is why I want the mod tested.

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    • Npcs not working would be a bit rubbish as this mod without PvE isn't really this mod.

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    • Please note my additional remarks in the first post.

      Don't hesitate to discuss motivation, starting points and design considerations I've described in this document here.

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    • The GitHub repository now has a smol descriptive wiki: PvP Mode mod wiki.

      VF is pretty actively expanding the code and your grumpy neighbourhood Ogre does a testing.

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    • I think I've managed to patch the mod to prevent LOTR hired units from attacking players who have PvP disabled and similarly, prevent hired units of PvP-disabled players from attacking other players or other hired units. Testing of this feature would be appreciated!

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    • AO did a testing. Feature partially effective. Reported in private.

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    • That's looking nice! I just installed a mod which does exactly the same to my server, because we also had issues with PvP..

      This mod: https://mods.curse.com/mc-mods/minecraft/223394-pvptoggle#t1:description

      However, if this mod you are making will cooperate with the LOTR mod in the future (hired units, etc.) then I would really like to use it in my server! I look forward to see what this might become, keep up the good work!

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    • Veliks wrote:
      That's looking nice! I just installed a mod which does exactly the same to my server, because we also had issues with PvP..

      This mod: https://mods.curse.com/mc-mods/minecraft/223394-pvptoggle#t1:description

      However, if this mod you are making will cooperate with the LOTR mod in the future (hired units, etc.) then I would really like to use it in my server! I look forward to see what this might become, keep up the good work!

      Well, as the code stands right now my mod supposedly does interface with the LOTR mod but AlteOgre said it wasn't working. Please test it though, maybe he missed something.

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    • That is, a player with PvP disabled cannot interact with other players' hired units, nor can his hired units interact with another player. I can't remember right now as I'm on vacation but I may have even disabled hired unit vs. hired unit.

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    • As soon as I have the time, I'll set up a test server and gather some players to see if it works. I'd be happy to help.

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    • I'll be back on Monday and if I have time that week, I'll even log on and help out.

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    • I'll be gone for some time after Monday.. holidays :D

      I think I can test it somewhere this weekend. I'll post the results here.

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    • Just tested it on a test-server.

      With the mod I currently use for my main server the pvp toggle doesn't work for infernal bows. Even when players have pvp disabled infernal bows still set them on fire. I tested it with your mod and the same bug happens. You might want to look into this. :)

      I also tested whether I could attack units from a player who has PvP turned off, and I could. His units would also attack mine while he had PvP off. (not sure about my own settings at that moment, but they shouldn't attack anyway.) So this is also yet to be fixed.

      I really like the /pvplist command, it's very handy! Maybe also add a chat message which you receive when you try to hit a player who has it disabled? Right now you don't get to know wether the player has it disabled or if he/she is in gamemode 1 or something like that...

      If you need any more help with testing it, I'm happy to help!

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    • Very annoying. I'll have to write some debug code to find out why the NPCs aren't being handled correctly. I'll probably be able to fix the flame problem fairly easily but the NPCs are the priority. Thanks for the help.

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    • First prio should be to ensure players are safe with PvP Mode OFF, also from attacks by other players' hired units, and proper mechanics are in place to make sure nobody can abuse the PvP Mode status nor the switching between statuses: implementation of cooldown and warming up timers and visualisation of status changes in the list are most urgent for the mod to work on servers.

      Safeguarding hired units from attack would be less urgent imo. Very desirable indeed, but the potential abuse of players switching between Mode status is more troublesome imo.

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    • When I fix anything about the hired units, it will all be fixed at the same time. I suspect the problem is with my code for recognition of a LOTR unit. If anyone knows how to mod, feel free to fix PvPEventHandler.java and submit a pull request on the repository

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    • I updated, added a cooldown on the PvP toggle, changed the command to a toggle rather than on/off, and added some debug info to the logs. If someone could make hired units engage in a no-PvP situation (keep it short, I have to read the logs!) and then send me the logs, I'd appreciate it very much.

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    • I can and will resume testing after the 14th.

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    • I tried testing it today. However when I do /pvp Veliks it gives an error:

      Pvpmode error
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    • In addition to my previous post; When my units start fighting other units the following message is sent in the console:

      [13:52:01] [Server thread/INFO] [FML]: getHiringPlayer is not a method
      
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    • Is this mod still being made? I kinda need it since the other PvP toggle mod has it's boundaries :/

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    • I've been pushing quite a bit in past weeks but VF appears too busy atm. He vowed to complete and maintain it though. We also have a second coder available and willing to add to this project, but his commitment hasn't lead to concrete, visible results yet. Still pushing. :)

      Note that I discussed to expand the functional scope with an option to have partial, configurable inventory loss upon 'death'. Think randomly losing one active armour item and two items from your active item slots. Both keepInventory on or off have serious drawbacks. Partial loss of combat gear can enhance pvp challenge and prospects.

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    • That is good to hear! I'll be looking forward to more news :)

      And your suggestion about item losses upon death sound nice actually, at my server KeepInventory is enabled but some people think that's kinda lame, this would be a nice mid-way to achieve a bit of both.

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    • VF is on it again. We planned some testing by the end of next week.

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    • Sorry I took so long to get back, Veliks. I did not see the error messages you posted till now. I will start work on fixing the mod on Friday or Saturday. Unfortunately one of your error messages implies that my method for accessing LOTRmod code is not going to work, which puts me at a bit of a loss.

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    • I do see exactly what broke the player vs. player functionality though. There is a '1' in my code that should be a '0'. Don't you love how finicky coding can be?

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    • Please note there is an updated version available with fully funtional control of hired unit behaviour (as tested by VF and a friend of his). Aj (another coder) is currently working on cooldown timers and some interfacing features which I deem minimum requirements for use on servers. So, it can already be used but we do recommend to only use it in a test environment yet and hold your horses for a first beta release with the minimum required (and tested) functionalities.

      As stated above, all questions and feedback is welcomed! As both VF and Aj need their time coding, you may post any correspondence to me. Most of you know where to find me and if you don't, check my wikia profile page.

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    • There are two features under discussion at the moment:

      1. PvP Mode ON player radar

      1) Originally, I included a configurable option that forces players with PvP Mode ON, to be visible on the map, in the functional description for the mod. However, I always felt it wouldn't be fit for purpose as there would be conflicts with staff etc. Now I feel it would be better instead, to implement a configurable option that does the following:

      For players with PvP Mode ON, the /pvplist shows the distance between them and other players with ON, rounded in (configurable) n chunk distance (think 8 to 32 chunks: map pixel - region distance accuracy). This number will be updated every configurable t seconds (think 5-30 seconds, or 100-600 ticks).
      Consequently, radar information will be very inaccurate at all times, and only provide approximate information.
      Imagining the immersion of a player hunting another player, or two players hunting each other, I think that would increase some tension and exitement. Knowing that you're approaching a player and you're getting near, but he's not yet in eyesight. Like little birds providing approximate information on a targets whereabouts. Pondering this I also figured it would be easier for server owners to allow for minimap mods with player radar anyway. The proposed feature and minimap mod player radars can be complementary. Player radars can be set to 32 chunk distance, so the proposed 'pvplist radar' best be set to round to units of 32 chunks. As soon as another player is less that '1' (region distance) away from the player who uses pvplist, the other player may show up on his minimap radar. Note that minimap radars with such massive range may face serious client side lag issues.

      2. Who hit first registration

      A proposal of an EoA staff member was to add a registration of players first hit in PvP, and some cooldown timer for the registration. That could help server staff to determine which player actually physically initiated PvP combat. To my view such a registration could be superfluous, as one of the main purposes of the mod is to minimise staff work related to PvP. When players select PvP Mode ON, they consciously choose for a gameplay mode that puts them at risk of being attacked. So, why spend effort in determining who started a fight? Nonetheless, I could imagine some server staff would like to see this option, as a back-up or for whatever reason they feel they need it.


      Please tell us, what is your view on the above two possible features?

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    • What minimap mod allows for player detection greater than the render distance of the server? If there is a mod that does this than your logic is sound. Otherwise I would recommend revising the 32 chunks to a more reasonable 16 chunks or perhaps the default render distance of 10 chunks.

      I can see the hit registration being useful although I don't think it should be a priority.

      I'd like to use this mod on my server but last time I checked I remember it missing some key features I am looking for. These features are configurable cooldown between switching pvp off/on and full integration with hired unit behavior, i.e. a player with pvp off cannot attack other players (who have pvp on) with his/her hired units and also a player with pvp off cannot be attacked by hired units of another player. What is the current status of the mod and what does it do to address these issues?

      MilkBucket MilkMC Check your render distance, Fandom User!MilkBucket

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    • Journeymap Unlimited allows for checking entities up to 512 blocks from the player. Quite insane indeed. As you correctly point out, with most servers having a view distance of 10 max, some even 6 (to improve server performance), it might not be that relevant ... yet, I figured that as soon as players approach each other, 40 adjacent chunks can be loaded simultaneously and this can indeed become an issue. Anyway, server owners better either prohibit such mods (and use something like ModControl to prevent it), or allow and recommend them for all (pvp) players.

      Agreed on the priority of hit registration.

      Good to hear you're interested too. The configurable cooldown is a requirement for 'public beta' release, as I also feel that is a minimum requirement for the mod to fulfill its original purpose. As mentioned above, Aj is currently working on it. The integration with hired unit behaviour was completed by VulcanForge and tested by him and a friend. It is supposed to be fully implemented and functional in v1.4, which can be downloaded from GitHub. Feel free to test it and report anything worth improving.

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    • The GitHub wiki page now has an updated feature list, with both implemented and planned features.

      I also just did a full rewrite and update of the first post in this thread.

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    • The mod development team has welcomed a new member: Timgodreuil.

      At the moment VF is working to get permissions right and Aj aims to get the command timers coded. The following question came up:

      Should the command timers reset when an Admin (operator) overrides the PvP Mode status of a player? I figured that may not be the most desirable option, but I can imagine server staff and players having different views on it. We may also make it a configurable option to get that reset. For clarity, we distinguish two timers: 1) a cooldown timer that allows for use of the command /pvp on/off, which orders a mode switch and 2) a warmup timer that effectuates the mode switch. Both are considered a requirement to prevent abuse. We would appreciate your views on this.

      Finally, we're pondering about whether or not to add an option to avoid player kill quests to be granted to players with PvP Mode OFF. Now this is a tricky one as there are many possible situations to take into account and the interaction with the LOTRmod may be somewhat complex, dependent on the options we would choose to implement. On the other hand, we could also simplify it enormously by assuming that the PvP Mode of both quester and target player should simply be taken into account by the quester who accepts a quest from an NPC. Reasoning behind this is that without PvP Mode mod, players already have to take into account the fact that target players may never be encountered either because they are skilled in avoiding the quester, or they simply will not log on for a significant period of time. So, players who accept a player kill quest from an NPC already have to take into account the 'availability' of their target and the PvP Mode mod will simply be another factor to take into account. Moreover, if we can succesfully implement the planned 'little bird target tracker', as listed in the planned features list, it will effectively be even more worthwhile to accept a player kill quest for players with PvP Mode ON, especially as they will have timers on usage and effectuation of the switch command. So, my thought is to not foresee any special feature related to those quests. What is your opinion on this?

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    • 1) When an Admin toggles a player's status, they should have to wait to use the command.

      2) If an interaction with LoTR is possible, players with PvP off should not be allowed to get quests on them, or take quests. If possible, lose bounties if pvp is turned off

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    • Would you care to explain why you think so, anonymous user?

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    • In my use case, I would always want an admin's override to reset the player's timers.

      Integration with bounty quests would be useful no doubt, but it is not a feature required for release, unlike the timers. Additionally, as the above fandom user said, I think all bounty quests that you have (to kill other players) should be removed when you turn pvp off, however, other players' bounty quests to kill you should remain.

      MilkBucket MilkMC Send me a message, Fandom User.MilkBucket

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    • Not sure if this is implemented yet, but a useful feature would be to have the /pvplist command show the remaining time before a player's pvp mode is switched. With a sufficiently long timer between switching, this would effectively prevent any 'surprise' switches which could be used to catch your opponent off guard.

      MilkBucket MilkMC Ask me a question, Fandom User.MilkBucket

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    • That's not implemented yet, but has been a planned feature from the start, and for that same purpose indeed.

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    • Added another planned feature to the list.

      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.

      Will be a long term effort aimed to provide server staff a tool to restrict use of config specified gear to players who meet config specified alignment requirements. Will take quite some effort to code, but given the frequent use of such rules on servers, it is anticipated to be worth the additional effort as it will greatly improve the ease to maintain such rules on servers.

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    • Adjusted implemented features list:

      When players with gamemode 1 and/or flight engage in PvP, PvP Mode is now automatically switched to OFF.

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    • We acknowledged a permissions issue with the mod for servers using KCauldron. Operators can use the basic commands, but non-op players can't. We need to solve that issue in order to make the mod usable for those servers as well. It all works as intended for servers only using Forge.

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    • Adjusted implemented and planned feature list a bit as we're approaching a state ready for distribution. We now have basic functionality, timers, list and commands all working properly, even a functioning player proximity radar only for players with PvP Mode ON. Still ironing out some things. Stay tuned.

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    • We can now present a (hopefully) decently working version of the PvP Mode mod, with all basic functionalities in place:
      https://github.com/VulcanForge/pvp-mode/blob/master/pvp-mode-1.6.0.jar
      That is including a config file for customising a number of settings for your server.
      Do note that this is not fully tested on KCauldron servers and we cannot yet confirm the permissions issue we encountered on such servers is resolved. It is on our short term to do list though.

      We are curious to hear whether you will implement it and I will gladly receive any feedback of your server communities. You might consider to open a dedicated Discord channel in your Discord server for the purpose of testing / feedback / evaluation of this mod. I will gladly join in to gather feedback and reply any questions / discuss any issues.

      First post is adjusted accordingly.

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    • Updated first post with link to new version of functional description, which holds a lot of TL;DR text on the why, what and how of (planned) features in the mod.

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    • Initial feedback after using the mod on a test server with one other player:

      • Mod prevents pvp between players and disables pvp if flying as expected.
      • Mod interacts with hired units as intended and expected. Of course if you dismiss a hired unit, they are free to attack the other player. I don't see this as an issue, just something for players to be aware of.
      • Radar - Seems to work fine, although I would appreciate if the player issuing the command is not shown his own radar range of ~0 blocks
      • /pvplist - Does not show the amount of time before a player switches their pvp mode, assuming this hasn't been implemented yet.
      • /pvp <player> - Currently this tells both the issuing and target player Wait <cooldown/warmup time> seconds... Since this command is being issued by an admin and it bypasses the time, it should not give the seconds remaining at all and tell the issuer PvP is now enabled/disabled for <player> The current messages for the target are fine after the Wait <number> seconds... message has been removed.
      • /pvp - Typing in this command after already typing it will reset your timer. I'm not sure if this is intended or not. I'm not even sure what is better; resetting the timer OR keeping the time remaining and giving a message with the remaining time before switching. Resetting the timer opens the possibility to players changing their mind, but could also cause quite a bit of confusion once the time remaining is displayed via /pvplist.

      That's all I have for now. I'll be proposing this mod to my fellow staff members and hopefully can get more feedback from use on a real server.

      MilkBucket MilkMC Send me your crash reports, Fandom User.MilkBucket

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    • Thanks a lot for your very helpful feedback Milk&Co!

      • Own radar info: good point.
      • Warmup time info. Indeed, simply not implemented yet.
      • /pvp <player> effect: Correct. Needs to be adjusted as you describe it. Thanks!
      • /pvp reuse during warmup: Resetting should not happen in such cases afaic. We're already looking into a way to ensure players (can) reconsider in time, possibly by using a confirmation upon using /pvp. That was my original thought anyway as the consequences of a toggle are quite relevant.
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    • Maby its cool to be able to make pvp groups? With a color on tab And your name.. And offcours you can add other people to your team

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    • Interesting thought, and obvious possible expansion. I would think that could combine with both the SiegeMode mod and the Fellowships of the LOTRmod. I'd gladly discuss this with the coders. Thank you for the suggestion.

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    • Maybe, instead of recolouring the name it just adds a little symbol afterwards.

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    • Eerie.

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    • Aye. For that purpose we may as well consider to deviate from the interfacing we use now, which is a simple /list feature, and move toward either a separate screen or even GUI or the method Vinyarion uses for Ascending Arda, by adding icons to the tab screen.

      With current coder availability (they have jobs or serious study), all will take some time. #managingexpectations

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    • Tbh this mod is one of the best server side utility mods, Vulcan, who've I've known for a few years (not irl), is absolutely great at coding.

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    • We released a new version for the mod: 1.7.0, see first post. Most changes are related to interfacing, but it also holds a major fix in order for KCauldron servers to recognise the commands of the mod properly.

      Changelog mentions this:

      • Minor tweaks as suggested by MilkMC and AlteOgre.
      • The admin PvP command is now a separate command, "/pvpadmin <playername>"
      • Added a new command "pvpcancel" which cancels a player's warmup time.

      Wiki at GitHub and first post here have been adjusted accordingly.

      Now we need KCauldron server owners to test whether the mod is fully functional as intended, as I only have a Forge server set up for a test environment. Anyone? :)

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    • Just tested it on a KCauldron test environment. Everything seemed to be working, and after giving a player the permissions they could use the commands accordingly.

      The pvpradar is a bit confusing though, it said we were 0 blocks away which we obviously weren't. I get that it's rounded to units of 64 blocks, but the average player doesn't know that and has no way of finding out except for looking on the GitHub wiki. I suggest adding a /pvp help command that shows all the available commands with a short description, that might clear things up.

      Also, when a player turns their pvp off while one of their units is attacking a player, the unit will (as expected) continue trying to hit the player. The hits don't work but could it perhaps still affect the durability of the players' armor? I don't have an addon installed that shows me an items' durability so I couldn't really test it.

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    • @Veliks if you hit F3 + H at the same time you can toggle item durability being shown.

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    • Veliks wrote:
      Just tested it on a KCauldron test environment. Everything seemed to be working, and after giving a player the permissions they could use the commands accordingly.

      The pvpradar is a bit confusing though, it said we were 0 blocks away which we obviously weren't. I get that it's rounded to units of 64 blocks, but the average player doesn't know that and has no way of finding out except for looking on the GitHub wiki. I suggest adding a /pvp help command that shows all the available commands with a short description, that might clear things up.

      Also, when a player turns their pvp off while one of their units is attacking a player, the unit will (as expected) continue trying to hit the player. The hits don't work but could it perhaps still affect the durability of the players' armor? I don't have an addon installed that shows me an items' durability so I couldn't really test it.

      That's very good news. Thanks for testing and reporting!

      Aye, we already figured we need to do something about that proximity info display. We planned to have that improved. Thanks for mentioning. Now, we could go for one or more of the following options:
      * Make the value round-up by default, so it never shows '0'.
      * Make the default unit of measure 'chunks' instead of 'blocks', or '0.01 league' (see next option).
      * Add a second selectable (via config) unit of measure option like the númenorean 'ranga(r)' (a 'full pace', ~block) or a one or two digit decimal measure equivalent to 'league' (5000 rangar, ~4.5 miles, ~5000 blocks), with 0.1 league the equivalent of ~500 block ~28 chunks, ~3.5 pixels on the ME map, ~1 minecraft region file length. When opting for 0.01 league as base unit of measure, this corresponds to ~50 blocks, ~3 chunks, which would seem a very good alternative to me. (All of this when not taking into account that the LOTRmod ME map is a roughly 1:20 scaled world, which actually implies that a minecraft region size (512 blocks) would cover a distance of 2 leagues. I propose to leave that 1:20 scaling out of this, as that would be way too confusing for most players.)
      Which would you prefer, and do you have other options in mind?

      In case you find armour gets damaged from invalid attacks, please report it. I would not expect negated attacks to cause armour durability loss, but I'm not sure.

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    • And our code wizard delivered again with lightning speed. Tested and approved: v1.8, see first post.

      Changes for this version:

      • Added a new command /pvphelp which displays usage of all commands and also values of configuration options.
      • Player radar now rounds up rather than down.

      Now we have a question on behalf of the PvP Mode mod team:
      Which new feature should have highest priority?
      1) 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.
      A) Configurable registration of 'Who-hit-first' and player log and teleportation events, for server staff to use.

      When both these features are implemented we feel the mod should get release version 2.0. :)

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    • Does this mod prevent hired units of a non-pvp player from hurting a pvp player? If not I could see potential exploits where a pvp player couldn't fight back against someone trying to kill them with hired units.

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    • Aye.

      As indicated in the implemented features list:

      • Enables to make hired NPCs of the LOTRmod to not attack players with PvP Mode OFF.

      And that also holds vise versa, ofc: hired units of players with PvP Mode OFF do not attack players with PvP Mode ON. May need to make that explicit lol.

      It was one of the first features implemented besides the basic /pvp command.

      Edit: There, changed the description to:

      • 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.
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    • Thank you. I saw that but wasn't sure it worked both ways.

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    • We tested every possible combination on two test servers quite a few months ago ... and we assume it all still works. :)

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    • Nice work Guys! I would love to see the alignment required for armor feature. And if possible the group based feature :) It Will work for my server if This two things are added

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    • Feature request: Have the mount the player is riding respect the player's pvp mode, just as hired units do.

      MilkBucket MilkMC Send me a message, Fandom User.MilkBucket

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    • More specific: warg, rhino, spider, boar, ... any others?

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    • It was more so meant to prevent players with pvp off having their mount killed while riding it. I think rhinos are the only ones that do damage while riding them, but I don't usually ride spiders or wargs so I could be wrong about that.

      MilkBucket MilkMC Try restarting your game, Fandom User.MilkBucket

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    • (minor) Bug Report: Right clicking any (as far as I can tell) mob with a Rhûnic Fire-pot with pvp disabled, whether it be by flight or just normally, results in a message to the player saying You are in fly mode! or This player/unit has PvP disabled! respectively. The fire-pot is thrown and sets the entity on fire as it should, unless of course it is a player or a hired unit of a player. I've tried other similarly thrown projectiles (plates, pebbles, conkers, throwing axes, and termites) and the issue is exclusive to fire-pots. Currently using version 1.8.

      Edit: Also occurs with thrown instant damage potions.

      MilkBucket MilkMC Tell me your thoughts, Fandom User.MilkBucket

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    • Unfortunately I'm starting exams and such this week, so I won't be able to do much till late April. Here is a list of issues I have heard about:

      PvP Mode is set OFF when a player respawns.

      All commands are set to OP-only on Forge Essentials.

      Fire pots cause a message to be sent to the thrower though PvP is not blocked.

      I hope that the mod is still usable in spite of these bugs. I do intend to fix them, I just don't have the time in the next few weeks.

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    • Well, we have two other coders in our team. I'll try to encourage them to contribute by working on those issues. ;)

      Real life always comes first!

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    • I suggest to make /pvpadmin a command with arguments instead of a toggle.

      Reasoning: If I make a special arena or event where pvp should be ON, right now I can't effectively force players' PvP settings to ON. If I make the console run /pvpadmin when a player gets teleported to an event or arena and the player already has pvp ON it toggles it OFF instead of ON.

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    • MilkMC
      MilkMC removed this reply because:
      Needless
      18:44, April 3, 2018
      This reply has been removed
    • I wish to hear your opinion on the following option:

      Enabled players with PvP Mode ON to individually decide on whether or not they get/share from/with proximity info of other players with PvP Mode ON. This would only be available for servers with player proximity radar enabled in the config. It could lower the treshold for players to toggle PvP Mode ON, while maintaining the option of players to enhance their chances of being able to track a target, at the risk of being tracked themselves.

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    • More recent considerations based on feedback while attempting to implement the mod on some existing servers:

      • Option to force PvP Mode ON at night. I would personally not recommend to use it as it contradicts with one of the main starting pounts for the mod: full say of individual players to be available for pvp combat or not. Yet, as it appears desirable to some, we investigate to implement it as a config toggle.
      • Force PvP Mode ON for players visiting someones banner protected area who has PvP Mode ON.
      • Force PvP Mode ON for players visiting faction banner protected zones when player has negative alignment with the faction owning the banner.

      Your views?


      Do note the following:

      Introduction in any later stage after launch is hard and trial periods not to be taken lightly as it takes a change in mindset. It will take time before non-pvp focussed players will feel like taking their chances in pvp, some will take weeks. Also pvpers may wish to change factions to ensure they get some fun competition, which will also take time. A very short testing period will likely result in non-pvp focussed supporters of the mod feeling safe and happy but not yet venturing out and disclosing their builds to the community out of concern that the mod may be disabled again. This means anticipated positive effects will hardly be noticeable. Opponents to the mod will likely interpret any sign as confirmation of their objections and voice them with strengthened confidence. Just one day for testing can be considered pointless. A week may give a better view, but is also still relatively short to be able to get a clear picture of how the community will adapt to the changed situation. Finally, for a meaningful test period, rules must also be adjusted and changes must be communicated beforehand.

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    • No to all, unless configurable of course, then I wouldn't really care either way.

      MilkBucket MilkMC Have a chat with me, Fandom User.MilkBucket

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    • All will come with a toggle in the config with default 'false'.

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    • Option two and three are ideas that I haven't even thought of, looks amazing.

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    • What about some PvP log features? As long as you’re combat tagged you shouldn’t be able to tpa or fast travel. Or maybe this is something better for SuffixForge?

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    • Rayn Turammarth wrote:
      What about some PvP log features? As long as you’re combat tagged you shouldn’t be able to tpa or fast travel. Or maybe this is something better for SuffixForge?

      A Server side mod would probably be for those features as each server side mod executes TPA etc in a different way, as for FT perhaps that would be useful in the PvP mod itself, if even, with a config.

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    • Rayn Turammarth wrote:
      What about some PvP log features? As long as you’re combat tagged you shouldn’t be able to tpa or fast travel. Or maybe this is something better for SuffixForge?

      Those are in fact being worked on as additions for v2.0, like the abovementioned conditional automatic overrides.

      That is: The PvP Mode mod will ensure proper registration of combat events, logging in/off and use of fast transport while in combat, or could be able to prevent that. In line with the LOTRmod itself, we must assume FT is the only way for players in ME. Other means of teleportation transport will have to be dealt with by other mods, as FenLae indicated.

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    • Just wondering, maybe it's useful to create an article for this? I mean, Joetater has it. Also, to the admins, might want to have those types of mods (tools maybe) have a subdomain like Helpful Tools/Joetater, Helpful Tools/NEILotr and Helpful Tools/PvP-Mode
      Mahtaran " I am glad you are here with me. Here at the end of all things , Fandom User."


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    • We had already requested for endorsement by Mevans, which would be required for any dedicated page.

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    • Added info on permission nodes. Team is working on bugfree public beta release v1.0, including some nice new features.

      *crosses fingers for a productive weekend to come*

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    • Added new feature to the planned features list:

      Configurable blocking of any teleportation within a set time after initiation of PvP combat.

      This will be implemented soon.

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    • Added The_Ranger_Malvegil to the coder team. He sneaked in and just did some coding work. Thanks man! If you read this and if you wish, let me or one of the others know your Facebook account so we can add you to our Facebook group.

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