[Empire Vault / EnderChest] Idea thread!

Discussion in 'Community Discussion' started by Aikar, Jan 7, 2013.

  1. This won't affect how you currently use the vault system in anyway negatively. How you use it now will still continue to function that way. These new ideas will simply add new functionality to the vault.
    facu12301 and battmeghs like this.
  2. Also note were talking about making it harder to use EnderChest at /wild spawn...

    The general idea is you will need to walk about 1000 out from outposts in order to use an enderchest.

    To xfer to town, youll need to walk that 1000 or so blocks with the items to the protected area to then go to town.
  3. I personally think enderchest's are fine the way they are, there's no need to change them.
  4. I dunno, when I see this idea implemented all I see is ":help, I put my stuff in my wild/enderchest and now it's gone" (after opening it in town)

    Would a message be shown when opening the enderchest in town/wild so it's clear that the chests differ?

    Does this really need to be there? I mean, the Periodic zone isn't that far out.

    Will it cost anything to use enderchests/vaults?

    This is (kind of ) a whole new aspect but maybe it could be so much simpler and you could just use 1 enderchest inventory for all of EMC wild and town? I guess too far from vanilla though.

    Man this could get way off topic but maybe this could be somehow included with the "claiming land in the wild with egg" update? I mean, wild/town portals are going to be included anyway in that update right?

    Just thinking out loud here guys. :)
    battmeghs likes this.
  5. oh, alright, putting it that way makes it sound a lot nicer, i thought you had meant that the ender chest would completely take over the /vault command.

    now that you've stated that, i'm good now, all can proceed, lol :p

    thanks, Jeremy. :)
  6. So, you want to make it significantly harder to get items from the Wild to Town. Why would people want that? Thanks.
  7. TYPO!!!
  8. Triple quote! Triple quote! Triple quote!
    nfell2009 likes this.
  9. he just wants to ruin the economy. ;)
    nfell2009 likes this.
  10. *Wait for the likes*
    battmeghs likes this.
  11. Because this is a survival server with an economy, which EnderChest compromised greatly...

    Now with a ST pickaxe, you can put all of your valuables in an enderchest and carry it with you, then when your done die and arrive at town and get all of your stuff safely, even if you was 40k out. A Single enderchest compares nothing in value compared to say 5 enchanted pickaxes, full set of enchanted armor, 5 stacks of diamonds, 10 stacks of iron, etc...

    Even when the wild update comes that allows travel from far in the wild, thats still a fixed point you have to be at to get to town and that in itself has a gigantic cost to get one.

    This mainly applies to the people who are far out in the wild. Currently the enderchest made the process of getting stuff back to town a lot easier.

    If you want to mine stuff far out in the wild, the idea is your suppose to have to survive and get your stuff back to town to use it.

    Decent point. We can do messaging like "Accessing your Wild EnderChest" and "Accessing your Town EnderChest", and put it in the guide that they are different on EMC.

    The idea for seperating the 2 was to avoid having to worry too much about costs.
    The idea of a per open charge is likely to go away and be replaced with a different form of rupee sink... Stay tuned for details :)

    Well thats actually more closer to Vanilla, but the problem is Vanilla doesn't have an economy where teleporting between locations to transfer items has a gain.

    We do, so something needs to be done there to maintain integrity.

    The vault changes will be at least in 2 parts.

    We have 1 coming up for fixing the items getting corrupted issue that is going to come with 1 new feature (as teased above), but the ideas discussed in this thread is off in the longer term after dragon tomb.

    Maybe before the wild update, maybe with.. well just have to see when it fits best.

    We also have the chance the Mod API will be out by this time which will simplify issues with ideas on sharing the vaults.

    If we can get custom GUI's, we can get rid of the idea of names on signs, and go to actual permission lists GUI for a chest.
    AlexChance likes this.
  12. That would be Awesome, but i see some bugs upcoming already with this system ? With hacking you can get in other people enderchest i think :)

    -H
  13. It was to add that mystical, echoey effect that all typos have
  14. What?
    I can not understand what point your trying to make. If you log into someone elses account w/o authorization, you can access their enderchest anyways..

    New system isn't going to change anything there.

    And your not going to "hack the servers" and get into it.

    though, having a injection vulnerability here would be extremely humorous.
    RainbowChin likes this.
  15. Now you've said that, I'll guarantee that it'll happen. :p
    nfell2009 and RainbowChin like this.
  16. o_o
    Although it would start off a new wave of jokes of things you can ruin that aren't the economy..
  17. Surprisingly I got all that, well most of it.

    Will ALL wild enderchests be linked (all servers ((utopia?)) )
    Same goes for town.
    I'm guessing probably not, or still up for discussion.

    I see the future of this (in my head) kind of like RTS - when it came out, we had no idea how to use it at first but now it feels super basic AND I can't build on here without it. However, I'd love a simpler version of how/who this will benefit and how it will work as it is currently :p
  18. Wild wouldn't be able to link cross server as someone could place 1 on 1 server at edge of PRA, then put items in wild at far out, then switch servers to get it.

    But in town yes it can easily be cross server still.
  19. Alright, makes sense.

    I just edited a little bit into my previous post. :)
  20. I'm pretty happy with the way things are now.

    I've never played the game with dying. My opinion is that my inventory space is just as valuable as the ender chest slots and that the only advantage to them is that they have a guarantee. Dying wastes my inventory slots and I have more of those than enderchest slots. If people want to play it that way, let them. Making it so I have to stop somewhere near spawn to pick up the contents of a chest won't do anything to the way I play except slow me down.

    Adding the ability to allow others to access your enderchest just takes the dying game to another level. You stick a chest near spawn and have a friend wait for you to put your goods in it, then he runs it back to spawn, leaving you to continue with what you are doing.

    There are plenty of places to mine that are well within a reasonable travel distance unless you are lazy. If I expect to periodically return to Town with items, I simply don't go out farther than I care to run back. All the places I regulary use I've built access routes using boats/rails/tunnels for support.

    I would like to see the ability to Lock enderchests. If I'm going to be forced to put an enderchest near spawn but can't lock it, it may force me to carry it in my inventory(which I often do anyway), or I may just not bother with them anymore.
    facu12301 likes this.