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Factions Nostalgia Proposal -=4mats4=-

Would you play on the factions nostalgia server?

  • Yes

    Votes: 21 67.7%
  • No

    Votes: 10 32.3%

  • Total voters
    31

4mats4

New Member
#1
pls don't take this down even though it doesn't follow the suggestion format

https://www.youtube.com/watch?v=3NvgCAgufec
Video detailing the proposal

Hello Everyone!


Some of you may remember me, and some of you might not. I've been a long time player, 2 time helper, and member of Getnerded/Innovate (The most influential faction ever to play on VortexPvP) and the originator of the famed "factions reset suggestions thread" here on Vortex dating back to 2011 However, I've been inactive for the better part of 2 and a half years now. That was mainly due to me finishing up school and beginning my career, however, during that time I've wanted to get back into playing factions yet everytime I've found myself not wanting to return. This mainly because, as many of you are experiencing, the gamemode has gotten stale. The expression "factions is getting stale" is tossed around a lot by players, but what do they mean when they say it? I've narrowed down my reasons for this in to 5 major reasons:

1). Lack of innovation
2). Lack of creativity/uniqueness
3). Insanely high learning curve to become successful
4). Hyper competitiveness outweighing fun
5). Major time commitment needed to be successful

Now what can we do to change these things you might ask? Well I'm presenting to you the answer:

Factions Nostalgia!

In all seriousness, this is an idea I posted on the Vortex forums a few years ago which gained a lot of attention from the players but was ultimately shut down by the staff who couldn't be bothered to give the effort needed to make this work. Now the Vortex has finally changed ownership I thought I'd put this out there once again.

To begin, what is Factions Nostalgia? It is a server that will try to bring players back to the early years of the factions game mode, trying to emulate the gameplay of years past while being new and exciting! It will mostly be a TNT factions style server, however, a smattering of the HCF gameplay style will be added for a more dynamic playing experience. Factions will be smaller, and have limited number of truces/allies to keep enemies a plenty and limit the number of "mega factions". Maps will be shorter and more “fast paced” to try and keep things fresh and interesting. The game will be simplified as to not intimidate newer players to the game mode but will take skill and planning in order to be the best faction. Events and competitions will keep players interested and engaged throughout the entirety of a map. How will this be accomplished? Well let's take a look:


1). Removal of dispensers/droppers and water protection

This will be the biggest difference between current factions servers and factions nostalgia. The removal of dispensers greatly reduces the effectiveness of cannons, which is countered by the removal of water protection. The removal of water protection will reduce raid times and be much harder to stop since you can't patch a single wall to end a raid considering any patch you make can be shot immediately anyway since there is no water protection. The removal of dispensers makes the maneuverability of TNT a lot more difficult so things like left shooting and mid air stacking won’t really be an issue. And for our redstone gurus that invented the varyious raiding tactics used today (left shooting, mid-air stacking etc.) they can start up new again by attempting to build new cannons that work well within this new game mode. With no water protection, you'd have to make tnt only do damage to blocks inside enemy faction territory so players can shoot cannons without needing water to prevent them from blowing up. This also can help reduce the damage done by insiding since players cannot do damage with tnt inside their own land.


2.) 20 player faction limit, 20 power each player (400 max) 10 chunk claim limit, 2 truces, no /f access, alt factions for buffer claims.

For factions nostalgia, I'm proposing that factions be limited to 20 players with 20 power each making a full faction have a total of 400 chunks of claimable land. 20 players to a faction with no /f access and only allowing 2 truces per faction will significantly hinder the ability for factions to make "mega factions", since no player outside of your faction can edit the blocks within your claimed land. That mixed with the limited tnt movement means less claims needed to make a safely claimed base which in this type of scenario can totally be done in 400 claims. The 10-chunk claim limit makes up for the limitations of tnt travel distances caused by the lack of dispensers. The limit of 2 truces also reduces the amount of non pvpable players a faction can have making fights a lot more common. (I've experienced on other servers players running outside of spawn to pvp only to find that they are truced with a majority of the factions, leading to no pvp).

I also feel that because there will be no /f access allowed, having alt factions to help buffer your bases claim you help in allowing factions to build large, complex, and beautiful bases. I feel the more work and personality players put into their bases, unlike the cookie cutter cobblestone cannon bunkers that are built now, would make players viciously defend their bases from attackers. See the videos at the bottom of the thread to see the types of bases I'm envisioning.


3.) Death in PVP

In an attempt to make pvp mean something more than it currently does, as well as turn it into a tool to be used to raid factions, having a player loose 8 power every death makes dying have a much greater significance since one death can account for 2% of your factions power (if you have a full faction). Stringing together 4 or 5 kills in a row on a defending faction could allow for a faction on the offensive to overclaim a base, adding additional depth to raiding. Dying in warzone wouldn't incur the -8 faction power penalty.


4.) Map size and unclaimable world boarder

The map should be 6,000x6,000 blocks with the 4 chunks adjacent to the world boarder being unclaimable. This is plenty of room to accommodate a plenty of large fully claimed bases while still being a small enough size to find these bases considering they will all be “middle map” bases.


5.) Simplicity

This server is designed to be a lot simpler then current factions servers by not having an insane learning curve in order to be good. The major issue plaguing factions as a whole right now is the undeniable fact that there are more players leaving the gamemode than joining the gamemode. This type of server is meant to be a “pick up and play” type of server, where you don’t need to have played the game for 4 years and have a degree in ballistics engineering in order to be successful. The removal of dispensers makes cannons a lot simpler and the removal of water protection makes sand walls the only real viable base defense for larger bases.


6.) Economy, the removal of creeper spawners, and the criminalization of afking

UPDATE 11/3/18:

So I just logged on this new Arctic map, and the economy is already completely fucked. This is the /f top and /baltop 5 hours after launch:




This is ludicrous. I was told the economy last may was bad, but this is inexcusable for a factions server. When this:

is happening hours into a map, you have major problems.

I will be looking into a complete revamp of the economy for Nostalgia from keys, to money in ranks to purchasable things in shop. It needs to change.

The economy should be set to where making money is more difficult to do. Because of the buff to raiding with the removal of water protection, TNT should be more difficult to obtain. This can be done by removing creeper spawners so factions cannot gain vast amounts of TNT quickly and making TNT somewhat expensive to buy in the shop as this will be the only way to obtain TNT. Factions will need to save up money together to buy the TNT necessary to raid, or several smaller factions will save up to buy the TNT necessary to raid a large faction. With this being the case I think the best way to gain money is by making items that need to be hand farmed (Sugar cane, coco beans, wheat, nether wart, blaze rods etc.) be worth the most in the shop. This will make it so factions who take the time to grind will be able to obtain TNT faster as opposed to faction that afk their crops. Of course afkable crops and spawner drops will sell for a decent price, however, crops farmed by hand will sell for much more. In order to further limit low effort money making, I suggest making afk machines illegal and to add an afk kick timer of 15 minutes as well as banning console client afk relogging.

And as sand walls will become the main method of defense for large bases, removing the option to buy sand in the shop is a good way to go to force factions to work for their sand walls. As suggester by ewk below, obsidian whould be super expesnsive in the shop (as with TNT) so players can’t buy a fuck ton at the shop whenever they want.


7.) Almost complete removal of creeper eggs

Because there is no water protection, creeper eggs, if not regulated, would be completely OP. I think that limiting the amount of creeper eggs being brought into the game and limiting what creeper eggs are able to destroy to things like spawners, chests, hoppers and beacons, would allow them to still be usable whilst not being super OP. Even then however I think that creeper eggs should be extremely rare, like only available in one time use kits in the high tier donor ranks kind of rare.


8.) Mcmmo, god apples, and stacked pot villagers

Because pvp will have a much greater importance in the factions nostalgia model, mcmmo should not be given out in donor kits since it can be a major game changer. Mcmmo should still be in the game, however, make it so mcmmo exp will only be obtained when fighting other players. This rewards players who pvp frequently and promotes pvp since you can upgrade your stats by doing so. God apples should also not be given out in the daily kits. They should need to be hand crafted to be used. This will give zombie pigmen spawners a greater value (further increasing overall base values) as well since the gold nuggets can be used for God apple production. Since god apples will almost undoubtably be more rare, you could even reduce the god apple cooldown to 2-3 minutes. Since the stacked pot villagers are so popular and have been a part of Vortex since the beginning, I say factions nostalgia should have them too, albeit in a more limited role. Have only stacked drinkable buffs (Strength, Speed, Regeneration, and Fire Resistance), no splash potions and bring back the stacked splash debuffs (Poison, Weakness, Slowness and Instant Damage). I have fond memories of trolling people with those stacked splash potions! Yes I get they could be considered "unfair" if you're looking for a competitive pvp environment, however, Nostalgia is more about fun than competition and you can have a lot of laughs trolling people with these.


9). Make witch spawners unique and useful

Currently, witch spawners are completely useless. Have witch spawners drop single splash potions of a higher than vanilla potency (Health 3, strength 3, speed 3, regeneration 3, fire resistance 15 min). This will add a new valuable spawner for factions to use while at the same time adding a new and unique feature to the server that, to my knowledge, has not been seen on any other server. The addition of the high potency potions will create a real strategic depth to pvp, making players decide between loading up on vanilla stacked potions allowing room for additional sets of armor, or using the above potency potions which take up more inventory space.


10). Restructuring of donor kits

As it stand currently, donors are extremely overpowered at the start of each new factions map. The way the factions nostalgia model is supposed to work is by making the players who put in the most work the ones who become the most successful.

So since this will be a totally separate server from factions comet, the kits will be a little different. I've tried to make them more centered around pvp, and vastly less pay to win; this model is more of a "I really like playing here so I would like to have a small advantage by monitarily supporting the server" vs the "I need to donate or I'll get stomped" mindset. Also in an attempt to boost the amount of pvp happening, kit cooldowns should be lowered to 24 hours. More gear means more fighting, and makes even the smallest of bases potential raid targets as good gear might be inside. In a nod to the roots of the server, and as a nod to the hardcore OP factions community, I think bringing back above vanilla gear (i.e sharp 6 and 7s and prot 5, 6 and 7 gear etc.) in "once per map" kits could be a cool and unique addition as it allows donators to have above vanilla gear while not making them extremely overpowered. By limiting the daily use kits to standard vanilla protection 4 unbreaking 3, it allows non donors the chance to kill and obtain above vanilla gear as a sort of "trophy system" for bragging rights (yes standard gear is capable of defeating the op gear, refer to the videos on the bottom of this thread to see this in action).

No spawners, obsidian, MCMMO, TNT etc will be given out in the kits in an effort to not make them "pay to win". I envision giving out money in the kits, however, I'll have to wait until the economy gets settled to decide how much will be given out with what kit. Also I have no idea what commands will come with each rank just yet, so stand by on that.


Here’s a breakdown of what I think these kits should look like:


Star

Daily Kit:
Diamond Helm: Protection 1
Diamond Chest: Protection 1
Diamond Legs: Protection 1
Diamond Boots: Protection 1
Diamond Sword: Sharpness 1
Diamond Axe: Sharpness 1
Diamond Shovel: Efficiency 1
Diamond Pickaxe: Efficiency 1
Bow: Power 2
Steak: x64
Arrows: x64
Golden Apples: x2

Once Per Map Kit:
Diamond Helm: Protection 4 Unbreaking 3
Diamond Chest: Protection 4 Unbreaking 3
Diamond Legs: Protection 4 Unbreaking 3
Diamond Boots: Protection 4 Unbreaking 3
Diamond Sword: Sharpness 5, Fire Aspect 2, Looting 3, Smite 5, Bane 5, Unbreaking 3
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 5, Unbreaking 3, Fortune 3
Diamond Pickaxe: Efficiency 5, Unbreaking 3, Fortune 3
Bow: Power 5, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x1
Emerald Blocks x1
Diamond Pickaxe: Silk Touch

1 Row Enderchest


Meteor

Daily Kit:
Diamond Helm: Protection 1, Unbreaking 1
Diamond Chest: Protection 1, Unbreaking 1
Diamond Legs: Protection 1, Unbreaking 1
Diamond Boots: Protection 1, Unbreaking 1
Diamond Sword: Sharpness 2
Diamond Axe: Sharpness 1
Diamond Shovel: Efficiency 2, Unbreaking 1
Diamond Pickaxe: Efficiency 2, Unbreaking 1
Bow: Power 2, Flame 1
Steak: x64
Arrows: x64
Golden Apples: x3

Once Per Map Kit:
Diamond Helm: Protection 4 Unbreaking 4
Diamond Chest: Protection 4 Unbreaking 4
Diamond Legs: Protection 4 Unbreaking 4
Diamond Boots: Protection 4 Unbreaking 4
Diamond Sword: Sharpness 5, Fire Aspect 2, Looting 3, Smite 5, Bane 5, Unbreaking 3
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 6, Unbreaking 4, Fortune 3
Diamond Pickaxe: Efficiency 6, Unbreaking 4, Fortune 3
Bow: Power 5, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x2
Emerald Blocks x2
Diamond Pickaxe: Silk touch

2 Row Enderchest


Comet

Daily Kit:
Diamond Helm: Protection 2, Unbreaking 1
Diamond Chest: Protection 2, Unbreaking 1
Diamond Legs: Protection 2, Unbreaking 1
Diamond Boots: Protection 2, Unbreaking 1
Diamond Sword: Sharpness 3, Fire Aspect 1
Diamond Axe: Sharpness 1
Diamond Shovel: Efficiency 2, Unbreaking 1, Fortune 1
Diamond Pickaxe: Efficiency 2, Unbreaking 1, Fortune 1
Bow: Power 2, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x4

Once Per Map Kit:
Diamond Helm: Protection 5 Unbreaking 4
Diamond Chest: Protection 5 Unbreaking 4
Diamond Legs: Protection 5 Unbreaking 4
Diamond Boots: Protection 5 Unbreaking 4
Diamond Sword: Sharpness 5, Fire Aspect 2, Looting 3, Smite 6, Bane 6, Unbreaking 3
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 6, Unbreaking 5, Fortune 3
Diamond Pickaxe: Efficiency 6, Unbreaking 5, Fortune 3
Bow: Power 5, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x3
Emerald Blocks x4
Diamond Pickaxe: Silk touch

2 Row Enderchest


Nebula

Daily Kit:
Diamond Helm: Protection 2, Unbreaking 2
Diamond Chest: Protection 2, Unbreaking 2
Diamond Legs: Protection 2, Unbreaking 2
Diamond Boots: Protection 2, Unbreaking 2
Diamond Sword: Sharpness 3, Fire Aspect 2
Diamond Axe: Sharpness 2
Diamond Shovel: Efficiency 3, Unbreaking 2, Fortune 2
Diamond Pickaxe: Efficiency 3, Unbreaking 2, Fortune 2
Bow: Power 3, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x5

Once Per Map Kit:
Diamond Helm: Protection 5 Unbreaking 5
Diamond Chest: Protection 5 Unbreaking 5
Diamond Legs: Protection 5 Unbreaking 5
Diamond Boots: Protection 5 Unbreaking 5
Diamond Sword: Sharpness 6, Fire Aspect 2, Looting 4, Smite 7, Bane 7, Unbreaking 4
Diamond Axe: Sharpness 4
Diamond Shovel: Efficiency 7, Unbreaking 6, Fortune 4
Diamond Pickaxe: Efficiency 7, Unbreaking 6, Fortune 4
Bow: Power 6, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x4
Emerald Blocks x6
Diamond Pickaxe: Silk Touch

3 Row Enderchest


Eclipse

Daily Kit:
Diamond Helm: Protection 3, Unbreaking 2
Diamond Chest: Protection 3, Unbreaking 2
Diamond Legs: Protection 3, Unbreaking 2
Diamond Boots: Protection 3, Unbreaking 2
Diamond Sword: Sharpness 4, Fire Aspect 2
Diamond Axe: Sharpness 2
Diamond Shovel: Efficiency 4, Unbreaking 3, Fortune 2
Diamond Pickaxe: Efficiency 4, Unbreaking 3, Fortune 2
Bow: Power 4, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x6

Once Per Map Kit:
Diamond Helm: Protection 6 Unbreaking 5
Diamond Chest: Protection 6 Unbreaking 5
Diamond Legs: Protection 6 Unbreaking 5
Diamond Boots: Protection 6 Unbreaking 5
Diamond Sword: Sharpness 6, Fire Aspect 2, Looting 4, Smite 8, Bane 8, Unbreaking 4
Diamond Axe: Sharpness 4
Diamond Shovel: Efficiency 7, Unbreaking 6, Fortune 4
Diamond Pickaxe: Efficiency 7, Unbreaking 6, Fortune 4
Bow: Power 6, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x5
Emerald Blocks x8
Diamond Pickaxe: Silk Touch

4 Row Enderchest


Supernova

Daily Kit:
Diamond Helm: Protection 3, Unbreaking 3
Diamond Chest: Protection 3, Unbreaking 3
Diamond Legs: Protection 3, Unbreaking 3
Diamond Boots: Protection 3, Unbreaking 3
Diamond Sword: Sharpness 4, Fire Aspect 2
Diamond Axe: Sharpness 2
Diamond Shovel: Efficiency 5, Unbreaking 3, Fortune 3
Diamond Pickaxe: Efficiency 5, Unbreaking 3, Fortune 3
Bow: Power 4, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x7

Once Per Map Kit:
Diamond Helm: Protection 6 Unbreaking 10
Diamond Chest: Protection 6 Unbreaking 10
Diamond Legs: Protection 6 Unbreaking 10
Diamond Boots: Protection 6 Unbreaking 10
Diamond Sword: Sharpness 6, Fire Aspect 2, Looting 4, Smite 9, Bane 9, Unbreaking 4
Diamond Axe: Sharpness 4
Diamond Shovel: Efficiency 8, Unbreaking 7, Fortune 4
Diamond Pickaxe: Efficiency 8, Unbreaking 7, Fortune 4
Bow: Power 6, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x6
Emerald Blocks x16
Diamond Pickaxe: Silk Touch

5 Row Enderchest


Galaxy

Daily Kit:
Diamond Helm: Protection 4, Unbreaking 3
Diamond Chest: Protection 4, Unbreaking 3
Diamond Legs: Protection 4, Unbreaking 3
Diamond Boots: Protection 4, Unbreaking 3
Diamond Sword: Sharpness 5, Fire Aspect 2
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 5, Unbreaking 3, Fortune 3
Diamond Pickaxe: Efficiency 5, Unbreaking 3, Fortune 3
Bow: Power 5, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x8

Once Per Map Kit:
Diamond Helm: Protection 7 Unbreaking 15
Diamond Chest: Protection 7 Unbreaking 15
Diamond Legs: Protection 7 Unbreaking 15
Diamond Boots: Protection 7 Unbreaking 15
Diamond Sword: Sharpness 7, Fire Aspect 3, Looting 5, Smite 10, Bane 10, Unbreaking 5
Diamond Axe: Sharpness 5
Diamond Shovel: Efficiency 9, Unbreaking 8, Fortune 4
Diamond Pickaxe: Efficiency 9, Unbreaking 8, Fortune 4
Bow: Power 7, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x7
Emerald Blocks x32
Diamond Pickaxe: Silk Touch

6 Row Enderchest


Vortex

Daily Kit:
2x Diamond Helm: Protection 4, Unbreaking 3
2x Diamond Chest: Protection 4, Unbreaking 3
2x Diamond Legs: Protection 4, Unbreaking 3
2x Diamond Boots: Protection 4, Unbreaking 3
2x Diamond Sword: Sharpness 5, Fire Aspect 2
2x Diamond Axe: Sharpness 3
2x Diamond Shovel: Efficiency 6, Unbreaking 3, Fortune 4
2x Diamond Pickaxe: Efficiency 6, Unbreaking 3, Fortune 4
2x Bow: Power 5, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x10

Once Per Map Kit:
Diamond Helm: Protection 7 Unbreaking 20
Diamond Chest: Protection 7 Unbreaking 20
Diamond Legs: Protection 7 Unbreaking 20
Diamond Boots: Protection 7 Unbreaking 20
Diamond Sword: Sharpness 7, Fire Aspect 4, Looting 5, Smite 10, Bane 10, Unbreaking 5
Diamond Axe: Sharpness 5, Fire Aspect 1
Diamond Shovel: Efficiency 10, Unbreaking 10, Fortune 5
Diamond Pickaxe: Efficiency 10, Unbreaking 10, Fortune 5
Bow: Power 7, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x8
Emerald Blocks x64
Diamond Pickaxe: Silk Touch
Creeper Eggs x1

6 Row Enderchest


The kits are way less pay to win then they are on most other servers, which will promote a more balanced server between donators and non donors. Making the daily kit items almost solely vanilla enchants give non donators a chance to build up an arsenal to compete against donators.

Plus, there is money to be made with this OP gear! You can sell sets of this gear online in the store to players who want them. To be clear, YOU DON'T NEED THIS GEAR TO BE SUCCESSFUL, however, it does provide an advantage and selling individual sets online could entice PVP centered players to purchase this high level gear. This won't become too OP as this is not a /kit, but a one time purchase so if you lose it, it won't refresh the next day and you'll have to either fight or raid a base to get it back, or buy another set in the online store.

$$$

All donation ranks will come with the ability to change the colors of your in game username down to the letter.

Examples:
[Supernova] 4mats4
[Galaxy] Sudowoodo
[Galaxy] ogbizzle

A little customization goes a long way.


11). Removing unclaimed vaults

So this may just be a personal thing, but I think removing unclaimed vaults will be a good thing for the server. How can this be done? Simple, make setting a home only be allowed within a factions claimed land. Forcing players to store their gear in a base will mean any base could be potentially valuable. More bases = more bases to raid = more items to loot = more items to defend = more pvp.

12). Events and competitions

I think there should be more server-sanctioned events to boost player interest on the server. Events like 1v1, 3v3 and 5v5 tournaments with unique prizes (Such as sharpness and protection 8s) are an option, along with a staff vs player event in which staff members use Vortex rank once per map kit level gear, and some custom gear, and upon death drop said gear for the players to fight for and potentially keep. I also think some competitions like base design contest on the forums voted on by the players and staff, and an end of the map /f top winner prize be done. I especially think the end of map /f top winner is a good idea since it will promote competition late in the map between factions in an attempt to win the prize.


13). Ban evading actually being bannable

So a lot of servers are been very lax in regards to ban evading. Noted players with some social standing within the server seem to get away with ban evading when their main accounts gets banned, especially if the death ban in your own territory becomes a thing. I definitely think this is a “must enforce” rule and will make people think twice about breaking the rules in the first place.

So that about does it for the factions nostalgia proposal. I'm always looking to add to it so if you have any suggestions, feel free to leave them below. I really think think this is a great idea, so please contribute to the discussion and share this with your fellow players and get their take on it. I'm also willing to talk with and help out the staff with this any way I can.

Thanks for reading!



Videos showing the kinda feel I'm going for with this server:
https://www.youtube.com/watch?v=LiyNFXFduCc&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=7&t=0s
https://www.youtube.com/watch?v=ZuA6OrI_H90&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=10&t=0s
https://www.youtube.com/watch?v=7j1o9R-GerI&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=11&t=0s
https://www.youtube.com/watch?v=g3Wyii-Ya20&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=13&t=0s
https://www.youtube.com/watch?v=LSBv8y5gbnw&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=14&t=0s
https://www.youtube.com/watch?v=U0pF8YiCZMo&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=15&t=0s
https://www.youtube.com/watch?v=A2v6Z1tyowk&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=16&t=10s
 
Last edited:

4mats4

New Member
#5
Been there, done that. Not happening again.
Except you didn’t? You released factions ice which was the same server as fire just without mcmmo and you were idiotic enough to release it the same day as fire reset so no one played on it.

Seriously Doug get your head out of your self righteous ass and do something except bitch to your player base for once.
 

xGuys

New Member
#6
pls don't take this down even though it doesn't follow the suggestion format

Hello Everyone!


Some of you may remember me, and some of you might not. I've been a long time player, 2 time helper, and member of Getnerded/Innovate (The most influential faction ever to play on VortexPvP) and the originator of the famed "factions reset suggestions thread" here on Vortex dating back to 2011 However, I've been inactive for the better part of 2 and a half years now. That was mainly due to me finishing up school and beginning my career, however, during that time I've wanted to get back into playing factions yet everytime I've found myself not wanting to return. This mainly because, as many of you are experiencing, the gamemode has gotten stale. The expression "factions is getting stale" is tossed around a lot by players, but what do they mean when they say it? I've narrowed down my reasons for this in to 5 major reasons:

1). Lack of innovation
2). Lack of creativity/uniqueness
3). Insanely high learning curve to become successful
4). Hyper competitiveness outweighing fun
5). Major time commitment needed to be successful

Now what can we do to change these things you might ask? Well I'm presenting to you the answer:

Factions Nostalgia!

In all seriousness, this is an idea I posted on the Vortex forums a few years ago which gained a lot of attention from the players but was ultimately shut down by the staff who couldn't be bothered to give the effort needed to make this work. Now the Vortex has finally changed ownership I thought I'd put this out there once again.

To begin, what is Factions Nostalgia? It is a server that will try to bring players back to the early years of the factions game mode, trying to emulate the gameplay of years past while being new and exciting! It will mostly be a TNT factions style server, however, a smattering of the HCF gameplay style will be added for a more dynamic playing experience. Factions will be smaller, and have limited number of truces/allies to keep enemies a plenty and limit the number of "mega factions". Maps will be shorter and more “fast paced” to try and keep things fresh and interesting. The game will be simplified as to not intimidate newer players to the game mode but will take skill and planning in order to be the best faction. Events and competitions will keep players interested and engaged throughout the entirety of a map. How will this be accomplished? Well let's take a look:


1). Removal of dispensers/droppers and water protection

This will be the biggest difference between current factions servers and factions nostalgia. The removal of dispensers greatly reduces the effectiveness of cannons, which is countered by the removal of water protection. The removal of water protection will reduce raid times and be much harder to stop since you can't patch a single wall to end a raid considering any patch you make can be shot immediately anyway since there is no water protection. The removal of dispensers makes the maneuverability of TNT a lot more difficult so things like left shooting and mid air stacking won’t really be an issue. And for our redstone gurus that invented the varyious raiding tactics used today (left shooting, mid-air stacking etc.) they can start up new again by attempting to build new cannons that work well within this new game mode. With no water protection, you'd have to make tnt only do damage to blocks inside enemy faction territory so players can shoot cannons without needing water to prevent them from blowing up. This also can help reduce the damage done by insiding since players cannot do damage with tnt inside their own land.


2.) 20 player faction limit, 20 power each player (400 max) 10 chunk claim limit, 2 truces, no /f access, alt factions for buffer claims.

For factions nostalgia, I'm proposing that factions be limited to 20 players with 20 power each making a full faction have a total of 400 chunks of claimable land. 20 players to a faction with no /f access and only allowing 2 truces per faction will significantly hinder the ability for factions to make "mega factions", since no player outside of your faction can edit the blocks within your claimed land. That mixed with the limited tnt movement means less claims needed to make a safely claimed base which in this type of scenario can totally be done in 400 claims. The 10-chunk claim limit makes up for the limitations of tnt travel distances caused by the lack of dispensers. The limit of 2 truces also reduces the amount of non pvpable players a faction can have making fights a lot more common. (I've experienced on other servers players running outside of spawn to pvp only to find that they are truced with a majority of the factions, leading to no pvp).

I also feel that because there will be no /f access allowed, having alt factions to help buffer your bases claim you help in allowing factions to build large, complex, and beautiful bases. I feel the more work and personality players put into their bases, unlike the cookie cutter cobblestone cannon bunkers that are built now, would make players viciously defend their bases from attackers. See the videos at the bottom of the thread to see the types of bases I'm envisioning.


3.) -8 power per death, death bans in own territory

In an attempt to make pvp mean something more than it currently does, as well as turn it into a tool to be used to raid factions, having a player loose 8 power every death makes dying have a much greater significance since one death can account for 2% of your factions power (if you have a full faction). Furthermore, if a player in another faction kills a player in their own territory they will incur death ban for 30 minutes. This is a large boost to factions who are on the offensive since stringing together 3 or 4 kills on the defending faction can produce a fairly large advantage especially since the offensive faction can keep coming back even if they keep dying. Dying in warzone wouldn't incur the -8 faction power penalty.


4.) Map size and unclaimable world boarder

The map should be 6,000x6,000 blocks with the 4 chunks adjacent to the world boarder being unclaimable. This is plenty of room to accommodate a plenty of large fully claimed bases while still being a small enough size to find these bases considering they will all be “middle map” bases.


5.) Simplicity


This server is designed to be a lot simpler then current factions servers by not having an insane learning curve in order to be good. The major issue plaguing factions as a whole right now is the undeniable fact that there are more players leaving the gamemode than joining the gamemode. This type of server is meant to be a “pick up and play” type of server, where you don’t need to have played the game for 4 years and have a degree in ballistics engineering in order to be successful. The removal of dispensers makes cannons a lot simpler and the removal of water protection makes sand walls the only real viable base defense for larger bases.


6.) Economy, the removal of creeper spawners, and the criminalization of afking

The economy should be set to where making money is more difficult to do. Because of the buff to raiding with the removal of water protection, TNT should be more difficult to obtain. This can be done by removing creeper spawners so factions cannot gain vast amounts of TNT quickly and making TNT somewhat expensive to buy in the shop as this will be the only way to obtain TNT. Factions will need to save up money together to buy the TNT necessary to raid, or several smaller factions will save up to buy the TNT necessary to raid a large faction. With this being the case I think the best way to gain money is by making items that need to be hand farmed (Sugar cane, coco beans, wheat, nether wart, blaze rods etc.) be worth the most in the shop. This will make it so factions who take the time to grind will be able to obtain TNT faster as opposed to faction that afk their crops. Of course afkable crops and spawner drops will sell for a decent price, however, crops farmed by hand will sell for much more. In order to further limit low effort money making, I suggest making afk machines illegal and to add an afk kick timer of 15 minutes as well as banning console client afk relogging.

And as sand walls will become the main method of defense for large bases, removing the option to buy sand in the shop is a good way to go to force factions to work for their sand walls.


7.) Almost complete removal of creeper eggs

Because there is no water protection, creeper eggs, if not regulated, would be completely OP. I think that limiting the amount of creeper eggs being brought into the game and limiting what creeper eggs are able to destroy to things like spawners, chests, hoppers and beacons, would allow them to still be usable whilst not being super OP. Even then however I think that creeper eggs should be extremely rare, like only available in one time use kits in the high tier donor ranks kind of rare.


8.) Mcmmo, god apples, stacked pot villagers, and witch spawners

Because pvp will have a much greater importance in the factions nostalgia model, mcmmo should not be given out in donor kits since it can be a major game changer. Mcmmo should still be in the game, however, make it so mcmmo exp will only be obtained when fighting other players. This rewards players who pvp frequently and promotes pvp since you can upgrade your stats by doing so. God apples should also not be given out in the daily kits. They should need to be hand crafted to be used. This will give zombie pigmen spawners a greater value (further increasing overall base values) as well since the gold nuggets can be used for God apple production. Since god apples will almost undoubtably be more rare, you could even reduce the god apples cooldown to 2-3 minutes. Since the stacked pot villagers are so popular and have been a part of Vortex since the beginning, I say factions nostalgia should have them too, albeit in a more limited role. Have only stacked drinkable buffs (Strength, Speed, Regeneration, and Fire Resistance), no splash potions and bring back the stacked splash debuffs (Poison, Weakness, Slowness and Instant Damage). I have fond memories of trolling people with those stacked splash potions!


9). Make witch spawners unique and useful

Currently, witch spawners are completely useless. Have witch spawners drop single splash potions of a higher than vanilla potency (Health 3, strength 3, speed 3, regeneration 3, fire resistance 15 min). This will add a new valuable spawner for factions to use while at the same time adding a new and unique feature to the server that, to my knowledge, has not been seen on any other server. The addition of the high potency potions will create a real strategic depth to pvp, making players decide between loading up on vanilla stacked potions allowing room for additional sets of armor, or using the above potency potions which take up more inventory space.


10). Restructuring of donor kits

As it stand currently, donors are extremely overpowered at the start of each new factions map. The way the factions nostalgia model is supposed to work to by making the players who put in the most work the ones who become the most successful.

So since this will be a totally separate server from factions comet, the kits will be a little different. I've tried to make them more centered around pvp, and vastly less pay to win. Also in an attempt to boost the amount of pvp happening, kit cooldowns should be lowered to 24 hours. More gear means more fighting, and makes even the smallest of bases potential raid targets as good gear might be inside. In a nod to the roots of the server, and as a nod to the hardcore OP factions community, I think bringing back above vanilla gear (i.e sharp 6 and 7s and prot 5, 6 and 7 gear etc.) in "once per map" kits could be a cool and unique addition as it allows donators to have above vanilla gear while not making them extremely overpowered. By limiting the daily use kits to standard vanilla protection 4 unbreaking 3, it allows non donors the chance to kill and obtain above vanilla gear as a sort of "trophy system" for bragging rights (yes standard gear is capable of defeating the op gear, refer to the videos on the bottom of this thread)


Here’s a breakdown of what I think these kits should look like:


Star

Daily Kit:
Diamond Helm: Protection 1
Diamond Chest: Protection 1
Diamond Legs: Protection 1
Diamond Boots: Protection 1
Diamond Sword: Sharpness 1
Diamond Axe: Sharpness 1
Diamond Shovel: Efficiency 1
Diamond Pickaxe: Efficiency 1
Bow: Power 2
Steak: x64
Arrows: x64
Golden Apples: x2

Once Per Map Kit:
Diamond Helm: Protection 4 Unbreaking 3
Diamond Chest: Protection 4 Unbreaking 3
Diamond Legs: Protection 4 Unbreaking 3
Diamond Boots: Protection 4 Unbreaking 3
Diamond Sword: Sharpness 5, Fire Aspect 2, Looting 3, Smite 5, Bane 5, Unbreaking 3
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 5, Unbreaking 3, Fortune 3
Diamond Pickaxe: Efficiency 5, Unbreaking 3, Fortune 3
Bow: Power 5, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x1
Emerald Blocks x1
Diamond Pickaxe: Silk Touch


Meteor

Daily Kit:
Diamond Helm: Protection 1, Unbreaking 1
Diamond Chest: Protection 1, Unbreaking 1
Diamond Legs: Protection 1, Unbreaking 1
Diamond Boots: Protection 1, Unbreaking 1
Diamond Sword: Sharpness 2
Diamond Axe: Sharpness 1
Diamond Shovel: Efficiency 2, Unbreaking 1
Diamond Pickaxe: Efficiency 2, Unbreaking 1
Bow: Power 2, Flame 1
Steak: x64
Arrows: x64
Golden Apples: x3

Once Per Map Kit:
Diamond Helm: Protection 4 Unbreaking 4
Diamond Chest: Protection 4 Unbreaking 4
Diamond Legs: Protection 4 Unbreaking 4
Diamond Boots: Protection 4 Unbreaking 4
Diamond Sword: Sharpness 5, Fire Aspect 2, Looting 3, Smite 5, Bane 5, Unbreaking 3
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 6, Unbreaking 4, Fortune 3
Diamond Pickaxe: Efficiency 6, Unbreaking 4, Fortune 3
Bow: Power 5, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x2
Emerald Blocks x2
Diamond Pickaxe: Silk touch


Comet

Daily Kit:
Diamond Helm: Protection 2, Unbreaking 1
Diamond Chest: Protection 2, Unbreaking 1
Diamond Legs: Protection 2, Unbreaking 1
Diamond Boots: Protection 2, Unbreaking 1
Diamond Sword: Sharpness 3, Fire Aspect 1
Diamond Axe: Sharpness 1
Diamond Shovel: Efficiency 2, Unbreaking 1, Fortune 1
Diamond Pickaxe: Efficiency 2, Unbreaking 1, Fortune 1
Bow: Power 2, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x4

Once Per Map Kit:
Diamond Helm: Protection 5 Unbreaking 4
Diamond Chest: Protection 5 Unbreaking 4
Diamond Legs: Protection 5 Unbreaking 4
Diamond Boots: Protection 5 Unbreaking 4
Diamond Sword: Sharpness 5, Fire Aspect 2, Looting 3, Smite 6, Bane 6, Unbreaking 3
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 6, Unbreaking 5, Fortune 3
Diamond Pickaxe: Efficiency 6, Unbreaking 5, Fortune 3
Bow: Power 5, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x3
Emerald Blocks x4
Diamond Pickaxe: Silk touch


Nebula

Daily Kit:
Diamond Helm: Protection 2, Unbreaking 2
Diamond Chest: Protection 2, Unbreaking 2
Diamond Legs: Protection 2, Unbreaking 2
Diamond Boots: Protection 2, Unbreaking 2
Diamond Sword: Sharpness 3, Fire Aspect 2
Diamond Axe: Sharpness 2
Diamond Shovel: Efficiency 3, Unbreaking 2, Fortune 2
Diamond Pickaxe: Efficiency 3, Unbreaking 2, Fortune 2
Bow: Power 3, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x5

Once Per Map Kit:
Diamond Helm: Protection 5 Unbreaking 5
Diamond Chest: Protection 5 Unbreaking 5
Diamond Legs: Protection 5 Unbreaking 5
Diamond Boots: Protection 5 Unbreaking 5
Diamond Sword: Sharpness 6, Fire Aspect 2, Looting 4, Smite 7, Bane 7, Unbreaking 4
Diamond Axe: Sharpness 4
Diamond Shovel: Efficiency 7, Unbreaking 6, Fortune 4
Diamond Pickaxe: Efficiency 7, Unbreaking 6, Fortune 4
Bow: Power 6, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x4
Emerald Blocks x6
Diamond Pickaxe: Silk Touch


Eclipse

Daily Kit:
Diamond Helm: Protection 3, Unbreaking 2
Diamond Chest: Protection 3, Unbreaking 2
Diamond Legs: Protection 3, Unbreaking 2
Diamond Boots: Protection 3, Unbreaking 2
Diamond Sword: Sharpness 4, Fire Aspect 2
Diamond Axe: Sharpness 2
Diamond Shovel: Efficiency 4, Unbreaking 3, Fortune 2
Diamond Pickaxe: Efficiency 4, Unbreaking 3, Fortune 2
Bow: Power 4, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x6

Once Per Map Kit:
Diamond Helm: Protection 6 Unbreaking 5
Diamond Chest: Protection 6 Unbreaking 5
Diamond Legs: Protection 6 Unbreaking 5
Diamond Boots: Protection 6 Unbreaking 5
Diamond Sword: Sharpness 6, Fire Aspect 2, Looting 4, Smite 8, Bane 8, Unbreaking 4
Diamond Axe: Sharpness 4
Diamond Shovel: Efficiency 7, Unbreaking 6, Fortune 4
Diamond Pickaxe: Efficiency 7, Unbreaking 6, Fortune 4
Bow: Power 6, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x5
Emerald Blocks x8
Diamond Pickaxe: Silk Touch


Supernova

Daily Kit:
Diamond Helm: Protection 3, Unbreaking 3
Diamond Chest: Protection 3, Unbreaking 3
Diamond Legs: Protection 3, Unbreaking 3
Diamond Boots: Protection 3, Unbreaking 3
Diamond Sword: Sharpness 4, Fire Aspect 2
Diamond Axe: Sharpness 2
Diamond Shovel: Efficiency 5, Unbreaking 3, Fortune 3
Diamond Pickaxe: Efficiency 5, Unbreaking 3, Fortune 3
Bow: Power 4, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x7

Once Per Map Kit:
Diamond Helm: Protection 6 Unbreaking 10
Diamond Chest: Protection 6 Unbreaking 10
Diamond Legs: Protection 6 Unbreaking 10
Diamond Boots: Protection 6 Unbreaking 10
Diamond Sword: Sharpness 6, Fire Aspect 2, Looting 4, Smite 9, Bane 9, Unbreaking 4
Diamond Axe: Sharpness 4
Diamond Shovel: Efficiency 8, Unbreaking 7, Fortune 4
Diamond Pickaxe: Efficiency 8, Unbreaking 7, Fortune 4
Bow: Power 6, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x6
Emerald Blocks x16
Diamond Pickaxe: Silk Touch


Galaxy

Daily Kit:
Diamond Helm: Protection 4, Unbreaking 3
Diamond Chest: Protection 4, Unbreaking 3
Diamond Legs: Protection 4, Unbreaking 3
Diamond Boots: Protection 4, Unbreaking 3
Diamond Sword: Sharpness 5, Fire Aspect 2
Diamond Axe: Sharpness 3
Diamond Shovel: Efficiency 5, Unbreaking 3, Fortune 3
Diamond Pickaxe: Efficiency 5, Unbreaking 3, Fortune 3
Bow: Power 5, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x8

Once Per Map Kit:
Diamond Helm: Protection 7 Unbreaking 10
Diamond Chest: Protection 7 Unbreaking 10
Diamond Legs: Protection 7 Unbreaking 10
Diamond Boots: Protection 7 Unbreaking 10
Diamond Sword: Sharpness 7, Fire Aspect 3, Looting 5, Smite 10, Bane 10, Unbreaking 5
Diamond Axe: Sharpness 5
Diamond Shovel: Efficiency 9, Unbreaking 8, Fortune 4
Diamond Pickaxe: Efficiency 9, Unbreaking 8, Fortune 4
Bow: Power 7, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x7
Emerald Blocks x32
Diamond Pickaxe: Silk Touch
Creeper Eggs x1


Vortex

Daily Kit:
2x Diamond Helm: Protection 4, Unbreaking 3
2x Diamond Chest: Protection 4, Unbreaking 3
2x Diamond Legs: Protection 4, Unbreaking 3
2x Diamond Boots: Protection 4, Unbreaking 3
2x Diamond Sword: Sharpness 5, Fire Aspect 2
2x Diamond Axe: Sharpness 3
2x Diamond Shovel: Efficiency 6, Unbreaking 3, Fortune 4
2x Diamond Pickaxe: Efficiency 6, Unbreaking 3, Fortune 4
2x Bow: Power 5, Flame 1, Infinity 1
Steak: x64
Arrows: x64
Golden Apples: x10

Once Per Map Kit:
Diamond Helm: Protection 7 Unbreaking 20
Diamond Chest: Protection 7 Unbreaking 20
Diamond Legs: Protection 7 Unbreaking 20
Diamond Boots: Protection 7 Unbreaking 20
Diamond Sword: Sharpness 7, Fire Aspect 4, Looting 5, Smite 10, Bane 10, Unbreaking 5
Diamond Axe: Sharpness 5, Fire Aspect 1
Diamond Shovel: Efficiency 10, Unbreaking 10, Fortune 5
Diamond Pickaxe: Efficiency 10, Unbreaking 10, Fortune 5
Bow: Power 7, Flame 1, Infinity 1, Unbreaking 3
Arrow x1
Golden Apples x64
God Apples x8
Emerald Blocks x64
Diamond Pickaxe: Silk Touch
Creeper Eggs x1


The kits are way less pay to win then they are on most other servers, which will promote a more balanced server between donators and non donors. Making the daily kit items almost solely vanilla enchants give non donators a chance to build up an arsenal to compete against donators.


All donation ranks will come with the ability to change the colors of your in game username down to the letter.

Examples:
[Supernova] 4mats4
[Galaxy] Sudowoodo
[Galaxy] ogbizzle

A little customization goes a long way.


11). Removing unclaimed vaults

So this may just be a personal thing, but I think removing unclaimed vaults will be a good thing for the server. How can this be done? Simple, make setting a home only be allowed within a factions claimed land. Forcing players to store their gear in a base will mean any base could be potentially valuable. More bases = more bases to raid = more items to loot = more items to defend = more pvp.

12). Events and competitions

I think there should be more server-sanctioned events to boost player interest on the server. Events like 1v1, 3v3 and 5v5 tournaments with unique prizes (Such as sharpness and protection 8s) are an option, along with a staff vs player event in which staff members use Vortex rank once per map kit level gear, and some custom gear, and upon death drop said gear for the players to fight for and potentially keep. I also think some competitions like base design contest on the forums voted on by the players and staff, and an end of the map /f top winner prize be done. I especially think the end of map /f top winner is a good idea since it will promote competition late in the map between factions in an attempt to win the prize.


13). Ban evading actually being bannable

So a lot of servers are been very lax in regards to ban evading. Noted players with some social standing within the server seem to get away with ban evading when their main accounts gets banned, especially if the death ban in your own territory becomes a thing. I definitely think this is a “must enforce” rule and will make people think twice about breaking the rules in the first place.

So that about does it for the factions nostalgia proposal. I'm always looking to add to it so if you have any suggestions, feel free to leave them below. I really think think this is a great idea, so please contribute to the discussion and share this with your fellow players and get their take on it. I'm also willing to talk with and help out the staff with this any way I can.

Thanks for reading!



Videos showing the kinda feel I'm going for with this server:
https://www.youtube.com/watch?v=LiyNFXFduCc&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=7&t=0s
https://www.youtube.com/watch?v=ZuA6OrI_H90&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=10&t=0s
https://www.youtube.com/watch?v=7j1o9R-GerI&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=11&t=0s
https://www.youtube.com/watch?v=g3Wyii-Ya20&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=13&t=0s
https://www.youtube.com/watch?v=LSBv8y5gbnw&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=14&t=0s
https://www.youtube.com/watch?v=U0pF8YiCZMo&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=15&t=0s
https://www.youtube.com/watch?v=A2v6Z1tyowk&list=PLYbx7eBXBVBtYIEV2LIsymq5GuxQye0n2&index=16&t=10s
Ive missed this <3
 
#17
Why does kit vortex have p7u20 like wtf is that
It would be a /kit redeemable only once per map.

Wayyyyy back like 6 years ago this was how the donator kits would work, and since the whole theme of this factions nostalgia model is bringing the gamemode back to its roots I thought it would make sense as a nod to the server’s origin to include these once per map kits. That and it’s also a nod to the hardcore opfactions players who have so vehemently wished for an opfactions return. The Vortex rank will still have a 24 hour /kit vortex with standard P4 U3 gear.
 
#20
Woahhhhh 4mats they need to get a solid player base on reg facs before they think about adding new servers lmao, theres enough issues with the server as it is.