# Adventure Pack, a Minecraft Modpack (WIP)
by SattesKrokodil
- [Modpack](https://www.curseforge.com/minecraft/modpacks/fabric-adventure-pack) <-
- [Disord](https://discord.gg/RP9hDcw) <-
> Please keep in mind that english is not my main language. This Page is more notes for myself than a presentation to you. A way to see if my goals align with your needs and a guideline in harder times.
- M&S = Mine and Slash
- AoE = Age of Exile
- PvP = Player versus Player
## Philosophy
I love Minecraft. I love RPG's and MMO's. I love hard games that don't take you by the hand at every step you take. I started to dig into modpack creation at 1.15.x and I don't regret it - tho I didn't expect it to be that complicated for a total beginner. Everything was based on the Mod **M&S** which turns MC into a mix of Diablo and Path of Exile. With's Mcrobertx22's switch to fabric a lot changed ... more about that in the next section.
#### Why Fabric?
The main reason is the end of Mine&Slash and the Rise of **AoE** - basically a newer and in my opinion better version of M&S - made by the same guy. At that point fabric was just "something some ppl do must be bad lul everyone hates it" but when you look a little closer it's pretty nice. It has lots of cool mods, it adapts to newer MC versions almost instantly compared to forge and it seems like it's easier to create, maintain and update mods. (That's purely based on stuff I read in the discord channels)
I decided to not shit on either forge or fabric or even waste thoughts on what's better and just go with what I need to when I want to use Roberts mods with the hope for long time support.
#### Interaction of Mods, Admins, Owner ...
I have thought about this for quite some time. If I play on a server that runs AP, and I see the Owner playing, and let's say for example my base gets raided/stolen or anything like that by said Owner, it would be hihgly suspicious by default. Even if you know and trust that person at meta (outside of the game) it would leave a bad feeling for everyone else. From my perspective it is not possible to take part in playing on this server if you have any kinds or "powers"
**This leads to:** Staff is not allowed to participate in the following things:
- any sort of pvp interaction
- any sort of endgame or competetive player market interaction
- no giveaways of any kind to any player
> exceptions are restored items and "inconvenience" goodies. eg. a player needs to wait 1h+ for a service of any kind -> give him a lootbag
- staff is not allowed to step into temples except in spectator mode or if anything gamebreaking happens and you have to interact fast.
> this would also add to the value of plotworld and seasons -> you could be staff for a month and after that you rejoin the newly generated world.
### Game Design
I will try to write something about the rules stated at [this website](https://www.giantbomb.com/profile/therpgfanatic/blog/10-simple-rules-for-good-game-design/61994/) as I want to use them as guidelines. I will not think of them as absolutes tho, sometimes it is better to not follow rules and try to think outside the box and create something unique.
#### Concept and target audience:
This one is pretty clear. The concept is to turn minecraft in a grindy loot- based game. I want players that don't get discouraged by dying ingame. Or by losing loot. Because that should happen, pretty often compared to normal MC. You will die, you will get killed by other players, you will **feel weak** This inherits a few dangers we need to keep in mind.
1) The grind becomes boring. There is good grind and there is bad grind. We need good grind.
2) Lootgain is unbalanced. I don't want the pack to be a loot fiesta but I also don't want the player to spend hours of killing mobs and not getting any new items.
3) Too much focus on lootboxes, dailies, reputation and all the little *systems*. Stuff like that needs to feel like progression and also needs to make the player happy. We don't want chores. Attempt: Make it annoying to unlock a daily, but make it easy to finish it on a daily base. This is not a tripple AAA title with investors - fun is the #1 priority.
> This is bad: "Quest: *Hey bring me 1 Dirt* - now you unlock the daily: *Hey bring me 63 dirt.*"
> Better: "Quest: Hey get me a SHITTON OF DIRT! YES 100! MAYBE 200! UMAD? - *now you unlock the daily: Oh nice you have earned that one, bring me 1 Dirt and we are gucci here is your reward*"
> Best: A fleshed out Questline that's either good storytelling, fun to play or creative. I like that little "Ooooooh!" feeling. It can be hard, take long whatever that doesn't matter if it's good. And after that you get your daily.
4) The balance between earning something, achieving something and frustration. It is okay and wanted to get fucked at times, by hard mobs, unexpected events, ... but it is not okay if that's the number one progression limitation or game mechanic. You should **feel getting stronger.**
#### Verify and Validate
If I don't want to try a mechanic until I manage to get it right, if I don't want to do a Questline as designer - it's shit. Whenever you add something, play it, test it, combine it with old mechanics to see what happens. Why would I make something I don't want to play?
#### The social aspect
> Games are, fundamentally, about learning new rules and applying those rules to overcome challenges
#### Learning by doing
A good example is the current spawn, people have to use and get used to three mechanics we have in the modpack. Camo, Walljump and Crawl. (Might change it a little tho, some don't fall into the pit.) It is always better to show than tell. Show them why it's cool to use the walljump. Show them why it is rewarding to think about the crawl. Style. That's what people remember.
I want to see that combined with social stuff and meta. People like minigame servers if they have a good setup. There needs to be a meta level, something like a plot world, a place to chill, to hang around and come together. The perfect environment would be friendly rivalry but not hate and revenge mentality. Although that has lots to do with the player.
> Bad: You killed me? I will spawncamp the shit out of you and I will eat your children alive you won't have any fun in this game anymore even it means that I won't have any fun or even others I don't care. Last thing I am going to do is grief your base, this server and then leave.
> Good: Aww you got me. Can we talk about my items lol? I could give you X in order to get my gear back and next time I will get you. I will also never kill any weaker players for the pure joy of it, maybe once but I will never camp them.
- level 1: meta: outside of the game - discord, chats, voice, other games, etc.
- level 2: temples(later more), trading, events, building together
- level 3: PvP and competition of all kinds
- level 4: the grind
#### Kill your darlings
If a mechanic isn't fun, change it. If everyone hates a mechanic, adapt/change/remove it. But learn the difference between bitching about something and giving actual and useful critique. It's useless to to say "That mechanic is shit." It is way better to say "That mechanic is shit *because* ... " Think about the first level of supermario games. A player learns all the mechanics on one screen within the first seconds. Jump, Blocks, Can fall down, Shroomupgrade, Gumba, Plant. Use the Questbook to teach them stuff. Use Adventure Segments. Try to make it:
> You need to learn X in order to do Y. BUT: you can decide to not do it.
#### Paradox of Choice
Don't give a player 10000 things to chose from. Keep it simple. Simple is good. No need for 1000 skilltrees, 30 classes etc.
> To test this, a supermarket set up a stand where customers could sample twenty-four varieties of jelly. They could try as many as they liked and then buy them at a discount. The next day, the owners carried out the same experiment with only six flavours. The result? They sold ten times more jelly on day two. Why? With such a wide range, customers could not come to a decision, so they bought nothing. The experiment was repeated several times with different products. The results were always the same.
#### What does the player want?
Pay respect to the audience and think about what they say. Consider every feedback. Remember the games where you had the feeling that game devs don't listen to any sort of feedback. *Listen*.
## Commands and Player QoL
Why are there no playercommands like /tp, /rtp, /home etc? First of all I don't like them because cheesing becomes super easy. They also speed up the server and modpack "lifecircle" -> faster trades, faster content clear, faster progress. They make lots of cool stuff completely obsolete. Same for speedboosts, hooks, ...
> check potions for recall effects
## Mods and Thoughts
## Leveling and Dimensions
Level 1 - 25 Overworld
Level 25 - 35 Nether
Level 35 - 45 End
Level 45 - 50 Undergarden (not implemented yet)
- Thinking about a *non PvP no Mob* - Plot and Builder World
- Non enemy Mining Dimension without structures
-
## Other Progression
wip
## Quests
wip
## Dungeons, Temples and Endarenas
**Dungeon**: randomly generated structure filled with loot, can basically appear with every new chunk you step in an load.
**Temple**: A prebuilt structure made in creative mode directly on the server by builders, much larger than a usual RNG dungeon. These places reset every few hours (= chests get refilled and replaced randomly, bosses respawn etc.) There should be one finished temple per level range.
**Gates**:
Once in a while (spawns in x radius for y players -> formula is a combination of x and y) gates spawn. Like teleportation stones (or maybe a chest with an item in it, 1 time tp) which tp you into a arena. A boss mob spawns and after it dies it spawns a chest with good loot.
> maybe a stupid idea
## Map, World and Exploration
wip
## Server
> We need a servername, I am going to draw a line that is more clear between the modpack itself and the server I am hosting.
#### Lag:
There is currently an oddity regarding lag. I could't find a reason so far, I believe it has something ~~todo with mob spawns/the data stored for each mob~~. It had something to do with Areas, should be fixed soon yay!
#### Reset(s):
"Will there be resets." - short answer is yes. There are multiple reasons why:
- This is the very beginning of fabric. We are missing tons of mods (and world gen mods). We are missing dungeons, additional mobs, pvp mods, utility stuff ...
- The server started with no balancing at all, with broken items nobody knew of, duping techniques, ... while this can't be solved or prevented 100% it can be reduced by playtesting and that's what we are doing right now. People did already find some exploits that got fixed but I know how it works, "abuse it a little and then report it". :P
- One idea would be some sort of seasons, like having all the main bases in a plot dimension and resetting the other dimensions weekly/monthly -> reduces data size, regenerates resources and loot. Players would build there bases relatively close to each other -> social+ and they would also NOT be able to claim in other dimensions than the plotworld. (maybe handled with sub plots => again better data and I can observe buildings better)
- I want to do a invitational event for all the mod devs who's mods are in the "final" version of the pack.
BUT I do not want that you lose all your progress every x days. Nor will I reset 20 times a month just to add things.
#### Expansions
When everything is stable, I am planning on adding **events** and expansions. An event would be double XP weekend, pvp arena, building contest. Rewards ranging from loot bags, building materials, weapons named after you (except your name is "NuubBasherxxX" but we will find a solution), particle effects for your character, ...
An **Expansion** would be increasing the max level possible, additionally to either adding a new temple, adding a new dimension or any other content.
####
## Teamapplication
Basically in need for everything, DM me on discord if you feel like you can help.
- Datapacks specifically for AoE items
- Content (Questlines, Lore, Pictures, Videos)
- Mod Developer for very small things
- Skilltree/Spelldesigner
- Builder
- Dungeon Designer
- Community "Helper" -> Mentor
- All the stuff I don't even know I need
- Advertisement
> in order to get a place in the team you must have been active in the community for at least 2 weeks.
by SattesKrokodil