FAQ - DiamondDagger590/McRPG GitHub Wiki
FAQ
Why change the ability system?
The old system could be turned into a very pay to win scenario or make someone who maxed every skill almost unbeatable. Our shift into a more controlled setting for abilities hopes to create an environment where people grind and upgrade based off their play style rather than being a jack of all trades. This will make players who focus on combat question if they really need a Mining ability or if getting another Swords ability in their loadout be better.
Why only 1.13+?
The old versions require a lot more effort to cater to and would hold back the development of this plugin, as it is a massive undertaking for two people. As a development team with the focus of focusing on the future, we decided it would be best to center all our energy on making the most modern plugin for the newest versions of Minecraft. It also allows us to set this plugin apart from McMMO and clear up any confusion with associating the two.
Why remove most of the abilities from old skills?
Many of the old abilities felt like they worked but could be improved upon. Take Swords for example. The Counter Attack ability felt misplaced and would fit better in a Shields skill or something similar. With this in mind, we for example, decided to make Sword's main focus the Bleed ability. Adding modifiers to it allows for it to be a powerful ability and not something that was a mild irritation at best. Rage Spike and Vampire Blade are the only two abilities that don't relate to Bleed in order to offer a bit of diversity to the skill and not make it 100% narrowly focused on one ability.
How many abilities can I have at once?
During the alpha of McRPG it will be capped at 9 in a default config. A player may also only have one Active ability per skill in their load out at once. This is to prevent activation sequence conflicts as some abilities use the same sequence.