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Minecraft Frontiers
Feb
06
An update video, showing some of the upcoming features.
We'd love to hear what you think!
We'd love to hear what you think!
Jan
27
Crafting has always been at the heart of Minecraft Frontiers. It is the primary avenue of generating coins for both you and the city. It is our most detailed system, including multiple-step recipes, fully custom items, variable recipe difficulty and links to the trade/export game-play. You can read about all of those on our wiki.
In this post, I'd like to open up a discussion around a feature called crafting disciplines.
Disciplines
As a player, you are free to pursue any activity in Elpida. We won't restrict you from attempting to craft a specific item. That said, the intricate multi-step crafting process means that specialisation is necessary. Crafting a sword will require obtaining a range of ingredients and intermediate components - from blacksmith's hammers, to rare ores or sharpening stones. None of these will be useful when crafting a healing potion.
This means our recipes are naturally organised into disciplines. Each discipline is a group of recipes and items that complement each other.
Launch Content
Previous beta tests included 4 crafting disciplines: Cooking, Blacksmithing, Jewellery Making and Alchemy. For launch, we will be adding Carpentry and Curating. Each of the 6 disciplines will be getting new content, including materials, recipes and crafting mechanics. Here is what each discipline represents:
Unique Patterns
To make each discipline feel authentic, they each have a unique design philosophy. Crafting swords will feel very different to making potions or drafting houses. Even if you end up using the same in-game mechanics, the underlying recipes will show very different patterns between disciplines. Each path has a quirk to it. This allows you to experiment with the different disciplines, finding just the right play-style for you.
This has two functions. Each discipline will feel fresh and different. If you choose to be a baker, you will learn the nuances of making bread - the process will be second nature to you. On the other hand, it makes transferring between disciplines challenging. A highly experienced blacksmith won't necessarily excel at making houses. There will be a learning curve to pick up, which makes your time investment in a discipline worthwhile and valued by other players.
Each discipline has a unique aspect to it:
In this post, I'd like to open up a discussion around a feature called crafting disciplines.
Disciplines
As a player, you are free to pursue any activity in Elpida. We won't restrict you from attempting to craft a specific item. That said, the intricate multi-step crafting process means that specialisation is necessary. Crafting a sword will require obtaining a range of ingredients and intermediate components - from blacksmith's hammers, to rare ores or sharpening stones. None of these will be useful when crafting a healing potion.
This means our recipes are naturally organised into disciplines. Each discipline is a group of recipes and items that complement each other.
Launch Content
Previous beta tests included 4 crafting disciplines: Cooking, Blacksmithing, Jewellery Making and Alchemy. For launch, we will be adding Carpentry and Curating. Each of the 6 disciplines will be getting new content, including materials, recipes and crafting mechanics. Here is what each discipline represents:
Cooking: Preparation of food and drink. Necessary for replenishing energy. A great entry-level discipline due to the abundance of easily crafted export requisitions that generate coins.
Blacksmithing: Crafting of weapons, armors and tools. Incredibly useful to anyone interested in combat. Offers a range of difficulty, from intermediate short swords to challenging legendary armors.
Jewellery Making: Fine crafting of accessories and gems. An advanced discipline, requiring rare materials and fairly expensive components. Ideal for those interested in trade, as it yields the most lucrative export requisitions.
Alchemy: Mixing of herbs, creating potions. A quality of life discipline, making the Elpida experience more forgiving. Generally low export value, but crucial to any player as alchemists produce the only means of health regeneration.
Carpentry: Drafting of house deeds. The most valuable discipline to cities. Each building ordered by either a player or a city will require a house deed. A time intensive path due to high amount of required resources. Mastering it ensures the progression of Elpida, which can have a significant impact on the whole community.
Curating: Producing collections. Works closely with hunters and explorers to turn relatively useless combat finds into incredibly valuable showcase products. Enables players to gain much higher reputation yields from their hunts, making the curator a much desired crafting discipline.
We have additional disciplines planned for post-launch updates. You can also except a constant stream of new items and export requisitions for the disciplines listed above.Blacksmithing: Crafting of weapons, armors and tools. Incredibly useful to anyone interested in combat. Offers a range of difficulty, from intermediate short swords to challenging legendary armors.
Jewellery Making: Fine crafting of accessories and gems. An advanced discipline, requiring rare materials and fairly expensive components. Ideal for those interested in trade, as it yields the most lucrative export requisitions.
Alchemy: Mixing of herbs, creating potions. A quality of life discipline, making the Elpida experience more forgiving. Generally low export value, but crucial to any player as alchemists produce the only means of health regeneration.
Carpentry: Drafting of house deeds. The most valuable discipline to cities. Each building ordered by either a player or a city will require a house deed. A time intensive path due to high amount of required resources. Mastering it ensures the progression of Elpida, which can have a significant impact on the whole community.
Curating: Producing collections. Works closely with hunters and explorers to turn relatively useless combat finds into incredibly valuable showcase products. Enables players to gain much higher reputation yields from their hunts, making the curator a much desired crafting discipline.
![[IMG]](https://minecraftfrontiers.com/img/misc/disciplines-02.png)
Unique Patterns
To make each discipline feel authentic, they each have a unique design philosophy. Crafting swords will feel very different to making potions or drafting houses. Even if you end up using the same in-game mechanics, the underlying recipes will show very different patterns between disciplines. Each path has a quirk to it. This allows you to experiment with the different disciplines, finding just the right play-style for you.
This has two functions. Each discipline will feel fresh and different. If you choose to be a baker, you will learn the nuances of making bread - the process will be second nature to you. On the other hand, it makes transferring between disciplines challenging. A highly experienced blacksmith won't necessarily excel at making houses. There will be a learning curve to pick up, which makes your time investment in a discipline worthwhile and valued by other players.
Each discipline has a unique aspect to it:
Cooking - Flavors: Food items have flavor attributes. The discipline has the ability to add unique flavors to the products, optimising the flavor palette of a dish by second-crafting. This is the process of taking seemingly finished outcome item (e.g. wolf steak) and seasoning it using a varied selection if ingredients. Properly seasoned dishes are sought after by the nobility, while poorly seasoned dishes are only good for the bin.
Blacksmithing - Gear Optimisation: Blacksmiths have the ability to reforge their weapons. This means taking a base weapon - e.g. a short sword - and changing its combat performance. You may opt to make lightweight variants that attack quicker, or heavier variants that pack a stronger punch....
Blacksmithing - Gear Optimisation: Blacksmiths have the ability to reforge their weapons. This means taking a base weapon - e.g. a short sword - and changing its combat performance. You may opt to make lightweight variants that attack quicker, or heavier variants that pack a stronger punch....
Jan
24
Minecraft Frontiers is a custom-built, innovative historical experience. The server is unlike any other, placing focus on community building, role-play and meaningful decisions. The project has seen over 60 staff members chip in to create a world that's both authentic and exciting at the same time. The best news? It is opening soon!If you have been following us over the years, this may come as a surprise. I'd like to devote this post to answering some of your questions and most importantly, revealing what's in store for Minecraft Frontiers. Make sure to read all the way to the end, there is a lot to announce!
The Concept of Minecraft Frontiers
We all find ourselves dreaming of distant worlds. What if there was an inspiring universe you could not only explore, but also shape and claim as your own? In 2013, I've been toying with this idea. Most games succeed in terms of creating a breathtaking world. Often times though, you feel like an unimportant visitor. I had the vision of a space that players could shape - a Lego set that comes alive. In this world, you would feel a cautious visitor - not due to a lack of significance, but because you understood your actions deeply shape the environment.
The project has been going for 6 years, with 60 staff members flowing through. This is a conservative estimate not including our part-time builders. Counting our prototype testers, we had over 200 people helping make the vision a reality. If you are one of our older members reading this, know that I am genuinely grateful for your time with Minecraft Frontiers. In the end, it is the community that has overgrown the initial ideas and made us into what we are today.
The concept of Minecraft Frontiers stands on three key pillars:
The project has been going for 6 years, with 60 staff members flowing through. This is a conservative estimate not including our part-time builders. Counting our prototype testers, we had over 200 people helping make the vision a reality. If you are one of our older members reading this, know that I am genuinely grateful for your time with Minecraft Frontiers. In the end, it is the community that has overgrown the initial ideas and made us into what we are today.
The concept of Minecraft Frontiers stands on three key pillars:
- Authentic World - making a story that is worth living.
- Player Power - letting players make choices that matter.
- Community - building the whole project with the community in mind.
Sleeping Beauty
In the Summer of 2016, right after our second prototype stage, we announced a closure of the project. There were a few reasons for this. If you'd like to read the detailed thoughts from back then, feel free to indulge in the lengthy closing announcement. All of the reasons can be summarised easily - burnout. We had been working on Minecraft for 5 years, 3 of which were on Minecraft Frontiers. It was difficult for me to keep motivating not just the team, but myself.
We stored the code and all of our plans, shelving them for some point in the future. Most of the team went our separate ways, with a small group keeping in touch on our Discord server. We developed other non-Minecraft projects, played online and offline games, and generally explored life. Most of us made the transition from high school to university. Some of us from university into the big pond.
Even though the project was shelved, we still looked after the assets. The website server was never cancelled - I never had the heart to pull the plug on it, so I kept paying every month. A few of our builders asked for the server map files, but nothing ever came of those projects as far as I know. The project was a sleeping beauty, one that never lost its breath of life.
The Phoenix Rises
Let's stop beating around the bush. Minecraft is still very popular in 2019. Minecraft Frontiers is an exciting idea. And now we have the motivation and skills to make a real difference. That is the mood of our core team in 2019. We are dedicated to bringing you a Minecraft experience unlike any other and we are more passionate about it than ever.
This project has always been a work of love for all of us. Recently, the core team naturally gravitated back to the idea. The nice thing about taking a break is that we are returning with 3 years of fresh experience. The dev team is already hard at work on new features, both internal and external. The level of polish is impressive and the ideas we aim to tackle are virtually limitless now.
In a way, this week feels like a homecoming. All of the key team members are discussing the direction of the project. It's familiar and a completely new frontier (no pun intended) at the same time. The MF team has always consisted of people who are the very best at what they do. They take ideas people say are impossible and not only deliver them, but expand them tenfold. It's exciting to work alongside the staff that we have. Reuniting with many of them recently has been a humbling experience, as they've become even more talented with their time off.
With all of this in mind, we have a couple announcements to make.
...We stored the code and all of our plans, shelving them for some point in the future. Most of the team went our separate ways, with a small group keeping in touch on our Discord server. We developed other non-Minecraft projects, played online and offline games, and generally explored life. Most of us made the transition from high school to university. Some of us from university into the big pond.
Even though the project was shelved, we still looked after the assets. The website server was never cancelled - I never had the heart to pull the plug on it, so I kept paying every month. A few of our builders asked for the server map files, but nothing ever came of those projects as far as I know. The project was a sleeping beauty, one that never lost its breath of life.
The Phoenix Rises
Let's stop beating around the bush. Minecraft is still very popular in 2019. Minecraft Frontiers is an exciting idea. And now we have the motivation and skills to make a real difference. That is the mood of our core team in 2019. We are dedicated to bringing you a Minecraft experience unlike any other and we are more passionate about it than ever.
This project has always been a work of love for all of us. Recently, the core team naturally gravitated back to the idea. The nice thing about taking a break is that we are returning with 3 years of fresh experience. The dev team is already hard at work on new features, both internal and external. The level of polish is impressive and the ideas we aim to tackle are virtually limitless now.
In a way, this week feels like a homecoming. All of the key team members are discussing the direction of the project. It's familiar and a completely new frontier (no pun intended) at the same time. The MF team has always consisted of people who are the very best at what they do. They take ideas people say are impossible and not only deliver them, but expand them tenfold. It's exciting to work alongside the staff that we have. Reuniting with many of them recently has been a humbling experience, as they've become even more talented with their time off.
With all of this in mind, we have a couple announcements to make.
Jan
21
Keep checking our forums for more information.
Jun
14
Starting with Prototype 2, we are introducing our rewards framework!
Players who get involved in our regular events, or simply even participate in the Prototype 2, will get some sweet rewards as a token of our gratitude.
We are also announcing scheduled events! While people play at different times, events give us a great opportunity to bring our members together. This means you'll get to enjoy the MF experience with tons of people around, earning rare items in the process.
Events:
Events are activities scheduled to take place at a certain time. They usually last around 2 hours, often supervised by one of our staff members. There are three types of events:
Participation Points:
As players take part in the Prototype test, they collect participation points. These points are gained for turning up at our scheduled events, but also for completing key milestones on our server. At the end of the prototype test, your point balance will decide what participation reward level you are. Needless to say, the higher your participation level, the greater the rewards.
Getting Points
The following deeds will earn you points:
Players who get involved in our regular events, or simply even participate in the Prototype 2, will get some sweet rewards as a token of our gratitude.
We are also announcing scheduled events! While people play at different times, events give us a great opportunity to bring our members together. This means you'll get to enjoy the MF experience with tons of people around, earning rare items in the process.
Events:
Events are activities scheduled to take place at a certain time. They usually last around 2 hours, often supervised by one of our staff members. There are three types of events:
- Story Arc Chapter: This is a substantial piece of story driven content. Our lore writer @cman64 has written three amazing story arcs - full blown tales designed to last several months. Each story is themed around a significant event in Elpida, putting our players in the driver's seat. These story arcs are broken down into chapters - 2 hour bite-sized pieces of content. That way we can deliver this rich experience in a very approachable way. Every 4 chapters, players experience a finale - a climactic turning point in the story, often forcing the players to make a decision, in turn affecting the shape of Elpida forever. These will be starting in Prototype 3.
- Major Server Event: These are not part of a story arc, but often have a decent amount of planning behind them. They are stand alone experiences (unrelated to one another). Most of these will be run by our community coordinator @Alir99. They may include things like treasure hunts, PvP tournaments, races or small story events. These will be starting in Prototype 2!
- Minor Server Event: Running on odd weeks (less busy times), minor events encourage roleplay through small staff incentives. They revolve around sharing stories, interacting with secondary characters or simply gathering the players in one place. Minor events allow us to keep the fun rolling, while giving our events staff a break - they require little planning. An example of this is a tavern night. These will also be starting in Prototype 2!
Schedule (every month)
1st Saturday: Major Server Event - A scheduled event, unique each month. These will include treasure hunts, PvP tournaments, exploration tasks, or other substantial events.
2nd Saturday: Travelling Merchant (Minor Server Event) - A travelling merchant visits Elpida. He loves a good tale. Players are able to stop him and tell him a story of their adventure. He will reward them with rare collectibles in return.
3rd Saturday: Dungeon Run (Major Server Event) - Join our staff members for a dungeon run. The people who brought you the project will adventure by your side, attempting to tackle some of the most challenging monsters.
4th Saturday: Tavern Night (Minor Server Event) - Various staff members will stop by a tavern in Elpida. You may learn of news from the Mainland, or simply have a chat with some of our staff.
Event Rewards
Participating in an event earns you rewards. These will be awarded to you at the end of the event. They vary from week to week. These rewards may include:
1st Saturday: Major Server Event - A scheduled event, unique each month. These will include treasure hunts, PvP tournaments, exploration tasks, or other substantial events.
2nd Saturday: Travelling Merchant (Minor Server Event) - A travelling merchant visits Elpida. He loves a good tale. Players are able to stop him and tell him a story of their adventure. He will reward them with rare collectibles in return.
3rd Saturday: Dungeon Run (Major Server Event) - Join our staff members for a dungeon run. The people who brought you the project will adventure by your side, attempting to tackle some of the most challenging monsters.
4th Saturday: Tavern Night (Minor Server Event) - Various staff members will stop by a tavern in Elpida. You may learn of news from the Mainland, or simply have a chat with some of our staff.
Event Rewards
Participating in an event earns you rewards. These will be awarded to you at the end of the event. They vary from week to week. These rewards may include:
- Gameplay Items - Players may get small gameplay impacting items (food / simple weapons) during their participation.
- Event Lore - Future events may refer to players who participated previously. Participating in a story event may mean NPCs will recognise you at the next event (or event involve you to a greater degree).
- Collectible Items - Lore collectible items. These are always part of a set, with the aim of collecting them all to complete the set.
- Participation Points - this is an important one. Each event you participate in awards you participation points. At the end of Prototype 2, players will be granted substantial rewards based on their participation level.
Participation Points:
As players take part in the Prototype test, they collect participation points. These points are gained for turning up at our scheduled events, but also for completing key milestones on our server. At the end of the prototype test, your point balance will decide what participation reward level you are. Needless to say, the higher your participation level, the greater the rewards.
Getting Points
The following deeds will earn you points:
Logging in for the first time - 100 points
Server Launch Participation - 300 points
Major Event Participation - 200 points (for each event)
Minor Event Participation - 100 points (for each event)
Player Organised Event - 100 points (for approved player run...
Server Launch Participation - 300 points
Major Event Participation - 200 points (for each event)
Minor Event Participation - 100 points (for each event)
Player Organised Event - 100 points (for approved player run...
Jun
05
One of our main goals is making the world respond to players in a personal way. A wealthy trader will be praised by the craftsmen, but despised by the thieves. A talented hunter may impress the Warrior's Guild, but won't mean much to the noble politicians. This behaviour is made possible through our reputation plugin. In connection with NPCs, reputation delivers a unique game experience for every player, one that they are personally responsible for.
The game world hosts a variety of factions. Some large and prestigious - such as the Elpidan Traders or the Warrior's Guild. Some much less known - a circle of herbalists or a group of beggars. NPCs have preferences for factions, often sympathising with one or two. As players interact with NPCs belonging to a faction, the faction itself will develop an opinion of the player. In turn, this may change the way a faction responds to you quite dramatically.
Reputation Points
Players gain reputation points with each faction separately. Positive actions improve your standing, while negative actions decrease it. Most factions are neutral to you by default and have ten possible reputation tiers. As you interact with a faction's NPCs, your points will shift in the background. You may not know your exact standing, but you may usually ask an NPC for the tier. Below is a breakdown of the tiers for most factions in Elpida:
Progression:
One thing we wanted to avoid is grinding for numbers. That is, doing the same stuff over and over again to gain reputation. For that reason, a player does not have one overall reputation, but a standing with every single faction in the world. Your actions will often influence multiple factions at once, some in a positive way, some in a negative one. Slaying wolves will make the hunters appreciate you, but may anger the herbalists. Selling goods off-shore might impress the trade office, but the Elpidan nationalists may frown at you.
This means there is no "good" way of playing the game. You can never be the winner in everyone's eyes. Instead, the reputation signifies your unique standing in the world. No other player will have the exact same reputation pattern to you, making the world respond to you in a slightly (or greatly) different way.
Impact:
The NPCs are scripted to recognise reputation and respond to it appropriately. In most cases, only one or two reputations matter to an NPC. A trader won't really care if the beggars like you, but will care about your trade guild standing. Having a positive standing with the NPCs has many benefits. These may include:
On the other hand, having a negative standing may make your life more difficult. You should always avoid the most negative tiers, as that will cause NPCs to attack on sight. A slightly negative standing may lead to more expensive prices, closed doors where others are welcome, little information in dialogues, or overall unpleasant attitude from the NPCs.
The system is designed in such a way where pleasing everyone is impossible. But it is a good rule of thumb to try have a positive standing with the "Citizens of Elpida" at least. This faction represents the overall feeling of Elpidan citizens towards you. Having a negative reputation among the citizens will make the game very difficult. If you want to be an unlawful citizen, you'll need to be smart about it.
A Personal Touch:
Our goal is to let you play the game your way. The world may appear the same to everyone, but it will respond differently. It is very likely your reputation profile will naturally reflect your play-style, enhancing your game even further. If you spend a lot of time crafting and trading, you will access some very tempting crafting perks, from priority imports to Mastercrafted recipes. If you hunt animals for rare trophies, the hunter's guild may reward you with a legendary sword. Helping our the Elpidan guard defeat bandits may land you a sweet spot in the Elpidan army - how about a personal guard watching over you?
As with all of our plugins, we will constantly keep on adding more unique behaviours sensitive to reputation! We have big plans for reputation, from robust guild communities, to NPC nobility throwing wild parties in their villas.
Let us know what you think!
The game world hosts a variety of factions. Some large and prestigious - such as the Elpidan Traders or the Warrior's Guild. Some much less known - a circle of herbalists or a group of beggars. NPCs have preferences for factions, often sympathising with one or two. As players interact with NPCs belonging to a faction, the faction itself will develop an opinion of the player. In turn, this may change the way a faction responds to you quite dramatically.
Reputation Points
Players gain reputation points with each faction separately. Positive actions improve your standing, while negative actions decrease it. Most factions are neutral to you by default and have ten possible reputation tiers. As you interact with a faction's NPCs, your points will shift in the background. You may not know your exact standing, but you may usually ask an NPC for the tier. Below is a breakdown of the tiers for most factions in Elpida:
![[IMG]](proxy.php?image=http%3A%2F%2Fwww.minecraftfrontiers.com%2Fwiki%2Fimages%2F0%2F0b%2FReputation_table_%25281%2529.png&hash=6886e5164834f1bc35eaf812ecb1ba70)
Progression:
One thing we wanted to avoid is grinding for numbers. That is, doing the same stuff over and over again to gain reputation. For that reason, a player does not have one overall reputation, but a standing with every single faction in the world. Your actions will often influence multiple factions at once, some in a positive way, some in a negative one. Slaying wolves will make the hunters appreciate you, but may anger the herbalists. Selling goods off-shore might impress the trade office, but the Elpidan nationalists may frown at you.
This means there is no "good" way of playing the game. You can never be the winner in everyone's eyes. Instead, the reputation signifies your unique standing in the world. No other player will have the exact same reputation pattern to you, making the world respond to you in a slightly (or greatly) different way.
Impact:
The NPCs are scripted to recognise reputation and respond to it appropriately. In most cases, only one or two reputations matter to an NPC. A trader won't really care if the beggars like you, but will care about your trade guild standing. Having a positive standing with the NPCs has many benefits. These may include:
- Access to shops or special goods.
- The ability to learn secrets and gossip.
- Having influence and control over groups of NPCs.
- Getting to areas otherwise inaccessible.
- Learning crafting recipes.
On the other hand, having a negative standing may make your life more difficult. You should always avoid the most negative tiers, as that will cause NPCs to attack on sight. A slightly negative standing may lead to more expensive prices, closed doors where others are welcome, little information in dialogues, or overall unpleasant attitude from the NPCs.
The system is designed in such a way where pleasing everyone is impossible. But it is a good rule of thumb to try have a positive standing with the "Citizens of Elpida" at least. This faction represents the overall feeling of Elpidan citizens towards you. Having a negative reputation among the citizens will make the game very difficult. If you want to be an unlawful citizen, you'll need to be smart about it.
A Personal Touch:
Our goal is to let you play the game your way. The world may appear the same to everyone, but it will respond differently. It is very likely your reputation profile will naturally reflect your play-style, enhancing your game even further. If you spend a lot of time crafting and trading, you will access some very tempting crafting perks, from priority imports to Mastercrafted recipes. If you hunt animals for rare trophies, the hunter's guild may reward you with a legendary sword. Helping our the Elpidan guard defeat bandits may land you a sweet spot in the Elpidan army - how about a personal guard watching over you?
As with all of our plugins, we will constantly keep on adding more unique behaviours sensitive to reputation! We have big plans for reputation, from robust guild communities, to NPC nobility throwing wild parties in their villas.
Let us know what you think!
May
29
![[IMG]](https://minecraftfrontiers.com/wiki/images/f/ff/Crafting.png)
The Minecraft Frontiers economy is built to reward effort and smart thinking. In terms of crafting, this means the more time you spend with the system, the more profit you can potentially make. A player who spends their time blacksmithing should be rewarded with wealth and fame in that area. While this was true in our first iteration, a lot of feedback voiced that crafting is very hard to get into. For that reason, we focused on making crafting more approachable, while allowing seasoned crafters to stand out even more.
Difficulty Tiers
Our crafting recipes have always used a four dimensional difficulty system. That is, an item may be difficult to craft in four different ways - it may require rare ingredients (rarity); it may require a range of different ingredients (quantity); the ingredients may come from players of many different professions (diversity); or the crafting process itself may require many steps (complexity).
While this system offers a lot of variety in difficulty, it is also not intuitive. This is why in Prototype 2, we added three difficulty tiers - "easycraft", "normal", "mastercrafted". Unlike the four dimensions of difficulty (which we are still using to design items), the difficulty tiers are explicitly stated on items. You'll see an item's difficulty tier both in-game and on the Wiki.
This allows crafters (especially starting ones) to immediately know how difficult the crafting process is going to be. Each discipline has a few Easycraft items - these are fairly simple and are designed to introduce you to the crafting discipline. Normal items represent a large majority of recipes. These range from fairly easy to craft, to very advanced items. Finally, each discipline has several mastercrafted items. These are the most profitable, but are also very challenging to make. A crafter should avoid these at first, unless they have some time on their hands.
Mastercrafted items are the pinnacle on crafting - the ultimate product. Each mastercrafted item has unique lore to go along with it. This makes them very memorable and rewarding to make. They have the best performance and some NPCs may even respond to their users in a different way.
Recipe Knowledge
A big part of the crafting system is learning recipes. This is what distinguishes a veteran crafter from a novice. Everyone is able to craft anything, but if you don't know which components to use and in what order, you won't get far. However, the most common feedback from Prototype 1 was that learning everything is tedious. This is a fair comment, as we can't expect a completely new player to spend hours trying to craft a simple item.
To make crafting more approachable, we will be revealing certain recipes, in a systematic way. Here is how recipe knowledge will work from now on:
Easycraft Items: Every crafting discipline has around 3 Easycraft items. These are simple to make, but most importantly, the complete recipe (ingredients + crafting order) is made public. You will know exactly how to craft them, and if they require crafted components, you will get the recipe for those as well. The complete recipes will be available on the Wiki, as well as in-game in the form of books.
Normal Items: All normal items have their ingredient lists available on the Wiki. This means you will know what ingredients to use, you'll just need to figure out how to put them together. Some disciplines will also have in-game books that give you the ingredient lists without the need of visiting our Wiki.
Mastercrafted Items: These exceptionally powerful items will have hidden recipes. This means you will not know what ingredients to use, nor will you know in which order. They often require rare ingredients, so it is unlikely to uncover the recipe without a great deal of effort. To make this easier, certain NPCs will offer pieces of information on how to craft these.
We hope the difficulty changes make crafting a lot more accessible to the general public, but still give players enough space to excel at their discipline.Normal Items: All normal items have their ingredient lists available on the Wiki. This means you will know what ingredients to use, you'll just need to figure out how to put them together. Some disciplines will also have in-game books that give you the ingredient lists without the need of visiting our Wiki.
Mastercrafted Items: These exceptionally powerful items will have hidden recipes. This means you will not know what ingredients to use, nor will you know in which order. They often require rare ingredients, so it is unlikely to uncover the recipe without a great deal of effort. To make this easier, certain NPCs will offer pieces of information on how to craft these.
All of our crafting recipes have been overhauled for Prototype 2. Don't be surprised if some of your notes from Prototype 1 don't hold up any more. Each discipline should now have clearer progression. Item values are more in line with what you would expect. A loaf of bread is no longer more expensive than an inventory full of gold.
When it comes to crafting disciplines, we follow the vision...
May
20
Hello explorers,
What’s lore? Where’s the lore? And what can we see from incoming, new lore? Is lore actually important? Well I’ll tell you!
What’s lore?
Lore is what details our developing world and lays the foundation for when we release. Without it, there would be no story to tell, no history to recall, and definitely no fun.
Where’s the lore?
The lore itself is found on the Wiki under its own section, and I highly recommend taking a visit there every so often. With that being said, the Wiki will be updated constantly, so there is always something new to see!
What can we see from incoming, new lore?
Regarding any new lore on the way, we currently have been working on lorebooks that will be scattered throughout the map for you to discover! @Waytago and I (@cman64) will have numerous stories to help entertain and immerse you all for the inevitable release.
Lore is what details our developing world and lays the foundation for when we release. Without it, there would be no story to tell, no history to recall, and definitely no fun.
Where’s the lore?
The lore itself is found on the Wiki under its own section, and I highly recommend taking a visit there every so often. With that being said, the Wiki will be updated constantly, so there is always something new to see!
What can we see from incoming, new lore?
Regarding any new lore on the way, we currently have been working on lorebooks that will be scattered throughout the map for you to discover! @Waytago and I (@cman64) will have numerous stories to help entertain and immerse you all for the inevitable release.
I hope this helped answer some of your questions about the Minecraft Frontiers lore, and if you happen to have any more questions just ask below.Cheers,
Chad
Mar
13
![[IMG]](proxy.php?image=http%3A%2F%2Fwww.minecraftfrontiers.com%2Fwiki%2Fimages%2F5%2F59%2FCombat_Screenshot.png&hash=c55d8c3b1089d08695fd19f288e914b7)
Combat is at the core of our experience. Naturally, it is one of the first systems we drafted out. With our update to 1.9, combat is getting an overhaul, offering even more choices for the players. Paradoxically, it is not the blocking that is being added (we had that in already). The new addition is a feature we call damage types.
The Vision:
Minecraft does not offer a rich combat experience to begin with. In the heat of the battle, players usually only run away or hit the enemy as often as possible. Even with the addition of shields in 1.9, vanilla combat still leaves a lot to be desired.
In the spirit of Minecraft Frontiers, our custom combat plugin makes sure the player always has something to think about. Do you want to block? If you attack, are you opening yourself up to a counter attack? Do you have the support from your allies if you go all out? During every moment of the battle, the player has a range of options available. Combat is no longer only about hitting the enemy in the most efficient manner, it is also about outsmarting your opponent.
Frontiers Combat:
Our combat system consists of three components:
- Damage Types - picking the correct equipment for the fight.
- Stamina Management - deciding which action to take.
- Action Skill - carrying out the action skilfully.
Damage Types:
This is the newest addition to our combat - and it is something we are very excited about. In our first beta test, the limitations of having a single damage type were becoming obvious. A sword that does 6 damage is better than one that does 3 damage. One that does 9 damage would be better that one that does 6 damage. You get the idea. There was very little "thinking" when choosing equipment. The decision simply comes down to figuring out which weapon offers the most damage over a period of time.
With the introduction of damage types, weapons no longer only have one damage value. Instead, they may deal various types of damage. For example, a sword might do 3 piercing damage and 3 fire damage. At the same time, another sword will deal 3 piercing damage and 3 ice damage.
Similarly, armor and shields will protect you from specific damage types. A fire armor set will help you a lot against fire weapons, but will be useless when fighting an ice sword. This should result in a very interesting decision making process. Players will be able to figure out which enemies are vulnerable to which types of damage and equip themselves accordingly. There will not be a clear "best weapon", as certain weapons will be better in different situations.
Stamina Management:
This aspect of combat makes sure players approach the skirmish tactically. Every player has a set amount of stamina that slowly regenerates over time. Both attacking and blocking drains your stamina, so it is up to the player to figure out what action is the best.
Blocking is usually cheaper than attacking. This means that timing your blocks correctly will result in a stamina advantage for you, in turn allowing you to exploit an oponent who cannot defend themselves. On the other hand, blocking for a long period of time will slowly drain out all of your stamina, leaving you open to a dangerous payback.
A nice by-product of this is the fact that weapons come in different varieties. Large, heavy weapons usually dish out a bit more damage, but drain a lot more stamina. A dagger may be weaker, but will allow you to attack a lot more often. Combined with damage types, this results in an incredibly rich array of combat styles to choose from. No two players (or NPCs) will ever fight the same way.
Action Skill:
Finally, it is important to be accurate with your attacks and blocks. Missing a lot of attacks in vanilla Minecraft may not matter much. Here, every missed attack means wasted stamina, which is detrimental to the outcome of the fight. Similarly, poor blocking timing and direction will leave you exposed to a counter attack.
When confronting NPCs, they will each attack in a different way. They dynamically adapt to the weapons they are using, resulting in a very interesting experience when fighting a new NPC for the first time. It is up to you to learn how each NPC prefers to fight and exploit their weakness.
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There are many situations where combat may be the viable course of action. From dungeon crawling with a group of friends, proving your worth against others in the arena, to hunting animals out in the wilderness. No matter the reason, we hope you will always have enough choice to make every fight memorable.
Will you...
Feb
21
Hello Adventurers!
We are very excited to announce events, a new community experience! This is a sneak peek of what is to come. The first event will be happening in the coming weeks!
Events SummaryEvents are a captivating part of Minecraft Frontiers. They deliver a rich, storytelling experience, with you in the lead role. From exploration of ancient ruins, to averting a political crisis, players will embark on journeys shaping the future of the world. While events have not been mentioned before to the public, it has been a feature we have been looking forward to since the start of the project.
There are two kinds of events: community events and story events. Community events are built around a minigame, with the goal of bringing people together and having fun. They happen in a less story driven setting. Think arena tournaments, treasure hunts, races, or light roleplay evenings. On the other hand, story events represent a deep experience with rich lore. They let you shine in the spotlight as you follow the story arc over the course of several weeks. Story events often have multiple outcomes, giving you the opportunity to sway the future of the game world.
Events are organized, created, and lead by our Community Team. Our Lore Team creates the storyline for events so that they fit right into the world. The development team creates the plugins that make events possible. Lastly, our builders help shape the world around us so that you have endless places to explore and play. It is a team effort, all to let our players experience the world in a completely unique way.
Sneak PeakWhile we don’t want to give away too much too soon, I can promise you that the first events will give you the exploration of your lifetime. A long forgotten tale is returning to Elpida, waiting for you to uncover its mysteries. You definitely don’t want to miss out on our events - participating in each one will come with exciting rewards.
We are very excited to share this tidbit of information with you. But we are even excited to see what the community thinks of it.Cheers,
The Minecraft Frontiers Team, Saphiria
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