Address: direwood.my.pebble.host
—–Progression——
Direwood extends the typical minecraft progression system through levelledmobs, aurelliumskills, enchanted books and a wide variety of custom items. Spawn is surrounded by a “safe” area of 500 blocks where mobs remain vanilla, after which they slowly increase in strength, armor, speed, lock on distance and health. To manage high level mobs, players must take advantage of aurellium skills progression and items added to level dependent mob drop tables. Whereas protection 4 diamond armor is normally the end game, players have the opportunity to find enchanted books up to protection 10, ditto for other enchantments.
Unique items are created through a combination of vanilla enchantments, modded enchantments, attributes, and aurelliumskills stat modifiers. Progression is no longer strictly linear, as players now have choices such as choosing damage enhancing leather armor over the standard diamond, or mobility enhancing boots.
The end is now truly the “end”. Instead of finding end portals, end portal frames are dropped by end game overworld mobs, and can be mined. This allows players to create end portals in their own base, should they desire. But this decision was not arbitrary; the mob level cap is significantly higher within the end, as are the drop tables.
Players can choose to play unaffected by this if they desire, as the area before mobs become noticeably harder is large. Content was structured to provide an optional set of end game goals while not hindering or overwhelming uninterested players.
Mobs such as wolves and cats also scale, but based off an RNG system. Can you find a max level wolf to accompany you?
———————Land claiming and economy——————————
Direwood uses towny as our land claiming service. spawn itself was designed to mimic a town, and uses towny as opposed to worldedit. The goal is for player created towns to grow and rival that of spawn, potentially becoming their own central hubs. Players will have the oppurtunity to create their own warps, pvp arenas, minigames, mob arenas, and whatever else they may choose with the combined utility of essentials and towny.
though creating and maintaining a town requires funds; Direwood uses chestshop and essentials economy to provide the basic economic structure. Spawn is filled with vendors where players can buy and sell items, allowing them to fund their own cities. Players can create their own shops as well, to buy and sell to each other.
———————————Community———————————————
Most players have a somewhat single player experience in online servers- they find somewhere to hide, and build their empire with chat in the background. To foster a sense of community, incentivizing players to interact with each other has been part of our server design process. Leveled mobs provides a “soft” world border, encouraging players to stay relatively close together. Because items can only be bought and sold to the server through sign shops, players are encouraged to visit spawn and treat is as a central trade hub. Also, Towns can be difficult to maintain as an individual if they get large enough, encouraging players to team up and work together. The ability for players to set their own warps encourages healthy, building based competition – which town has the best facilities and arenas?
———————Final Thoughts—————————-
I have been working on this server non stop for about a month now, and just bought a host and decided to launch. I am exited to meet you all, and look forward to the servers progress.
There is still some work to be done, i’m sure the economy especially will need to be balanced as its hard to guess correct prices beforehand. I intend to be an extremely active developer, and have many plans for the server. More custom items, mob arenas, a linked hardcore world that resets periodically, more mini games, more quests, boss battles, and much more. If you like the server and want to support me, consider supporting Direwood on ko-fi: