Proposed core settings (idea)
Raiding: 24/7 ON (base attacks enabled)
Player death: Backpack inventory drops
Equipped gear + hotbar: Kept on death
Hunger / thirst: High
Clan size: Solo / Duo (maybe Trio)
Farm rates: x1 (vanilla)
Thrall conversion: Vanilla (speed open for discussion)
Durability loss: None (please argue for or against)
Logout rule:
Player character remains in the world for 1–4 hours after logout (exact duration open for discussion – could be instant or delayed)
Optional weekly twist (predictable)
One fixed day per week (e.g. Sunday)
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Raiding: OFF
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PvP: Full body loot ON
What this server is actually about
This is not a wipe-focused raid server.
The core idea is simple:
You never lose your character or your ability to fight back – only the value you choose to carry with you.
PvP is about stealing momentum, not deleting weeks of progress.
You don’t win by wiping bases – you win by catching players when they’re stacked with value.
NPC cities, camps, dungeons, chests and world bosses become real hotspots.
The world itself becomes the battleground.
How it plays
You’re never fully reset.
You keep your gear and hotbar.
What you lose is what you dared to carry.
Inventory management becomes a skill:
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Extra healing or extra arrows?
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Carry materials or hide them?
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Encumbrance build for big hauls – at real risk?
Game knowledge matters more than raw gear:
routes, timing, spawns, layouts.
Bases, decay and the world
Bases are shelters, not banks.
Big vault bases and foundation spam lose value.
Building decay is intentionally aggressive:
Decay timers are set very low (example: Tier 3 foundations decay in ~1 hour).
The goal is not to delete bases instantly, but to:
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discourage permanent mega-bases
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reduce server lag and dead zones
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prevent the world from being locked down long-term
Progress spreads into the world instead:
hidden stashes, temporary setups, community stations.
Trading matters.
Trust matters.
Movement matters.
Logout and safety
Logging out is not meant to be stressful.
With a logout timer, you can:
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plan short or long sessions
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hide, log out, and keep an edge for next time
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avoid full progress loss even as a casual player
Your character is still ready to fight when you log back in.
Risk remains – but without wipe anxiety.
What this tries to solve
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Less base wiping as the main gameplay loop
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Less fear of losing everything
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More constant open-world PvP
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More reasons to leave your base
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More interaction, ambushes and decisions
You’re encouraged to fight.
You’re not punished so hard that you quit.
Interest check
This is not a finished ruleset.
Many values are intentionally open.
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What sounds fun?
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What sounds broken?
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What would you change?