About

mc.pvpers.us runs on a simple idea: the fewer rules a server has, the more interesting it gets. We don't curate playstyles. We give you the tools (Lands claims, a cowboy-style reputation system, mcMMO, an arena events system, a player-driven economy, proximity voice chat) and let the world fill in around them.

If you want to build, claim your land and build. If you want to fight, the wilderness is right there. Just know your rep is on the line. If you want to sit in a base and farm pumpkins for six months, also fine. The point is that none of those are the “right” way to play here.

The only thing we ask is that you don't cheat. Everything else, the world will sort out.

Why one rule

Most servers stack rules because the players don't know each other. We do. That changes what the rules need to do.

Claims keep your stuff safe. The wilderness keeps things interesting. The reputation system keeps violence consequential. Pacifists choose whether to fight (and keep one-hit-kill protection either way), outlaws end up on wanted posters, and lawmen earn the badge by taking outlaws down. Past that, we trust people to figure it out. When they don't, the world's consequences usually handle it better than a rulebook would.

Season 1 showed us where that falls short. Teleporting to someone and killing them point blank, or one geared player camping spawn, is technically inside the rules and still ruins someone's night. So instead of more rules, Season 2 adds guardrails: things the server itself won't let happen. See the list below.

If something's off, ping carsonxd on Discord. I'm around.

The one rule

No Cheating

No hacked clients, x-ray, duping, or exploits. Approved client-side mods are listed on the Modpacks page. If you're unsure about a mod, ask staff first.

The guardrails

These aren't rules you have to remember. The server enforces them, so nobody has to argue about it on Discord.

  • +PvP is opt-in. Other players can't hit or shoot you unless you've typed /pvp on (the colosseum ring is the one exception). /pvp on unlocks after 5 hours of playtime, toggling has a 30-minute cooldown, and you can't flip it mid-fight, so nobody can switch it on just to ambush someone.
  • +Cover after a teleport. For 5 seconds after any teleport you can't hit anyone and nobody can hit you, so /tpa can't be used to jump somebody.
  • +Spawn is safe ground. The Dappled Forest within 100 blocks of spawn is public land. No claiming, other players can’t attack you, and fire doesn’t spread or burn there.
  • +You can always pass through. Walking into someone's land and flying over it with an elytra are always allowed. Owners can't turn those off. Building, chests and doors stay locked to trusted players.
  • +Land needs upkeep. Every land pays $5 per chunk per day from its land bank. A land that’s still being played goes into debt when the bank runs dry and keeps its chunks. A land nobody’s touched in two weeks loses its newest chunks, and whatever’s on them is unprotected. The owner’s own balance is never touched. That clears out abandoned claims without an admin.
  • +Fighting has a home. Step into the colosseum ring and PvP is on for you, whether or not you’ve typed /pvp on (during an event, the event’s own rules apply). Kills there never touch anyone’s rep. Every night at 8 PM Arizona the ring hosts Colosseum Night, where everyone fights in the same kit and gets their own gear back after. Any other time, die in the ring and your items drop on the floor for whoever wants them. There’s no grave.
  • +Logging out won’t save you. Quit within 10 seconds of taking PvP damage, or while knocked out, and your body stays behind for 5 minutes with everything you were carrying. Anyone can loot it, and it isn’t a crime. Whatever’s left comes back to you when you log in.

Play a part

Season 2 leans into roleplay. The pieces were already here: a sheriff's ladder, wanted posters, bounties, restitution, sign shops. What was missing was people talking to each other. So we're not adding a rule. We're adding reasons.

Nobody gets punished for playing solo or staying quiet. These are bonuses, not chores.

Live from day one

  • +Titles you can see. Your rank shows before your name in chat, in the Tab list and above your head: Deputy, Sheriff, Senior Sheriff, Marshal, or Drifter, Bandit, Outlaw, Notorious, Legend of the Frontier. Pacifists and new players show no title, but a Pacifist who typed /pvp on gets a small ⚔ so people know they'll fight. Rather not? /rep title hide hides yours (the ⚔ still shows while PvP is on).
  • +Voice chat, built in. Simple Voice Chat runs on the server and ships in both modpacks. Walk up to someone and talk. Press V once to check your mic and you're on. There's no reward for it and nothing tracks it. It's just the easiest way to turn a stranger into a neighbor.
  • +Sunday shoutouts. /commend <player> <reason> the people who made your week. Every Sunday at 6 PM Arizona the top 3 of the past 7 days get posted in Discord and announced in-game, with a quote or two from their commendations. You need at least 2 commends that week to qualify, and the ranking goes by how many different players commended you, so one friend can't carry you to the top. A quiet week posts nothing.
  • +Towns pay less upkeep. Lands with more active members get a discount: 2 active members 10% off, 3–4 get 20%, 5 or more get 30%. Active means trusted in the land and online in the last 7 days, and each player counts toward one land only (the one they own, otherwise the one they're trusted in with the most chunks). /upkeep shows your cost, active members, discount and next charge. The discount still applies if the land goes into debt.
  • +The spawn market. The market is part of spawn now and it's always open, so spawn's rules apply: no PvP and no fire. Good citizens can build there. If you've kept a Peaceful reputation and stayed off the wanted board, ask staff for build permission and put up your own stall. Stock it, sign it, and you've got a storefront everyone walks past.
  • +The Frontier Gazette. Short Wild West write-ups when someone makes Sheriff, Senior Sheriff or Marshal, becomes Notorious or a Legend of the Frontier, a bounty is posted or collected, someone wins Colosseum Night, the End is unsealed, or the border grows. They post in Discord and on the news page.

Plugins & world rules

Many of these systems were voted in by the community. Tap any topic for an explanation and use case. Full vote counts on the polls page.

Plugins

The reputation plugin is on at launch. Wilderness PvP runs through three rep pools (peaceful, violence, outlaw) and decides whether you're a Pacifist (safe by default, can opt into PvP with /pvp on to hunt outlaws and climb the Lawman ladder), an Outlaw on the wanted list, or a Lawman wearing the badge.

Full mechanics, command list, and FAQ are on the reputation page.

Full mcMMO is on. Every skill, no lite version. Mining, woodcutting, swords, archery, alchemy, and the rest level up as you use them, unlocking special abilities like Super Breaker and Tree Feller.

Skill list, commands, and tips on the mcMMO page. Specific XP rates may get tuned post-launch based on how the curve feels.

The colosseum runs the events. /event opens the hub: co-op Boss Rush raids against six bosses with Pit difficulty levels and above-vanilla-cap Pitforged loot, plus TDM/FFA arena PvP that pays out cash. Every player carries a Raid Key (/event key) to start their own raids.

Key runs are for playing, not farming.A run costs $150 × (Pit + 1) to start, win or lose, with 3 starts a day and a 15-minute cooldown. It needs 3 or more fighters to launch. Money pays out at 0.35× and only for your first 2 clears a day (counted per player and per connection). A wipe pays nothing. Joining someone else's run is always free.

New in Season 2: Colosseum Night.Every night at 8 PM Arizona the colosseum runs a PvP event, with the mode rotating from night to night. Everyone fights in the same Knight kit and gets their own gear back after, and there's no grave to run back to. The winner takes a fixed chest: $500, 4 diamonds, 8 XP bottles and one jackpot roll. In team modes the cash is split across the winning team.

The ring is always a PvP zone.Whenever there's no event running, anyone in the colosseum ring has PvP on, whether or not they've typed /pvp on. Walking in asks you to confirm first. Kills in the ring never affect anyone's rep. Outside events you don't keep your gear:die in the ring and your items drop on the floor for the taking, with no grave. During an event, the event's own rules apply.

Full raids, payouts, loot tables, and live boards on the events hub.

The Frontier runs on real money. Everyone starts with $300; you earn from events and selling to the /shop (daily-ticker pricing), and trade with other players on the /market. /bal, /baltop, and /pay for everyone.

How money works, the price ticker, and the market are all on the economy page.

Use /lands to claim chunks you want to protect. Defaults already shut down basically everything: TNT, creepers, lava griefing, chest stealing, PvP, the works. Your home is your home.

The one tweak worth making after you claim: open /lands → Flags → turn off MONSTER_SPAWN. It's on by default so the world feels alive, but most people don't want zombies popping into their base.

Land costs money now. /lands create <name> costs $500 and claims a free 3×3 of chunks around you. Each chunk after that is $25, and unclaiming refunds 15%. Everyone starts with $300, so your first land takes a little saving up (or a friend with a land to join).

New in Season 2: upkeep. Every land pays $5 per chunk per day, collected at 9 PM Arizona from its land bank. A 9-chunk base is $315 a week, 16 chunks $560, 100 chunks $3,500 (before any town discount). Fund it with /lands bank deposit <amount>. New lands get 2 days before the first payment, and owners get a warning 20 hours before a collection the bank can't cover.

Short on cash? You go into debt, not into the wild. If the owner or a trusted member has played at least 30 minutes in the last 14 days, the land keeps every chunk and runs up a debt instead (at the discounted rate). While it's in debt the land can't claim new chunks or withdraw from the bank, and deposits pay the debt first. /upkeep debtshows what's owed. A land that's been inactive for 14 days, or owes more than 14 days of upkeep, starts losing its newest chunks, and anything on them is unprotected. The owner can take them back for free within 30 days with /upkeep reclaim, unless someone else claimed them first. Your own balance is never touched.

Towns with more active members pay less: 10% off with 2, 20% with 3–4, 30% with 5 or more. /upkeep shows your cost, discount and next charge. Details under Play a part.

Visitors can always walk into your land and fly over it with an elytra. Those two flags are locked on. Everything else (building, chests, doors, redstone) stays yours to hand out.

Trust friends in with /lands trust <player>. Nations and land wars are both off this season. Your claims are safe from capture.

Keep-inventory is off. Vanilla rules. But the graves plugin catches your stuff: dying drops your inventory into a grave at the spot, marked by an armor stand. Walk back, right-click, take your loot.

Graves despawn the moment you empty them, so the world doesn't fill up with abandoned markers. Move fast: anyone can open your grave and loot it. There's no timer, and your XP only goes back to you.

Logout bodies.Quit within 10 seconds of taking PvP damage, or while knocked out, and a body stays behind for 5 minutes holding your whole inventory, armor included. Anyone can loot it, and it isn't a crime. Whatever's left comes back to you on your next login.

Simple Voice Chat is set up server-side. Once you've got the matching client mod, you hear other players based on distance — close-up conversation in the same room, fades out at range, gone over the horizon. Groups let you stay in voice with people who aren't standing next to you.

It takes about ten seconds to set up. Press Vin-game to open the voice menu and check your mic. Then just walk up to people and talk. Season 2 is about neighbors, and nothing makes one faster than a conversation. There's no reward for it and nothing tracks it. We'd love more roleplay this season, but you never have to. Everything else we're doing.

Both of our modpacks ship with the client mod pre-installed. If you're running vanilla, grab Simple Voice Chat from Modrinth or CurseForge — it's optional, but it's easily the biggest social upgrade you can install.

Three small in-house plugins fill the gaps:

  • +Mail. Send messages or items to offline players. Both arrive the next time they log in.
  • +Trade. Two-window trade GUI between players. Both sides confirm before items swap, so nothing gets fumbled into the dirt.
  • +Announcements. Rotating chat tips and reminders on a timer (/muteannouncements if you've heard them), plus /help, a clickable list of every command you can use.

Cheat sheet for everyday play. All of these work day one:

  • +/help (or /commands) — every command you can use, by section. Click one to run it.
  • +/sethome and /home — save and teleport back to a spot. You can keep multiple (3 to start).
  • +/tpa <player> — request a teleport to someone. They reply with /tpaccept or /tpdeny.
  • +/back returns to your last death or teleport.
  • +/msg <player> — private message someone online. /mail for offline players (delivered next login).
  • +/trade — opens the two-window trade GUI with another player.
  • +/pvp on|off|status: Pacifists and Retired opt in or out of PvP (unlocks after 5 hours of playtime, 30-min toggle cooldown). Outlaws and Lawmen are always on.
  • +/lands — open the claims menu. Defaults already block griefing inside your claim. /upkeep shows what your land owes and when.
  • +/event — open the events hub: Boss Rush raids and arena PvP. /event key starts your own raid.
  • +/shop and /market — the server store and the player-to-player market.
  • +/bal, /baltop, /pay <player> <amount> — check your money, see who's rich, send cash.
  • +/graves — lists every grave you've got waiting, so you can find your stuff after a death.
  • +/stats — your playtime, deaths, and session numbers (the same data the website reads).
  • +/tab hide — clean up the tab list if you'd rather not see everyone's stats while you play.

Hold Tab in-game to see the player list. It shows your session and all-time playtime, deaths, ping, and the server's TPS (ticks per second). 20.0 is smooth; anything lower means the server is lagging.

World rules

  • +PvP is opt-in. Everyone starts as a Pacifist. Other players can't hit or shoot you, and you can't hit them. Type /pvp on to join the fight. Outlaws and Lawmen are always on. You become an Outlaw by killing or robbing players (hitting alone doesn't count), or through a /report that a Lawman upholds. Killing villagers or pets adds outlaw rep but can't put you on the wanted board by itself.
  • +If you never type /pvp on, no other player can hurt, knock out or rob you outside the colosseum ring. Pacifists who turn PvP on get knocked out instead of killed, and the attacker can take up to 3 stacks of up to 16 items each (never shulker boxes).
  • +Outlaws can't hide in claims. Anyone with PvP on can attack an Outlaw inside any land, including the Outlaw's own.
  • +Other players can't attack you within 100 blocks of spawn, and for 5 seconds after any teleport you can't hit or be hit. The colosseum ring is the exception: outside events, anyone in the ring has PvP on, even if they never typed /pvp on.
  • +Combat-logging leaves a body. Quit mid-fight and your inventory stays behind for 5 minutes for anyone to loot (see Graves & death).
  • +Server difficulty is Hard. Hunger drains, zombies break doors, mobs deal real damage.
  • +Player heads drop from PvP kills only. Mob and environment deaths don't drop heads, which keeps the trophy meaningful.
  • +The reputation system gates the consequences. See how rep works.
  • +50% of online players in bed skips the night. No need to wrangle everyone.
  • +Mob griefing is vanilla in the wilderness (creepers blow stuff up) and off inside Lands claims by default. Endermen can't pick up blocks anywhere — server-wide. Builds are safe; the world isn't a museum.

The Nether is open day one.Closest vote of the bunch (7 to 6 in favor of unlocking immediately), so it stays a community call; we'll see how it plays out.

Season 2 gives the Nether room.The Nether border follows the overworld at 1/8 scale, so Season 1's 1,750-block start left it about 220 blocks each way, which was way too cramped. Season 2 starts at 5,000, so the Nether opens at about 625 blocks each way and keeps growing with the overworld.

The End is locked for Season 2's first week. The portal is findable but sealed until Saturday October 24 at 5 PM Arizona, when it opens automatically (there's a daily countdown in chat). After that it's open: elytra, shulkers, end cities, all fair game.

In Season 1 the End stayed locked until we took the Ender Dragon down together on group night (around May 30).

Land wars are disabled this season. Your claims are safe from capture.Lands can't declare war on each other (nations are off too), and the walk-through and elytra rules above always apply.

Part of the reason is the reputation system: PvP that's “legal” under a war declaration would still fire rep awards, so people would pick up outlaw rep for doing what the war system says is fine. Conflict happens in the wilderness, on the rep system's terms.

Coming later

The Quests poll won yes; the Jobs poll won later-after-economy. Both are coming, but not day one. We want to land the right plugin and format rather than ship something that gets ripped out two weeks in. (The economy, server shop, and player market are live now — see the economy page.) Pipe up on Discord if you've got a strong opinion on which plugin.

World Border

The world doesn't start infinite. Season 2 opens at a 5,000-block radius from spawn and grows every night based on how much the community plays.

Once a day at 9 PM Arizona, the border plugin tallies total player-hours from the previous day and expands the border based on which tier the server hit. The thresholds scale with how many people are actively playing — 10 hours from one person counts more than 10 hours split across the whole server. The more people play, the more world everyone gets to explore.

Expansion Tiers

Thresholds scale with active players today.

Tonight's 9 PM expansion is sized by yesterday's totals, so this live preview is indicative.

Preview:
TierPlaytimeDaily PlaytimeExpansionBorder ExpansionChunks*New Chunks*
Tier 11+ hrs+100 blocks~15,800
Tier 22+ hrs+200 blocks~31,900
Tier 33+ hrs+300 blocks~48,300
Tier 45+ hrs+375 blocks~60,800
Tier 58+ hrs+375 blocks~60,800

*Approximate new chunks at starting border (5,000 radius). Larger borders reveal more chunks per expansion. Any one night's growth is capped at +375 blocks until the radius reaches 7,000, then +250. The border stops at 20,000.

+Playtime is combined across all players. Everyone contributes.
+The border expands in all directions equally from spawn.
+A day nobody plays means no growth that night. The border never shrinks.
+Growth is capped while the world is young: at most +375 blocks a night until the radius reaches 7,000, then +250 a night. The border stops at 20,000.
+Expansion happens automatically every night at 9 PM Arizona. Check the BlueMap to see the current border.

What's next

The server's lean on purpose. The arena events system and the economy are live; jobs and quests won their polls but don't ship day one. We add features when the format's actually right for the group, not because the plugin list looked thin. Ping carsonxd on Discord if you want to push something up the queue.

Plugins

The ones marked in-house were written by carsonxd specifically for this server — the fifteen Frontier plugins are now open-source and released for anyone to run. The rest are community plugins (Lands, mcMMO, CoreProtect, LuckPerms, EssentialsX, Vault, BlueMap, Simple Voice Chat).

Every Frontier plugin has a full reference page — commands, permissions and every config key — in the suite wiki.

Lands

Claim chunks and trust friends. Your first land costs $500 (/lands create, includes a free 3x3), and extra chunks are $25 each. Upkeep is $5 per chunk per day; an active land that can't pay goes into debt instead of losing chunks (/upkeep). Nations and land wars are off this season.

FrontierReputation

In-house. Cowboy reputation system. Pacifist knockout, wanted outlaws, lawman badge, cash bounties, daily login streaks.

FrontierEvents

In-house. Boss Rush raids, the Gauntlet, raid keys, TDM/FFA/KOTH arena PvP, duel tournaments, Colosseum Night, the open PvP ring, Pit difficulty, Pitforged loot. /event opens the hub.

FrontierShop

In-house. Server shop with daily-ticker pricing, a player market, sign shops, daily deals and a weekly black market, plus land upkeep and debt. /shop, /market and /upkeep.

mcMMO

19 skills with passive bonuses and active abilities. Full version, no lite mode.

FrontierGraves

In-house. Dying drops your inventory into a grave. Never decays on a timer — it despawns the moment it's emptied.

FrontierHeads

In-house. Player heads drop from PvP kills only. Trophies for actual fights.

FrontierBorder

In-house. World border grows daily from combined playtime, scaled to active-player count. Also sets the server timezone.

FrontierTab

In-house. Custom tab list with session/all-time playtime, deaths, ping, and server TPS (ticks per second; 20 is smooth). Feeds the playtime data the border expansion reads.

FrontierStatsAPI

In-house. Local HTTP server feeding this website's live leaderboards, border status, shop catalog and wanted list.

FrontierMail

In-house. Send messages or items to offline players. Both arrive on their next login.

FrontierTrade

In-house. Two-window trade GUI between players. Both sides confirm before items swap, and any change un-confirms both.

FrontierEnderTracker

In-house. Tracks who actually damaged the Ender Dragon. Live sidebar during the fight, ranked leaderboard when it dies.

FrontierEndLock

In-house. Keeps the End closed so nobody solos the Dragon in week one. It opens on its own on Saturday, Oct 24 at 5 PM Arizona, with countdown broadcasts on the way.

FrontierNetherLock

In-house. Same idea for the Nether — an optional stone-age opening week.

FrontierBackup

In-house. Scheduled zipped world backups on a rolling window.

FrontierAnnouncements

In-house. Rotating chat tips with a per-player mute, the /help menu (also /commands), the Frontier Gazette, and an optional weekly Market Day (off on mc.pvpers.us, where the market is a permanent stall area at spawn).

CoreProtect

Block logging and rollback. Grief protection and investigation tool.

LuckPerms

Group-based permissions for staff and rep tiers.

EssentialsX

Core server commands: /home, /tpa, /back, /msg, and more. Also provides the economy the shop and events pay out in.

BlueMap

Live web-based world map at map.pvpers.us with real-time player positions and claim outlines.

Simple Voice Chat

Proximity voice chat. Hear nearby players, fade out at range. Walkie-talkies and group channels supported. Client mod required (pre-installed in both modpacks).

Gold names link to their wiki page.

Staff

carsonxd

carsonxd

Owner