mc.pvpers.us
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News & Changelog

Shop Tuning — Selling Pays Less

The server store just got a rebalance. Selling raw goods to the shop now pays about half of what it did before — buy prices haven't changed, so the gap between what you pay and what you get back is wider.

Why: the old sell rates were pumping too much money into the economy and feeding inflation. Trimming the payouts keeps cash worth something. If you want top dollar for your loot, the player market (/market) is still the place to set your own price.

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Survivors Rewarded — Totems Handed Out, Death Counts Wiped

Stayin' alive finally paid off. We tallied up everyone with at least three hours on the trail and handed a Totem of Undying to the five with the fewest deaths: chevyfps, sunnynomoney, 1ckyv1cky, proxerr, and zombiecasino. Wear 'em well.

With that settled, every player's death count has been wiped back to zero — fresh slate for the leaderboards. The Deaths board on the site now starts over from here, so the next round of survivors is anyone's to win.

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The Pit Opens — Boss Rush Raids & the PvP Arena

A colosseum now stands about 650 blocks from spawn, and it's running events. Type /event to open the hub.

Boss Rush: party up against six raids — from the Zombie King up through Korrin Brakkus, the Undefeated. Waves of armored mobs trickle in, then the boss. You get limited lives, role kits (tank, healer, dps, ranged, trapper, berserker), placeable cobwebs and barricades for crowd control, and a payout split by performance — top damage, best tank, best support all earn bonuses.

Want it harder? Raids run at a Pit level (1–5): mobs hit harder and have way more health, but payouts and loot chances climb with it. Clear a raid and everyone rolls loot — common, rare on a lucky roll, and a shot at an epic (top-3 scorers get better odds): named armor and weapons, Fortune and Silk Touch picks, even a fishing rod if the right boss falls. Run it at Pit 1 or higher and won epics come back PITFORGED: enchants past the vanilla cap, found nowhere else in the game. One rule: it's clear or nothing — wipe the raid and there's no payout and no loot.

PvP is live too: Team Deathmatch and Free-For-All with kits, fort barricades you can build and enemies can siege, kill payouts, win pools, and an MVP bonus. Anyone can spectate a running event with /event spectate.

Every event runs in a gear mode: [KIT] (green — gear provided, your inventory is vaulted and fully restored, zero risk), [BYOG] (gold — bring your own gear, but deaths never drop it), or [HARDCORE] (red — the real-stakes mode: die and your inventory drops where you fell, free for anyone to grab). Own-gear events make you click through a warning before joining, so nobody gets surprised. Arena fights never touch your reputation — no murders, no bounties, no knockouts from event kills.

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Money Hits the Frontier — /shop and /market

The Frontier has an economy now. Everyone gets $100 to start — check your pocket with /bal, see who's rich with /baltop, pay people with /pay.

/shop opens the server store: 104 items across 7 categories — and prices move like a stock ticker. Once a day at midnight, every item re-prices off what the server actually traded: dump a mountain of iron and tomorrow iron pays less (and costs less to buy back — buy and sell move together). Quiet items drift back toward normal, and nothing ever swings past 60%–140% of base. Prices hold steady all day, so what you see is what you get until midnight. The shop also only buys so much of each item per day — hit the warehouse cap and it stops buying until tomorrow. One catch: only clean items sell. Renamed, enchanted, or damaged gear won't vendor — you can't cash out event loot.

/market is the player-to-player side: browse what people are selling, or hold a stack and type /market sell <price> to list it. Sellers pay a small fee, and if you're offline when it sells, the money lands in your mailbox.

Where does money come from? Events. Boss Rush clears and PvP matches both pay out — participation, kills, wins, and MVP bonuses. Fight, earn, spend.

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Frontier Housekeeping

Endermen can no longer steal blocks. They'll still teleport around being creepy, but your builds are safe — and creepers still work, so don't get cocky.

Reputation now completely ignores arena combat: kills in events don't make you a murderer, don't trigger bounties, and players who opted out of PvP can still fight in the colosseum.

Plus the usual round of fixes and new in-game announcements pointing at all of the above.

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Raid Keys — Start Your Own Raids

You don't need an admin to raid anymore. Every player now carries a Raid Key — type /event key at the colosseum to open your key board.

Your key starts at Pit 0 with the first raid unlocked. Clear a raid and the next one opens; clear all six at a level and your key levels up to the next Pit — tougher mobs, bigger payouts, better loot, all the way to Pit 5. Everyone who fights in a clear gets credit on their own key, so you can be carried by stronger friends and still make progress.

The catch: starting a run costs money ($150 at Pit 0, climbing with the Pit), win or lose — and if you wipe a run at your key's level, the key DEPLETES a Pit until you win one back a level down. You get 3 starts a day. Joining someone else's run? Always free, unlimited. Watch chat for the ⚷ broadcast when someone opens a run.

Key runs pay out a bit less than admin events — and like any raid, a wipe pays nothing — but they're yours to start whenever the arena's open. Bring a party.

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Daily Login Rewards Are Live

Log in each day and get paid. Your first join of the day drops cash plus a haul of loot straight into your inventory — no command needed, it just lands a few seconds after you spawn.

The catch: it's a streak. Show up two days in a row and the payout climbs; day 1 starts at $100 and grows to $500 by a 14-day streak. Miss a day and the streak resets to 1, so keep it going. Hit a milestone day and you'll get bonus loot — and the whole server hears about it.

Run /daily anytime to check your current streak, your best streak, and what tomorrow pays.

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The Site Caught Up — Economy, Events & Deeper Profiles

The website got a big update to match everything now live on the server. A few things worth a click:

There's a new Economy page that lays out how money works — the shop's daily price ticker, the player market, and where cash comes from and goes. The Events hub has full Boss Rush raid pages (every boss, Pit levels, and the loot tables) plus a PvP Arena page with payouts and live boards.

Player profiles go a lot deeper now: click any name on the leaderboards to see that player's advancements, mcMMO skills, reputation, and event stats. The leaderboards themselves are split into Vanilla and Plugins sections with new boards — Balance, Power Level, Event Score, PvP Wins, and more.

We also tidied the navigation into a handful of menus instead of a wall of tabs, and every page is now linked in the footer. Have a look around.

Site Update

The Border Now Grows Every Night at 9 PM

Border expansion is now a nightly event: once a day at 9 PM Arizona, the border grows based on everyone's combined playtime from the previous day. Play more, get more world — and now you can actually watch it happen.

We also fixed the scaling math. The old formula punished busy nights so hard that the border was pinned to the minimum +100 no matter how much everyone played. Group playtime actually counts now — big nights mean big expansions.

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The Dragon Is Dead — The End Is Open

We did it. The Ender Dragon went down on group night, and the End is now permanently unlocked — elytra, shulkers, end cities, all of it is fair game.

The portal's where you left it. Bring blocks.

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Reputation Update — Warmode, Bunker-Busting, Faster Commends

Big reputation patch. The headline: /pvp warmode. Pacifists and Retired players can now opt into PvP with /pvp on. The default got safer too — if you haven't opted in, you can neither deal nor take PvP damage in the wild. Opted-in pacifists keep their knockout protection but can earn violence rep toward the lawman ladder, and as a perk, warmode players grind mcMMO 5% faster.

Outlaws can no longer hide in PvP-off claims. If you're wanted, your claim won't save you — bounty hunters can reach you anywhere. Everyone else keeps full claim protection.

Commends got friendlier: the per-recipient cooldown dropped from 7 days to 12 hours (since tuned down further to 6), and /commend list shows every commendation you've received — who gave it, why, and when.

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Quality of Life — Shorter Commands

Dropped the 'pi' prefix from commands across the board. /pitab is now /tab (so /tab hide to clean up your tab list), and there's a new /graves command that lists every grave you've got waiting. Everything you already had still works the same — stats, playtime, and graves all carried over untouched.

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Grief Doesn't Pay — Block Logging Is On

Every block placed or broken on the server is now logged and reversible (CoreProtect). If someone torches your base, it gets rolled back and the log says exactly who did it. Griefing is now a guaranteed-loss move.

Bonus: land claims now show up on the live map at map.pvpers.us, so you can see who's settled where.

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Day One — Everything the Frontier Launched With

The server is live. For the record, here's everything that shipped on day one.

The reputation system: everyone starts as a Pacifist — you can't die to PvP in the wild. Instead you get knocked out, and the attacker can rob you of one hotbar stack. Kill peaceful players and you go on the wanted board; hunt outlaws, take the deputy badge, and climb the lawman ladder from Citizen to Marshal. Bounties are real escrowed items, /report files complaints, /commend rewards good neighbors, and the wanted posters live right here on the site.

Dying drops your stuff into a grave with your head on it — graves never despawn, and your XP comes back when you open yours. PvP kills can drop the victim's head. There's offline mail (/mail, /mailbox), item delivery (/senditem), and scam-proof trading (/trade).

The world border starts small and grows with combined playtime — the more we play, the more world we get. Land claims (/lands), mcMMO skills, proximity voice chat, and the live map round it out. The End is locked until we take the dragon together.

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Launch is this Saturday — May 23, 5pm Arizona

We flip the switch Saturday May 23rd at 5pm Arizona time. Hop on, claim some land, start poking around.

The world border opens at the starting radius and grows weekly based on combined playtime — the more we play, the more world we get. See the Reputation and About pages for how border + rep work at launch.

The End is locked. The portal's findable, but you can't enter it yet — we're saving the dragon for the group.

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Dragon Fight Planned — Saturday May 30

We're planning to take down the Ender Dragon together on Saturday May 30th, one week after launch. If that night doesn't work for everyone, we'll move it.

The End stays locked until then. Bring beds, blocks, bows.

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Pre-Launch Polls Are Open

Help shape the server before it goes live — polls are open at /polls. Vote on stuff that's still up in the air. We'll close them at launch and bake the results in.

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