JimmyxeSMP
Player History
24 Hours · Hourly
Daily History
| Day | Average ? | Change ? | % Change ? | Daily Peak ? |
|---|---|---|---|---|
| Oct 4 SundayToday · In progress | 2.3 | -0.2 | -7.35% | 5 |
| Oct 3 Saturday | 2.4 | +0.1 | +5.97% | 7 |
| Oct 2 Friday | 2.3 | +0.6 | +33.68% | 8 |
| Oct 1 Thursday | 1.7 | -0.6 | -26.98% | 4 |
| Sep 30 Wednesday | 2.3 | +0.8 | +48.28% | 8 |
| Sep 29 Tuesday | 1.6 | -1.3 | -45.71% | 4 |
| Sep 28 Monday | 2.9 | -1.9 | -39.66% | 9 |
| Sep 27 Sunday | 4.8 | 0.0 | -0.85% | 12 |
| Sep 26 Saturday | 4.9 | +1.5 | +44.44% | 14 |
| Sep 25 Friday | 3.4 | +0.5 | +17.39% | 13 |
About JimmyxeSMP
JimmyxeSMP turns survival into a fight over long-term power. Killing another player steals a heart, while reaching zero hearts eliminates them until a living player uses the revive system to bring them back. Clans, quests, jobs, an auction house, exploration, and scheduled events give players ways to progress beyond direct combat.
What Makes It Different
JimmyxeSMP makes team politics part of the LifeSteal system instead of treating PvP as a separate minigame. A fight can permanently change a player’s health, remove someone from the world, or create a reason for an ally to sacrifice themselves for a revival. Daily Flash and Major events add scheduled pressure around the ongoing survival world.
Lifesteal is a Minecraft PvP survival mode where player kills and deaths change a player’s maximum health.
Player kills steal hearts, zero-heart players are eliminated, and revival requires another living player’s sacrifice.
Clans are player-organized teams that cooperate under a shared name, membership, and allegiance.
Clans organize cooperative building, farming, territorial defense, and rivalries within the survival world.
Jobs is a progression system that rewards players for repeatedly performing defined Minecraft activities, such as mining, farming, fishing, building, or hunting mobs.
Defined jobs offer a non-combat way to earn money, with activity limits intended to restrict abusive farming.
PvP is Minecraft gameplay centered on direct combat between players.
Player combat is the central source of long-term power changes, with combat preparation and anti-logout rules shaping fights.
An SMP is a multiplayer Minecraft survival world where players gather resources, build, and progress alongside one another.
The server provides a shared survival world where players gather resources, build bases, explore, and progress over time.
Minecraft economy gameplay makes in-game money a central way to obtain resources, upgrades, or access.
Jobs, player trading, an auction house, shops, and money-based grades provide several progression and exchange routes.
Quests are tracked Minecraft objectives that direct players to complete specific tasks or a connected sequence of tasks.
Daily, weekly, and monthly quests give players recurring tracked objectives beyond direct combat.
Events are organized Minecraft activities that give players a distinct objective and rules for a particular occasion or limited period.
Three scheduled event windows occur each day, including Flash and Major activities with varied objectives.
The main loop combines resource gathering, base building, exploration, PvP, and clan cooperation. Combat-tag prevents players from logging out to escape active fights, while the LifeSteal system makes every victory and defeat affect future combat power. Players can also use RTP to choose a place to begin their survival run.
Players can advance through daily, weekly, and monthly quests, server jobs, the economy, exploration, and permanent objectives. Jobs have activity limits intended to restrict abusive farming, while in-game grades provide convenience upgrades such as additional homes and utility commands. The progression is designed to give players alternatives when they are not looking for a fight.
Custom systems include LifeSteal hearts, player elimination and revival, combat-tag, clans, quests, jobs, crate keys, scheduled events, in-game grades, and the Devourer endgame boss. The server also links Minecraft and Discord accounts for community services and support.
JimmyxeSMP uses a shared survival world where players choose their starting area with RTP, establish bases, explore, and organize around clans. The End also supports a late-game boss encounter called the Devourer, which becomes stronger from hearts lost in the End.
Player kills steal hearts from the defeated player. Reaching zero hearts eliminates a player, although the revive system lets a living player bring an eliminated ally back through a sacrifice. Combat-tag, clans, rivalries, equipment, food, escape routes, and base security all matter when deciding whether to take a fight.
The economy includes jobs, player trading, an auction house, server shops, and money-based in-game grades. Players can use /ah to buy and sell items, choose jobs, and reinvest earnings into convenience upgrades. The economy supports clan building and preparation for PvP rather than replacing the survival world.
Three events are drawn each day. Two Flash events run in afternoon and evening time windows, while a later Major event can feature monster hunts, supply drops, fishing contests, PvE expeditions, or the Devourer. Event times are announced in-game and on Discord, with alerts sent before events begin.
The server is French-speaking and uses Discord for announcements, event schedules, support, bug reports, account linking, and player exchanges. Clans give players a structure for building, farming, defending territory, and handling rivalries together.
Players are directed to read the server rules before starting. Combat-tag prevents combat logout, and beta issues are reported through Discord tickets with screenshots or video when possible.
The official store sells crate keys, temporary sale and XP boosters, and cosmetics such as particles, pets, and chat colors. In-game grades can also be bought with server money and add convenience features such as extra homes, hats, nicknames, ender chests, and a workbench. Grades and cosmetics are presented as non-combat advantages, while paid keys and boosters affect rewards or earning speed.
A death-recovery mechanic that allows a fallen player to return to active play through an additional player-driven process.
A living player can sacrifice themselves to revive an ally eliminated after reaching zero hearts.
A high-stakes rule where reaching zero hearts removes a player from active progression or ends their current run.
Players reaching zero hearts are eliminated from the server's active survival experience until another living player performs a revival.
A scaling boss grows stronger in response to player actions, progression state, or conditions established during the world’s play.
The Devourer in the End becomes stronger from hearts lost there, linking the boss encounter to the server’s LifeSteal system.
An auction house lets players list items for sale and buy goods through a shared market interface.
JimmyxeSMP includes an auction house where players can buy and sell items as part of its money-based economy.
A combat tag temporarily marks players as engaged in combat and restricts escape actions until the encounter ends.
JimmyxeSMP uses combat-tag to prevent logging out as an escape during active fights, making preparation and retreat routes important.
Convenience grades provide progression-based access to quality-of-life commands, storage, locations, or utility features.
In-game grades bought with server money can provide extra homes, hats, nicknames, ender chests, and workbench access without combat benefits.
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JimmyxeSMP turns survival into a fight over long-term power.

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