Jump to content

All Activity

This stream auto-updates     

  1. Yesterday
  2. defiex

    Head Admin Suggestion Box

    June 2019 Lobby SuggBox no entries
  3. Last week
  4. Hi Chall,

    Can you build in theeCTA line borders? I saw someone do it. I got mad. Its on the yellow line.

    Sincerely,

    Mr_CTA

     

     

     

     

  5. Mr_CTA

    CTA Green Line Open!

    Hi guys! The CTA Green Line is now open! There are 3 stations right now. Spawn Uptown St. Andrews The line might be extended to Ya Ok Island. It says Ya Ok Island as the next stop at St. Andrews. Updates coming soon! Happy Gaming! Mr_CTA
  6. fazaden

    i got banned for no reason

    Could you give a bit more information? For instance, what is your minecraft username? Were you banned recently, or a while ago?
  7. hi i got banned for no reason
  8. Promaxxe

    The Face Behind the Name

    not good at taking pics of myself, especially mirror pictures, but here goes nothing
  9. Trooprm32

    Rev 23 late rev feedback

  10. cheezychicken

    Rev 23 late rev feedback

    Apologies for not posting any responses on the 16th. We had seen your feedback but felt that it would be best to wait for more to respond before making another post. Thanks for all your feedback! We’ve read through every post and are continuing to discuss the comments you have made. Here’s our responses to all the feedback we’ve been given so far. If you feel like you have a great idea that we missed, don’t be afraid to send it to one of the team directly; We’re always happy to get input from you, the players, on how to improve the server! The Spawn Building Your general feedback seems to be that while this rev’s spawn was very pretty it was too big and complex for most people. For the next spawn we’re working on a simpler layout as well as being generally smaller. There are ongoing discussions around the issue of melons at spawn and balancing the need for new players to find food and the potential abuse with the new villager mechanics. We are working on a way to find a good balance to handle the need for new players to not starve when they join, but not be exploitable in the long term. The Overworld Generally, people seem happy with the current map size, with some asking for a little smaller. We’ll probably stick to the current size as it seems to work well. While some were happy with the vanilla generation others wanted more variance and custom biomes. The amount of biomes and ores in the map seems about right based on your feedback, so we’ll aim for similar next rev. Phantoms are clearly an enemy of many of you, so we’ll look into ways of toning them down a little. The Nether It seems most people enjoyed the custom nether and the mobs within. We’ll continue to tinker with this and try and adjust the general difficulty of the nether to balance usability and enjoyment. The villagers, while appreciated, didn’t seem to be a massive hit so we may reconsider them for next rev. The End Overall you seemed to enjoy the changes to the end, but some would appreciate the end to feel a little more vanilla. We’re also looking at the ores and additional blocks to see if they can become more balanced for risk to reward. We recognise that the singular dragon egg is annoying, so we’ll see if adjustments can be made so more than one drops per rev. Elytra You all seemed to love the NerdyDragon fight and the guaranteed elytra drop. We will investigate alternative methods for gaining elytra for those that don’t want to fight the dragon but for the moment most people seem happy to keep them dragon-only. Mapworld Generally, mapworld appears to be working well, issues with printers aside (This is, I believe, an issue with NCP). We'll roll the current mapworld over into next rev. Portals 9 portals total seems to be around the right amount based on your feedback, but some have suggested fewer might be an interesting change. Some of you are calling for everyone to be able to make portals too. We’re thinking hard on this, as currently portals do act as hubs within the server away from spawn and the limited portal numbers appear to lead to more concentrated infrastructure linking towns and cities. Iron Golem Spawners You all seem happy with the current iron spawner costs and mechanics so we’ll leave them roughy the same. We may add some additional costs in line with the new requirements for villages in 1.14 to keep it close to vanilla. Custom Spawners You appear to like the current set of custom spawners, with the creeper spawner seen by some as unnecessary. The lack of a shulker spawner was not an issue for most people but we could look into a slow spawning one to ensure there is a slow but consistent supply. From your feedback it seems the enderman spawner could do with a speed boost, however. As always there is a balance to be made between no custom spawners and custom spawners for all the mobs, so we’ll work on this for next rev. Custom Drops from Ore, Mobs, Loot chests and Sugarcane You seemed to enjoy the custom drops and the trades in spawn. The items not stacking and filling up your inventory while mining did annoy those not overly interested in trading so we’ll work on making them take up less storage space. Custom Saddles Those of you that used the traders at spawn appreciated them, so we’re looking into possible additions to make them more appealing to the rest of the server. Events We have heard your frustrations on the events re-used from previous revs, but also those of you that appreciate the events we have run so far this rev. We’re always trying to think of new events to run and if you have ideas don’t be afraid to pitch them to us! End of Rev Almost all of you want some kind of end-of-rev event so we’ll try and organise this within the last few weeks. Other We’ll look into potentially enabling TNT in a very limited manner for next rev. Cujobear touched on this in her first response but we are concerned with grief and the effect of TNT on regions. Hopefully next rev we'll start doing blog posts on some sort of schedule. The new site has functionality for this so it'll be fun to play around and see what we can do. I've recently responded to suggestion-box suggestions and I'm checking them whenever I remember so if you have an idea don't be afraid to submit it! Thank you again for all the feedback. We really appreciate you taking the time to tell us what we did well this rev and what we can improve upon. We’ll leave the post open until evening America time for anyone who wants to add their own feedback that hasn’t already done so. - The PAdmins
  11. iNerd71

    Rev 23 late rev feedback

    The Spawn Building Were exits from spawn laid out clearly? While Spawn was absolutely beautiful this rev (kudos to kumquatmay!), I felt like the layout was a little confusing for newer players. I'd say the exits, as well as the paths leading to them, should be a bit more clearly marked. There should also be 4 exits (N-S-E-W) instead of just 3. Is there anything you would like to see done differently with Spawn in Rev 24? In addition to what I mentioned above, I thought the portal and rail station were a bit too out of the way this time around and I would prefer to have them in a more central location. The Overworld Do you think that this map size (7kx7k) was good? Should it be bigger, smaller or similar? Honestly, I'd be cool with a smaller map for a change, simply because I kinda missed everyone being so close together instead of spread out, plus it's kinda cool looking at past small maps and seeing how dense everything is (Rev 16 comes to mind). I'd be willing to shrink the map down to a 5k square. This rev we used vanilla map generation due to 1.13 offering new generation and biomes, and also due to custom terrain tools not being updated. Were you happy with the use of a vanilla seed? Would you like to see a return to custom terrain given the tools are updated? Vanilla terrain was kinda cool to see again, but I do miss the custom terrain/biomes and would like to see those return soon. Were any biomes lacking or too abundant this revision? Now that the "newness" of 1.13 is sorta wearing off, I think we could stand to see a little less ocean next rev. How did you find the distribution of ores this revision? Seemed pretty fine to me. The Nether This revision we had a custom Nether created by totemo, it featured different biomes designed to provide areas for bulk mining resources like concrete powder and terracotta. We again included custom mobs in the nether. How did you feel about the custom generated map this revision? Would you like to see a custom nether again? The custom Nether was awesome and I vastly prefer it to the regular vanilla nether. I think my only complaint is that it wasn't as customized as last rev's Nether. Maybe tone down or remove the nether mineshafts as well. (I hate cave spiders) How did you feel about the custom mobs this revision? They were good, but I wouldn't mind seeing more custom mobs. How was the distribution of quartz and glowstone? Seemed fine to me, glowstone was plentiful in the "glowing forests" and quartz was reasonably common underground. Were the villagers with custom trades in the Nether a positive addition? They seemed fine, though I'll admit I didn't use them too much, mainly because I forgot about them. The End This revision we had a custom generated End created by totemo. It featured different biomes (also designed to provide bulk mining of resources like the Nether) and custom structures with the idea that the End is a cold, dry place. We also had a new version of the dragon fight created by bermudalocket. This fight included 4 phases of dragon and mob fighting goodness, with Elytra dropping from completing the fight. Another change we implemented was having shulkers spawning across the end instead of having a shulker spawner. Generation: How did you feel about the custom generated End this rev? Any kind of generation you’d like to see? I loved having the custom End this revision! I loved that I could explore the end on foot and not have to worry about falling into the void (which normally terrifies me). I realize the major down side of having no void was not being able to have a standard End grinder, so maybe bring back some void or buff the endermen spawners. Would also like to see blue ice in the ice spikes biomes in the End. Also tone down or remove the mineshafts here as well. (I REALLY hate cave spiders) How did you feel about having ores generated in the End that were plumped but didn’t have custom drops? How was the ore distribution? As someone who completed All the Things, I am certainly not gonna complain about the amount of ore in the End this rev. I thought having lots of ore without the custom drops was a fair trade-off, but perhaps we could also make things more difficult by adding harder mobs. Were the villagers with custom trades in the End a positive addition? Again, they seemed fine but I often forgot about them. Dragon Fight How did you feel about bermuda’s NerdyDragon fight? Was it too easy/difficult/just right in your opinion? The dragon fight was awesome and I hope we keep it. It wasn't too difficult (though I personally wouldn't try to solo it), but it was still a challenge and was overall way more intuitive than the vanilla fight. Any other suggestions you’d like to share for the fight? Maybe make an announcement in chat whenever the dragon is spawned to warn people that the End isn't safe (or encourage people to join in on the fight). Did you like having the leaderboard available for the dragon fights? I thought it was really cool how it encouraged people to try and speedrun the fight and go for personal bests. Shulkers and other mobs Did you enjoy having free range shulkers instead of a shulker spawner? Having the shulkers free-range seemed fine, it made shells valuable without making them finite. How did you feel about the other mobs that appeared in the end? I would like to see custom mobs in the End similar to how we have custom mobs in the Nether, rather than just plain old witches, husks, and strays. It would make mining the abundant ores in the End more of a challenge since the caves felt a bit too safe this rev. Could also have some custom end mobs drop pearls to make up for not having a standard End grinder. Elytra After feedback last rev we decided to have the Elytra be obtainable as a drop from the custom dragon fight. How did you feel about the method of obtaining Elytra this revision? Was receiving it as a drop from the custom dragon fight enough effort for it? Seemed ok to me. Do you have any other ideas you have for methods of obtaining Elytra? Nope, the current method worked fine. Mapworld Are there any additions you’d like to see in Mapworld next revision? Not off the top of my head. Portals This revision we had claimable 8 portals across the map, all available from day 1 of the revision. Did you feel that the number and distribution of portals this rev was good? Do you prefer having all portals available from day 1 of the revision? 8 portals, 4 on the cardinals and 4 on the diagonals, seems like the perfect number and distribution to me. Having them available day 1 seemed fine, too. Do you have any ideas for how portals should be implemented next rev? Not really. Iron Golem Spawners Iron Golem Spawner costs remained the same this revision, except you were able to upgrade to a new level individually instead of needing to upgrade all 4 spawners to the same level first. Do you feel that the cost of an iron golem spawner was fair? Seemed reasonable to me, though I never got to upgrade my spawners past level 1 since I had to hoard the rest for All the Things. How did you feel about being able to upgrade spawners individually as opposed to upgrading each spawner to the same level first? Seemed fine to me. Perhaps something about keeping our system the same in 1.14 after iron golems spawning is nerfed in vanilla Might change the costs of spawners to reflect the costs of building an iron grinder in 1.14, like needing various workstations. Custom Spawners This revision we had a Creeper, Squid and Slime spawner, all available to be found from the first day of the revision. How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? Custom spawners are awesome. Keep 'em. Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Creeper, slime, and squid are probably the main ones, but I wouldn't mind seeing additional spawners like the witch spawner brought back. Custom Drops from Ore, Mobs, Loot chests and Sugarcane This revision we continued the use of custom drops from ores, but also expanded on the methods of obtaining them to include dropping from some mobs, in loot chests, rewards from events and new blocks (sugarcane) How did you feel about the addition of drops from mobs, loot chests and sugarcane this revision? Would you like to see drops coming from other sources in the future? I thought it was a great addition, and I wouldn't mind seeing other sources for them in the future. How do you feel about the rates of custom drops dropping, too frequent or too rare? They seemed fine to me for the most part. Do you have any ideas for new ways to obtain custom drops? Not at the moment. How have the custom drop trades been so far this rev? Any kinds of trades you’d like to see in the future? They seemed fine, though I felt that Pete's boxes were a little too cheap. Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? Yes. Would you like to see them return for next revision? Yes. If so, do you prefer them as trade items, prizes, or some mixture of both? Mixture seems somewhat fine to me. Events Events so far this revision: Valentines Day St. Patrick’s Day Easter Egg Hunt All the Things Collections at Spawn (gathering materials to unlock spawn trades) Are there any events you particularly enjoyed this revision so far? All the Things was a huge challenge, and pretty much became my main thing for about 2 months of the rev, but it was great and kept me engaged and I'm so glad to have finally completed it! Still, wait awhile before doing it again, I like having time to actually build during the rev. The St. Patrick's Day event was also really fun with the pots of gold, and I really enjoyed the egg hunt (and map-wide scavenger hunts in general). Is there any event past or present that you’d like to see return in Revision 23? I've always really enjoyed the sign-hunt style quests (NITWITS, the sentinels, Aliens, etc.) and I hope to see many more of those in the future, especially the progressive ones where each object gives you a clue to the next location that you have to solve. Have you any new event ideas that you’d like to share? Not really. Do you enjoy having special items that you may not be able to get in vanilla as a prize for completing events? (Such as higher level enchanted items, custom skulls) Yes, absolutely. Do you have any ideas for events you’d like to see in the future? Not really. End of Rev In the past there has been end of rev events such as ending the world in Chaos and a Zombie Apocalypse, would you like to see the return of something like this? Do you have any other ideas for how to celebrate the end of rev? Chaos and zombie apocalypse were both really fun and I would love to see them return.
  12. Earlier
  13. bermudalocket

    Rev 23 late rev feedback

    Are we getting feedback or are we waiting until 1.14 for that, too?
  14. Herr_Fawkes

    Rev 23 late rev feedback

    Only mentioning things I found to be of note. The Spawn Building I like this style of spawn. Good work! The Overworld Good size. Please return to using custom generation. This revision's terrain was boring. The Nether Excellent nether. Loved the design. The End Again, excellent. Mapworld Please enable the printer. I'd love to make maps, but I have no desire to spend literal days on something complex. Portals No worries here. Custom Drops from Ore, Mobs, Loot chests and Sugarcane All good, expand on these and the item shops. Overall- I hope 1.14 comes soon so we can update, this rev and the last have gone on too long.
  15. bermudalocket

    Rev 23 late rev feedback

    Do you think that this map size (7kx7k) was good? Should it be bigger, smaller or similar? We could probably stand to try a smaller map next rev. This rev we used vanilla map generation due to 1.13 offering new generation and biomes, and also due to custom terrain tools not being updated. Were you happy with the use of a vanilla seed? Would you like to see a return to custom terrain given the tools are updated? I much preferred the custom generation. Vanilla worldgen is still pretty boring. How did you feel about the custom generated map this revision? Would you like to see a custom nether again? I have always preferred a custom nether. Were the villagers with custom trades in the Nether a positive addition? Yes, though the pricing seemed OP. How did you feel about the custom generated End this rev? Any kind of generation you’d like to see? Geographically, I prefer the vanilla end. I think the dig-em-up build materials could be executed a little better by scattering "asteroids" of materials throughout the Void. The abundance of concrete powder felt too OP this rev. How did you feel about having ores generated in the End that were plumped but didn’t have custom drops? How was the ore distribution? I echo others' sentiments that ores were too abundant. Were the villagers with custom trades in the End a positive addition? My thoughts are the same as for the Nether villagers. Did you enjoy having free range shulkers instead of a shulker spawner? Unfortunately no. I was keen on the idea at first but the spawning issues Silver mentioned kind of ruined the excitement. Maybe bring back Shulker spawners but nerf them considerably? I've suggested this the last two revs, IIRC; they're useful but way too fast. Do you have any other ideas you have for methods of obtaining Elytra? Take the best of both worlds and have it available in the spawn shop (for a pretty penny) *and* by killing the dragon? How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? I prefer them, especially for Creepers and Shulkers. Are there any events you particularly enjoyed this revision so far? NITWITS though I haven't started :x Overall I don't like events that feel tedious, and practically all of them did this rev. Mindlessly chopping tree after tree after tree and staring at the live map looking for ovals until your eyes go bloodshot are more tests of persistence than anything else, and I certainly don't have much persistence unless I'm challenged or presented with a novel task. Is there any event past or present that you’d like to see return in Revision 23? Some sort of elytra challenge Do you enjoy having special items that you may not be able to get in vanilla as a prize for completing events? (Such as higher level enchanted items, custom skulls) Yes, especially enchantments like Unbreaking V, or a sword with Sharpness + Bane + Smite V. In the past there has been end of rev events such as ending the world in Chaos and a Zombie Apocalypse, would you like to see the return of something like this? Do you have any other ideas for how to celebrate the end of rev? SmartMobs!
  16. temaxt

    Rev 23 late rev feedback

    I would prefer to be able to make own portals rather than claim (for convenience sake)
  17. dmz2112

    Rev 23 late rev feedback

    A thought about molons at spawn: Maybe not at first, but introduce them a month or two in? I definitely agree that they cheapen the experience, but late in the rev new players are pretty dependent on the kindness of strangers to find food within 1000 blocks of spawn. I feel we might as well make it official. As many have pointed out in this thread, SMP isn't single player. It weirds the world.
  18. The Weekly Build #8 Winner is WaxTed, Congrats! This build can be found @ /warp weeklybuild in the Hall of Fame!  Week #9 Theme: Musician! How To Participate: The contest takes place on c.nerd.nu In game, type /warp WeeklyBuild Make sure to read the rules and the category before starting. Find an empty plot and type /nerdplot claim You may build with a friend, and you do have access to World Edit! All builders will have 24 hours following the contest's end to modreq to have their builds saved, as the field will be wiped for the next theme! The contest will run 2 weeks until Wednesday, June 26th, at 9PM EDT. The most recent winner is now displayed! All winners will be displayed collectively at the Weekly Build Hall of Fame located at /warp weeklybuild.
  19. cheezychicken

    PvE - Revision 23 Admin Notes

    13-June Added "/usepack silent-dragon" and "/usepack windy-dragon" to change the ender-dragon death sound.
  20. barneygale

    Rev 23 late rev feedback

    First of all I thought it was a good rev - I had fun and I thought the gameplay was generally pretty well balanced. Only commenting below on bits I have direct experience of: > The Spawn Building Loved the design but I'd prefer it was 10% the size in future. You could build some big cool shit elsewhere on the map and keep spawn simple. > The Overworld Map size was good I thought. Could be smaller. I really liked the seed and the biome distribution. Ore distributions also nicely balanced. > The Nether I didn't use the nether too much but it seemed fine! The custom terrain gen made navigation easier I think. You could consider making the nether terrain much harder to nerf portal travel and encourage horses+rails, but that's probably a matter of taste 😉 > Portals The number of portals seemed fine. IMO could stand to have fewer but not more. Is there any way to make vanilla portal placement work? The fact that towns claim portals on day 1 and then go inactive a few weeks later contributes to revs dying off I think. Players joining later might not have the luxury of the best land, but at least they should have the same sort of access to fast travel. If you're worried about grief, make it so they can only be lit in your region or something (with a corresponding region in the other dimension). If you're worried about too many portals, give it a huge resource cost or make it unlight itself if it isn't used in a few days. > All the Things I don't want to dick on peoples achievements but this challenge seems like a massive cop-out to me. Why would I collect items so that the admins can delete them? People volunteer for this?! I know towns/cities are overflowing with materials within a few weeks and I suggest the admins have a plan for how those materials could be put to good use. E.g. make a huge bedrock-lined tunnel that runs through the map. 3 months later allocate sections to cities to build an assault course like the old '10k' event from years ago. Or have some area of The End that can only be reached by building a diamond-block bridge. All other materials disappear when placed. Or some sort of wishing-well where certain materials will curry favour with the gods, or curse you / your town. Make just the right combination of materials and the whole server gets some fun effects, e.g. everyone has a sheep dropped on them from sky limit, or all mobs catch on fire. You could waste a lot of materials discovering just the right variants of materials to sacrifice. But really, just anything better than "fill your chests so we can delete them" 😕 > In the past there has been end of rev events such as ending the world in Chaos and a Zombie Apocalypse, would you like to see the return of something like this? Do you have any other ideas for how to celebrate the end of rev? 1st week with PVP enabled, 2nd week chaos. As a general note I'd love if end-of-rev survival became an official, planned thing. It could revitalise the lead-up to the next rev as people fortify their homes, hide their stashes, form defensive allegiences, etc. It could still all end in a day of TNT and chaos, but between 1 week and 1 month of PVP at the end of the rev would be amazing IMO 😄
  21. schererererer

    Staff Inactivity Notices

    I'll be away for roughly a week, starting today.
  22. totemo

    Rev 23 late rev feedback

    That command is /usepack silent-dragon. You'll need to allow the server to send you resource packs. Any problems: clear out ~/.minecraft/server-resource-packs and try again. You can alternatively download SilentDragon.zip from https://nerd.nu/resourcepacks to your Minecraft resourcepacks folder and install it through the client. There's also /usepack windy-dragon if you would prefer (I do) a fart sound instead of absolute silence. EDIT: I should add that I implemented these as of just a few minutes ago.
  23. robr

    Rev 23 late rev feedback

    The Spawn Building Were exits from spawn laid out clearly? I think they could have been more obvious, the lack of a southern exit was confusing and lack of roads/paths going right up to the edge of protections hampered development and access from the west side. Is there anything you would like to see done differently with Spawn in Rev 24? Smaller. I thought the island was neat, definitely pretty but way too big for spawn. Anything larger than a single building (or spaceship) really takes away from the player-built aspect of the server. The Overworld Do you think that this map size (7kx7k) was good? Should it be bigger, smaller or similar? I think we can go smaller, maybe 5x5 This rev we used vanilla map generation due to 1.13 offering new generation and biomes, and also due to custom terrain tools not being updated. Were you happy with the use of a vanilla seed? Would you like to see a return to custom terrain given the tools are updated? I thought the overworld was fine - I miss the custom dungeons we get with the custom terrain tool, and it would be nice to have some wild terrain in the future, but not until the tools are working correctly Were any biomes lacking or too abundant this revision? Not that I noticed How did you find the distribution of ores this revision? Not enough of <insert what i needed at the time> immediately at the surface of <whereever i was looking>. Please eliminate stone, just make all ore. 😉 (seemed fine btw) The Nether This revision we had a custom Nether created by totemo, it featured different biomes designed to provide areas for bulk mining resources like concrete powder and terracotta. We again included custom mobs in the nether. How did you feel about the custom generated map this revision? Would you like to see a custom nether again? I dig the custom nether. How did you feel about the custom mobs this revision? Jumbee and the Bilge rats can go f.. er.. find another world to live in. Others were fine though. How was the distribution of quartz and glowstone? Would have liked to see more quartz. Were the villagers with custom trades in the Nether a positive addition? Yes, the outposts were neat. The End This revision we had a custom generated End created by totemo. It featured different biomes (also designed to provide bulk mining of resources like the Nether) and custom structures with the idea that the End is a cold, dry place. We also had a new version of the dragon fight created by bermudalocket. This fight included 4 phases of dragon and mob fighting goodness, with Elytra dropping from completing the fight. Another change we implemented was having shulkers spawning across the end instead of having a shulker spawner. Generation: How did you feel about the custom generated End this rev? Any kind of generation you’d like to see? It was neat, but I would really like to see it restricted to the outer islands and return to a central End island with the portals actually useful and only unlocking as the dragon gets defeated per vanilla. Outside that 1000 or so mark i think the custom gen would be awesome though. The end needs empty "space." How did you feel about having ores generated in the End that were plumped but didn’t have custom drops? How was the ore distribution? didn't really go mining in the end Were the villagers with custom trades in the End a positive addition? Yes, the outposts were neat. Dragon Fight How did you feel about bermuda’s NerdyDragon fight? Was it too easy/difficult/just right in your opinion? thought it was a welcome addition to the server Any other suggestions you’d like to share for the fight? EDIT: yes, i think there should be a way to cause another Egg drop, maybe based on harder circumstances or something - either that or the egg should go on display at spawn once the first dragon has been beat, along with a time/mention of all involved in the fight. The last several revs the egg has been hoarded away off public display (or if it is, it's location kept secret) and frankly that's not right for a unique item on a server, particularly one where those initial fights are group efforts. Did you like having the leaderboard available for the dragon fights? yes Shulkers and other mobs Did you enjoy having free range shulkers instead of a shulker spawner? seemed ok, per concern above though, they'd need to only spawn out in the island area How did you feel about the other mobs that appeared in the end? the decision to use an enderman spawner instead of normal mechanics i felt was a poor substitute to vanilla mechanics, partially forced by the lack of "space" (see above) - spawn rates were abysmal and they were largely useless as sources of pearls and especially XP. I'd like to see some sort of mix terrain wise in the future. Elytra After feedback last rev we decided to have the Elytra be obtainable as a drop from the custom dragon fight. How did you feel about the method of obtaining Elytra this revision? Was receiving it as a drop from the custom dragon fight enough effort for it? Do you have any other ideas you have for methods of obtaining Elytra? the only suggestion i'd have here above and beyond what we did last rev is possibly make it a drop for all players with X percentage of damage in a given fight instead of just 1 per dragon. Mapworld Are there any additions you’d like to see in Mapworld next revision? seems to be working great for last few revs Portals This revision we had claimable 8 portals across the map, all available from day 1 of the revision. Did you feel that the number and distribution of portals this rev was good? Do you prefer having all portals available from day 1 of the revision? yes, keep them all available from day 1, save maybe the possibility of granting a "bonus portal" as an event reward at some point during the rev. Do you have any ideas for how portals should be implemented next rev? we should probably validate their distribution by messaging robr the coordinates of all portals,along with biome samples prior to the rev start, just to be sure and everything.. Iron Golem Spawners Iron Golem Spawner costs remained the same this revision, except you were able to upgrade to a new level individually instead of needing to upgrade all 4 spawners to the same level first. Do you feel that the cost of an iron golem spawner was fair? yes How did you feel about being able to upgrade spawners individually as opposed to upgrading each spawner to the same level first? thumbs up Perhaps something about keeping our system the same in 1.14 after iron golems spawning is nerfed in vanilla: I've seen working designs of iron grinders in 1.14 that rely on the villager pod method, so we should plan on keeping in a system similar to what we have, maybe change up the requirements to accomodate things like profession tables etc Custom Spawners This revision we had a Creeper, Squid and Slime spawner, all available to be found from the first day of the revision. How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? yes have them. bring back the witch because they're fun to murder. Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Custom Drops from Ore, Mobs, Loot chests and Sugarcane This revision we continued the use of custom drops from ores, but also expanded on the methods of obtaining them to include dropping from some mobs, in loot chests, rewards from events and new blocks (sugarcane) How did you feel about the addition of drops from mobs, loot chests and sugarcane this revision? Would you like to see drops coming from other sources in the future? How do you feel about the rates of custom drops dropping, too frequent or too rare? Do you have any ideas for new ways to obtain custom drops? How have the custom drop trades been so far this rev? Any kinds of trades you’d like to see in the future? didn't really use them too much. Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? it's fun to see others on them, haven't gotten any myself Would you like to see them return for next revision? sure If so, do you prefer them as trade items, prizes, or some mixture of both? yes. Events Events so far this revision: Valentines Day St. Patrick’s Day Easter Egg Hunt All the Things Collections at Spawn (gathering materials to unlock spawn trades) Are there any events you particularly enjoyed this revision so far? Is there any event past or present that you’d like to see return in Revision 23? Have you any new event ideas that you’d like to share? Do you enjoy having special items that you may not be able to get in vanilla as a prize for completing events? (Such as higher level enchanted items, custom skulls) yes, especially useful things like bows with unobtainable enchants Do you have any ideas for events you’d like to see in the future? End of Rev In the past there has been end of rev events such as ending the world in Chaos and a Zombie Apocalypse, would you like to see the return of something like this? Do you have any other ideas for how to celebrate the end of rev? chaos is always fun, more so just to be able to blow things up.
  24. cheezychicken

    Revision 23 Suggestions Box Responses

    Mar 30 Suggestion Box 1. /help mapworld is not very useful and could be rewritten or direct to a more informative site We’ll look into making this more informative soon. We agree that it could be better. 2. Can Bardidley make next rev's map? He's very good at making maps. Bardidley is a Cadmin and so tends to not be involved with P. We’ll try our best to make a great map ourselves within the Padmin team. 3. can we get a clanchat thats toggleable on and off instead of having to /c everything We’ve passed this on to the techs as a possible addition to clanchat. 4. leaderboard command could stand to not take the decimals out to 14 places We’ve passed this on to the techs. 5. stacksaddles like stackcarts We’ve passed this on to the techs. 6. the alert about the pve information guide should use "nerd.nu/pve_guide" not just a shortened url. Some people don't trust shortened URLs. We will try to set up a redirect so that a shortened URL isn’t needed. 7. make the default cart speed the fast version We like to keep things such as this to the default settings so that players with slower computers or internet aren’t affected by plugins moving them faster than their computer can handle. 8. make the default for the chairs plugin "off" We will pass this on to techs 9. please make /nextrestart correct (since we are currently restarting hourly), its very misleading We apologize for that, while fighting with lag we had been switching between hourly and 2 hour restarts, things have finally settled enough that we should be on 2 hour restarts from now on 10. Any chance that elytra particles or something could be bought for doubloons at some point? I'd imagine most people with large amounts of them don't have much use for horses anyways at this point. We are looking into this as a possibility for next rev. 11. Please add /gin and /lsd back, I miss being able to play drunk in and out of game For the moment commandhelper, the plugin that enables these commands, is quite unstable and so we are keeping it to the absolute necessities. We have passed this on to the techs to look into as a future possibility. 12. How about a constant message a week, maybe 2, before a rev is closing to have everyone place their shulkers on the ground so that future historians (us) can see what players used while we revisit old revs? We don’t feel this would be worth putting in as an alert. 13. the zombie horsemen in the traps should be wearing unique heads that LOOK like pumpkins, vaguely (or something else, in that unexplored avenue for a unique drop) We’ll look into this as a possibility for next rev. 14. admins, consider giving region owners the ability to use TNT within their region 😄 For the moment it is far too easy to use TNT to grief. Perhaps with additional plugins to stop the possibility of TNT grief this might be feasible, but it is not currently. 15. Scute drops from turtles growing up should be plumped like drops from other mob-limited animals We’ve passed this on to the techs to implement. 16. I would love a more advanced armor stand mod/datapack that makes posing the armor stands easier. We feel that with the limited time the techs have that implementing this isn’t overly useful. https://deadmap.com/standmaster is a good tool to use instead. 17. can i please use /shrug to do the ascii shrug? With the instability in command helper and the likelihood of this being abused, we won’t be implementing this. 18. Bring back the /nearest commands, like /nearest-portal, or /nearest-end-portal, etc. /place netherportal and /place endportal act this way. 19. Bring back Mob Arena! 😄 We’ll look into this as a possible future event. 20. Make it so phantoms don't count time awake as being AFK, so that people that AFK don't get swarmed the minute they leave a box We are discussing possibly changing phantom spawns in the new rev but for the moment are leaving this as it is in vanilla Minecraft. 21. I recommend disabling Frost Walker. I'm able to permanently mess with flowed water and sometimes create permanent ice We’ll look into disabling this, but don’t feel that there has been much grief due to frost walker. As such it will likely stay. 22. custom resource pack to replace the Mall record with Darude - Sandstorm You can create your own resource pack to do this relatively easily. 23. please reconsider /ignore dragon noises; you've got custom saddles, custom drops, we can ignore other users. This doesnt seem like something to far outside of what you consider allowable for the server compared to other things available. you've also provided users with a /hud command, which is far more than what is being requested with the /ignore-dragon option. 24. Seriously, FUCK how loud the dragon fight win noise is, can you add a command to turn it off We have passed this on to the techs, but for the moment a resource pack that removes the dragon noise is likely the best option. I've attached a resource pack to this post that should do this. (Standard disclaimer that while it should work, I don't guarantee it will.) NoDragon.zip
  25. WyndySascha

    Rev 23 late rev feedback

    I love you and want to have your babies.
  26. totemo

    Rev 23 late rev feedback

    I think it would be technically feasible to develop something for 1.14 that allows TNT outside WorldGuard regions, but disallows TNT damage to player-placed blocks, villagers, passive mobs, named hostile mobs and hangings. That is, protections over and above what WorldGuard offers. We already have BlockStore, which knows whether a block was placed by a player and could be used in the implementation. For the protection of structures built on top of natural terrain, e.g. rails on original stone, it might be prudent to make TNT fizzle when the list of blocks affected by the explosion includes player placed blocks (indicating proximity to a build). The above would not be foolproof but might be low-enough risk to try.
  27. totemo

    Firesjin [totemo]

    Aizen_OP and Firesjin are both unbanned.
  28. Cujobear

    Rev 23 late rev feedback

    Thank you for all the responses so far! Keep them coming. I just wanting to take a moment to touch on a few of the comments above. We hear you about the melons. Melons have long been a tradition for starter food, and I know in past revs players have chosen to leave spawn without food. We have a few ideas for how to find a good balance to handle the need to not let players get frustrated by the lack of food on launch night, yet not be exploitable in the long term. End and Nether have always been difficult in finding a balance of making it worthwhile to explore, as dangerous as they should be and yet make it actually usable for a multiplayer server. It sounds like we hit and miss on a few things, and will continue to tinker a bit with those worlds. It sounds like overall you were happy with the need to go out and hunt shulkers rather then stand idle (or have a bot stand idle) at a grinder. And custom mobs seem to be a hit. Some of our mobs did not work out as planned (those dang spiders in the nether never threw their gren-eggs) and some couldn't hold their liquor (rum drop rate was too high) But in all custom mobs that add a bit of danger seems to be good thing. Phantoms are still the most hated thing on the server. Notes taken. I don't see that it is necessary to remove them completely from the game (some players even enjoy the fight) but it seems most would like a reduction in the way they spawn and we have heard you. We felt that we were able to keep the spawn area mostly lag free this rev, but having a more condensed spawn with clearer exits and a more obvious nether portal are in the works. After a few revs with an increased number of custom spawners, we reduced the overworld custom spawners to 3, removed the nether spawners, and added a few to the End. The enderman spawner, which we thought would help mitigate the other mobs being added to the end, remained slow and not effective enough for some players. Some believe that the number of custom spawners should be reduced even more. It sounds like most players are happy with the current cost of iron golem spawners, there was a suggestion to change the cost to include some of the new workstations for iron golem spawners when we move to 1.14. There was a mention of TNT being able to be used in a players' regions since 1.14 does give 100% drops. While we see where this would be helpful, it would need a complete overhaul of the region policy on PvE. I'm not stating its a bad idea, but as we use regions now (as a protection from grief on completed builds) our current thoughts are: 1. Would we then be expected to protect underground resources that would allow only certain players to mine for resources there? B. Would we be expected to protect large undeveloped overground areas to allow players to use the dynamite to terraform the land. In both cases, in the past, we have not granted region protection. Regarding blog posts and suggestion box. I have heard that the new website has a place where we will be able to blog about PvE and hopefully we can find a rhythm to keep up to date on those. For the suggestion-box, it was a struggle this rev to keep up and quickly fell behind. Then I had not realized how the box worked and had deleted some I had not copy and pasted into a doc. I had asked techs at one point if there could be a re-write, a way we could be notified at every log in if there was a suggestion that needed a response rather than trying to remember to periodically check it. Other things came up and it did not happen. ~the padmins
  1. Load more activity
×