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  1. Today
  2. Staff Inactivity Notices

    I've been gone for a while as I have been dealing with loss of a pet while I've also been slammed with work projects, including a impromptu work trip to Chicago, where I am now. I anticipate being back this weekend.
  3. PvP discussion

    I'm a bit confused by this sentiment, mainly because I don't see how providing more options to players "transforms the server's brand". We already offer the ability to make PvP arenas, so we're not talking about introducing a new feature, just relaxing certain restrictions on something that already exists. The discussion isn't about global PvP or forcing people to engage in something they don't want to; we just want to make it easier for people who want to participate in PvP within the confines of PvE to do so with greater flexibility. Is there any reason this can't be implemented now? Seeing as we're halfway through the rev and there's tons of available space, it seems like a pure policy change like this could be in effect immediately. As far as I'm aware, there are no technical limitations on why this can't happen right now, and it seems like a very simple way to make more people happy. The main issue I've heard regarding PvP towns is the fact that PvP areas cannot be connected and the regions were too small to permit proper town building in anything but a vertical format (not really ideal for PvP). Was there any discussion of whether or not to change the policy regarding connected areas?
  4. Yesterday
  5. Revision 22: Changelog

    June 19th Daily livemap renders for mapworld have begun, courtesy of Dumbo52 to ensure that world edits on the livemap are rendering automatically.
  6. PvP discussion

    Hey everyone! Stretching the definition of the PvE server to embrace the PvP spirit would require the transformation of the server’s brand entirely, and whilst we sympathize with those who wish to create a thriving PvP community, we must be sure to weight heavily the risk of losing a good chunk of the PvE community in the process. As many of you have mentioned though, players interested in a richer PvP experience don’t have a home on nerd.nu right now, and while the possibility to reorganize and ask the Head admins for the resurrection of the survival server is still there and always will be (and we encourage you to do so!), we recognize it is a task easier to talk about than to make happen, so we have been discussing what could work for us, the community, within the limits of a PvE server. Here are the suggestions posted so far in this thread, and the responses of the PAdmin team after discussion: 1. Increase the size of the PvP arenas. Moving forward, the PvP arena size limit will be reviewed in relation to the map size (bigger maps, like the current one, can accommodate bigger arenas instead of being limited to an area of 100x100 blocks). Understandably, this review will take place leading up to each respective reset which we’re currently seeking feedback for! 2. PvP towns. PvP towns have been built in the past and can still be built by following the same rules as arenas, allowing players to surprise each other or attack their neighboring PvP towns without the need to plan a match. 3. More promotion of PvP arenas and events. Thanks to many players’ support and hard work (particularly from the FST and Pumpkinopolis this revision - thank you guys!), efforts to regularly schedule and promote PvP events have been made! A generous amount of people have attended (including a very gracious ghast), the arena traps have performed beautifully (thank you Makau!) and the fights have been thrilling. We are happy to help players promote their PvP events in the same way as we do other events - with livemap icons, alerts, announcements and so on - see here for details. 4. Player head drops and recognition. Even though these are not official trophies obtained through plugins or admin magic, participants are recognized and champions celebrated in the PvP events mentioned above by rewarding them with the defeated player head as a trophy (obtained through doppels after battle, very macabre, I know!) and keeping a hall of fame updated. We like to see organisers offering their own rewards when running events, and don’t wish to step on toes in that regard. Should a PAdmin run PvP event occur at any point, we will be sure to give due recognition to victors, as we would other event types. 5. Create a separate world. This is not a suggestion that we will be pursuing now, but a similar idea could be to create a PvP town where the ultimate sin is welcome, sort of like Pariah town in Westworld… There would be a need for players to maintain and keep such a place alive, anyone interested in this kind of project? It is also worth mentioning that the Creative server allows players to create PvP regions with no restrictions in size. The only requirement is to have the area fully enclosed to prevent people from accidentally flying into them and being put in survival mode. And finally, the Head admins have put up the 1.13-pre2 (the latest release) on event.nerd.nu, where PvP is enabled! Go hunt some people sea creatures while you can!
  7. Revision 22: Mid-Rev Feedback Topic

    I've only played on this rev since May, so I don't have much to comment on a lot of these, but I'll put in two cents! The Overworld Map I think I personally would prefer a slightly smaller map size. I notice people this rev seem to have claimed / fenced off huge swaths of land that they'll never fill up. I don't mind it too much since the map is big enough, but it might be worth mentioning to people to dissuade it. I wish there was a tad more ocean biome this rev. Custom Drops from Ore (Fossils and Rares) I liked the archaeology theme and the custom drops! And I felt they were at a good frequency. (Then again, I've only played a few weeks, and maybe that's not enough time to get sick of them.) Events I love all the events! I think you do a good job of having a nice variety.
  8. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building Love this spawn's spawn building. Bringing back past revs was a wonderful idea! Spawn is very easy to escape from, though I really appreciate the addition of signage to help direct me where I need to go. Please don't get rid of the rules boards. New players really do read it! The Overworld Map To me it feels just right, but I like the big so I can build up in my little corner without anyone building up right next to me this revision. :eyes argoth: I'd be fine with returning to vanilla. I'll miss some of the world painted pretties, but I think 1.13's additions will make up for it. I wouldn't want to go full on Water World, however! Maybe lots of islands or many large ocean/lakes? Biomes seem fine to me, but then I'm hiding in my corner and (currently) haven't been on much recently. The only complaint, though I'm not sure it's really a complaint, is lack of gravel for concrete making. But I see, with the newest of contests, that Padmins have heard our prayers for more gravel/sand. :D The Nether Map I loved the nether this revision. Loved loved loved! The nether this revision was refreshing! It was exciting to explore and run terrified from. I don't armour up and I was able to, as long as I was careful, stay alive while collecting resources. It would be nice if netherspawn was slightly less terrifying, some way to keep mobs from spawning within the immediate boundary. It's no beuno to have traveled all the way from the corner of the map to spawn, then pop into the nether to immediately die to a waiting wither skeleton. Nether ores seemed fine to me and I was able to mine for what I needed. But then I'm only one person, so I don't need much. The End No feedback on the Ender Dragon fight. I don't really take part in the fight (tried once, died within 10 seconds of showing up! yay me!) No other issues! Mapworld Keep WorldEdit! Not sure which world edit commands are missing as I haven't played around with them rencently. Honestly, if we have the basics, I think that's fine. Basics are still better than having to handplace everything. Bringing back old maps is awesome and I love it! If there was a way to kidnap some of Creatives maps, that'd be awesome, too, but it's understandable if that borks PvE somehow (too many maps loading or something) Portals Spawner number at start and forward: I'd prefer to have them all out at the start rather than popping them in after. I wanted to build out in the wilderness, no portals or anything nearby and ended up near an end portal and a netherportal. I don't have any preferences on other means of portals other than never ever bring back the hourly shifting portals. amount & distribution: Seems fine, but I've been using them sparingly... Iron Golem Spawners Don't have anything new to say about the iron golem spawners. Both Barlimore and didy have heard me complain about them enough over the past year. :D ----------------------------------------- I'll finish the below portion later! -------------------------------------------- Custom Spawners How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? Early revision feedback suggested that custom spawners in the nether were not a good idea, due to an observed local effect on spawn rates. Would you prefer custom spawners in various worlds, or do you think they should be confined to the overworld? Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Custom Drops from Ore (Fossils and Rares) Do you think these custom drops have been a positive addition to the overall gameplay, and would you like to see something similar next revision? We spent some time at the start of the revision adjusting things to try to make sure the drop rate felt rewarding but not too common. How far to you feel we succeeded in that respect? Do you think the fossil and amber trades at spawn have been a worthwhile addition so far this revision? Do you feel the items on offer appeal to a wide range of people? Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? Would you like to see them return for next revision? If so, do you prefer them as trade items, prizes, or some mixture of both? Elytra We’ve heard a lot of opinions on the implementation of Elytra this revision, from many different viewpoints. It’s clear the present system hasn’t met everybody’s expectations, so what we’re particularly interested in now, is your view on how you’d like to see Elytra approached next revision, with a positive focus on the future: Next revision, how would you like to see elytra implemented? Something close to vanilla, something like this revision, or something different altogether? Having experienced this revision, do you think elytra has a strong effect on whether or not people create other forms of transportation, or do you think that roads and rails etc. are created regardless of elytra? Do you feel there is more we could do to support road and rail builders next revision without necessarily affecting users of elytra? If so, what are your ideas on how this could be achieved? Events Here are our events so far this revision (with more to come!): Weekly portal hunts (March-April) The Lost Slime Golems The Archaeologists’ Guild Poetry Competition The Meandering Maze Mob Mayhem! (PvE Arena Events) We’ve tried to ensure that there are multiple events on offer throughout the revision, and that for ongoing events, prizes can be obtained by anyone who manages to complete them. Do you feel this has been beneficial to the server? Are there any events you have 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? Thank you for responding to this feedback topic - each PAdmin will read your responses carefully here, in preparation for our upcoming planning and decision making meetings for Revision 23. Please note the following dates: 23rd June: PAdmins will do the first round of responses to everyone in the topic. 30th June: PAdmins will do the second and final round of responses to any additional posts in the topic. 1st July: This topic will close to new posts. We appreciate the time you take to offer us insight into your experiences - we know that it takes dedication to respond to this topic, and that everyone who replies has the goal of making the server better for everyone. Thanks for being such a great community! ~The PAdmin Team
  9. Revision 22: Mid-Rev Feedback Topic

    Map 9000 x 9000 is definitely too large. Not only are bigger maps a bigger load on the server, and more work for the admins to craft by hand, the large distances between players and towns has only led to more Elytra dependence, more gold consumption by horses and communities that cannot connect organically, resulting in a sparse rail system and isolated pockets of players instead of natural town interactions. One quick glance at the live map and I can optimistically say that less than 25% of all land is actually used. I wager that even if you bring the map down to 7000x7000 or 6000x6000, there will still be NO land disputes or ore shortages and still plenty of scenery, biome variety and space for mega builds. Big places like Rose City (600x600) and Pico (400x350) would be considered the high end of walkable distances for residents and visitors alike -- towns of this size had their own inner city transit systems in the past. The mesa biomes were great this rev. It was a bit hard finding regular sand though due to lack of deserts near spawn. I also felt the mountain areas were overdone in height and quantity and the balance needs to shift towards more open fields and river valleys the next time around. The Solace/Pumpkinopolis region is a good example of how several towns and projects can effectively and peacefully co-exist within 1000 blocks when given good terrain. As the next version of Minecraft is the Aquatic Update, please ensure that some portion of the generated map has an ocean shoreline or some large lakes (vanilla or custom). The amount of gameplay additions arising from this (turtles, dolphins, corals, tridents, tropical fish and shipwrecks) are too good to pass up. Nether I continue to approve of custom nether terrain. I recognize the immense effort being put into it and that the result is always above and beyond my expectations. As long as it's not vanilla and nether quartz is not nerfed, everything is fine. I can handle custom mobs, but not when they accidentally aggro nearby zombie pigmen. Those surprise attacks never end well unless I flee, and newer players may not have the armor or weapons to deal with it. In terms of portal deployment, instead of leaving all 12 to find with 6 on a slow release, launch the rev with 4 portals immediately and leave 6-8 to find. You want the portals and its clues to be discovered within 30 days of the rev, when most of the exploration is occuring. Any length past that and most players will have lost interest because they've settled down and have started building something permanent based on the live map. End The current ender dragon fight is too tedious and appears to be more of a raid boss confrontation designed for 15-25 players. You might want this for the first fight (since the reward is a dragon egg), but subsequent fights should go back to normal. At most, you would either increase the dragon's damage or its health, but no extra mobs. This will reduce server lag and make it more feasible for single players who want to farm Elytra using current methods. Custom Spawners There are four custom spawners of which I feel are valuable to this community and should be kept somewhere on the map. Creeper and Shulker grinders are mainstays on this server based on our population. Slime and Ghast have lesser uses but are still important for piston/potion users to have. Elytra Making the map larger and making Elytra harder to obtain are not a good combination. I believe anyone who wants to obtain Elytra and fly around should realistically be able to do so, and those who go without are not discouraged by sheer distances and long travel times. My suggestions for the dragon fight and the map size, along with going back to the rev 21 method of farming Elytra would put this matter back in a better place.
  10. Last week
  11. Revision 22: Changelog

    June 18th The Archaeological Sculpture Contest has begun, see details here!
  12. The Archaeological Sculpture Contest!

    The archaeologists at the spawn museum have been seeking to expand upon their collections and include several pieces in the exterior gardens to become part of spawn history. How it works We are accepting new sculptures to fill up the 8 plots at spawn. Your submissions can be built anywhere on the map that you have permission to build within but ideally your builds will be at your settlements. We’re looking for sculptures that represent either your settlement or are in the theme of archaeology to be copied and replicated at one of the eight spawn plots. Your submission may become a part of spawn forever! After 2nd July, the padmins will review all sculptures and decide on winners within that same week. For any submissions that do not win but we really enjoy, we will be issuing Runner Up prize boxes. For every sculpture, at a maximum of one per town (even if there are many submissions from a single town) we will issue an easy sign that will encourage visitors to explore, to receive a unique item for visiting your settlement. We will also set up a category on the deadmap to easily find all of these unique signs for those who wish to visit all of the sculptures! Rules Your build must be a sculpture representing your settlement or in the theme of archaeology! Your build dimensions must fit within 19w x 15d x 33h. Your build submission(s) must be started after this event is announced. Submissions are being accepted between this post going up and 2nd July. Once completed, please “/mail send barlimore My submission is at X:__ Y:__ Z:__.” If you want to explain anything about your submission or give it a name too, that’d be lovely to hear also! Padmins will then document all submissions. Multiple submissions may be submitted per person, including joint submissions. For joint submissions, we will issue any prizes to the person with the most edits. We will be looking for 8 unique winners. Prizes Winners (8 up for grabs for 8 different submissions!) All winners will have copies of their submissions pasted in at spawn. Diamond Blocks = 16 Diamond Boots - Feather Falling V, Fire Protection V & Mending. Fragment of Amber = 64 Gravel = 9 stacks Nether Quartz Ore = 4 stacks Sand = 9 stacks Gold Axe (decorative enchants and name). Runners Up (granted to submissions that don’t win but that padmins really enjoyed!) Diamond Blocks = 8 Fragment of Amber = 32 Gravel = 4.5 stacks Nether Quartz Ore = 2 stacks Sand = 4.5 stacks Iron Axe (decorative enchants and name).
  13. Revision 22: Mid-Rev Feedback Topic

    - I really enjoyed having the amber and fossils and things that dropped, and then being able to buy stuff with those, but I do feel that they should be kept to custom items such as the saddles or unbreaking 4 type stuff. - I did not like how hard the elytra was to get. As others have said, it is a vanilla item and people who want to use it should be able to get it relatively easily. I did not like having to mine for 5 hours and then go kill the dragon to get the elytra, and then waiting another 2 weeks for the creeper spawner so i could actually use it. I think that maybe we could go back to rev 21's method of acquiring it, but maybe with a more difficult dragon fight. If people are opposed to it, then thats ok. If you don't want it, just simply don't use it. - I really liked the iron grinder costs this rev, as they are very overpowered but also quite difficult to get. I would like to see a thing where 1 spawner can get leveled up without having to create additional ones.
  14. Head Admin Meeting Notes

    Head Admin Meeting Notes 2018.06.17 Moderator nominations - Two players have passed the moderator voting and will be approached to ask join the staff. - No new moderator nominations through “Apply For Mod” Lobby - Change due on Monday June 18th - bermudalocket has agreed to make the change Chaos - Has been updated to pre2. - We got server alerts telling we’ll always be on the latest version. - People seem to enjoy it - Moving Chaos from event to x.nerd.nu as soon as we're able to Creative - Reach out to cadmins to see when they’re planning to update to 1.13 ViaVersion - Suggest usage when 1.13 hits and some servers are still on 1.12 Fundraiser - Ask techs for a separate mvtp for fundraiser building on build - Town layout and plots are ready but changes can be made - Make help posts for staff for build help Suggestion-box - No new suggestions in lobby to view Things cujobear was doing - Fundraiser dungeons - Pez will reach out to cujo and get more info - Some activity checks - Pez and torteela will follow up - Staff activity calculations - We'll post results
  15. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building ***Spawn was much easier to navigate than last rev (especially the portal), and the player made areas were fun to explore The Overworld Map A little too large, but it doesn't worry me. I am happy with any size. I'd much rather vanilla terrain with 1.13 features, rather than custom terrain with none of the 1.13 features. Having played quite a few hours on the snapshot and pre-release, I'd consider skipping the next rev if 1.13 features were absent. ***Ore distribution seems fine to me, the dramatic changes in the way diamonds were distributed was a shock at first, but they were incredibly easy to find last rev. Not complaining about that at all though :P The Nether Map I preferred last rev's nether (split into two) but I love both of them, especially the biomes. They make it less of an eye sore that it is. 1.13 nether is awful with a lot of dangerous ravines and lots of lavafalls. It's hard enough as it is. No vanilla nether please. Loved the quartz in the tentancles. Custom mobs-they've made it more of an adventure and the increase in wither skeles has made it easier to get beacons. Definitely not a bad thing, gives more incentive to visit the beautiul nether! The End I consider the vanilla dragon fight hard, and this custom rev's fight boring, easy and tedious. The EoF issues at the start put me off attempting the fight. Mapworld Yes, it's silly to expect people to spend over an hour hand placing blocks for something so small. Even though it is far from vanilla using WE, so is mapworld in the first place. Plus it makes Ieuweh's job easier. Older maps are great, a lot of work was put into them, and they become sentimental. Portals As fun as it is to hunt for portals given clues, it's a pain when most have already settled onto a designated site and are not close to the portal they have found, or being far south in mountainous terrain and not having a close portal until 5 weeks in. Definitely would not like to see this again. Only other alternate idea I can think of is having some kind of competition (much like the maze) where one has to obtain enough of something in which they cash in their prize (a portal). Bonus points if team work is required. That may also help with the claim and ditch some people do with spawners/portals IMO, the more portals the better. Playing vanilla recently, the nether travel is the best way to get around. Iron Golem Spawners ***Golem costs were fine and the way it works doesn't concern me. Although I didn't need one, Straya did it for fun and had no issues with costs. It's very overpowered but a lot of hard work went to get to that level. Custom Spawners Custom spawners are great. If spawners in the nether affect spawn rates, then I don't see a problem with them being in the overworld (assuming it's possible on a technical end) Creeper grinder is most useful for the crafting of rockets, and squid grinder is useful Custom Drops from Ore (Fossils and Rares) I think custom drops are a great idea and should be utilized to reward players with non vanilla items, such as the disguise saddles and the custom heads. Drop rates were fine. Fossil and amber trades were a good addition, would love to see more offered. 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? Both Elytra Definitely able to obtain early on. Even though I don't use them that much, most players seem to want them without time restrictions Personally I've tried to create more roads this rev, but I'm unsure if others are the same. They can be quite time consuming. Having prebuilt roads in the map is always a possibility, having them simple and easily changed to customise, and it may encourage people to build close to them, or connect up to them if they are already set out on the map A smaller map may encourage more roads and tracks. Current revs size is quite large and everyone is spread out and takes more time and supplies Events Events are always great. All in all, I'd suggest listening to the server has a whole (if possible) rather than the vocal minority, especially when it comes to large gameplay changes. It's impossible to please everyone, but you can't read the minds of the players. With small changes, it's easy to modify or reverse if most are unhappy, but with large changes without notice it's easy to lose regulars whilst trying to cater to new players. Don't be afraid to add in small changes, especially ones that don't affect gameplay. ***indicates edits
  16. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building As requested, we ensured that the spawn building was solely designed and decorated by our own team this revision. Did you enjoy the resulting effort? Yup! Do you feel the spawn building was well laid out, with clear exits? Yes. You could close your eyes and make it out of spawn. Can't get easier than that to get out of. After our early revision feedback topic, we made a few amendments to the spawn and surrounding areas, such as changing to a central portal build, removing some of the hindering barrier blocks in the gardens, and adding more signage. Do you feel these changes were beneficial? Central nether portal was the most impactful change. It was helpful. Are there any things you would like to see done differently at Spawn in Revision 23? Not that I can think of. The Overworld Map How do you feel about the current overworld map size? Too small, too large, just right? I am happy with it. I like a larger map as it gives more options for environments to build in. Given that next revision is likely to move to 1.13, we’re expecting that our current terrain generator will not be updated in time. How do you feel about a return to a vanilla map for the upcoming revision, in order to fully experience 1.13 map features? Vanilla terrain is very lacking, but without an updated BB it could be a ton of work for a full custom overworld. After playing on chaos, I forget the kelp and sea grass even exist unless I am on the ocean. It adds some nice atmosphere to rivers/ocean but it's not world changing. If there is an option to use 1.12 BB and then just sprinkle kelp/seagrass across the world that would be great. Maybe an MCedit filter if it exists or could be created? Were any biomes lacking or too abundant this revision? None that I can think of. Any comments on resources and/or ore distribution? None from me, though I heard people asking for more diamond. I have no objections as diamond doesn't really change the gameplay past the first week. The Nether Map How have you found the Nether this revision? Nether looks amazing. Would you like to see a custom or vanilla Nether map for next revision? Custom would be great. Any particular features of past or present Nether maps that you would like to see again? Wither skellie spawning everywhere helps to make up for the terrible mob spawn rates when more than 1 player is in the nether. I would welcome its return. Any comments on resources and/or quartz distribution? Seemed about right. Have the new Nether mobs been a good or a bad addition in your opinion? They don't change the experience in the nether (besides the silver fish), and are all just another target to kill. Ether way is fine by me. The End Feedback from Revision 21 suggested we should try making the Ender Dragon fight more difficult. How do you feel this has worked in Revision 22? Would you like to see a return to the regular dragon fight, or a different custom battle in Revision 23? Either way is fine by me, but I think I enjoy mob fights more than the average person. Have you experienced any issues with The End this revision that you’d like to make known for Revision 23? Nope. Mapworld Last revision, we were asked to implement WorldEdit to assist people in Mapworld. Do you feel this has been useful in Revision 22, and would you like to see it continue? Yes Are there any WorldEdit commands that you feel would be useful and are lacking in the current Mapworld set? No We were also asked to bring back any older maps created in Revisions 17-19 that were available, and have recently achieved this with the help of Tech Admins. Do you feel this has been a beneficial addition to the server? YES. The maps being lost every rev is sad, but understandable as everything on P is typically lost. I was not a fan of keeping some and not others. Keeping them all is nice. They take a ton of work and are a small decorative item that has no impact on gameplay. I am in favor of keeping them. Portals This revision we launched with 6 portals available to find, and 6 more released over the course of a number of weeks. Do you prefer this method, or would you like to see a return to launching all portals at rev start? I like all portals at rev start, but understand why people may want them as the rev progresses. My issue with slowly introducing them is that after the first few days most people have selected a location to build. Unless you're willing to pickup and move everything there is not much point to hunting for portals. If players could move the later ones anywhere on the map I'd have hunted for them. Do you have any completely different methods you’d like to see enacted in regards to portals? None that I can currently think of. How do you feel about the amount, and distribution, of portals this revision? The initial distribution felt very unbalanced. As things went on they felt more balanced. Iron Golem Spawners How were the costs this revision? Fine In the present system, players work through tiered levels of spawners, to gradually increase their iron production over time. Do you think this works well, or would you prefer a different system (such as fixing the spawners at one level). I think leveling them is fine. It replicates vanilla iron grinders except that vanilla grinders get you the same amount of additional iron per unit of effort whereas spawner levels costs increase. Did you find the rewritten instructions in the PvE Information Guide easier to follow and understand? No complaints about instructions. Custom Spawners How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? I see custom spawners as a way to provide useful resources that otherwise would be quite rare in a larger multiplayer server. In smaller environments there are vanilla grinders that produce these unique resources far faster than the spawners on PvE provide them. I think the spawners should remain as a way to make up for the limitations of multiplayer mob spawning. Early revision feedback suggested that custom spawners in the nether were not a good idea, due to an observed local effect on spawn rates. Would you prefer custom spawners in various worlds, or do you think they should be confined to the overworld? I think spawners should be confined to the overworld. I do think that the claim signs could be spread across worlds. Making people explore the nether to find a zig spawner sign makes sense and gets people out and exploring. Active players moving through the world don't have as strong an effect on mob spawning as AFK players do. Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Creeper and slime mostly. Zig and ghast are OK, but not as critical as gold can be had in mesa/desert biomes and ghast tears are not typically needed in large quantities. Custom Drops from Ore (Fossils and Rares) Do you think these custom drops have been a positive addition to the overall gameplay, and would you like to see something similar next revision? I think they're a positive addition if they are optional. Requiring them for resources that are easy to get in vanilla is an issue, but trading them for fun collectibles is great. We spent some time at the start of the revision adjusting things to try to make sure the drop rate felt rewarding but not too common. How far to you feel we succeeded in that respect? No complaints from the perspective of enjoying them for the fun bits. Collecting them as a required item for something is painful. Mining is enough of a grind already. The special drops should make it more fun, not increase the time you have to spend mining to get the drops. Do you think the fossil and amber trades at spawn have been a worthwhile addition so far this revision? Do you feel the items on offer appeal to a wide range of people? Yes for optional, unique items. No for vanilla items. Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? Yes. Cosmetic and optional. Also good fun. 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? Both. Elytra We’ve heard a lot of opinions on the implementation of Elytra this revision, from many different viewpoints. It’s clear the present system hasn’t met everybody’s expectations, so what we’re particularly interested in now, is your view on how you’d like to see Elytra approached next revision, with a positive focus on the future: Next revision, how would you like to see elytra implemented? Something close to vanilla, something like this revision, or something different altogether? Getting vanilla resources should approximate vanilla difficulty, effort, and activity type. In vanilla you need to kill the end dragon, and then you are free to go get a lot of elytra. Killing an end dragon to get an elytra is similar to getting the first elytra in vanilla but more difficult than subsequent elytra in vanilla. I think it is an acceptable amount of effort for a player to go through to get one. Having experienced this revision, do you think elytra has a strong effect on whether or not people create other forms of transportation, or do you think that roads and rails etc. are created regardless of elytra? I use my elytra to make other forms of transportation. I haven't noticed any substantial increase in transportation infrastructure by delaying it or making it expensive. Do you feel there is more we could do to support road and rail builders next revision without necessarily affecting users of elytra? If so, what are your ideas on how this could be achieved? The most important resource for rails and roads are the people building them. Organized efforts to build server wide rails may be productive. There are likely people who would follow simple requests like "Remove all trees in this 5 wide strip going north" or "Continue this 6 wide platform of spruce planks using the wood provided" that would not plan and build their own rails. Likewise there are people who would happily collect resources required to build rails. This would require dedicated players who want to oversee the project, and in the last few revs nobody has stepped forward. I don't have a good remedy for this, but I think no amount of easy to acquire resources (as gold and iron are this rev) or minecart speed boosts will make rails as ubiquitous as active leadership in the build process would. Events Here are our events so far this revision (with more to come!): Weekly portal hunts (March-April) The Lost Slime Golems The Archaeologists’ Guild Poetry Competition The Meandering Maze Mob Mayhem! (PvE Arena Events) We’ve tried to ensure that there are multiple events on offer throughout the revision, and that for ongoing events, prizes can be obtained by anyone who manages to complete them. Do you feel this has been beneficial to the server? Yes Are there any events you have particularly enjoyed this revision so far? Portal hunt - Town location was selected the first couple days, and then I was busy building roads. Knowing that any portal found would be very unlikely to be usable for the town location we'd already established did not motivate me to hunt. I continued building roads instead. Slime Golems - Didn't get anywhere without a hint. Just rode a horse around randomly. I was later given approximate areas to look and had fun as a group going to each location and searching for a while. It reminded me of the first sentinel event where clues described the land around the sentinel and they could be found in ~20 minutes of searching each (assuming you got the clue right). Poetry - I'm just not a poet. I do like that the event was held and people seemed to enjoy it. Maze - I enjoyed this for the first ~4 hours I was in it. The rest of the time I persisted through sheer determination. I enjoyed the changing designs, and the courtyards throughout, but shorter would have been better Mob Mayhem - I missed this :( Is there any event past or present that you’d like to see return in Revision 23? Events are a great addition as they provide a fun insensitive for people to play and mix up the experience. As long as they're optional to participate in, there is no reason not to add more (besides the large amount of work that goes into them. I enjoy the adventuring events most. Getting a group together to cross the map is fun. Have you any new event ideas that you’d like to share? Nope General feedback I touched on this above, but I want to restate it here. Changes that add to the user experience are great. Anything that a player can just ignore and get a vanilla experience has very low risk for implementing. I put most events in this category. If an event happens that doesn't cater to your preferences you can just not participate. Changes that are required to address practical problems with a large multiplayer environment are unfortunate, but acceptable. I put things like MobLimiter, custom spawners, LWC here. If the vanilla way worked well it would be great, but since it doesn't we make do. Some of these changes have no impact on you if you don't seek it out (custom spawners), and others have unintended side effects. These changes are not terribly risky if they approximate the vanilla experience. Things that change a core mechanic of the game without significant practical need are likely to be controversial.
  17. Revision 22: Mid-Rev Feedback Topic

    First I want to apologize for not being on near as much as I have been in previous revs. I was very happy about my promotion at work but didn’t realize how much it would affect my time and game play. I have missed all of you more than you know but with summer being in full swing I hope to have more time for “me” sooner than later – Work has to understand I have a Firework show to plan and create!! Sheesh The Spawn Building I enjoyed this rev's spawn compared to the spawns of past revs. I think I’ts beautiful and I loved seeing the spawn museum as well as contributing to it. Even with the portals being wonky at first I believe it is a huge success and the Dragon Skeleton is legendary. The Over world Map: · I am happy with the size and it has been fun exploring and finding her secrets. It’s a truly lovely map. · With the Aquatic update I like others are hoping for more oceans. Playing in the event server with snapshot 1.13 I have had an awesome time playing with dolphins and turtles but seriously those Drown things and phantoms scare the nice outta me and I say bad things. O_O The Nether Map · The custom nether map is amaze-balls. The rainbow cave made me so happy, I just kept riding sugar through them till pez and tic made me stop, and the spiders were so awesome I literally squealed when I saw them. I hope we can have a custom nether every rev. The End · I went once- Killed my dragon so I could fly and ran back to Rose. Mobs + Dragon = ice dies over and over and over. Not my favorite thing with the rev but I know many liked it. Mapworld · I’m glad you can use world edit now, it has opened the door for our very talented, creative members to create works of art. The best thing that happened was bringing back the older maps, so much work went into them I am so glad we can enjoy them over and over. Good Job o/ to the powers that be. Portals · I had no problem with releasing 6 at the start then others as the rev continued. I just think maybe not over such a broad space of time but maybe within the first 2 weeks or to coincide with the live map going live. Iron Golem Spawners · No complaints and /or concerns – seemed to work well. Custom Spawners · All the custom spawners we have right now are good. I also didn’t have any problems with making them part of a quest, rather than just luck. Custom Drops from Ore (Fossils and Rares) · I loved this. Mining is vital to the game but so boring this element made it a lot more fun and exciting. I still jump when I unearth a golem soul. ;) Custom Saddles · I find these to be fun and a great addition to the game. Elytra · This I think was the worst thing for the rev personally. I have listened to many conversations and debates on the pros and cons. I think it drew a line between many players. You either liked it or you didn’t there was no middle ground. I guess my view is simple – We are adults, If you want to fly you use wings, If you want to ride a horse or walk you build a road, If you want to ride by rail you make a rail line. As adults we don’t need to be micro managed , or be collateral damage to someone’s tantrum- We are a community we should work together not apart , we should respect how each other wants to travel but most of all we should be having fun. Events · There can never be to many events. I have loved them all since the rev I joined. I think it is one of the things that set us apart as a server. The times we come together as a whole, we laugh we play and we make strong friendships. I swear one day I will kill an admin damn it and I will never understand 2 Melons. ;)
  18. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building I'm a fan. The design and concept is excellent, as is the execution. Layout fine. Exits easy to find. I preferred the distributed portals, but only slightly more than the central portal. This change was fine after being a bit jarring the first time i tried to find a portal after it moved to the center. This is an excellent spawn. Wouldn't mind some spawn embassies, though. They're always fun to decorate. If we do embassies, we need them in a hallway that all new players go through so that they see what the server has to offer in terms of towns. This would also provide towns with an advertising opportunity. The Overworld Map Just right. Bleh. I much prefer the custom terrain to vanilla. It's more interesting to look at. If it's possible to do something biome-specific so oceans are treated as vanilla, that'd be fine. Just don't get rid of the custom terrain. All fine. Ore distro is great. Mining for diamonds feels challenging again. The Nether Map I like it. I think the nether is a good place to experiment with terrain gen. Also glad to see quartz/glowstone limited to the nether. Custom! More glowstone trees! All fine. Very good. Make them tougher! The End Haven't fought it. No. Mapworld I'd prefer a Schematica printer, but WE is second best. //print Very much so. Mapworld ought to persist. Portals Keep it. Preserves interest in finding a portal, and promotes secondary development after the rev start. No. Good, 12 is a good amount. Iron Golem Spawners Don't have a grinder. This works. Haven't looked. Custom Spawners No creeper spawner. It makes getting elytra fuel too easy. Go kill creepers for yourself. Others are fine. Nether spawners are fine, so long as you find a way to fix spawnrates. Literally anything but the creeper spawner. Custom Drops from Ore (Fossils and Rares) I'm a huge fan. They promote mining and rail tunnel production. Seems alright in terms of droprate. Yes, and yes. Custom Saddles Yes. Yes, A mixture. Elytra We’ve heard a lot of opinions on the implementation of Elytra this revision, from many different viewpoints. It’s clear the present system hasn’t met everybody’s expectations, so what we’re particularly interested in now, is your view on how you’d like to see Elytra approached next revision, with a positive focus on the future: Make them as rare as possible. Making them hard to get has saved the rail system. Please continue in this direction. I don't want elytra gone, I just want them to require substantial effort. Keep the prebuilt spawn rail station. Keep the current gold and iron oregen. Events All are good. I'd love to see the Knight's Quests return, as I feel they were a good mix of seek/find and puzzle solving. The Slime Golems are fun to look for. Knight's Quests! I'd love to see Elytra be the prize for an event, whatever that is.
  19. Staff Cleanup - June 2018

    The following people will be moved from the inactive staff to our past staff section: * varj We followed up with two staff members regarding their activity levels.
  20. I will be transitioning full time to the head admin role. After feedback from other admins it was decided that maintaining a separation of duties was important to the health of Nerd. With that in mind I will be taking on only the head admin role. I look forward to continuing to contribute to the community as a member of the head admin team.
  21. Weekly Build Contest - Winner & This Week's Theme

    Congratulations to Week 33 builder, WaxTed! Pictured: Build can also be found at /warp WildWest Week #34 category: Butterfly 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! The contest will run all week until Saturday night (6/23/2018) at 10pm EDT. The most recent winner will be displayed at Spawn for a week. All winners will be displayed collectively at the Weekly Build Hall of Fame located at /warp weeklybuild -The CAdmin Team
  22. Revision 22: Mid-Rev Feedback Topic

    Spawn The exits from spawn are clear which is good. I also liked the exits in all cardinal directions. In revs with an exit in only one direction the other sides of the map tend to end up neglected. The museum of old builds was really cool. Not as laggy as the apartment building was but still a bit laggy. A smaller spawn might be nice for something different. One portal is good. Map Everything is very far apart due to how big the map is. My nearest neighbor is about 1k blocks away. I think the map could be a good deal smaller while still leaving plenty of room for everyone to build what they want, which would encourage more cooperation and working together. The map being not so big would also make building roads and rails places not so daunting of a task. OR, keep the map a similar size but decrease the land area to have more room for oceans. A vanilla map would be fine for next rev. Would be a lot less stress than waiting to see if the terrain generator would be updated in time, especially since it's hard to do work on a rev without the map done. Could use one of those websites that lets you see what a map would look like for a given seed to get one that has a nice balance of biomes, and do tweaking from there. One challenge for the new map will be that lots of people will likely want to build around some of the new ocean features. Might be good to have multiple of oceans with coral reefs and ice burgs, or to have those biomes be in unique layouts to discourage one person claiming the entire biome. Diamonds felt like they were drastically reduced, with most deposits tending to be 4 or less ores. I didn't particularly mind that because I do a ton of mining anyways, though it was unexpected since it was unannounced. Other ores felt plentiful. Could we get the ore distributions for this rev released so the discussion around ore distribution can be better informed? One minor gripe I had with the map was that the same caves kept repeating themselves. The one that's kind of a 3D X shape, the suqareish one with the pillar in the middle, the long cone one with the spike in the middle. It made exploring underground a bit more boring running into the exact same caves over and over. I also miss the little random water pockets that used to be underground. Though they could be there and I'm just mining too deep. Crazy idea: Have a map with continents separated by oceans, and when you boat to the edge of the map you come out on the opposite side. Nether The nether was fine with me. New mobs were good for something different. A vanilla nether could be nice for something different, or at least a nether that takes inspiration from some of the changes made to the vanilla nether in 1.13. As someone else mentioned a roof would be nice to prevent ghasts flying away. End I'm all for a harder dragon fight, but I wasn't a fan of the current one. The worst part was finally beating it and having the EOF burn up due to the blazes. That has been fixed now but not getting it after all that work discouraged me or anyone I fought it with from attempting it again. It was also really laggy with all the mobs. Maybe it could be harder in a different way that involves less mobs? Mapworld No real opinion, though the people who use it seem to like it a lot. Portals Having the portals to find later was cool, but was also dependent on being online when it was released. Maybe hide one or more to be found on the nether side first, or allow some to be placed wherever someone wants as long as it's not too close to another portal. Playing the 1.13 snapshot it's been fun to be able to find a cool place and make a portal there. Golem Spawners Seem fine to me, but again I mine a lot. Custom Spawners Not too sure how I feel about the creeper/witch spawners because of how that interacts with elytra, but the others are fine. Especially things like the quid grinder since finding friendly mobs can be hard on P. Custom Drops A neat thing to get while mining. Would be cool to have something similar next rev. Maybe some things could be things to be used on their own instead of traded in? Custom Saddles Fine with me. Elytra I think if the dragon fight was easier and the cost was a lower elytra would be fine. I think my big gripe with elytra is really my gripe with mending, since you just get one elytra and never need another again unless you die in lava. No mending next rev! Or make mending and unbreaking mutually exclusive. Events Events are nice.
  23. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building I enjoyed this rev's spawn compared to the spawns of past revs. It was easy for players to exit if they wanted to get out immediately, but had plenty of goodies at hand for those looking for them. I also really liked the spawn museum on the 2nd floor to take a look back at nerd.nu's history. The amendments made to spawn were also beneficial. The Overworld Map I was initially hoping to have a smaller map for this rev, but now I think 9k x 9k is a good map size. This map size will definitely be good for next rev when people will be hoping for large oceans to explore. I don't know if it's possible, but would there be a way to use the current version of OTG/Biome Bundle for terrain generation on land while having 1.13 vanilla oceans? I know we'll have plenty of oceans next rev due to 1.13, but i would recommend not having an ocean right next to spawn, or at least not have spawn surrounded on three sides by ocean like in rev 18. That seemed to hurt that rev's infrastructure quite a bit. The main biome that is lacking this rev is desert - more specifically, deserts that have more than one or two layers of sand before hitting sandstone. I know that some deserts were added to the nether specifically for sand collection, but i was afraid of ruining all those beautiful landscapes! Last rev, there were some giant sand worms that were left all chopped up and floating in the air because someone had taken all the sand there ;_; Other than that, resource distribution was good! The Nether Map I like having custom nether maps and mobs! I don't know if the Padmins are still working on it, but it would be nice for the custom mobs to have named drops for their armor and weapons (besides the pixie stick, or whatever it's called). The End I would like to see tougher Ender Dragon fights continue, but having every hit spawn more mobs is tough on people who don't have great computers (I personally didn't have problems, but I know plenty of other people have). Mapworld The only WorldEdit commands I can think of that may be useful are //cyl and //hcyl so it's easier to make circles. Portals The method that was used to release portals was good, as well as having little puzzles to solve to find the last 6 portals. I think it's also a good idea to have an irregular portal distribution like we had this rev so that people can't just guess the general area of where a portal would be. Iron Golem Spawners No complaints or concerns here! Custom Spawners All the custom spawners we have right now are good. We shouldn't put any in the nether though, especially if we're going to keep custom mobs. Custom Drops from Ore (Fossils and Rares) The custom drops were a great addition and I hope they come back next rev to match whatever the theme is! Custom Saddles I like having the saddles as both prizes and trades. Elytra I think the method of obtaining elytra was good this rev. While I generally don't use them until the second half of the rev, I don't think it would be a good idea to gate people off from getting them early on if they want them. While elytra (specifically powered elytra) has hindered roads and rails a little bit, I still see players creating them, mainly at the beginning of the rev before getting elytra. I think we've done a good job of helping infrastructure with the addition of a spawn rail station the past few revs. Events Types of quests I'd like to see return: The Knight's Quests from rev 21- there was a wide variety of challenges to take on (scavenger hunts, trivia, redstone puzzles, etc). NITWITS from rev 20 - I liked this sort of scavenger hunt more than other ones since it required you to think a little bit and also encourage people to work together to solve the puzzles. It's better than hunts like the Lost Slime Golems which are just "Go find these things. Where are they? Somewhere." The Viridian Journals from rev 17 - I thought this was a cool idea to add a little lore to the world.
  24. Revision 22: Mid-Rev Feedback Topic

    Vanilla Map: I agree that if we go to 1.13 for rev 23, we should have a water-focused map to play with all the new features. I'm fine with vanilla map, maybe a watery one? Map: Smaller map please? A smaller map means towns will be closer together, which encourages exploring and ground level rails. In the last several revs, I don't visit other towns much because it means a commitment in time to get there. Since much of the travel time is spent on underground rails, it's boring to watch too. I miss older revs where you could wander accidentally from one town to another because they were so close. And I miss above ground rails where you could see all kinds of amazing builds as you rode by. Elytra: If maps are going to continue to be so big, we should make elytra easier to get. Make it so casual players can buy them with emeralds or diamonds. That way, everyone can fly around and make that the main means of transportation. I never use elytra because I'm too clumsy and would just lose a valuable item that's very hard to obtain. If elytra could be purchased after several hours of mining or farming, sure, I would use them to get around. Nether Portals: I have enjoyed both the staged release of portals and the all-at-once release of portals. I don't have a preference. Guilds: I think they are absolutely charming. I don't participate enough in them, but I love seeing people working toward them. I appreciate the work the admins put into them.
  25. Revision 22: Mid-Rev Feedback Topic

    map: suggest more ocean if new ocean update drops same time, spawn: underwater spawn if we update to 1.13
  26. Revision 22: Mid-Rev Feedback Topic

    Spawn Building: The removal of barrier blocks was definitely a good idea as it caused a lot of frustration early revision. I suggest not using them again in spawn unless its very obvious or purposeful. Spawn museum was a nice addition to include highlights from past revisions For future shulker spots, please always include an enderchest + move the shulker spot closer to any trade vendors that currently exist. Currently in R22 the shulker spots are quite a ways from the actual archaeology vendors. The Nether Map I really enjoyed the custom nether and would like to see it continued as it made it easier to gather certain resources and an open sky with no giant lava columns is more aesthetically pleasing. However, one persistent issue from this is that ghasts will be able to fly out of render distance and constantly bombard you with fireballs. I have mixed feelings towards the new nether mobs. They make it easier to gather resources like wither heads but cause a few issues - they limit the spawning chance of other mobs such as Ghasts. - Hell snipers aggro pigmen if they shoot one while aggroing a player resulting in the entire pack of pigmen becoming hostile. - They are often a source of great frustration and confusion for new players that are not geared when traveling the nether. The berzerkers are quite fast and hard to avoid, and the fire arrows that hell snipers shoot burn for quite a bit unarmored. Once nether paths are built this threat is greatly reduced, but it discourages nether travel or exploration for newer players. I also feel that it discourages the development of nether roads / rails. The End I'd like to see a toned down dragon fight. The additional adds make the fight slightly more difficult but I feel it just bogs down the fight and lengthens it unnecessarily. The additional mobs that spawn also take a technical toll on whatever machine is running minecraft as the additional particles cause a lot of issues client-side. If the intent is to design a more difficult dragon fight, I feel that spawning more mobs upon hitting the dragon is not a good approach. Another suggestion is to make end spawn a safe. A few times I have entered the end during a dragon fight I was unaware of and the dragon was able to swoop into end spawn and launch me. Mapworld Worldedit was definitely beneficial and should be kept. Bringing back maps from older revisions was also beneficial as it allows creators or players to re-use some very beautiful maps without recreating them. Portals I'd like to see portals launched either all at the start or with a smaller delay. I'm seeing some portals that just become a space after cities are founded, or the portals are found too late in the revision and little development occurs there due to lack of interest. Iron Golem Spawners Costs are appropriate. I believe 288 diamonds is achievable and reasonable for this feature. The tiered system also works well. Maybe increase the drop rate for golem souls slightly up from 1% to maybe 2 or 3%? I feel the PvE information guide should outline the diamond cost with the padmin heads (in addition to saying 2 padmin heads, note that a single padmin head will cost 36 diamonds to obtain) have maybe one or two more screenshots of examples of grinder designs (with different types of water flows) just to make it a better reference. Custom Spawners The shulker spawners are very useful in a multiplayer setting. The creeper spawner is of great value for elytra users as well. Custom Drops from Ore (Fossils and Rares) I felt this was worthwhile. They were a constant incentive to keep mining since there are iron golem spawners and diamonds lose value once one obtains a certain amount for gear and tools etc. The rewards were mostly purely cosmetic as well but a welcome addition. Custom Saddles I really enjoy the custom saddles, particularly Ghast saddle I've had the pleasure of using. I'd like to see them return as event prizes and as something you can work towards such as the archaeology saddles. Elytra I don't like the idea of scouring the end for end ships to find elytra and would like it to be something to work towards / buy. I feel rails will always be created as they're essential to connecting the map for the large % of non-elytra users. Personally, as an elytra user I still frequent rails more than I use my elytra simply for AFK travelling.
  27. Revision 22: Changelog

    June 16th We have published the Mid-Rev Feedback topic both on the forums and the subreddit. We invite your feedback to either of these posts across the next two weeks. We recently held a padmin meeting, here are our public meeting notes: Completed Actions: Ongoing Actions: Additionally, here are the suggestions we have reviewed this week:
  28. Revision 22: Mid-Rev Feedback Topic

    The two things I would like to discuss are the map and elytras. Map: Next rev, if the mod is not updated, it would be best to go to vanilla. Although, it seems like, and Mojang has said, it will most likely be releasing this summer. If it's released in the summer, the mod should be updated if the developer is active in updating the mods. It will take a lot of effort to update, but by the pre-releases, it could be out next month, allowing 2 month development on the mod. Should be plenty of time. Elytras: Please revert to the old methods of getting elytra and the original dragon fight. With the new Phantom membrane being released, doing this would ruin elytras. The phantoms alone would be hard enough (chaos experience.) to fight for enough membrane to repair. Roads and rails are created anyways because if your elytra breaks, you need roads/rails to find a grinder safely.
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