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  1. Today
  2. [GAME] Make-A-Story

    cows, which was good because
  3. Weekly Build Contest - Winner & This Week's Theme

    Congratulations to Week 34 builder, promaxxe! Pictured: Build can also be found at /warp Butterfly Week #35 category: Military 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 (6/30/2018) 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
  4. Yesterday
  5. [GAME] Make-A-Story

    Into the giant pit of
  6. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building I do like the spawn building this rev, and the museum that looks back at some builds from previous revs. It is easy to navigate through for those not wanting to hang around spawn, but has a lot to look for those that enjoy looking around spawn. I think both changes listed were very beneficial, these were both issues that caused some general annoyance so am happy you decided to take action! The Overworld Map I much prefer having a bigger map and I like the size of the current map. As someone in town the likes to go big, I enjoy having the ability to have a big enough area for the town with some padding so that it doesn’t feel like we are being encroached on from other people’s builds (Especially when we’re a colony on a planet that is meant to be otherwise desolate J ). Aside from this, a bigger map means there’s always more to explore, even now when I start a branch mine I tend to run into another person’s branch or tunnel. So now that mining has become such a big part of gameplay again (with iron grinders and archaeologist’s guild trades) more map to explore and mine in is always a good thing. Looking at the map there is an obvious lack of ocean (which I assume/hope won’t be a problem for a 1.13 map) and maybe a few more deserts would have been nice. I have noticed that there are a lot of quite small biomes that make up the map, aside from a few large icy biomes, so would like to see the map made out of a mixture of really big and small/moderate biomes. Having spent some time on 1.13 chaos, the most exciting change in terrain is obviously in the oceans. While running across the chaos map I didn’t notice much change in the rest of the terrain and nothing stood out to me like the custom maps we have on PvE. If the terrain generator does get updated in time I would still like to see what you can come up with! The Nether Map I think the Nether map was really beautiful and unlike anything we’ve seen in the nether thus far. It was really exciting in the first few days to go exploring through in hopes of finding another new biome. I also enjoyed having all the different resources available in those biomes. One thing that I do miss is finding random structures in the nether, I’m not sure how getting them onto a worldpainted map would go, but if it is possible I think it’s something that would make exploring the nether even more exciting. I think the new nether mobs have been a great addition! Hunting for wither skeles used to be such a painful task when there was even one other person in there with you. Personally I’d love to see even more kinds of custom mobs roaming around, that also drop collectible loot items such as the Pixie Wand. One thing that I think would be an interesting change with the custom mobs would be if they spawned only in certain areas or at a certain distance out in the nether, such as more difficult mobs with better drops spawning a certain distance out from spawn. This way players would have a greater incentive to explore and hunt further out with increased risk, while keeping spawn and roads to portals slightly safer for new and ill-equipped players. The End I was not a fan of this rev’s dragon fight, aside from the confusion and extreme lag from blazes during my first fight, I found that the fight didn’t increase in difficulty that much, just the length and tediousness of the battle did. I do appreciate the effort and welcome the decision of introducing a new dragon fight, as someone who has played for a few revs now and has done the regular dragon fight so many times I was really happy about the idea of a new dragon fight. I do hope a new fight is created for next rev too (I think totemo has shared his idea about a phased dragon fight that I would love to see happen and could make for a very interesting and unique fight) Personally I haven’t had any issues in the End and any that I was witness to (falling in the void from invalid spawn point) seem to have been resolved! Mapworld WorldEdit is a great addition and I would like to see it stay. There are a few commands I would see benefit in having: - /ci or /clear: It’d be nice to easily empty an inventory before going back to the overworld. - //cut: I’m not too sure why this isn’t already a useable command, //copy offers mostly the same function but sometimes you want that selection to be removed (for example, I was moving a 128x128 section from a 256x256 plot to 128x128 plot to better utilise the bigger plot. Rather than just //cut and //paste it I needed to copy/paste the selection, then select some air and //stack that over the rest of the bigger plot, was just a lot of extra steps that could have been done in 1) - Being able to use 0/air: Would have been handy in the case mentioned above, also if you wanted to remove the background of a map entirely. I am really glad the older maps have been brought back and appreciate the effort from the padmins in doing so, I especially appreciate the extra effort gone to in getting some of the plots that had missed the final save of rev. Portals I think a 6 weeks slow release of the portals wasn’t ideal. Given that out of the 6 portals ready to be found from day 1 there were 3 in the NE, the distribution of them felt off for quite some time. I agree with other people’s feedback as well that since the portals were released so far into the rev, many players were already settled on their location that I don’t think the prize of finding a portal was as motivating as it usually is at the start of rev. I was speaking with a friend about how portals are distributed, and how a lot of the feedback in wanting a smaller map stems from wanting towns to build closer together to encourage more collaboration and public infrastructure like rails and roads and they offered an interesting solution where we could hopefully have the best of both worlds. If we had portals placed closer in to spawn, not far out around the edges of the map, we would see the portal towns and players just naturally closer together. This would hopefully be more encouraging to build inter-town travel as the task wouldn’t seem as daunting, while still having a large enough map with lots of land ready to be explored and mined, and so that those who want to be hermits can go build out in the wilderness. Iron Golem Spawners I’m fine with the golem spawner costs, they haven’t felt too easy or too hard to get. Even though it was kind of an artificial change, I also like the higher golem soul cost along with more frequent golem soul drops, it sort of feels like you are making more progress when the drops are more frequent. Personally I like the gradual increase as I find working up to a high level over time more engaging and enjoy having a goal to strive towards with them. Custom Spawners I am not against the use of custom spawners at all. I always see minecraft as a game where you have to make your own fun and also set your own difficulty to a degree. In the gamemode we play on, in most respects there isn’t a huge issue of one person having an advantage over another as we aren’t playing against each other. If one person thinks having a creeper spawner makes getting gunpowder for rockets too easy that’s their prerogative and they can happily avoid using the spawner and collect gunpowder in a different way, but another player might prefer to easily collect gunpowder from a spawner and that’s fine too, neither choice of each person has an impact on how the other person plays the game. As for spawners in the nether, I’m also not too concerned about them. With the introduction of BeastMaster and the custom mob spawns, the severe lack of mob spawns hasn’t been as much of an issue. Custom Drops from Ore (Fossils and Rares) I have absolutely loved the addition of custom ore drops and think it’s one of the best and most exciting gameplay changes that has been done in recent revs. It definitely makes me more attentive and just excited to mine for more than just diamonds past a certain point in the rev and I think I’d be a little sad if there wasn’t something in the same vein as this in the next rev, changed up a bit to fit the revs theme. The drop rate feels right, in my opinion, nothing feel super easy to come by. It may be interesting to see more tiers of rareness added to the available drops, like super rare drops which happen very infrequently. The addition of the fossil and amber trades have been a great addition as well, the rewards for the trades are mostly decorative which is nice as it doesn’t make high enchant items or hard to get materials too easy to come by. The items up for trade can have quite a high price tag which I like as it feels like obtaining the item is something you have to work up for which in itself can feel pretty rewarding, like when you finally get your hands on the final archaeologist’s box! I also have some thoughts about the use of decorative heads which I will add to the end of my post. Custom Saddles Love the custom saddles and would definitely want them to return again (with the new 1.13 mobs too if we’re on that!!), they are a great item to trade in for or win which is purely cosmetic. I do prefer to have the option of trading for any of the saddles and not having some exclusively as a prize. This rev, in my opinion, the cost to trade for them is large enough that it still feels like a valuable prize to receive from events so I’m a fan of offering them as both trade item and prize. Elytra Elytra can be tricky, personally I enjoy there being some difficulty in obtaining them just from a gameplay perspective. If by ‘something close to vanilla’ you mean just finding them in chests in the End, I don’t think that would work out well as there’d most likely be some random person first in to claim them all. One idea for how they could be implemented; have a more interesting, tough dragon fight (such as the fight I mentioned earlier that involves different phases ;) ) then from the fight drop an item that is needed to begin an adventurer’s guild style quest to get Elytra. This I think would be a fun and creative way for obtaining them, while maintaining a vanilla-ish way of finding them and isn’t too expensive. Could be a series of quests to be completed, each giving an item needed to find/make an Elytra. I don’t think there is a huge correlation between Elytra being available and roads/rails being built this rev. I don’t think holding off Elytra for a certain amount of time really made people go out and build more roads than usual, as this time in the rev people are mainly trying to get their towns/builds started, amongst other things, anyway. For me, I know I just used my horse more until Elytra was available since I was trying to get Pico up and running, I wasn’t very concerned about building roads and rails. Events I will always feel that events throughout a rev are beneficial for the server. I think it helps players stick around as they are very fun and can offer a break from building, mining, etc. Depending on the kind of event too it can be a way to rally the community together. I have been happy to see you branching out of the typical events we see on here with the poetry and sculpture contest. I wasn’t a huge fan of the Slime Golems as it really is just trying to find a needle in a haystack. I prefer the quests similar to this one from past revs (Trials of Sorrow, The Lost Temples, ALIENS, the guardian one I forget the name of, and probably more) that gave some information about where the next part of the quest would be, whether it was a riddle or puzzle you had to solve or obscured coordinates, it made it a lot more fun when you had something to go off of and try figure out. I enjoyed the maze, it was difficult and took time to beat but felt rewarding each time you found another shard. I wasn’t a huge fan of the mob arena, mainly because I went in expecting something pretty different since not a lot of information was giving about it before the day. I have missed the admin hunts this rev! Also, All The Things, pls... I need to collect stuff for a reason again! Other Sugg Box and Blog Posts: I think closing down the suggestion box to only posting what suggestions have been submitted was the wrong choice. For me, I always saw the suggestion box as a way for PAdmins to interact and communicate more openly with the players, and for the players to feel like they have a voice that is listened to, and (sometimes) a direct impact on the server. I know the suggestions are still being discussed during meetings, but having that feedback on why your suggestion was or wasn’t going to be implemented was a positive thing. I have also missed the blog posts with fun statistics and information. Again, I think this was a great way for the PAdmins to communicate with the players and show off some recognition for the players that managed to score high in whatever weird stat was picked out! Between these points, to me it has kinda felt like the PAdmins have secluded themselves a bit from interacting with the community as much as they did in the past. Decorative heads: As someone who loves decorating, I can never have enough decorative heads. I always appreciate any that are offered, but a part of me is never fully satisfied while I know how many are out there just waiting to be used! So with that, I would still love to see an area similar to in creative that is full of skulls, using something like easy signs to exchange some currency (diamonds, or perhaps a decorative skull token sold by a villager) for the skull/s of your choice. -
  7. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building The spawn building is very nice. I enjoy the insides a lot. While the layout is fine, I think there could be some signs at spawn what's in what side of the spawn (even though I've been there several times, I find myself going round and round, trying to find the specific thing I'm looking for). I didn't have anything against the corner portals as such, only that atleast I did not see anything that told where they were. One portal with a clear location works best though (not necessarily in the centre). And good riddence with the barrier blocks. I don't think they served any actual purpose and were just problematic. For rev 23 I'll echo the others who are hoping for an underwater spawn. Just makes sense it would be in the middle of those new beautiful coral reefs, right there visible everytime you visit spawn. The Overworld Map I think I've reach my limit and won't be asking for a bigger map after this. This is now on the verge of a tad too big, which I feel especially when making infrasturcture. The time and materials needed to make a road from A to B, is too much. For the 1.13 map, I don't think it's horrible if it's not a biome bundle map. When it comes to P, everything is temporary after all. Might be the right time to "cleanse the pallette" and see what vanilla minecraft maps look now again, especially with the 1.13. At this point I don't even know anymore what is vanilla and what's biome bundle (I LOVE BB, don't get me wrong, but 1.3 is shiny and new). I think the oceans were too few and shallow this rev, though I know they're not that popular with the majority. Could use a couple giant deserts too for proper sand quarry. Not so much about the ore distribution, since I think it was pretty much perfect this rev (a teeny bit more diamonds wouldn't hurt); but I'm missing the multispawner dungeons that we've had for a few revs. Not sure if the distribution of them was changed since last rev or if the random generator just didn't bless us with any this rev (or maybe they're out there and nobody has found any), but I feel like there could be a bigger density of dungeons/regular spawners for multigrinder purposes. Nobody likes to spend their game time hitting mobs semi-afk more than absolutely needed. The Nether Map I'm a fan of the map. It's beautiful. Vanilla nether is just lacking. Please make another custom one. The custom nether I've enjoyed the most, was the double layer one. I do think it's nice to have a "roof" in the nether and there wasn't anything that I didn't like with the double layered one. Just added a lot into the nether. I did also like the premade spawn railstation in the nether. More glowstone in some form or way in the nether (I don't miss having it in the overworld. It belongs in the nether, so I think that was a good decision). The mobs in the nether are a welcome spice. Even if I'm doing a corpse run, I've never had an issue going through the nether with no gear, so I don't think they are unreasonable. My only complaint with them was, that they were camping the spawn portal at one point, making it impossible to use, since they kill you right when coming out or when trying to get in. Not sure if this has been fixed. The End I've killed the dragon a couple times, and it was timeconsuming, though an interesting fight. However it only works, if people already know what they're supposed to do and decide to do it that way. Since it causes terrible lag and framerate drops to people, who don't fight it in this one particular way, I can't say I support the fight as it is. I don't however have suggestions on how to fix it, but it should be something people can do in multiple ways without it causing them to die to a lagfest. As a trial this fight was interesting. Maybe in the future regular players could test out the new dragon fight beforehand and give opinions and try to "break" it, if you don't return to the vanilla fight. I don't have strong opinions of this however. I've been fortunate enough to not experience the accidental void deaths as others have. Mapworld WE feels like a must have for map world, so a great addition. It's just to have something nice and decorative in your builds, so it doesn't break the game. Looking at the list on the information guide, can't think of any command I'd be missing. The old maps are great to have back! Especially the very early ones that were solely placed on hand (or even those when it was still on survival!) have special value I'm sure. I'm overjoyed to have back my Iris Scott painting. Portals I don't mind the slow introduction of portals, but I think there should've been more information of distribution beforehand. The general idea of having "wilderness" areas without portal access is actually interesting and nothing against that, but the problem arises, when people expect an even distribution of portals based on previous revs. I think more information at the start on this would've been beneficial so people could've made informed choices. The portals introduced later on could also maybe have a little more wiggle room on how far they can be moved (with some caveat of still needing to be atleast X blocks away from another portal). On other methods... I guess it would depend on the next rev mapsize. I think there could still be a way to let people have their own portals, since you can quite easily calculate the force fix location for netherside portals to match an overworld portal. However to iron out the details of who and where would get a portal like this would need some community wide discussion and if it would be for example bound to /place it would severely set back the timeframe for the portals. For distribution, I think I most liked the one where they were in almost mirroring coordinates all over the map. It was just... fair. And I assumed the current rev's twelve portals would settle down like it. I don't mind that much either way as long as it's informed which way it will be. Iron Golem Spawners Since you don't actually need the very high end iron golem tiers, and are more of a show off thing, I think they're fine. The first tiers are easy enough to get and iron is plenty around to mine, so it's not too time consuming. I feel that the early tiers are way easier to get than vanilla, while it then at some point crosses over so that they're harder. I understand some people feel it should always be the same cost as it would be on vanilla, but that's not really taking into account the space needed and that at some point the render distance would become an issue and you'd actually need several alts to keep them all loaded. So as a compromise I think this is fine. The random drops from iron ore are a bit... finnicky though. At times I go ages without getting any and then I get two or three from the same cluster. I guess there might be some people out there with the bad luck I had last rev, but don't know if there's a way to fix it. One possibility would maybe be to exchange raw iron ore for the spawners instead to make it 100% fair. Though personally I like the souls. The only change I'd make is to make the activation range to the spawners bigger, to allow more movement around. This would better reflect the Vanilla method. The info seems fine, but I guess it would be better asked from a new player who doesn't know how we do them and why. Custom Spawners Custom spawners feel like a must for us, since the vanilla mechanics are limited on multiplayer. Removing them would cause a severe lack of materials you'd normally be able to get by making dark room spawners etc. Because of the wither skeleton spawns being so much affected by the number of people in the nether, I agree there shouldn't be AFK:ble custom spwaners in the nether. And I guess because of the end grinder, there shouldn't be any in the end either. Spawners needed in my opinion: shulker, creeper, slime, squid and witch. With the upped gold generation, I don't see a proper reason for a zig spawner, but I'm not against it either - could be in the overworld instead maybe? Maybe a special multiblazespawner too. The reason I think there should be a witch spawner too, is that a vanilla witchgrinder isn't viable on P. If the map is going to be as big as current (or almost as big even), two of each seems fine, if they're fairly distributed. Or maybe there could be that one of each is findable on the overworld and the second one of each would be event prizes. Custom Drops from Ore (Fossils and Rares) It's a fun addition! As long as it's used for stuff that are "nice and fun to have" instead of something needed for vanilla game mechanics, it's all good. I mine more than average I think, so I get more of them. I think it might be interesting to also introduce them into mob kill loot tables, to broaden it a bit. The traders are fun and I "need" ALL of the boxes. Something similar next rev would be fun. Some theme would be nice. Custom Saddles They're a fun addition. I don't see any harm in having them, so sure. I prefer them as trade items, so everyone has an equal chance at getting them. Elytra A full vanilla method doesn't really work of course, but this rev was maybe a bit too far from it. While personally I have nothing against some delay, I do think it was a bit too long this thime around. Also because of the mining requirement it's too hard for occasional players to get the wings, while in vanilla you wouldn't have that trouble. So something that makes it an obtainable item for everyone, regardless of how much they play and for those who choose not to really mine that much. I only started to build roads further out of town after we got an elytra to use. With the mapsize it was just too big distances to fly around refilling material shulkers and repairing tools. On the underground rails, I don't think the eltyra affected as much as the giant map size. I don't see much of anything else affecting positively road and rail building than a smaller map size at this point. While I love the bigger maps, I see the benefits of a smaller one to infrastructure. Short of prebuilding cardinal rails and roads, I don't see what you could do - and I think that's always a fun part for the players to do themselves. I think I talked with Didy before about how claims also prevent the building on them, and he has a point. So maybe some faster way of dealing with these early rev, if it seems the area was claimed but not used by someone on first day and hasn't returned since, even if it hasn't been the X amount of days. Would need some discussion I guess. I don't have a good solution. Events Weekly portal hunts (March-April) - What I noticed about the portal hunts, they were all introduced during my sleep time. While there's not as many European players (not sure what time they were for Aussies and the likes), it would've been nice for a couple of the portals to be released more on our timezones. So as such, everytime a portal hint came up, it was already found when I woke up in the morning... So didn't really get to experience this at all. The Lost Slime Golems - This was a bit of a flop. It was truly a needle in the haystack kind of thing, with the map size being what it was. I managed to find one "legit" and the rest I found with the help of an "approximately here" map I got from Ruthless in exchange of helping him hunt for them. This was a tedious and not fun at all event unfortunately. Once I got the map, it changed and it got pleasant. I think everyone since then has found them with the help of said map. So I think that something like that should've been available from the start to engage people better. The Archaeologists’ Guild Poetry Competition - I knew my poetry skills wouldn't bag me a win, but was still fun and easy to participate. And the prize was nice bling with seeing your poem "printed" with fancy colours. The Meandering Maze - Not a fan of it as it is without any help. I did it just to get the "Friends" painting, since it's way too cute, but again I had help. After wandering there for what seemed eternity, I got the locations from a helpful person. After that it changed from "this is impoosible and I want to curl up and die" into something that was actually fun. Since the maze was made in the way that the coordinates didn't give you a clear route to the spots, but helped you know if you're even approximately advancing to the right location, I didn't mind anymore spending hours in the maze getting them. Mob Mayhem! (PvE Arena Events) - I was only able to stay a round of the first one. It was the basic mob arena and was ok. Worth doing again. The one change I'd like to see is encourage more team work in some way, instead of just one person always remaining. Something akin to the Nitwits event would be nice. I think the castles were great fun too. I don't currently have any well thought out ideas for events. What's the best way to come to you with event ideas with details, if something pops to mind?
  8. Last week
  9. Staff Inactivity Notices

    offline for a bit, but on chats - finally heading up to PNW for house hunting next week!
  10. PvP discussion

    Sounds good ieuweh! I'm glad to hear that there's a commitment to larger PvP regions so everyone can enjoy their preferred activities in the PvE way! I was thinking about it a bit and given that this map is so huge with tons of free space, I could easily see us moving to a smaller one next revision with no crowding. I was hoping to also get confirmation that we won't go backwards on the progress we've made here - after all, I think it's fair that when a new map starts, everyone gets equal claim to available land regardless of whether they want to build an arena/PvP region or some other project!
  11. Revision 22: Mid-Rev Feedback Topic

    Hello! The Spawn Building The spawn building is gorgeous by all means. Inclusion of a museum is a nice touch! As far as the layout, my only concern here is the layout. While an open courtyard with four paths going out towards the cardinal directions is pretty straight forward, having the rules under the spawn area is somewhat out of the way. There should be a sense of flow from the Initial expression of connecting to the server for the first time that leads the player towards signs that explain the general/basic rules of the server and it's features/capabilities. It's hard to explain without a flow chart or a mock-up model, and I'm bad at making both :p . Spawn should be inviting and should have a balance of what the server is about while not being overly overwhelming. A few signs or floating text leading the player to a central area that contains general rules with some side areas containing in-depth commands and other details that a first timer should read, but might be too intimidated by them at first to do so. I'm not sure if my observations are correct, but there were a few times where a new player or two will hop on, walk around inner spawn then after a few minutes, disconnect. Even after warm welcomes and helpful links posted in chat, there could be other means of making a first impression better. The Overworld Map The current size is great! However, it feels like the larger communities of old are either too spread out or we just have too many hermits (like myself) living out in the middle of nowhere. Not really a concern, but it is a thought. Vanilla generation is not really a concern, but we won't have floating islands now, won't we? :p As far as biomes are concerned, do the mushroom island biomes spawn mooshrooms? The one I'm currently in has not granted me one yet, but that might be because of the nature of world painter. As far as other biomes are concerned, a balance of water and land is hard to get by, but I've been seeing a trend of areas where there is a lot of water, and areas where it's just land. This may be difficult to address with the incoming update. Outlandish map generations such as those used in far earlier revs are fun but can be too daunting for the more casual player to use (Like the extreme setting, or if somehow we were able to include all biomes to the Buffet generation setting in 1.13). Ore distribution is good, we'll always complain about finding diamonds, though! The Nether Map I found the nether refreshing this time around, but it is disheartening to see that certain rare formations were marked off for particular cities that contain a resource that is highly sought after. It might just be because I have not fully explored the nether, but it can be a task to find certain types/colors of cement powder at times. Vanilla nether generation has the downside of not containing more resource/types of blocks. That's the only downside! As far as features, ghasts are really hard to find. But that's probably a good thing since it'd be too easy to gain access to dragon fights. Moar quartz! I welcome the custom nether mobs. The nether should be hostile and a player should be prepared to venture into such areas. The End The difficulty of the ender dragon fight forces players to work together, which is nice. As far as issues, where can one get a buttload™ of nether brick? Mapworld No issues here, all's good in the world! Portals 6 initial portals and a delayed release of the rest is good, forces players to explore the map more. No issues regarding to methods~ However, portal placement should be more balanced and maybe placed in more adventurous locations. Like a floating island! :U Iron Golem Spawners Costs are good and are pretty much linear to what I expect them to be. More iron drops = more souls required to collect. See above comment! The guide is pretty straight forward, I just keep forgetting the URL... D: Custom spawners They are a good addition, rather than making outlandish mob grinders that take up too much time, resource and server usage to make/operate. Custom spawners should be left in the overworld if they have a profound effect on natural nether spawns (like them withers). It would be funny to have random spawners hidden, especially ones that spawn those certain event mobs during those certain holidays... Custom Drops from Ore (Fossils and Rares) This is a really cool feature! I keep reading about how this makes most players excited about mining and that the rewards are pretty damn good too! I feel that the drop rate is at a good level now. The addition of fossil/amber trades are a worthwhile addition. Especially for aesthetic items that are not normally attained via normal means. Custom Saddles I haven't had the pleasure of getting one, but I know a few people with them...and they enjoy them a lot! Yes, let it happen next rev! Being able to trade for them is great, but if one can win an ender dragon mount... Events I can't say much here because I keep forgetting to join in on events or got too buried in work to attend :( . However, events like the Slime Golem hunt is pretty fun. I tried the Maze, but I get lost too easily and left after finding one shard in TWO hours D: . Bring back .05k! Or 5k. Or 20k. I don't have any event ideas at this time, but if they do crop up, I may put up discussion for it sometime! Addendum Feels like cement is hard to come by, is it just me? (Add a trade NPC for them >:D ) [Space reserved for additional comments™]
  12. PvP discussion

    This could have happened with the town I linked above but I don't think they ever applied for a zone (or built the wall). Has a town become a pvp town yet?
  13. 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? Loved the spawn building this rev - particularly enjoyed the small previews for each event being held as well as the recognition of various towns from previous revs that had put in the time! Do you feel the spawn building was well laid out, with clear exits? Yes it is very clear where the exits are but if possible could the cardinal directions be put into the ground or into a more visible location in the next rev? ie. N(orth), S(outh) etc. 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? The portal change was a very much needed thing especially with the delay on elytra leading to the use of more horses early rev(horses would go through a random portal leading to an annoying search) It is better now without the chat spam as well when trying to walk in any direction out of spawn Are there any things you would like to see done differently at Spawn in Revision 23? Aside from the cardinal direction indicators I don't have much criticism about spawn personally(although I did see the huge amount of people getting stuck in the rail system below spawn - not that it affected me this rev so far) The Overworld Map How do you feel about the current overworld map size? Too small, too large, just right? I like the map size, I feel like it is just right. Bigger would feel like friends were even further away(ie. when they need urgent help/trade etc.) 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? The only change this rev it seems has been the fossils and small increase in diamond ore spawns? It doesn't have glowstone/quartz like the previous rev so it wouldn't bother me much since we have been awhile without custom campfires and dungeons. Were any biomes lacking or too abundant this revision? More oceans were lacking, the only 1 was the top right corner, the rest of the water was just lakes :( Any comments on resources and/or ore distribution? I think with enough time anyone can get enough resources and ore, it just requires a small investment(that being said - sand.gravel biomes are super helpful for concrete making) The Nether Map How have you found the Nether this revision? I love the huge increase in Nether mobs, also the custom nether is really quite cool! Would you like to see a custom or vanilla Nether map for next revision? A custom one would be quite nice in my opinion Any particular features of past or present Nether maps that you would like to see again? The glowstone trees were awesome in my opinion, as well as the spheres Any comments on resources and/or quartz distribution? If there could be a closer spot of soulsand next rev that would be nice, quartz I had no problem with Have the new Nether mobs been a good or a bad addition in your opinion? Mentioned in the 1st question! I love them - GREAT addition in my opinion! 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? This dragon fight was ... quite a thing(I did it solo). The sheer amount of lag from blazes on my 1st kill required me to switch to single player to lower my settings(already lower end, but lowered even more so with Optifine) and then load back in with the hail of fire. Lowering the setting made the game semi-playable to the point of me being able to kill it but the gfx were so bad it was not enjoyable at all. Not to mention the elytra burning up in the fires of the 1000 suns. The second(+) kill(s) went much more smoothly when we had figured out that the dragon was on a time sink and that hitting it once weakness wore off helped a lot. However coming from other games that make you wait around for debuffs to wear off before you can progress again is quite tedious and really boring imo :( Please no return of this current dragon fight(even after the improvement of the elytra's being deposited directly into a player's inventory). Please either return the regular dragon fight or at the VERY least remove the weakness effect. Blazes were also a poor choice imo(quite laggy + fire) Have you experienced any issues with The End this revision that you’d like to make known for Revision 23? No problems in The End aside from the above mentioned things in the dragon fight! 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? Omg yes please. It has saved my hands from spazzing out quite a lot/having to activate a macro for right clicking because my hands start to hurt in previous revs. Are there any WorldEdit commands that you feel would be useful and are lacking in the current Mapworld set? If possible "//replace <block id> 0" would be nice(replacing certain blocks with air) 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! Love that the old maps were brought back - also love the huge increase in space! Other comments: If there was a way to "store" your inventory to go in and out of map world that would be really nice. Having to empty it on both the entrance and exit of the world seems understandably necessary(to avoid glitches/bugs/duping), but is quite tedious. If there was a command like /mapworld that required an empty inventory but was able to be used from anywhere in the world that would be nice too(not sure how realistic this is because returning the player to the location might be tricky to do) 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? The portals being hunted for was fun, however I feel like if an original portal has not been found by the time the 2nd of the next set of 6 is released there should be hints for the original portal included, however obscure they may be Do you have any completely different methods you’d like to see enacted in regards to portals? Portals that lead to all different biomes would be awesome(but not realistic if heading for a natural seed for next rev), however it would make other portals easier to find also How do you feel about the amount, and distribution, of portals this revision? I feel like the amount is good, but the distribution seems quite odd. Uniform portals(or semi-uniform) would lead to less expanses of terrain with no nearby portal(not just on the edges of the map - see NE and SE sides) Iron Golem Spawners How were the costs this revision? Costs initially were good. The steep price of the later tiers seems unrealistic, especially with the attrition rate later on in the rev as less players login because they have completed their builds(or insert other reason here __) leading to less golem souls being farmed and available for trade or discovery. 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 the upgrade system is good, however it should be either capped at 4/5(not 10). Iron becomes a much LESS needed commodity later in the rev it feels like for a lot of towns(not basing this on certain player's inclinations) and giving them MORE iron later seems silly to me. A new player does not need tier 10 levels of iron either imo and a level 2 or 3 would pump out more than enough for someone joining late in the rev with a couple minutes of AFK. Did you find the rewritten instructions in the PvE Information Guide easier to follow and understand? The PvE guide was fine for me, but the rewritten instructions I'm sure made it easier to understand! 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 love the custom spawners around the map and 100% prefer to 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? I think the spawners should be confined to overworld personally(even if there was a Zig one). Reasoning for this is that spawn rates on a server in the nether are quite atrocious if more than 1 person is in at the same time(unless all players are together) and people AFKing at grinders would hog the spawns like crazy. Which custom spawners do you think are particularly useful in a multiplayer setting, if any? I think all of the current spawners have their place in a multiplayer setting - this includes shulkers, squids, slimes, and creepers* Creeper spawner only matters really after the Elytra are released(and for Tic and Ice's show), however most of us in our town saved all our gunpowder in preparation for the release and the delay on the creeper spawner wasn't bad imo. 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? Love them, I would like to see the rate actually increased on lapis/emeralds/diamond as it was stated because it actually felt faster to just mine the coal/iron to get fossils/rares and had no real reason to go for the other ones(or at least increase the rare rate on lapis/emerald/diamond) 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? I think the drop rate is at a good spot, however see my comment above for the opinions on rarer ore types. 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? I think they are a great addition and I also think they have something for new and more experienced players! Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? I think the saddles would be much more enjoyable if the player themselves could see the mount they were riding and not just other players(I know there is a command for it when standing still but this was a big thing for the people in my town - not being able to see their own skins). That being said, I do love all the skins available!! Would you like to see them return for next revision? Yes(but with the thing mentioned above!) If so, do you prefer them as trade items, prizes, or some mixture of both? A mixture of both is good Elytra Next revision, how would you like to see elytra implemented? Something close to vanilla, something like this revision, or something different altogether? I think the delay was good, but also for a fair multiplayer environment something close to vanilla would be bad(ie. only found in end cities). I think the current way of doing it(beat dragon = get elytra + head) is good for a multiplayer experience but with the delay of a few weeks after rev launch. 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 do not think elytra plays any part of that in my opinion(it may lead to other players building less roads/railways, but I'm of the firm mindset that towns need roads and/or train stations!) 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? Rail building kits of some kind would be nice for newer towns who don't have that much gold/iron at the start to get rails and powered rails funded. 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. I love variety in events(even if I hate the way some are done- ie. no hints! @#^&%). I think that having multiple events encourages people to go do something a little out of their comfort zone/gives them a break from whatever projects they were working on! Are there any events you have particularly enjoyed this revision so far? I enjoyed the slime golem hunt(Enjoyed being a very ... loose term! :P), as well as the maze! Is there any event past or present that you’d like to see return in Revision 23? The challenge castles of Rev 21 were SUPER fun for me and my friends The nitwits puzzles were quite fun also(decoding the hints was fun!) Have you any new event ideas that you’d like to share? Not off the top of my head at the moment but maybe in the future!
  14. The Archaeological Sculpture Contest!

    We are being a little more relaxed on this - one block over won't hurt. The width in particular is something we do have more room for at spawn. Submissions so far are looking great, keep them coming!
  15. Revision 22: Mid-Rev Feedback Topic

    The Overworld Map * I am not sure what the statistics are, but hitting diamond deposits that were usually at most four ore made it feel rare. Otherwise resources felt alright. * A big map like this one is fine (it's big enough that it dulls the usefulness of elytra imo), but a smaller map might be fun for a rev. Shorter distances between settlements might incentivize rail building. The Nether Map * It's an aesthetically interesting place with hidden points of interest underground, and it has treacherous terrain. I like it and wish I spent more time looking around. * The mobs are well designed - comparable in difficulty to the existing natural-spawn mobs, easy to identify from a distance, straightforward to run from when aggroed. They add more variety to the Nether's life and potentially different challenges to face (the berzerker in particular becomes a little scarier for shield users). It's also nice to have far more opportunities to collect skulls with the different wither skeleton variants. The only objection I have to them is philosophical - it feels silly that skulls (endgame-ish item) were made extremely easy to come across, juxtaposed next to elytra (endgame item) which was made significantly harder to obtain. The End * The dragon fight is not bad - I'm extremely appreciative of the fact that, while the dragon fight was made harder, it was not made impossible to solo. The fight is admittedly a bit annoying with so much health to knock down and distractions to keep down, but it is fun - incidentally, it has also become my go-to source of blaze rods... Portals * I have mixed feelings about portals being delayed over the course of the early rev. On one hand it makes for a fun event and prolongs some of that first-day excitement; on the other hand, portals going up late seem to miss the initial infrastructure/city location planning and there doesn't seem to be much going on around them. * The amount of portals for this size feels good - several that fast travel around the map is still fairly possible and (appears to) satisfy demand for building near them, but not enough that they are frequent occurrences. Custom Spawners * Custom spawners are nice to have on the map, and I think is one of the unique things about the server that, while we could strictly speaking go without any of them (besides perhaps shulkers), it has become part of the culture that I wouldn't want to see them vanish. The creeper spawner at least is probably the most well known one, and my guess is it will also be the most missed if it disappears. That said, I don't really mind custom spawners existing on the map - if I don't feel it is worth it to journey to one (eg. too far away, don't like the place, can get enough locally), I simply will not visit. Plus, it is nice to have the grinder option available even if I don't use it all the time. * I admittedly have not felt the missing spawns that came with players visiting spawners in the Nether, so I don't have much to comment on it. Custom Drops from Ores * It's a fun mechanic this rev and I enjoy that chance of getting rare drops, for no other reason than to hope to collect all the rare drops. It's been a strong motivation for me to mine more this rev. To be able to trade them in for amber that can be traded for other fun items is nice too - though I would argue that the items that can be purchased with amber should be cosmetic rather than useful (eg. I don't think elytra should be among those items). I don't have much to weigh in on how common or rare the drops should be - the current odds are okay. Elytra * I am admittedly not a huge fan of mining, and find EoF to be easier to obtain than amber fragments. That said, I would like to see elytra costs be both cheaper and more deterministic (more like what it was previously than what it was this rev). Fighting the dragon by itself was a good cost in that sense, since the cost to obtain the elytra is more consistent across all players and is (imo) also fun. Mining to get lucky enough to amass the required amber felt far more like grinding in comparison - I don't think something this sought after should be placed behind a (usually) fundamentally random cost. A delay in introduction like this rev isn't a lot of fun to sit through either - I don't believe the detriment to the community is great enough to justify that. (It can be argued that getting the ghast tears for the crystals itself is random, but I feel the random element in obtaining the essence of flight is much smaller compared to obtaining amber. To be fair, the event prizes provide enough amber as well - the meandering maze prize itself contains enough for unenchanted elytra - but I don't feel they should be relied on to obtain the needed amber.) * I don't mind elytra generating in the End personally, though this rev I appreciated the fact that they were removed - it would have been disconcerting to juxtapose the cost of reaching an End city with the current cost of elytra. The cheaper cost from previous revs was more comparable with getting to an End city. * From a personal standpoint I don't think the presence of elytra really changes my willingness to invest in other transportation methods. I would argue that cheap elytra doesn't change the rail or road situation much - in fact, from eyeballing the deadmap, I think this rev's rail network seems comparable to or less extensive than last rev's, despite the fact that elytra was cheaper previously. The issue to me doesn't appear to be elytra displacing rails, but rather fewer are willing to build them. * Personally, my willingness to invest in other non-elytra transportation infrastructure doesn't feel based on speed or ease of use alone - afk-friendliness, utility of the line, distance, time available to build, and motivation are some additional factors in that decision. Being in a remote area by itself made laying rail feel like a more prohibitive investment, even more so if the places I visit for resources are themselves distant. * The approach of drawing more attention to rail stations and incentivizing building of rails (eg. stations marked on live map as a /place, stations at spawn) was a good idea I thought. I can say from firsthand experience last rev that having that spawn rail station in the Nether (ie. a destination with instructions on how to connect to it) was a motivating factor in laying the rail. Admittedly I don't live near enough to spawn in the overworld to lay rail to it, but having that destination, especially knowing there is a space for a connection, helps make the effort feel worthwhile. Events * I appreciate the amber that is placed in the prize boxes given how sought after and how (sometimes?) rare they are otherwise. I'm not entirely sure about the extra-enchanted prizes being given out, but demand for them does not seem to be very high (at least from my experience holding a Fortune 4 pick). * The poetry contest was a nice switch and touches more on the extra-layer-of-community in contrast with other events that take place solely in the game (slime golems, maze), and I appreciated that change of pace. (I didn't expect to win though O.o) * I feel there should be some more events where the difficulty is toned down so a player can finish it solo without having to excessively brute force search (I think the maze would fall in the soloable category while the slime golems search would not - with no clues, finding golems in a 9kx9k map feels really tough even with a live map). Joining up with a group to finish an event makes for a lot of fun (eg. Alien scavenger hunt a few revs back), but being faced with a very large search area feels intimidating if working on it alone. * I'm looking forward to the aliens returning myself :O EDIT: Iron Grinders * I know I mentioned they felt really expensive early in the rev. They still do, but after obtaining two spawners, the entry level cost doesn't feel too high. I still don't feel the cost tracks very well with vanilla, but that is perhaps more of a philosophical objection than practical.
  16. Deadmap now includes Voxelmap waypoints!

    FINALLY
  17. Deadmap now includes Voxelmap waypoints!

    Stealth update: the tables on deadmap for the overworld/nether now include livemap/carto links where available OVERWORLD: NETHER
  18. Revision 22: Changelog

    June 20th Player suggestion for voxelmap waypoints and links to livemap/carto to be included in the livemap has been enacted on deadmap. Information here
  19. Deadmap now includes Voxelmap waypoints!

    We recently had a suggestion-box request to add a Voxelmap waypoint listing to http://nerd.nu/maps/pve/live/ so users can import all of our waypoints to their personal maps. At this time we didnt want to bog down the techs with a request like this, they've got other super important things going on. ...HOWEVER.... We do have Deadmap! As of right now Deadmap now has three voxelmap waypoint pages for you to use to import the items from Deadmap into your voxelmap .points file! Deadmap includes tons of items that are not on the /place list in-game so you should be able to fill up your screen with colorful dots of intrest in no time at all! Currently there are three new pages added to deadmap: Overworld Waypoints; Nether Waypoints; and End Waypoints - or you can find them in the menu indicated below after navigating to https://www.deadmap.com/ Instructions to populate your .points file are included on each page as well as the waypoints formatted for easy copy/paste Enjoy! ~The PAdmins
  20. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building • Do you feel the spawn building was well laid out, with clear exits?
 Yes • 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?
 Yes The Overworld Map • How do you feel about the current overworld map size? Too small, too large, just right?
 I'd be interested in seeing how a smaller map would change the dynamic of the revision. • 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?
 I'd be okay with that, though I would be surprised if there wasn't an update by then to the various tools we use, especially since the update is due out relatively soon and we won't be updating until around September. • Were any biomes lacking or too abundant this revision?
 I haven't seen a single birch forest this rev. I'm glad you saw things my way. ;) • Any comments on resources and/or ore distribution?
 Good. The Nether Map • How have you found the Nether this revision?
 Absolutely love it. • Would you like to see a custom or vanilla Nether map for next revision?
 Custom! • Any particular features of past or present Nether maps that you would like to see again?
 My only complaint is how volatile the terrain is between the custom spots. • Any comments on resources and/or quartz distribution?
 Both seem good. • Have the new Nether mobs been a good or a bad addition in your opinion?
 I don't really have an opinion either way. 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?
 Maybe we can work something out to limit the amount of mobs that can spawn in order to take some strain off of lower-end GPUs. • Have you experienced any issues with The End this revision that you'd like to make known for Revision 23?
 None that I can think of. 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?
 I personally have not benefited, but I know many people are enjoying it. 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 preferred all goodies being available from the start of the rev. • Do you have any completely different methods you'd like to see enacted in regards to portals?
 I think the portals could use a little spice. The clock system might be a little too much spice, but something along those general lines. • How do you feel about the amount, and distribution, of portals this revision?
 Fair. Iron Golem Spawners • How were the costs this revision?
 Good. • 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 it works well. • Did you find the rewritten instructions in the PvE Information Guide easier to follow and understand?
 Yes. Custom Spawners • How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them?
 Beyond preference, I think they're a necessity on a large multiplayer server like ours. • 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 do not think spawners should be located in the Nether. Taking them out would allow us to go back to a more vanilla nether in terms of mechanics (fortresses, wither skeleton hunting, etc). • Which custom spawners do you think are particularly useful in a multiplayer setting, if any?
 Squid and creeper, for ink and gunpowder. I'm not sure ghast or zig spawners are really necessary. I think it would also be nice if we could sort of "reimagine" The End dimension in a way that makes elytra *AND* shulkers renewable, as the shulker spawners are ridiculously overpowered. 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?
 Yes! I love it. It's almost an addiction. • 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?
 Yes. • 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. Custom Saddles • Have you enjoyed the custom horse saddles available to trade this revision?
 Yes, though it's unfortunate that the Minecraft client prevents being able to see your own horse change in first-person view. • 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?
 Both. I liked the idea of obtaining them from admin hunts. Elytra • Next revision, how would you like to see elytra implemented? Something close to vanilla, something like this revision, or something different altogether?
 Something different altogether, but closer to vanilla. See my comment above regarding Custom Spawners and The End. • 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 do not think there is much of a correlation at all. I spent a long time across the first two months of the revision building rails all over the place. Haven has a number of connections, almost all built by Silver and I. I think pez's (?) comment about the lack of rail-building leadership, and the map size, contribute much more to the lack of rails. • 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?
 I think the people that want to see more road and rail need to step up and start a collaborative group (or don't, and just build your own roads and rails), instead of relying on the padmins to answer their problems for them. Events The Lost Slime Golems - I did not like this event. I simply don't have the time or patience to wander the map aimlessly. The Archaeologists' Guild Poetry Competition - Good idea! I'm not a poet but I see many others enjoyed it. The Meandering Maze - *twitch* Mob Mayhem! (PvE Arena Events) - unfortunately didn't get to participate due to the server throwing a hissy-fit, but it looked like a lot of fun. • 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?
 Unfortunately... not really. • Is there any event past or present that you'd like to see return in Revision 23?
 NITWITS. All The Things Challenge. Did I say NITWITS? Also, NITWITS. • Have you any new event ideas that you'd like to share? NITW-- just kidding. I'll brainstorm.
  21. PvP discussion

    @ttsci! I just want to let you know that we are discussing the questions you raised atm! Forwarding you a telegram: "WILL SEND UPDATE WHEN CONCLUDED -(STOP)- PADMINS"
  22. Revision 22: Mid-Rev Feedback Topic

    The Spawn Building Good spawn. The rail station below and the roads above to tie in was cool. The theme was cool. I like how over the rev you are adding stuff to it to reflect events/things/happenings in the rev. - very cool A living Spawn that changes is fun The Overworld Map Map is too large imho. I like the older maps of rev14-15 where we filled in the map and developed it. Having a large map does give more biome choices and more land/options but it seems like we are all spread out and be cool to see what it is like to be on a smaller map again. I like vanilla maps more than painted ones. I think it was cool we did some custom painted maps but rotating between painted/vanilla is nice to keep it fresh. The vanilla generation on the chaos server right now is pretty cool and amazing. The Nether Map Given all the issues with vanilla Nether I like we have custom nether that is somewhat challenging but a great place to farm skulls without issue of population in the nether and it also was a great place to farm sand/concrete powder/clay in bulk without destroying the overworld. Although I enjoy Vanilla maps - I understand how the nether was used to help give people access to large amounts of newer blocks. The End I think having a fight like the ender dragon where you can recruit a bunch of people and go fight an epic boss fight is cool. Although with the Ender Dragon Fight building on the main asteroid has gone away in place of building an arena to fight the dragon. Maybe we could have a separate spot in the End to develop for Ender Dragon fights and then the main asteroid could be terra-formed by others as home/builds. Probably not possible. Mapworld Awesome place. I wish it was easier to build mass pictures. I am not very good at this or know how to do this without like painfully placing each block. Portals I was interested to see how this would play out with the finding of 1 new portal a week. After watching it go down I would have the opinion it is better to have the portals out and done earlier for planning/picking build spots. Biome/location seems to be more important than nether portal. So people will find the nether portal and not have them built into the town. But as just a place nearby. We are going away from Nether portals as something cool to have in your town to "just find the close one to the biome we want to be in". Given this we should look at maybe trying to let bigger/key towns have nether portals. Imagine a portal to active towns that pick themes and build out as the rev goes? or a town that has a good xp grinder or village trading? The problem is always how many to give out and how to determine it. You don't want to favor known builders over the unknown so the find in the wild was always a "fair" approach but then you got a bunch of nether portals that are meh - okay whatever. I think we could find a way to allow key towns in key locations to have a nether. Have like 4-8 based on geography - 1-2 in each quad - but then you have 4-8 up for grabs to assign to established towns that meet both a geographic location and/or need of the server - like XP/villagers/cool builds/etc. So you have both portals for everyone to find/use and you reward long time or organized builds to let them submit an application for nether portals and the admins decide. Of have a server vote on it to allow it. Iron Golem Spawners Worked great - well done Custom Spawners Roll them out as rewards for events/challenges vs exploring. So people can place them where they are living and they earned it as a prize. Order the roll out based on need - like Shulker first because people will want these. Maybe hide it in the end islands to be found as a reward and placed anywhere/later Slime/Squid/Witch/Creeper/Drowned To follow later with other rewards for other events/challenges XP for mending is huge and we should consider a way to get multi-2x-4x mob grinders for xp - End grinder is not very good and not everyone wants to do other ways like village trading to get XP. Custom Drops from Ore (Fossils and Rares) This was very cool. My only suggestion is have ALL the items you can get from Amber upfront. Rolling out means people will pick the "best" items but you suddenly roll out a better item they would pick instead later they have regret spending the items they would have saved. I understand the roll outs are because this is a new system being developed but for the future I would try to have it all upfront so people know how to priority the drops for what items. Custom Saddles meh - amusing for a few minutes but otherwise you don't see yourself on the custom mount - only others see it so it wasn't a big deal. But I understand cosmetics means more to others but I rather spend the amber on other things. Elytra 6 weeks out was too long for people who want these. Those who work hard for these should be rewarded. Not everyone wants to fly but those who do should be enabled to fly. I will not be a flyer but I don't want my views to impact others from not flying. Please let them fly earlier. Events Mob Arenas - Awesome! Poem Contest - Creative and awesome! Mazes - not my thing but people enjoy it Builds - I think we need more of these - And display winners at spawn. Tie it into making a living spawn updating over time. Have themes - Houses/Bridges - set size limits etc.
  23. [GAME] Make-A-Story

    ran out and i fell
  24. Bagpipe album

    Any updates?
  25. 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.
  26. 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?
  27. 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.
  28. 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!
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