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unce

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Posts posted by unce

  1. I think having a big island on the map with PvP on would be cool. That or a "wilderness" type area of the map.

    Edit: Saw OP was Feb 10, didn't read the year lol. Thought this was a more recent discussion.

    • Like 2
  2. Adding something like /howner would be cool too. When working on horse farms as a group, being able to have more than one player own the horse makes it easier to sort them.

  3.  Getting XP is already very fast.

     

    I don't know what grinders you're using, but at a double zombie it took me over an hour to make 4 tools, none with decent enchants on them. From the replies I'm seeing here, enchantism isn't the best fit for the server, but I do think we could benefit from an /unenchant command with a bigger XP plump. Something like SwitchView said could be really cool too, but it seems like it would be more of a non-vanilla type addition that, from the replies here, wouldn't be a good 'fit' for the server.

  4. Multitask, or switch it to auto-kill and afk. One skele grinder I made last year was auto kill with a fishing hut, so I went afk for hours and came back to several good books and other loot as well as a lot of bones and arrows.

     

    Not everyone likes to spend their free time leaving their account at a grinder when they could be digging rails or working on cities. Sure I could afk and go play another game, but I'm sure players who got online to play minecraft would rather be building.

     

    Think of it as vanilla with chocolate sprinkles. The monster spawners and ore plumps are designed to keep resources sustainable - last rev we consistently had 2k+ villagers idling in iron farms which does nothing to help tick rates. Adding ores into to overworld also helps keep the nether from being wiped occasionally because it's been mined dry. It can't be 100% vanilla because of how the players operate, but we can try to stay as close as possible.

    That being said, I know a lot of times we appear to stay silent but I have been noting down the suggestions everyone's made, and as we are able we are trying to implement the ones we think will be the most beneficial.

    I am concerned that taking away the need for grinders will effect more than just obtaining XP. For a lot of places the creation of the grinder is the majority of their building - if we take that away on p we run the risk of removing one of the big the reasons why people play. Working out designs and building them with others is a good portion of the fun.

     

    Grinders would still be very important builds. With enchantism or an unenchant+xp plump change players would still need to grind to 30 several times to fully enchant their gear. Think of this is more chocolate sprinkles.

     

    On survival the main reason for enchantism, plumped xp, and /unenchant was that you burn through pvp kits very quickly if you actually pvp regularly. A game where you are playing for combat is not fun when 90% of the time you're sitting at a grinder, 2% of the time raging because the crappy enchanting table gave you a useless enchantment (this was before 1.8).

     

    This is a good example of enchantism being beneficial. Like burning through sets of armor on S, players burn through tools quickly on P. Building towns and infrastructure isn't fun when you're spending 90% of your playtime standing at a grinder getting crappy enchants. I think it would be cool to give it a try and see how players respond to it.

  5. What about something like this: rev 7 or 8, when jungle trees first were released, there was an event to earn a jungle sapling. Why not do something similar for portals? No portals for the first week, but have an event after a week to earn them, and they can be placed anywhere (with a set minimum distance between them). No solution would be perfect, but this could be an option.

     

    I like this idea as long as the challenge is something that individuals and small towns can have a fair chance at.

    • Upvote 1
  6. I have an idea! How about ONE HIDDEN PORTAL. Put it in a cave somewhere and have it be like finding an end portal. This way towns aren't all fighting over portals. I think if we do it like this we could have some really neat transportation designs, and not have to worry about waiting hours to take the zodiac things. The zodiac portals were cancer, or at least one was.

  7. I agree with Steve on portals killing infrastructure. Reducing it down to a spawn portal and 4 cardinal portals(at the cardinal points, not moved 500 blocks or whatever) would make the rail systems more useful. I'd also like to see more waterways added, kinda like that one CTF map. Having to actually travel the map lets you see more cool builds and land.

    • Upvote 1
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