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Mumberthrax

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  1. A week or so ago sent smiler a list of ideas I came up with over the course of about an hour for minigames. If more ideas are needed, I suggest everyone pitch in their creativity. Feel free to edit this file: https://docs.google.com/document/d/18ZDLiJ0n6k8zc94Tnpm6HGLzFOFT8Ejl2ex68JikkMk/edit?usp=sharing or just share ideas here I suppose. The document i linked is currently configured so that anyone with the link to it can edit it, but I can change that if desired. afaik all changes are logged so we can revert it if the link gets out and it is screwed up. Alternatively I can change it so that it requires an invitation to edit/access if that is desired. Smiler has said that he would prefer to come up with original games rather than just copy existing minigame servers. I can understand and agree with this, and I also think that it would not be a bad idea to try out some of the more popular minigame servers to 1) get some possible inspiration from them, not necessarily copy directly and 2) see in general what the "competition" is like. Our main selling points compared to the others are always going to be that we are free and public, and we have quality and fair moderation. But it still would be good to see what sort of quality content we could provide on top of quality service. I've played on the hypixel minigame server once, and had fun. Are there others we could check out? Would we want such a minigame server to have all games accessible at any time? Or would it be better to have them on a rotating schedule, so that there is a sense of anticipation or desire for playing games that were fun in the past? What about slightly longer games, which would be somewhere in between a full length event and some of the short 2-5 minutes minigames? Like a trimmed down version of our CTF for example. Whatever we choose here, we would want to make sure that we don't clear out options available to us for fundraisers, but still, lots of players love CTF and wouldn't mind being able to play it more often than once every 6 months. Edit:[ I think we should also consider pulling in games from past revisions, like the obstacle course from CTF a while ago, or the famous 5k I have heard so much about but have not yet tried, etc. ] I think we should outsource some of the creation of minigames to the players. Some of our players are seriously talented at making maps for example. See this post on the subreddit: http://www.reddit.com/r/mcpublic/comments/2lzdeg/my_new_pvp_map_on_c_warp_rig/ And a few of our players have come up with neat ideas for minigames, for instance natdog has shared with me his idea for a prison riot minigame for use on S which we haven't implemented because it was overlooked. Combine this with the idea presented in the staff meeting and revisited in the admin meeting of having a "backlog" or builds and events, and I think it could work out well.
  2. I believe nerd could benefit from hosting a server for modded minecraft. It has the appeal of having new content and drawing in players who would otherwise have gotten tired of vanilla. There is a very active community at /r/feedthebeast on reddit who post there, and from what I have seen the "official" server of that subreddit is kind of lacking in quality moderation and activity. nerd being the official reddit minecraft servers could easily draw in players from there in addition to members of our own community that desire to play modded minecraft with each other with quality moderation. Cauldron is a modified version of spigot which runs forge mods and bukkit plugins, so it would be the best bet IMO until sponge is operational. I think if this route were followed, we'd have two options. 1) select a well known popular public modpack, like one of the FTB, ATlauncher, or Tekkit packs. (direwolf20 is generally offered to those new to FTB for example as a good one, since it is not difficult to get into, and has a little bit of everything - without being neccesarily EVERYthing. Being one of the "official" packs supported by the FTB team, it's generally regarded as relatively well tested for bugs and incompatibilities - though gameplay balance is another topic entirely. Alternatives here might be some of the more lightweight FTB packs, possibly a few third party public packs like blood and bones, magic farm, crash landing, etc.) Any such pack we select can be tweaked, have lag-producing or undesirable elements removed or blocked with either the individual mods' configs, a forge mod called minetweaker, using bukkit plugins to block recipes, or some other forge mods that can block stuff. 2) roll our own modpack, have it available through a modpack launcher like FTB's third party modpack system, tekkit, or ATlauncher. This would be our own selection of mods that provide some value to the game without producing a lot of potential for lag or abuse - more aesthetic mods than souped-up magic or tech mods. I have a short list of suggestions for such a pack: Bibliocraft (provides neat chairs and tables, bookshelves, item shelves, display cases, armor stands) Biomes O' Plenty (provides a large list of interesting and sometimes beautiful biomes for worldgen) Carpenter's Blocks (provides a variety of differently shaped blocks which can be made to adopt the texture of almost any other block in the game, eg. wool stairs, or dirt slabs or slopes) Chisel (wonderful aesthetic mod that adds many different variations on vanilla blocks, different textures, as well as a few of its own blocks. Nothing functional really, just pretty) Extra Utilities (adds a variety of random utility items, some which might be considered unbalancing - each aspect of the mod can be disabled. My favorite part is the transfer nodes/pipes, which are based on vanilla hopper mechanics) Forge Multipart (adds microblocks {slabs, covers, corners, etc.}. May be potentially lag-inducing, so i only tentatively suggest this. Allows for much more creativity and detail in creations. might not be necessary if carpentes blocks is used) iron chests (adds a few new expensive chests with larger amounts of storage space) Jabba (provides a "barrel" block which stores one type of item, but can store large amounts of it. also a nifty dolly to move containers without disrupting inv.) natura (lots of trees, berry bushes, a more diverse and frightening set of nether monsters) OpenBlocks (like extra utilities, it adds a random assortment of items to the game. My favorite one is the hang glider - jump from a high point and glide slowly down.) Pam's Harvestcraft (adds tons of different crops, and even more kinds of food recipes that can be prepared from them. Want a supreme pizza? you got it - if you have a diverse enough farm to get the ingredients required) stackie (purely lag-reducing mod, when more than x items of the same type are on the ground in an area, they are bunched together into one entity) Twilight Forest (provides a new dimension, like the nether. A large foresty area with new monsters, generated dungeons and loot. fun to explore) About a month ago I set up a 1.7.10 cauldron server on my laptop that runs these mods. If anyone is interested in seeing what they are like, or seeing how it works on a server with bukkit plugins, let me know and I'll load it up and whitelist you - here's the modpack (easiest way to use it is to download multimc and unzip this in the instances folder it creates) https://dl.dropboxusercontent.com/u/1933608/1.7.10%20test.7z . If any techs want to try loading the cauldron server up on one of our boxes, I'll send you the zipped up server folder and you can poke around and change whatever. I don't know if cauldron being a modified version of spigot is currently supported by bungeecord or not, it seems like i heard one of the techs recently say it was. And from what I can see, cauldron is following the same patch-based release process that spigot is using for updates. edit: if you just download the modpack i linked above to try it out in singleplayer, make sure you select the biomes o plenty generation option instead of deftult - its the same place you choose superflat/large-biomes
  3. During the november admin meeting the idea was presented of having a sort of adventure server, with a pre-made map with custom dungeons and challenges for players to overcome. This is similar to what sadmins have been considering for S - not so much the sense of having it be adventure mode with only dungeons to complete and no building, but rather having a series of WG protected dungeons with rare valuable loot available in them (which reset after a little bit), and still having large wilderness areas for players to build and explore in, plus some safe harbors like small towns where natural resources are null/limited, but in which there's a disincentive against or prohibition of pvp. This combined with some other relatively novel (for S anyway) gameplay elements would constitute the bulk of the servers feel. Several players have brought similar suggestions to us for S, and a few have suggested having a more rpg-ish feel in the sense of having specific classes that players can select which have natural buffs with some weapons/tools. Though I personally am hesitant about a full out rpg implementation on S, and definitely do not want to get rid of the freedom to build in open wilderness, the dungeoncrawling achievement-seeking loot-collecting part of an adventure map is something we're considering. I believe an adventure map/server could be a lot of fun. I think if S does not successfully implement custom dungeons and the other stuff, it's something that should definitely have some attention dedicated toward it. That said, if anyone has ideas for such an adventure server, sadmins are open to trying suggestions out on our experiment.
  4. Something to keep in mind is the balance between intricate gameplay that keeps things challenging and interesting versus complicated and/or difficult with a steep learning curve.
  5. Hi leonid_voz. Please Read the Rules here, and reply back when you have done so to be unbanned. Just remember to not edit other player's builds without their permission. :)
  6. In the fall Mod Brainstorming thread a short while ago I posted a comment suggesting we approach the process for brainstorming moderators differently than they have been in recent times. In our staff meeting it was suggested we move the discussion on how the process could be improved to its own thread, so here it is. What follows are my thoughts on the process we have now, and then my suggestions. If you just want the canned version, open this spoiler: Challenges I've identified: Voting, not brainstorming Social dynamics of a forum thread discussion Staff who we later learned should not be staff Favoring friends and missing potential gems Are there other challenges for us to overcome here? Other issues that need resolving with the process of adding new moderators? Solutions: Having thought a little bit about this, I presented some of my thoughts on possible solutions in the fall mod brainstorming thread. The summary of which is at the top of this post in the first spoiler. I'll stick a sort of full rundown of my ideas here in a spoiler too, so it doesn't get unwieldy. I've identified some possible objections with some of these ideas: 1) It might be too much work 2) It is a bit creepy to have an HR sheet on players 3) Our current system works well enough Now that I've shared my walls of text, what do you guys think? What other issues are there for us to overcome in the process of adding new moderators? What alternative solutions are there? What do you think of the ideas I've presented - and do you have any thoughts on how to streamline them or improve them? Is all of this a waste of time and energy? Credit where credit is due, eehee2000 is the one who messaged me with this idea a while back.
  7. Ideas and suggestions: Following the model that CAdmins have established with the creative ideas/changelog post, we've set up https://nerd-survival.uservoice.com as a single place to submit ideas and suggestions for survival or vote on changes suggested by others. The most voted items rise to the top, so it sort of sets a priority for what things we admins ought to look at doing. Survival Changelog: This post itself will be used as a changelog for the survival server. It will be updated when admins make any notable changes to the server. You're welcome to post comments here, and to keep it readable and non-cluttered just like in the creative changelog thread we will remove non-changelog comments on every update. If you've got a specific request, use the link above, or if there is an idea or issue you want to discuss without it being cleared out on updates, please consider posting in the server discussion forum or bugs forum.
  8. I know buchanman created a prototype map for this event, but I don't beleive it was completed. He used an end world, made a large spaceship hull, and a variety of asteroids. I do believe it could be a fun environment for a game, but it would need to have the basic gameplay mechanics figured out before we could do much more on it. edit: I've got access to the map, but it would be good if we heard from buchanman before doing too much with this, since it's his idea and the map that exists is his work.
    1. twilexis

      twilexis

      mumber shh, don't let redwall on to our secret D:

  9. This plugin could be used to create gravity fields to pull players up toward larger objects from below - though I am not certain if there is a way to also invert their view: http://dev.bukkit.org/bukkit-plugins/lasagnes-flags/
  10. Ok, I made a mistake here. When I looked at the gap in kotv between the arena and the wall, i counted two empty spaces. I'm guessing my mistake was in using the leaf blocks from the tree that sticks out over the gap as a reference point. In any case, beast, redwall, and I have discussed this and I've added a layer of stone to each wall on the two far ends of kotv, and contracted the kotv worldguard region by one meter on those two ends. I am sorry for the inconvenience, I'm sorry for my mistake in understanding the situation, and I appreciate you making this post to help clarify things in a way that I was not understanding previously when speaking with avadakedavra03 in mumble and later with both you and avada in-game. Closing the post now.
  11. Thank you gsand, for making this thread, and to those of you who have offered your suggestions. It has been up for about two weeks now so let me see if I can summarize the various suggestions from those who have posted. more challenge more pvp more hostility and anger pvp balanced by limiting acquisition of enchants and potions raiding players' containers limited number of protected containers no enderchests valuable loot (remove enchanting, enchanted books as loot) A more thorough adoption of civcraft's features no civcraft a reason to stick around after you have a farm and the dragon is dead more realistic leaderboards/pvp profiles Evil server Sundays - delete 10% of placed blocks Did i miss any from the above (or below) comments?
  12. https://github.com/NerdNu/nerdCH/pull/24 It doesn't have the feature requested of being able to combine books, but it does meet some of the suggestions here.
  13. I'd like to note that this topic is being discussed carefully by all the admins, and a resolution should be arrived at in short order.
  14. We would like to keep it a surprise. We haven't been pls 2 ignoring this post from two days ago, have just been quite busy.
  15. Intro: We'll be switching Survival from Chaos to Revision #27 on Friday, October 24 at 7pm CDT. Below is some information about changes from the previous revision, and below that is information about special events we'll be having. And at the very bottom is some information about some differences between our server and vanilla minecraft (like special crafting recipes). The map is 5000x5000 (that is, you can travel from -2500 to +2500 in both north and south directions) square. Griefing, protections, and land claim rules: Griefing is no longer allowed. Land Claims will be enforced as they have been in the past - build a border and optionally place up signs, and everything in the border is yours to build on. If someone breaks your things without repairing shortly after, then stand by the broken parts, /modreq griefing, and moderators will restore it. You are allowed to break into a build for exploration or pvp purposes, but you must repair any changes you make to a build as soon as possible. Consequently we will be removing the Citadel plugin, so you no longer need to reinforce your blocks to protect them. We will be bringing back LWC to protect chests and other containers. These will now automatically lock upon placement, so if you want a container to be accessible to other players, you will need to either remove the lock with /cremove or add your friend to the container access with /cmodify. If you want the container accessible to everyone, but still owned by you, then remove the lock with /cremove, and then re-lock it with /cpublic. /lwc for details. For the purpose of expanding creative options, we will be adding a new rule - redstone builds may now be /modreq'd to be protected by moderators with a worldguard region under certain circumstances. These builds must not be used for base defense or have any PvP purposes, they must be completely sealed so that the protected region is not abused. This has been a defacto rule in the past, where certain very high quality redstone builds have been protected, but it had not been universally applied or publicly declared. Now it has been, so please exercise your talent at redstone engineering to create shops, music devices, puzzles and games. Attempts at circumvention or abuse of any protections, whether LWC or WG regions is not allowed. If you observe a player breaking this rule, please /modreq. Players may no longer indiscriminately slaughter animals owned by other players; when killing animals which are in an enclosed space such as a room or fenced in yard, you must leave at least two of each kind alive so the owner may breed more and repopulate his or her farms. Animal kills are logged, and moderators will have the ability to track down those who violate this rule. Breaking this rule will be treated as grief. Departing plugins: We will no longer be using the following plugins: PrisonPearl nerdbounty Jukealert itemexchange Special Events: This revision Mrgauthier34 will be hosting a 3v3 clan battle arena tournament. The tournament will will run every other weekend. Each clan will fight only once an arena. To enter in please either /modreq in game with Clan name, message Mrgauthier34, or post in the comments on the subreddit post with clan name. You have until the first arena starts (which will be the weekend after the revision launches) to enter. If you fail to have 3 people ready to fight when it comes to your turn you will be disqualified. The fights will be what ever you bring, nothing will be supplied. LadyRavenOwl will be hosting maze arena events this revision. Dates and times to be announced, though expect them to appear mostly on Saturdays and sometimes Wednesdays. Please begin practicing your path-finding skills. I, Mumberthrax, will be hosting a Best Designed Shop contest. Judging criteria will be based on three elements: functionality, creativity, aesthetics. Shops should strive to produce trade or commerce of some kind. Shops may be collaborative projects! Judging will take place 4 weeks after launch. Let me know if you have built or are building a shop that you'd like to enter into the contest. Regular arena nights will happen periodically throughout the revision. These will usually be announced on the subreddit and on the forums, though moderators will have discretion to host impromptu arenas on short notice. These will generally range from fights with only diamond armor, only iron armor, and often a free for all - where you may bring whatever you like into the arena. There are warp signs at spawn to our King Of The Void and Punt arenas, both produced by Mrgauthier34 with help from friends. Please take time to enjoy slaughtering your friends in them. LadyRavenOwl has produced us a Trampoline Arena, located on gold road just past the first set of portals. It's quite bouncy. It's always open too! Don't forget the Halloween events on event.nerd.nu hosted by LadyRavenOwl. There will be a Creative Speed-Build Pumpkin Carving contest Saturday after Survival launches, so please remember to attend and try your hand at making cool things with infinite blocks in a short period of time! https://nerd.nu/forums/index.php?/topic/2637-halloween-on-nerd-is-going-to-be-a-maze-ing/ Here's a brief rundown of our non-vanilla features: We have the following crafting recipes on survival: Decorative Command Blocks Powered Lamps Hopper Braziers Saddles Horse Armor Smooth Sandstone Slab Block Smooth Stone Slab Block Chiseled Stone Brick Mossy Stone Brick Mossy Cobblestone Album of reicpes: http://imgur.com/a/destO#0 Other changes from vanilla: Chests and other containers can be locked with /LWC. Horses are lockable with CobraCorral /ccorral You can reset your spawn point with /bed-clear We use /clanchat for creating custom channels for groups to privately chat with one another. Create or join a clan with simpleclans by using the /clan command. Enchanting is easier on S with the Enchantism plugin. If you don't like it, you can still use the vanilla enchanting interface too! Experience orbs give three times as much as they do in vanilla! Ore generation is plumped slightly compared to vanilla minecraft - we also have occasional glowstone deposits in the overworld! Placing water creates a non-flowing source block of water to prevent griefing. To make it flow, stand by any non-flowing water and /modreq flow. Some of the plugins we'll be running to balance PVP mechanics - though at this time we're still running last-minute tests to check for any bugs we may have overlooked - are: Combat Tag PearlNerf PwnPvPBalance Combat Rebalancer PotionFix Strength Nerf VehicleRaid Combat Tag deters logging out while in combat by spawning a dummy npc copy of the player who logged after having recently been in combat. If the npc dies, then the player is also dead upon logging back in. PearlNerf is intended to limit the rate of pearl uses in combat. It integrates with Combat Tag. PwnPvPBalance takes effect after a player kills another player a certain number of times to provide a natural automatic handicap in order to keep fights slightly more evenly balanced, and hopefully more enjoyable for all participants. It also provides a very slight speed boost to unarmored or lightly armored players. The handicap is reset upon logout, on server restarts, or after predetermined interval - whichever is sooner. [redwall's note: We ended up not using PwnPvPBalance. However, its armor-weighting feature has been reimplemented in CombatRebalancer. Unarmored players get a speed buff, and every piece of equipped armor subtracts from the buff, with better gear weighing more.] Combat Rebalancer is a plugin authored by redwall_hp intended to adjust the scale of damage dealt between armed fighting players. PotionFix brings back 1.5 potion mechanics to health and regeneration potions. Strength Nerf removes strength II potions. VehicleRaid allows you to knock another player off of the vehicle they are riding, eg. horses. We also will have the following enchantment maximum loadout: no armor enchants except protection 1 (Edit: & 2), unbreaking, featherfalling, blast protection, respiration, and aqua affinity; no sword enchants except sharpness 1, fire aspect 1, unbreaking, looting, smite, bane of arthropods, and knockback; no bow enchants except flame 1, unbreaking, infinity, and punch All tool enchants are still available. Approved Client Mods: We've gone through our dusty old list of approved client mods for survival and cleaned it up a bit. Please take a look if you feel like modifying your client. I personally recommend using journeymap fairplay edition to have waypoints and easy-to-read coordinates, and togglesprint/togglesneak for PC minecrafters to reduce wrist problems from holding down the sprint and sneak keys for extended periods. nerd.nu/smods Special Recognition: I'd like to thank everyone who has helped the Sadmins to prepare this revision: Mrloud15 for generating the map. twilexis for helping to create spawn. smdavis93, Mrgauthier34, rtr69 for their awesome help with portals, roads, spawn, arenas, and general coolness. Mrgauthier34 again, for his punt, kotv, and team arenas. LadyRavenOwl for the Maze and Trampoline Arenas Our wonderful techadmins: Deaygo, LadyCailin, slide23, smiler100, and TheAcademician, who put up with my incessant pings in irc. Dizney07 and Gizzletinks for suggesting some awesome plugins. Unce for submitting a supercool arena. Everyone else who has offered a suggestion, constructive criticism, or support in any fashion. Thank you. Final notes: We're still looking for ways to keep the server innovative, accessible, and fun to play on, so please continue to offer us feedback and suggestions as we develop s.nerd.nu. I hope to see you all on Friday!
  16. I doubt padmins would go for this at all. We're basically talking about changing a setup that has been working excellently for p.nerd.nu for a long time. We'd also be attracting a crowd with a completely different sort of culture than what is presently on P. It would not be advisable, IMO. That said, I think it's a decent idea worth considering for S. It's been suggested in other forms in the past to have some areas have no-pvp and some have it. It's difficult though to balance building in minecraft with PvP. What would be the incentive to go out into the wilderness?
  17. i found this plugin which could be set up to give flying (via "jetpacks"?) to anyone out in "space" http://dev.bukkit.org/bukkit-plugins/worldguard-fly-flag/ we could create regions for each asteroid or ship in which flying is disabled, to simulate gravity. We can use this one http://dev.bukkit.org/bukkit-plugins/worldguard-region-effects/ to create jump boost effects on smaller gravitational bodies. We could also use easy-signs or possibly command blocks to enable "transporter" like technologies. (I'm picturing a traditional transporter room with pads and a console with levers, a transporter chief flips the lever. http://imgur.com/a/xTlMm (edit: just realized there's a mildly nsfw image in there :/ ))
  18. I've put together an update to the approved mods list for Survival. Before i post it to the wiki, I'd like to check and see if anyone has any issues with this list, or any suggestions for additional mods to include. http://paste.thezomg.com/15385/12912366/ password: mods notable changes from old version: not-approved: zyin's HUD - has mild xray like feature for cave-mapping, and a player locator. gammabright both of these are on PvE's approved list. Be aware of this distinction between the two. approved: tabbychat journeymap fairplay edition batty's coordinates avancedHUD Schematica notenoughitems togglesprint (updated link to togglesneak) saturation display bupload Monster Spawn Highlighter updated relevant rules section to reflect current rules. almost negligible difference, just up-to-date now. removed a handful of obsolete/outdated mods, like ssp slime fix which hasn't been needed since like, 1.4.7. left reis link in there, even though it goes to an outdated version - it's still the relatively official link. Any other mods we should add? Any we should mention in the not-approved list? Any issues with these changes?
  19. I know the list has been posted publicly, but in researching mods this evening to add to the survival approved mods list i checked out zyins HUD and it seems to have a mild cave-location feature. when you activate the "safe" option and the "xray" sub-option, you can see blocks that monsters can spawn on, even if those blocks are underground or behind walls. I know that this isn't what players are using it for primarily, more the horse stat stuff, but it's something to be aware of. If it did not have the player locator or this xray-like feature, I'd be fine with it being on S, but for now it will be in our not-approved list. I hope it won't be a deal-breaker on P because of how useful it is to some.
  20. Bans and notes are handled by bungeecord, so anyone who is normally able to see them on nerd still gets the notifications even on vanilla 1.8, but regular players do not.
  21. Seems like it would be less confusing if it searched in a certain spherical radius around the player for the nearest available location, but I can definitely understand why it works the way it does if that's simpler and functional method, and really affects players on a very rare number of occasions anyway.
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