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Mumberthrax

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  1. Hey guys, I've returned from an unfortunately sudden and long stint without internet, but I'm here to try and do what I can. I've got to catch up on the goings on for the past three months or so, and once I've got a pretty good feel for things again I'll post here with as much information as I can. Here's what I know currently: S is averaging 0-5 players, and a number of people have private messaged me asking me to fix it. Some people are feeling like the admins are not being responsive to questions and suggestions. S rev 26 started off with a lot of activity, lots of people trying the new changes, lots of people from other server(s) visiting, then the people from the other server(s) left and activity dropped pretty quickly. Currently the rev has been going for about a month and half? Lots of people feel that some of the changes were not good ones, and a handful of the changes were nice. Redwall and Beastbruiser have a tentative plan already laid out for the next revision, with Mrloud offering input, and it needs to be fleshed out a bit. Tomorrow is the weekend, so hopefully I can be in contact with redwall and beastbruiser and catch up on what's been going on.
  2. A while back I suggested to padmins that they enable inert TNT (basically just a TNT block that doesn't explode) for decorative purposes. At the time it was suggested, the response i got was that they would be used to troll/harass people - I'm uncertain if this is still a concern. I'm aware that C enabled TNT placement at one point and had an issue where players had rigged the TNT to explode upon downloading and loading up the world, but the cadmins/mods dealt with that situation and all was well - so a similar strategy might be employed on P if it's a concern.
  3. I think protecting the redstone circuit is really a very simple and effective solution to the question of tampering with the circuit to abuse the command blocks. If there are no concerns about this or objections, I think it should be implemented. regarding /hats - hearing from techadmins seems like the best thing here. Which plugins provide this command on nerd? Are there other plugins that usually offer this feature which might not have the same stability issues?
  4. Initially I was thinking about it depositing items into the hunter's inventory directly, but my concern was that their inventory might be full at that time (or the aforementioned death immediately after target execution). My thought had been to give them an option to claim the bounty in the allotted time, but I see what you're saying - it would be a set timer that will try to put the reward in their inventory on timeout regardless of their interaction with it. I think that's a workable solution too. But both methods are still susceptible to the system being used to safely deliver resources over long distances. Maybe it can have some kind of cap on how much you can put on a bounty, and some kind of cooldown on how often you can use it. hmm. But yeah, clanmates/friends of the target collecting bounties would not really be in the spirit of it. So what I'm thinking is that there should probably be some penalty beyond just death... BUT the problem there becomes the same sort of one that exists with prisonpearl. Make it too powerful of a tool to be used to abuse or harass beyond what is sportsman-like, and it will most likely be abused. Totemo was making the point that providing mechanisms that influence gameplay or conduct is much more effective than trying to socially engineer behavior, so if we made something that made a good effort at being balanced and coupled that with moderation policies against abuse... it still would likely be an imperfect setup. Still ideas to be ironed out if that citadel plugin is to be used - which is definitely not a set in stone plan btw. edit: oh i know, maybe you can optionally define a blacklist along with your bounty. So if you know that a target has buddies who will basically share the reward with them, then you can add their names maybe so that they can't claim it? hmm...
  5. I've played on two, both public and technically free to play. One is run pretty well, though it has ranks and donor perks, and it's definitely not on par with Nerd in terms of staff and community involvement. The other is the "official" server for the feedthebeast subreddit, and it's run very poorly in my opinion. I'll check out some of the servers in the list you linked. I'd be up for hopping on a server and checking it out with you or anyone else that wants to join in. I can't say I know exactly how resource-intensive running an ftb pack is - I'm sure it depends on which modpack, and what players are doing within it. Some of the mods provide mostly aesthetic blocks and things, like biomes o' plenty, or chisel. While others do tend to lag things up - like unrestricted mystcraft age creation or ars magica passive mob spawns. I intend on setting up an FTB server on my computer locally and testing out the Grief Prevention plugin in conjunction with PRISM to see what limitations there are on them, what can circumvent them, etc. But from what I've seen so far of the two they both are pretty effective. I'm sure my laptop isn't as hardy as the servers nerd runs, but it would probably be decent enough to handle a few people on at a time. It's not yet entirely settled whether we'll use factorymod or not. But yeah, I think there might be at least a moderate demand among our existing playerbase. If not for a regular server, then maybe just for an event or single revision. Barring nerd itself hosting an FTB server, maybe there's some server that we can publicly discuss playing on as a community? We have the no advertising non-nerd minecraft servers, but we play on non-nerd steam servers in the nerd steam group. I just get tired of playing ftb by myself, and playing on other servers with all strangers leaves me kind of wishing friends from nerd were there.
  6. Sounds like a good idea to me. After the redesign, in what ways could we advertise the twitter account better?
  7. This is very much something that we've been dealing with. For instance, in the meetings it was suggested we pursue some of the ideas used on the civcraft server, one of which is the citadel plugin which allows players to reinforce their builds and chests. This naturally assumes that griefing is allowed for gameplay purposes, but it allows people to grief just to cause harm and frustration. Civcraft has prisonpearl to try and deal with griefers, but I am 100% certain that it would be abused to deprive others of enjoyment of the server and the game. As one possible alternative, the sadmins have been kicking around the idea of a bounty plugin - so you place a bounty on those who have griefed you and players have an incentive to kill that griefer. A bonus is that the plugin would be used to encourage PvP even if there has been no "crime" or grief comitted. We didn't want to use one that depends on an economy plugin, but it turns out that such a non-economy plugin is difficult to find - so I decided we could write one and I'd take steps to learn commandhelper and implement it through that. It seemed straightforward - allow the player to put the bounty in a gui inventory, when the target is killed then whoever caused the most damage in the previous X seconds gains access to the reward. But each method I thought of to fulfill this function came along with the question and answer of how it would be abused. You could just use an existing plugin like LWC to enable delivery of bounties, but without a way to confirm for certain who killed the target players would likely deceive the paying player. Alternatively, the person who put the bounty on the target might not uphold their end of the deal. It's also somewhat complicated/inconvenient to arrange a bounty in this manner to deter something that might be a regular problem. If you make it so that the bounty is deposited directly in their inventory upon success, then they might instantly be killed by the target's buddies and the bounty goes to the wrong party in the end. If you make it so the bounty hunter can wait to collect the bounty when they are in a safe location, they might abuse it as safe storage of valuables - defeating the purpose of allowing chests to be raided. So you could set a timer on it - if they don't claim it within a day or an hour or something, then the bounty vanishes. But then, the question came of using the plugin itself as a method of instant item delivery across long distances. If I want to send bob on the other side of the map some gold, I put a bounty on joe using the gold as the reward. Bob goes next door to joe's house, kills him, and gets the delivery. No need to travel across dangerous roads. So we make it so that the bounty has to be collected at a specific location, rather than it being deposited in the player's inventory, but where are these locations, and wouldn't players just set up base adjacent to them and use them as mail depots anyway? etc. etc. It's part of game design, I suppose. It's frustrating because it would be a trivial thing to make and implement in its basic form, but because of it being abused it has to become more cumbersome for non-abusing players. Lots of things that have been proposed in the past have been denied because of abuse potential. Hell, PvE split off from survival because of abuse of no-pvp zones. It's definitely challenging to try to come up with a game setup that's fun for everyone, but won't be used by dicks to screw other people over or make the game unfair.
  8. Could you elaborate on this? It is not quite clear to me what things you are referring to. If we know what the issues are, then we can make more informed decisions about your proposal. edit: I mean, I'm all for meetings. I think that it's great to get together and sort things out. But if you feel there is some specific problem as referenced in your post, it would be good to know what the nature of that problem is before we proceed too much further if the meeting is intended to resolve it.
  9. I think this is an interesting situation that likely isn't constrained to our server alone. So I did a quick internet search. In this article, the author suggests implementation of an in-game translation subroutine - basically something that queries google translator and feeds the result to player(s) in-game, rather than having the players copy-paste stuff themselves in a browser window: http://www.lazygamer.net/general-news/online-gaming-and-the-language-barrier/ Another article I came across suggested the same sort of thing: http://www.ironrealms.com/tearing-down-language-barriers-in-mmo-games I took a few minutes to search the bukkit dev and spigot websites for plugins that might fulfil this function, and found a few projects that may hold value in this regard: http://www.spigotmc.org/resources/translator.476/ http://dev.bukkit.org/bukkit-plugins/language-message-translator/ http://dev.bukkit.org/bukkit-plugins/trans/ http://dev.bukkit.org/bukkit-plugins/sayagain/ There may be others I've overlooked. I think these plugins warrant some testing. In the next result from my search, players debate the same matter on a more voice-chat oriented game, where there are already servers for specific geographical regions, and the overall vote seems to be to allow anyone to play on whatever region server they prefer regardless of language: http://forum.worldoftanksxbox360edition.com/index.php?/topic/16221-cross-server-language-barriers-to-co-op-mmo-theory/ some more discussion of this subject: http://www.reignofgaming.net/forums/strategy/champions-and-gameplay/30259-reporting-question-and-the-language-barrier http://www.onrpg.com/articles/news/mmo-games-and-the-language-barrier/ I am undecided at this point what sort of action (if any) should be taken regarding this matter, though I think the translation plugins might be a possible solution that should be investigated.
  10. I'd like to hear what you all think of the idea of nerd hosting a public FTB server. FTB stands for Feed The Beast - basically it's a free minecraft launcher that contains pre-built configurations of mods that generally are set up to work well together - or at least don't have conflicts and tend not to crash like what can happen with manually adding mods to a client. Basically the mods contain new gameplay mechanics, new items, new decorative blocks, new biomes, mobs, etc. Some of the modpacks have technology oriented themes, where ores are processed to produce more ingots etc. and some modpacks focus more on exploration or magic spells, or just increasing the difficulty or variety of the game. The selling points of using something like an FTB mod pack versus setting up mods yourself are that It's accessible - download the launcher, select your preferred pack, and launch - players don't have to manually configure mods themselves in order to play on servers with the same experience everyone else has. It's relatively stable - some mods have unanticipated interactions that can cause lag on rare occasions but overall the mods are selected and configured to work well together without conflicts I know that traditionally nerd has never required players to have a modified client to play on the servers. I'd argue that FTB is sufficiently distinct from vanilla minecraft that it's basically a separate game. We have an official steam group, and though we do not host servers as nerd.nu, some of our community spend a fair amount of time playing other games while still somewhat connected to the nerd.nu brand. It's been suggested in the past that nerd branch out from being *just* a minecraft community to being a more generalized gaming community, and while I don't know what the overall feeling about this concept is, hosting an FTB server seems like a natural next step in that direction without necessarily buying into it wholesale. I've heard players in-game mention wishing to play FTB with the nerd community/moderation. I understand a fair amount of players currently play on another FTB server (or have been lately). While I don't know for certain that our current vanilla mc players would all jump at the chance to play on a nerd-moderated FTB server I can say that there are definitely many people who enjoy playing FTB based on the subreddit activity on http://www.reddit.com/r/feedthebeast/ In fact, there was enough demand there for a free public server that the community was all rallied up to begin setting one up themselves, donating to it and everything, until the mods there put an end to it and promoted their own server which unfortunately is severely lacking in implementation. Thus at least on reddit, there is a void when it comes to free public fair and well-moderated FTB servers which nerd may be able to fill. FTB uses forge, and thus a forge-based server would be needed. MCPC+ is a forge server that supports most bukkit plugins, and that is what I would advise to be used. However, some plugins like LWC and Logblock do not work well with modded blocks, so alternatives would need to be used for logging and protections (if any are used). Grief-Prevention is a fairly well-polished protection plugin (made with modded minecraft in mind) which allows players to manually select their claimed areas, prevents TNT damage aboveground, protects chests, prevents water/lava flowing outside of your claim, offers a login-PvP-protection, and even has a PvP option to lay seige to another player's protected base - all of which is configurable. PRISM was designed specifically with modded minecraft in mind, and it is reported to work quite effectively on FTB servers in lieu of logblock or coreprotect. Some items in FTB packs can circumvent some protections, like the gravity gun or ars magica dig spell, or sigil of the flat lands, etc. Most such items can be nerfed, disabled, or their use logged by PRISM. If the server went without allowing protections on builds, players also have in-game protective solutions like warded stones from thaumcraft, forcefields from MFFS, etc. FTB has a reputation for being resource intensive. There are a few ways players can abuse mods to create lag on the server, such as running thousands of machines in a single chunk, abusing automatic mob spawners, running a quarry or item production line that is not configured safely so that items spill onto the ground in massive amounts, creating tons of mystcraft dimensions, leaving chunk loaders active, etc. Most if not all of these sources of lag have measures to prevent or deter them, whether through disabling known lag-inducing blocks and items, or by enforcing rules governing safe usage of said blocks and items, or just plain using a pack that doesn't have as many abuseable items. There's also the question of whether the servers we have can support another server in addition to S,P, and C. Configuring it, and tracking down lag would likely be more work for techadmins. I think having an FTB server operated and moderated by nerd, with our policy of free and public access, would be valuable to many. At the very least it might be an enjoyable event for our regular players if not a long-term setup. What are your thoughts on this?
  11. Might want to consider removing the bit about permanent bans, considering we don't really do those anymore.
  12. I think there are a lot of good changes here. I like the idea of removing the "don't be a dick" rule in favor of the "admins reserve the right to etc.etc." and "Please be respectful and civil towards your fellow players" items. Though I'd suggest separating the "this list cannot hope to cover all possible infractions... admins reserve the right...etc." and "admins reserve the right to reset player data as needed" items from the rest of the rules... as those aren't really rules. I'd move them to a paragraph at the top.
  13. Tornadohorse I want to thank you for making this appeal and claiming your ban was inappropriate, because it's afforded me an opportunity to comb through the chat logs of our mumble meeting for an inordinate amount of time, ensuring that I'm that much more familiar with the content of chat which I may have overlooked while participating in the meeting. I particularly find myself surprised at how much of your conduct my subconscious must have filtered out during that meeting, because I find myself seeing more and more examples in the logs of your disruption during that time that I hadn't been consciously aware of at the time of your kick and subsequent ban. I didn't intend for the ban to be anything particularly long or strenuous. You were disrupting chat, and a ban was enough to put a stop to that until the meeting was over. I'm very happy that you chose to make this apologetic appeal, and that after it you chose to behave yourself during the second meeting, which further solidifies my suspicions that the ban appeal process does make a difference in how players conduct themselves after bans. For some context for these logs: you entered the meeting after it had been going on for about an hour and twenty minutes, during which many subjects were discussed, specifically the concept of substantial changes to the survival server. We were following an agenda that had been published on the forums along with the date and time the meeting was to occur, which you had seen and commented on previously. The logs for the meeting are long, even just the content you provided is quite lengthy. I've tried to sort of organize these excerpts by theme. 1) tornadohorse joins late, disregards the agenda and topic being currently discussed on the agenda in favor of harping on something that was discussed at length before he arrived, demonstrating a lack of respect for those attempting to conduct an effective meeting. 2) tornadohorse offers meaningless twaddle that disrupts chat 3) tornadohorse instigates conflict with another individual 4) tornadohorse disrupts chat, disregarding the topic of dicsussion in voice chat which follows the agenda by harping on how terrible the sadmins are for an inordinate amount of time 5) tornadohorse responds to his kick by being even more disruptive, rather than getting the message. ------ Now, I hope that it is evident that the ban was appropriate given that we were trying to conduct an effective meeting, and your actions were disrupting it, even causing some to express quite clearly that text chat was going off on a whole other tangent than the rest of the meeting, with you as a primary cause of that. After your kick, you continued to harp on the same subject, so you were removed until the meeting was concluded. I'm sorry if you feel this was unfair. I believe that it was unfair to the others in the meeting who wanted to see the server improved for you to behave the way you were. Again, I'm very happy that you chose to conduct yourself in a much more professional and constructive manner for the second meeting. I hope not to have to see you in the ban appeals section again. ---- edit: here is the full chat log of this public meeting: https://docs.google.com/document/d/1SyA3Q8uTXms9HcQ2oneJ55UpEyVfWJ8w8LYd8l9Vawk/
  14. Tornadohorse, during a survival mumble meeting you were warned for personal attacks, kicked for disrupting chat, and then kicked and banned for continuing to disrupt chat. You were not wrongfully banned from mumble, and I will be posting the relevant logs later today. It was only meant to be a temp ban, so you are now unbanned.
  15. I haven't spoken to buchanman for maybe a week, but when last I spoke to him his map was incomplete, and the game itself was still sort of in the planning stages - he was thinking a plugin might need to be written for it, though depending on how the game would be designed I imagine it might be possible with command blocks or something, or possibly just vanilla mechanics. He wanted to have the map put on one of the nerd development servers so people could help out with designing it, and was trying to get ahold of a techadmin to do that, though I'm not certain if he was successful.
  16. That's possible, and I think general public meetings are definitely something that we should look at doing. These meetings would be focused on helping to get us as staff working in a cohesive manner, to get us all on the same page.
  17. I'd like us to begin having some sort of official general staff meetings for the survival server. The idea would be to provide a specific time or gathering to focus on anything and everything to do with survival, it's moderation, planning, policy, etc. in a structured format so that nothing is left unresolved, and everyone on staff has an opportunity to be involved and part of the discussion and decision-making process. I'm hoping that this thread can be used for everyone to share or discuss ideas for how such meetings or discussions could happen in a way that has the highest amount of value to everyone involved. Feel free to submit anything, wacky or conservative. The overall objective here would be to make s.nerd.nu the best it can be. The meetings would be professional, task-oriented, and aimed at serving the needs and desires of the community. All staff would be eligible to participate in these meetings. Sadmins, Moderators, Techadmins, Headadmins, Cadmins, and Padmins. Everyone should have the opportunity to be heard. Hopefully we can have general meetings later on that involved the non-staff community, but for now it would just be mods and admins - unless strong arguments could be made to the contrary. Some basic things that I think ought to be decided are as follows: Medium Agenda formation process times advertising meetings roles topics specific format publication of minutes Medium: Mumble, IRC, and Forums are things I have considered. Mumble has been used traditionally on nerd, and is the closest thing we have to traditional face-to-face meetings. One drawback is that text chat seems to sometimes be overlooked in mumble, as well trying to match up recordings and text logs can be difficult for those trying to review the meeting. In general meetings, text-chat can be off-topic at times as well - perhaps with a staff-only attendance those wouldn't be as significant problems. IRC could work as well. Tone isn't conveyed as easily, but everything is laid out in text for convenient review, and it may be easier for some to express themselves in text than in voice. Both IRC and Mumble only work if everybody is present at the same time for the meeting. This is not ideal for people on opposite sides of the planet, as not everyone will necessarily have an opportunity to be present. Using the forums is one option that resolves some of these time issues, though it would require some careful planning. We do have the forums already, but there are no threads designated to serve as general planning and discussion spaces for the survival server. It isn't as fast as using IRC or Mumble, but it would give everyone an opportunity to be involved. Some combination could work as well, possibly. Get as many in mumble as possible, not finalize anything, post recordings/minutes on the forums, and ask those who were not present specifically for their input after hearing what was said. Then having a wrap-up type deal in the forums? I guess it would depend on the issues being discussed. I'd like to hear suggestions or opinions on this. Agenda: Agenda for the meetings could be drafted through some kind of pre-planning thread, everyone can comment saying what they'd like to discuss, it gets sorted and prioritized by an individual organizer (sadmin, possibly) or by everyone on that thread through consensus. Times: If these meetings happen over mumble, IRC, or some other 'live' medium, selecting appropriate times is essential. What times work best for everyone? Weekends? Evenings? What has been used in the past to be most useful to as many as possible? Advertising meetings: Hopefully everyone checks these forums, but what would be the best way to ensure all staff who may be interested are aware of the existence of the meetings should they choose to be involved? Just going through the staff list and messaging each one? Stickying a thread here in modchat, or modchat-private? If they occur on a regular basis (which I hope they will) then perhaps this will be less of an issue. I'd just like to maximize involvement here. Roles: One person would likely be the host or facilitator of the meeting. This would be the person responsible for making sure the agenda is followed, that the meeting begins and ends at an appropriate time, and ensures that topics are either resolved or have a specific task set to resolve agenda items. This person would also be responsible for making sure everyone who wishes to speak on a matter is heard, as well as making sure the meeting stays focused and productive. It's a lot of responsibility, and would likely be an admin. Some of these tasks could be delegated, I suppose. A good host/facilitator can make a meeting or break it depending on how they conduct it. We may want to select a person to be responsible for taking notes, and compiling a summary of the meeting/minutes for later review. This is commonly referred to as a secretary or scribe position. Additionally it may help to have someone serving as a bookkeeper/historian, to keep track of past meetings and decisions in a format easily accessible by staff in the future. The secretary and historian could be the same person. This isn't required, but when it's needed it could be a valuable asset. Secretary and historian could be decided at the time the meeting begins, or beforehand. Host/facilitator would likely be selected beforehand, but a secondary could be present in case that person is unavailable. Topics: some discussion topics I can think of which would be appropriate for such meetings include: Specific S policies, history and getting everyone up to speed on certain issues, planning events, revision planning, general moderation, points of contention/disagreement, and *possibly* general nerd policies though that wouldn't be a primary focus as this is mostly about S. Things which are off-limits would be anything that jeopardizes server security, issues with personal information, and any hostile behavior or harassment. Format: This doesn't have to be complicated. Some ideas I have for a basic meeting format are: intro - make sure everyone is here, get attendance on record, note time and date review last meetings minutes, check up on unresolved issues from that, confirm with whoever was responsible for assigned tasks what their situation is go through new items on agenda from pre-planning cover any last-minute items, afford only a few minutes for each of these if there are a lot review meeting, decisions made, tasks assigned, items discussed, and unresolved issues. Possibly assign one individual or forum thread to report progress of ongoing tasks to, to have a central information hub. Confirm next meeting time. Publication of minutes: Afterward, secretary tidies up notes, puts recordings and notes together, and publishes it all for the participants to review in a forum thread. If anyone observes anything left out, they can point it out in that thread and it would be added to the minutes which then get filed with the historian, and possibly published publicly. Does this sound overly complicated? Like too much thought or structure? Or does it sound like it's just enough to provide a substantial amount of value with minimal drama and effective communication? I'm thinking that if staff meetings like this can be conducted effectively, we may model meetings with non-staff on them, though meetings with a larger group may require a different format than whatever we choose here to be effective. If you have thoughts, ideas, or opinions - please share them. I'd like to see something like this happen sooner rather than later. You're welcome to bring up specific topics you'd like to see discussed or put on an agenda if you like, and I'd most appreciate suggestions for the planning of how these meetings themselves would happen.
  18. If it were configurable, whether by techadmins per server or by admins in-game, to be any specific word, then I would have no issues with this. Or heck, if the cadmins wanted it just for C, then it has no bearing at all on S or P necessarily. :]
  19. I have not. If what you say is true then it's likely some interplay between the cooldown plugin and something else we're running on S. A full bug report would need to include details on everything we're running, I imagine, which I am not equipped to do. I'll talk with a techadmin and see what's up.
  20. Would be kind of cool if this were accompanied by a rundown beforehand of some notable builds, events, clans/groups the map hosted. Get people who were around at the time to recount tales and things before to whet player's appetites. Wouldn't be a bad opportunity to encourage editing the wiki with things in relation to that revision. edit: I think the old maps have potential to be used for a lot of neat event type ideas. Maybe this throwback thursdays will encourage players to imagine creative uses for the maps, or particular builds on them.
  21. The main issues related to being unable to interact with tile entities while the cooldown was in effect, no chests, doors, levers, etc. I can scour through logs to find all the PMs I got, if they still exist, and give you details if you like. We were using this plugin: http://dev.bukkit.org/bukkit-plugins/enderpearl-cooldown/
  22. I'll first express my bias: I am not particularly fond of the idea of implementing a cool-down plugin for enderpearl usage. It moves us farther away from vanilla minecraft and favors a *specific* strategy in survival and PvP. That being said, response to the plugin usage in the polls was lukewarm. Only half of those who voted wanted it after the trial - a smaller percentage than those who thought it might be good in polls before the trial. Numerous people who did not vote also contacted me or made modreqs about the technical bugs the plugin we were using had. I would not be in favor of another trial unless we used a different plugin or updated version which fixes the bugs this one had. If anyone has specific plugins to suggest which perform this kind of cooldown, please share them.
  23. Buchanman actually posted this in the modchat section of the forums previously, and it received a fair amount of attention and input, but then discussion died down. When it was reposted to the subreddit, no new content was really added so many of the things mods had to say had already been said. Not sure if we should repost all of our comments too or not :P I think it's a very neat idea, and could be very fun. i'm not certain what steps need to be taken to make it a reality. I've got a lot of things on my plate currently, but seeing special events like this is definitely a priority for me after tending to the survival server.
  24. Looks like a pretty accurate to-do list, torn. We will have portals at the corners of the ring road. I've rewritten the /rulebook book that new players are given upon first login. I'd appreciate feedback, general criticism: https://gist.github.com/Mumberthrax/d2202780cedac1df29d9 We don't necessarily have to have arenas pasted in at launch - we just need to make sure that the areas we want them to be in are protected/reserved. A few people have messaged me saying they are working on arena designs, but are not yet ready. If nothing else, we can paste in previous submissions or old arenas before arena night.
  25. At 8pm CDT (barring accident, flubs, tragedy, or technical difficulties), s.nerd.nu revision 23 will switch over to chaos rules. This means chests are unlocked, nothing is protected (save for spawn), and you can destroy pretty much whatever you like. We still have the universal rules, so don't be a dick while you're blowing things up or burning the world down - i.e. no harassment, no bigotry or hate speech, no x-ray or hacked client mods, etc. etc. - Universal rules - Chaos Rules This period of anarchy will last until Friday March 14 around 8pm CDT (again, barring unforseen accidents, technical difficulties, etc.) at which point a brand new map will be in place for everyone to enjoy, with regular survival rules and features. I'll be posting details about revision 24 later this evening. Subreddit post: http://www.reddit.com/r/mcpublic/comments/209os3/survival_rev_23_chaos_update_post_now_with_times/
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