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dizney07

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Posts posted by dizney07

  1. Ok, hostile environment is what you want. Chaos, with world border on, tnt off, no LWC, griefing/camping/bed breaking allowed? How can we be tense for you, but sufficiently welcoming to new people?

     

    As we are aiming for exactly what you want, we may need to not look at player count as a sign of success, its whether you are happy with the server regardless of how many people there are to play with. How would you judge success of getting what you asked for if there's few people to play it with?

     

    Well now do we need to have griefing allowed to have that feeling? Most ideas I come up with revolve around uncraftable loot of some sort (such as books when enchanting is turned off). If you come across one of these, and are far away from home (assuming there's no enderchests), it creates fear, anxiousness, and excitement. 

     

    We don't know how the admins judge success. For me, last rev was successful due to the fact that we finally tried something new, and it worked. It may not have worked for the entire time, but it worked for about the first two weeks. So why not try and build off early success. But now I'm repeating my earlier post

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  2. Right now it feels like we're accommodating the casual players that want to build with some threat, when the core majority S players that have been here throughout many revs don't want to play that way. They want to pvp, raid, and be better than the other clans all around. S was fun last rev because we had a pvp oriented goal we were trying to achieve. A group of jerks came on to our server and was trapping and raiding people. We wanted to destroy them so badly that we all came together and focused on something that we all thought would be pvp oriented.

     

    I don't have any kind of goal for next rev like that. A group comes onto the server and harasses someone? It doesn't matter. It doesn't affect me or anyone else actually playing without pearling and raiding. So what's my goal? Build a base, fight on some road for a bit, get bored and leave after two weeks again? I want a reason to play. I want to be scared to log in, I want to fear someone turning the corner, I want to feel the rush that pvp used to bring (and brought last rev). 

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  3. I agree, there are loads of ideas out there that are still untouched by Survival, however, we're not trying them. We're still doing the same old PvE with PVP approach that is proven to be unsuccessful.

     

    If the Sadmins were showing interest in trying out new server ideas, I'd agree with you, but that's not the case.

     

    Completely agree with this and Djt's statement. Our old formula proved to not work, so we tried something new that worked for about 2 weeks and then fell off. Why not try something else or build off of the success we had early on in rev 26? Going back to the way which proved to be stale gameplay after a week won't fix our problem in my opinion.

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  4. Unfortunately, they have stated that they are removing "some pvp enchantments" next revision, so it sounds like that part of your suggestion is getting implemented.

     

    Well my idea wasn't to remove them, but to make them more difficult to get and make it so you have to take a risk to get them. It would create pvp and would pro long revisions as players would have to play more to get higher level enchants. 

     

     

    EDIT: Don't get me wrong, I like enchanted prot 4 dia fights. They're fun and intense, but in my opinion it's really easy to get the resources needed. My ideas (not just this one) are built around making pvp happen without forcing it. With the idea of loot, people will spend hours trying to get the right book while other players may just pass through trying to find something of value. The two players meet and are left with a dilemma, do they stay and fight or run? That's the kind of situations I want to create some how. Not just running down the roads and killing unarmed builders, but fighting someone else who may or may not have better gear than you. The intensity, the fear, the excitement, the anxiousness, that's what pvp should be about in any game based around risking a lot of gear. I'm not saying the idea is perfect, but I think something based around loot creates what we want in pvp and this server. But of course, I could always be wrong.

  5. I am a C mod and what roastnewt said is how I would handle it. Your clearing of the land is "development", thus they are building within a previously established build. I'd expect a land dispute, which would be elevated to an admin, would result in the build being moved. On S I'd expect the same thing, but I'm not an expert on their rules, though  I did stay in a Holiday Inn Express last night...

     

    On S, if someone builds in another persons build they're asked to remove it. If they don't within a certain amount of time, it's removed. Of course the admins handle it, but that's just how it's worked (not counting this past rev where griefing was allowed so no claims existed).

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  6. From my understanding of the build removal rules on PvE, this is how it works.

     

    In the example provided by flame, there is no such thing as land claiming on PvE. Therefor, if someone were to build that grey building there, it is there to stay. You can modreq for a land dispute or to have it moved, but if it is a legitimate and non derpy build, then it will most likely not be moved or removed.

     

    Another example, if a town lays down roads in a square, and there is a gap of 30 blocks between 2 roads, if a player comes along and builds a house there that is not apart of the town, the house is there to stay. It is a complete and legitimate build and does not break any rules, therefor it won't be moved, despite any signs, land claims, or anything of the sort.

     

    In difficult1's example, it is a complete and legitimate build and therefor will not be removed. Much like the case of the Rose City PvP Arena last rev, it was a complete and legitimate build, therefor it was not moved and/or no one was givin build permissions to it.

     

    Admins please feel free to correct me on any of this, this is just what I understand on how it works and what I have heard.

     

    So if I go through and clear/flatten my 200x200 block square of land, and someone else decides to build right in the middle, I can't do anything about that? That seems a bit silly that all my time and effort went to clearing land for another person.

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  7. My Support/Lack Thereof:

    I would love this! I like how the towns are completely protected until war day, in which all hell breaks loose!

     

    My Reasons for My Opinion:

    -It would be hella fun

    -It would bring in new 'War Enthusiast' players to the nerd community.

    -It would unite the S and P players, bringing us closer together

     

    My Suggestions (please add this to the OP):

    -I think that TNT and firespread should be disabled in town areas on all days except for War Day, in which we can fire/TNT grief (the other towns) to our hearts content. 

    -Each player lets a town claim another 50 more square blocks.

    -There should be ~200 blocks of wilderness (always PvP, always grief) between towns.

     

    My wonderings:

    -Will towns be able to banish turncoat/teamkiller players?

    -Will we replace a server like S or E, or create a new server?

    -Should players be able to create new towns?

     

    With these additions you would have my support, but we definitely aren't removing S for it. Players will still want a pure pvp 100% of the time server. Though I could see E being used for this since it's barely ever ran for events.

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  8. Imo, mod protocol is specific enough in that we don't refund on deaths caused by bugs or lag. I'll bring this up with the padmins for review in our discussion thread of doom though.

     

    I disagree. I know it's not the mods fault for the death, but if I was killed because I was "digging to fast" I would be pretty upset depending on the items I lost. For example, if I lost a fortune 3 pick I would be pretty upset if it was my only one, forcing me to go wait in line at the end grinder and try and reacquire an item that I shouldn't have lost in the first place. If they died over lava or something of the sort than that's different, but being tp'd out of being stuck (since there isn't another way out) and then dying because of built up fall damage would be pretty annoying. I don't think it would be the mod or players fault, but the games fault. 

  9. I agree with roast, if the servers are doing well we shouldn't have players with some sort of distinguishing icon that shows they're different than others. Some players won't be able to donate, it doesn't make them any less of a member of the community. While I know the icons wouldn't be there to make a player look better than another, people will always think that it means more to be donator than to not be.

     

    Another point is do players always have the icon from then on? If a player donates a quarter once, do they always have the donator icon from then on? 

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  10. If it's made as a policy, I have nothing against it. 

     

    Sometimes as a moderator, you have to do what's right for the player in my opinion. It's a special case that's probably not listed in the rules (because let's be honest, do we really need to add another rule to the already long list)? If anything that's putting a player more at a disadvantage than an advantage. 

     

    Of course this is my opinion based on what I would do on S. As many know, I'm not a major P player so I'm not always aware of the procedures.

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  11. Again, why no mic? I'm not going to intently watch what will surely be a 1 hour + long video just so I can get the gist of the meeting if I missed it.

     

    Or, am I not reading this correctly and there will be a lead with a mic and the video is purely supplementary?

     

    I agree, while I'll likely watch the vid either way, it would be nice to just put the meeting on in the back ground as I study or do something else without completely watching the screen.

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  12. I probably would have teleported you back as well, if there was really no way you could have prevented the death. I'm not saying it's the moderators fault, I don't think it's anyones fault. But like Torn said, there's no advantage to being teleported back to where the player was glitch killed, so why wouldn't you?

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  13. I think one of the biggest turn offs most people had to Citadel was griefing. If we can come up with a solution that allows the plugin to do what it does, but doesn't destroy peoples work, could the plugin stay?

     

    My idea is essentially a 'timed automatic rollback' of all grief. Essentially, any protected block (even smoothstone) can not be permanently destroyed1. If someone comes along and wants to raid/kill the person inside, they are able to mine through the protection and do so. However, after a set amount of time, the protected blocks would re-appear. So maybe 8 hours or 30 minutes after the person who mined the block leaves the area, something like that. There is also a patch that slows down water if it is running over lava, this would limit cobble mountain grief.

     

    1: You could still use the 'acid block' to remove the protections allowing you to remove the block permanently.

     

    Slide, if we had something like that I'd be down for trying it out. I've long felt S needs delayed automatic rollbacks, and it seems like it could work alright with a citadel style gameplay.

     

    I actually like this idea, but not with Citadel on blocks. It would take away any point to protect builds that isn't an obsidian bunker. Would chests/furnaces be rolled back if broken (if implemented with citadel)? In my opinion the best part of citadel was breaking into other bases and taking their loot. Without that, citadel is just more of a hassle.

     

    Also I feel like players could take advantage of this by duplicating ores, for example placing diamond blocks and having someone else break them as they respawn. I think it would have to be closer to 8 hours for it to work, as players break into bases, it wouldn't be fair for them to be trapped inside by diamond reinforced obsidian.

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  14. Would it be possible to at least add an "Other Games" thread option below Off Topic Discussion (similar to /r/ama)? A lot of requests have been going around about expanding to other games, as minecraft can get stale from time to time. I think this would be a simple addition where players can talk about other games or maybe set up times to play with one another. In my experience, playing games with the same people has been great, and I would love to see it explored more here in the nerd community.

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  15. Just wanted to point out that while the original idea had focused on no enchants, I agreed it would be better to have enchants better balanced: 

    "If you don't want me to enchant pvp gear... Okay. Take away my ability to get to fortune 3 in the first hour of the game? Goodbye will be my response." - TexasTormenture

    "These are amazing ideas. I too dislike enchanting in a PVP perspective. Unbreaking, Looting, Fortune etc can all stay as these help the building aspects of the server. But Sharpness etc.. Nah. Take them out. Leave those enchants for books!" - PeteLucas

    Actually this is a good point. My thought process was based more around enchants focused on pvp (sharpness, protection, fire aspect) etc. The enchantment table could made to where swords armor and bows can't be enchanted, but tools still can.

     

    The problem is that loot means nothing to players if it's already available to them. A chest with one diamond is nice, but you can mine one diamond in 10 minutes (the same amount as the chests would regen). So with this, there are still enchants through the loot. This centralizes pvp (which is a plus) and gives players a reason to play. Without having something different to offer, we're just another pvp server without factions. 

  16. Good idea. Those C players are ridiculously talented and i remember those speed-building competitions were a lot of fun! Maybe after we have an idea of what sorts of builds we would like to have we can chat with Cadmins and see what could be set up. I imagine right now most people are having fun building their own thing since the revision is so new, so maybe in a little while there would be a good time to have some kind of building event.

     

     

    Awesome. Keep us posted. :D

     

     

    Alrighty. I'll search a bit on the bukkit and spigot plugin site to see if anything like this is already out there, and I'll ask our lovely techadmins if something like this is within their mighty powers to create if a plugin can't be found. Then we can hammer out some details with mods and the other Sadmins and non-staff on if we want it to do anything else in particular before pleading for the technomancers to come to our aid. I'm pretty sure i've seen an enderdragon respawning battle plugin thingy before, so I'll look into that as well. I know we can alter mob drops, so if there's no plugin for it we can just alter the drops and a mod/admin can manually spawn one in periodically - if it's decided that this is what we want to pursue officially.

     

    I've compiled a list of items based purely off my opinion what they should be ranked/how much should be given: https://docs.google.com/spreadsheets/d/1uJCRzm42VdD7DJxGyI4b_-wptsMAyaLXrDOw4lfhcpU/edit#gid=0

     

    I've also found a few plug ins that seem to be similar, maybe just need to be tweaked a bit if possible: 

    - http://dev.bukkit.org/bukkit-plugins/treasurehunt/

    http://dev.bukkit.org/bukkit-plugins/loot/

  17. we might need to enact some kind of rules about the size of builds around such a centralized resource. We also would need some creative types to make us some ghost towns, or select locations/builds from previous maps that might fit the bill. Can we get a list of some possible loot that might appear in said chests? just something to serve as an example. Do we know of any plugins that can handle this? Maybe a commandhelper script? What, exactly would it need to do? Just every ten minutes or so select one of the specified chests and rotate out its inventory from a list of items? What sorts of problems might we encounter with such a setup? How might it be abused to potentially provide unfair advantages or spoil fun for others?

     

    -I agree with the size of claims in the area as well, unless we were using the citadel gameplay again in which case it wouldn't matter as much.

     

    -How about setting up contests on C for the ghost towns? It would be cool to utilize the other servers and players in our community to help!

     

    -I'll create a document tonight of the list of loot I think would be good to include in the chests.

     

    - Essentially yes, just the chests would be reset every 10 minutes or so with one or two randomized items from the chests. Honestly I have no idea about plug ins, I'm terrible with that kind of stuff. Maybe we could talk to a tech to see if it's possible?

     

    -One of the problems I could see would be bigger clans camping out at an area trying to gain the loot, but I don't really see that as a disadvantage. Players would still be able to loot one of the few (I was thinking 4)  ghost towns playing solo, and it would centralize pvp in areas. It would also encourage players to be on as much as possible to try and keep up with other players getting loot. 

     

    Something that occurred to me yesterday was something similar, when i was thinking about an FPS game i used to play called Time Splitters 2 wherein there was a "gladiator" game mode. A player is randomly selected to be the gladiator and receives buffs. In that game, only the kills a player makes while gladiator count toward points, and if someone kills the gladiator then they become gladiator. So naturally everybody is trying to kill the gladiator and the gladiator is trying to kill as many people as possible. In minecraft it would be cool if a plugin could have a set of buffed armor/weapons that disappear if dropped or chested, but are transferred to the gladiator's killer upon death. If after a period of time the gladiator doesn't kill anyone, or just a hard time limit, someone else randomly becomes the gladiator.

     

    not sure if that would work for a long-running game style, or would be better as a short event, maybe for a day or two? maybe once a week? it seems like it would fit in well with the whole no-enchanting theme from your suggestion. i have no idea if a plugin that does this has been made already or how difficult it would be to code. ;_;

    Side note: Time Splitters 2, fantastic game. 11/10.

     

    Honestly this could be a lot of fun to randomly implement. I think it would make for a really fun game mode, but if I think if implemented into the rev randomly could give players huge advantages. I think it would be a lot of fun in an arena setting though, and I love these ideas to try and encourage pvp!

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  18. That's a great question and I can say without a doubt that Thrax Industries will do anything we can in terms of crushin- uh i mean helping a young whelp of a company like Dizney Co. to achieve it's highest potential. Whether it means planting bombs- er, FLOWERS, you know terraces and stuff... sharing our knowledge and vision through indoctrinatio- um goodwill consultation services, or outright conquerin- i mean collaborating with your cute little company, there's a lot Thrax Industries has to offer directly. In terms of competition, you know how the saying goes about healthy competition being good for everyone especially when young upstarts get their comeuppan- i mean breathe fresh life into the markeplace etc. etc. I predict good things in the future, for Thrax Industries and possibly for your whatever co. thingy.

     

    :D

     

    Well them we welcome the competition of a company that's been out of business since rev 20. Good luck to you sir, and if you need any help, don't hesitate to let us know :D

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  19. Aw only saying Djt and I came up with this is a little harsh, we talked to a lot of players regarding this idea (including the person who submitted it who wasn't me or Djt).

     

    On the topic of the idea, I obviously support it. When I saw moderators before I became one, I thought they were so much more included in the decision making, but being here I don't really feel as involved. Players like MrGauthier, Djt, Tornadohorse, Smdavis etc. are players that can really help come up with ideas and build upon what we already have to make S a great server. We wouldn't be taking over, we just want to help the sadmins out to make their life a little easier and maybe let them play a little bit during the revisions. 

  20. Dizney, as always you've got some great ideas. I'm sorry i wasn't able to see/respond to this sooner. I'd like to see some or all of these tried out in the next revision. It might be a bit tricky to set up the random loot chests (I've not played rust so might need a little more clarification on the details of how this would be set up - like, where are these chests? Just in dungeons? What sorts of loot might they contain? Do we have non-vanilla dungeons too?) but we might be able to make it work with some thought.

     

    I know that in the poll for this revision a lot of people responded that they wanted enchantism back, and like a 15x xp buff. I'm not sure if all those who voted still feel that way, but this lack of enchanting might also be acceptable to them instead.

     

    Still trying to get caught up on everything that's happened while I've been gone, will post more later.

     

     

    Basically the chests would have completely random loot, and would be reset every 10 or so minutes. It would be in a location that was public and can't be griefed, such as an abandoned ghost town. The idea is to keep everyone having to go to these chests to get better gear, encouraging PvP and bases to be set up near the chests. Centralizing pvp and bases would make the game a lot more fun rather than having everyone spread out far away in my opinion 

  21. I still argue that players need a reason to play on the server. Something to keep them going. On P, cities and large projects keep players busy, while on C major projects also help to keep player numbers. My biggest problem with S the past few revs is that I would get on and there would be nothing to do. If I actually had a reason to be on (i.e. killing discharge) then I would be on all the time (this past rev I had 60 hours within the first week and continue to be in the top 10 usage on S). 

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