Jump to content

dizney07

Members
  • Posts

    260
  • Joined

  • Last visited

Everything posted by dizney07

  1. After posting this in the subreddit, I've decided to quote the responses here to show different thoughts of players :] "I really like these ideas. They add more to the server that I feel the random spawn took away. The only thing is that i feel the dragon looting might get out of hand pretty fast." - usernametakenFFFUUU -With dragon looting being only a once every two days thing, I can't see it causing that many problems besides creating more pvp in the end for the drops. In the end, that would only be about 28 drops over the course of an entire 2 month rev "I would rethink the number of random loot drop locations. That or somehow the drop time interval changes when there are fewer players online. Off times I can see someone just standing next to a chest and collecting tons of loot when no one else is on or when other players are at other drop locations doing the same thing. Hope this makes sense. Typing on my phone. Edit: other than that I love the ideas and can't wait for the new Rev and what you are implementing." - Adda717 -At first I agreed and tried to find a way to balance this, however the more I thought about it, it seems that would be hampering players who play more then those who don't. To me, if you play more then another player, you SHOULD have a better advantage over them
  2. Are there any plans to update this relatively soon? The last update was June 15th, about sixteen days ago..
  3. The past few days I have been brain storming about ideas for S, while looking at successful servers and even other games. I wanted to make a separate post from my "State of survival" post because I wanted this thread to focus on the opinions of players on my idea and how it would suit S. I'm not pushing to get this implemented, just merely brain storming to create and experience all players can enjoy. First off I wanted to say that after playing this rev, I truly dislike random spawning. This is because in my opinion, it takes away from pvp, and makes it more about surviving and hiding rather then pvp. Even players who enjoy pvp find it hard to find each other unless fights are organized (which I personally don't find as fun or as thrilling as finding someone randomly). Saying this, my idea is actually based around random spawning. The core of my idea was to find away to improve the server as it is right now instead of changing to something completely new. So without further ado: Goodbye Enchanting: I know what you're thinking. "Oh dizney you've always been against enchants blah blah blah" and yeah you're right, I've always been against enchants. But this is different. I'm not saying get rid of enchants, just enchanting. Remove enchanting tables. Make it so the game doesn't revolve around players sitting in a grinder for three hours to get good armor. Now I know what you're thinking again: "dizneypls you cant have enchants without enchanting tables" and you'd be wrong! Anvils. Using enchanted books, you can enchant your gear (however I suggest taking away the need for levels to do this).But you would need to get enchanted books, and where might we find those enchanted books...? Random Loot Chests: This idea I 100% stole from rust. Sue me. Ok don't sue me I don't have money. But this idea suggests that there are chests that drop random loot. Loot that could be enchanted books. This is the core of the idea. If there is a set area (such as an abandoned town) that has chests that randomly generate a different enchanted book every 10 minutes when there isn't enchanting to begin with, then you have successfully created a pvp area. Players will flock to these locations to try and acquire the loot that other players can't get. It centralizes pvp to a certain area, lessening the need to search for players randomly in the wild. This not only benefits players that pvp, but also players who want to stay far away from the pvp action. With players less likely to hunt far away, players are free to live on the outskirts of the map. Now players could be saying to themselves "well dizney, wouldn't the players who receive better enchants be at an advantage?". No. Because if a player has enchanted armor, that's rare. And players love rare items. Meaning they will try and kill the players wearing the armor to receive the loot (ayyy more pvp). "well why would they do that if they're just going to lose their armor" well armor isn't hard to find, and with iron grinders a thing, irons value has dropped alot this rev. Meaning why not risk a little to get a lot? So going back to the locations, how will the players find out where these.. lets say 4 locations that spawn loot are...? BRING BACK THE ROAD: Reread that. It says road. Not roads. I dont want cardinal directions. I want one, small road that makes a circle (or some weird shape) that goes around the map and goes through the 4 locations.This again creates a focal point for pvp. Take the roads to the other locations to find loot? Boom, you meet up with someone else. Do you run, fight or try and make peace? You decide. This can also help newer players with finding people, and can help players who want to avoid pvp by letting them know to not go that way. So with all of this said, a few smaller things have been brought up that I added to this idea: -Make a map. I want a map like PvE's map, however without players being on it. This helps the players know where these locations are, find the roads easier and all around just a nice thing to have. -This next one I'm quoting straight from the other thread: "Static things placed over the map that provide buffs of some form that can be captured and controlled. The buffs would be relatively minor so you don't become a PvP god if you manage to capture them all, but still helpful enough to where you want to go after them. They could serve as attractors to bring people to an area and encourage PvP, and be protected with a decently sized region to discourage building bases around them to make it impossible for others to cap them. " - TheRandomnatrix. I think this a great idea and can be implemented into the four areas. -The End Portal is at 0,0. No more hiding the end somewhere. Why is this a big deal? Because then anyone can go for the dragon, creating more teams, and more enemies as you try to deal with fighting what is supposed to be the hardest boss in the game. I get it, it's a great achievment finding the end and end dragon, but honestly the players who don't care, still aren't going to care in the long run. UNLESS -> -The End Dragon drops good loot. Good enchanted books such as prot IV or sharp V. This encourages everyone to try and fight the dragon, and then creates a tense end when players fight with each other to try and claim the god books. Muahahaha I'm evil. Oh but players who aren't on the first night won't get the chance to fight the dragon. True. UNLESS-> -The End Dragon RESPAWNS. Randomly. Anytime between 24 and 48 hours after being killed. This creates more reason to go to the end and try and farm god books off of the dragon, even though it can only be done once every 1 or 2 days. Well that's about it. I know it's a lot, but I hope I made it entertaining enough for you. Please leave your thoughts and opinions, both positive ad negative. This isn't for me, but for the server that I only want to see improve. -dizney07
  4. I haven't been around the past week, and it seems the development log hasn't been updated in almost two weeks. Are we going to get an update on what is happening behind the scenes at all, such as information on rev 26? It also seems that there isnt much pvp happening on S at the moment. I haven't been on in a week, yet it's showing that I am still 12th on the "rankings" page (which is interesting because when I left I thought I was 13th..). Has anything been discussed in terms of improving the amount of pvp on the server?
  5. EDIT: I'm not one to complain. I'm just gonna go with the flow. <3 u all
  6. As far as I'm aware, there isn't anything set in stone is there? But anything the community majority thinks will move the server forward I'm all for. I'm just here to play minecraft with friends :]
  7. I do not want to reveal my strategy, but let's just say there will be a lot of carrots, tacos, and a missing buzzie. How practical is something practical when you put something practical into the eyes of a practical overseer who oversees the practical use of something practical? HA. Disney should be afraid of me claiming copyright infringement. Who do you think they stole it from?
  8. I read your post, however I was more asking Duff if he had a plan in place for this already. I wasn't taking the "suggestions" into account, because they possibly wont be included in this. Thanks though :)
  9. What's stopping players from continually killing allies to try and get better loot drops?
  10. Honestly I don't see a rift between S and P. Maybe personal opinions of people on other people from other servers exist, but I went on P and was immediately welcomed into a city and the server. You're also asking a staff of people who do this in their spare time to focus on not only the problems on S and creating something interesting and fun again, but to focus on making a meeting for everyone? I want to go back to Mumberthrax's (ignored) post: "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." (this could have been answered privately, but if so, why can't the community know the answer?) I could also be crazy and there could be huge problems between the servers, but I personally haven't seen anything.
  11. I love the idea of a bounty system. On paper it adds to pvp and the thought process of the players as in "do I really want to grief this and get a target on my back..". I don't think it would be too powerful of a tool, because it would be much harder to get things that players would want, such as diamonds. It seems that prisonpearl would just require enderpearls. I actually feel it would be harder, especially if players are in diamond, to get a bounty worth going after. Why would I fight a guy in diamond for the reward of just 2 diamonds? And if you have enough diamonds, why wouldn't you just make a suit and go after the griefer yourself? The more I think about it, the more crazy that I would pay diamonds just to see someone die once. I feel without an economy based system, it wouldn't really work.In an economy based system, maybe the player wouldn't have to have tons of diamonds to be considered "rich" (for example a shop owner that sells basic gear for 'gold').
  12. Why not set up some sort of timer, where the reward is put into the bounty "winners" inventory after a certain amount of time. That gives players the chance to flee the scene, and if they were to die, the timer wouldn't stop. That way even if they die after 30 seconds, in the next 30 seconds they would receive their award. An argument to this could be players camping the player, but if they have a solid minute to get away, that's on the players. The biggest problem I could see with this plug in is clan mates killing each other to get the bounty. Man this whole "players abusing the system" thing is really annoying.
  13. I've been on everyday for the past two weeks, I have seen the builds, and I think they are quite amazing. That doesn't change the fact that everyday I get on, there are less then 5 players on. To me, S is supposed to be a pvp community, where you risk building extraordinary builds while people continue to try and kill you. That's part of the fun of S. The problem now is the builds are barely getting seen, and there's no risk to it. Why not build these in P, where everyone can actually enjoy the project rather then on a server where 8 or 9 people at most are going to see it. Also the idea isn't to just make the new world chaos, it's to take past rev maps from S and P and create chaos on there. This worked last summer, and it never got stale for a majority of players due to the exploration, destruction and looting aspect of the chaos maps.
  14. Chaos alone would become stale, but it's not just about chaos. It's about exploring past creations, finding good loot, and enjoying the game in a different way then just normal S. It's hard to enjoy this part of the rev when there is rarely anyone on.
  15. I agree with Ridiculous. Even if a decision isn't made, we shouldn't be content with letting S just sit there with less then 5 people a day while we wait for something to happen. What would be the harm in moving to chaos, or going through chaos on past revs? Would the majority of players truly be upset that the rev is over? Because imo it's been over for a few weeks anyways.
  16. But without that, there's less incentive to grind for armor. I normally have to spend about an hour making a set that I either never use, or lose in a quick match because I'm bad at pvp. It's pretty hard to practice and get better when you can't go into multiple fights in a day without grinding hard the day before. Which then leads to why should I pvp, I'm just gonna lose my sets, which leads to why should I even play on this server when I don't even pvp. Honestly the only reason I still play on the servers is the friends I made before enchants were a thing and everyone pvp'd and had a good time. I'm still holding out that S will get back to where it once was, but making the game even more difficult to pvp wont increase pvp on the server.
  17. I'm slightly confused. What behavior is counter productive? Behavior of players, admins, and/or the server in general?
  18. 1. Well since it was my idea, I assume you'd actually be paying me ;] 2. Normally early in the afternoon, or really late at night (2, 3am) on US CST 3. Honestly the only negative connotation I've really heard about S is that the player base are mainly "dicks". I think any negative connotation can hurt a server though, if people talk about something in a negative fashion, people wont want to play on that server. Word of mouth marketing is probably the most important, and with more and more new players not really enjoying their experience (assumed by the fact that they leave after a day) they can easily tell their friends who tell their friends who tell their friends... 4. I'm a soft taco kind of guy, mainly because when I was younger I bit into a crunchy taco and it cut my tongue.. it was a bad experience. 5. 1000000000000000000000000000000000000/10 at least
  19. Training wheels, I'm still new to the forums ;-) Wow I am clever. Wow I am not clever.
  20. I was around that revision yes, and it has been my favorite revision so far. It was actually one of my first, so maybe I'm a little biased, but I felt like it truly was a server where I could spend 10 minutes gathering materials and could immediately join the battles. This made it so when I died, I wasnt as upset as I knew it wouldnt take much more mining to get back to where I wanted to be. I felt the biggest problem with that revision was the decision to not remove bow enchants. Bows became too over powered, but all in all it was a really fun revision.
  21. Oh man this is difficult to answer (I've sat here for about half an hour trying to find a good way to answer). To be honest, I feel player behavior is a very broad topic, but the way the rules are in place right now are set up the way they are to try and make sure that the server is going in the direction it wants to go. I feel the rules are very well defined, and I think it fits in a very nice place between too many, and too few. It's kind of hard to go more in depth because player behavior can be defined in many different ways, but all in all I think the rules are fair enough for everyone, and are pretty easy to follow.
  22. 1. 1000000/10 2. Probably going to have to wait for next rev for that, we started the series pretty late.. 3. Hmm that's tough. In my opinion the most damaging thing about S is the accessibility to pvp material as a newer player. New player gets armor/weapons after spending an hour or two of their time, runs into 3 players from a big clan, gets murdered by big clan, and the new player leaves not wanting to waste more time. This cycle kills the number of people on the server within the first two weeks of the server back down to its mediocre 10-15, filled with the regulars, the ones who live on the edges of the world, and the newer players who missed the start of the rev and will inevitably fall into the cycle. In short, I want to find a way to help S become more accessible, and more of a server people would want to stay on and play. And I want to do that whether I become a mod or not. 4. GIMME DAT NAME CHANGE NOWWWW 5. A high school nickname :-) 6. Personally (completely personal opinion pls dont hurt me) I would remove enchants. It makes pvp accessible to all creating more pvp. More pvp=server growth.
  23. Hi I'm dizney07 and I normally hangout on S when no one is on because APPARENTLY I LIKE TO PLAY MINECRAFT WHEN NO ONE ELSE DOES. But yeah ask me anything :-)
  24. I agree with Four, why shouldn't these be a bit more public from the start so we can discuss them now? I would rather have time to look over and think on different ideas for whether I like them or not. Maybe a thread that we could publicly post our ideas in for this while posting it in the doc?
×
×
  • Create New...