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Gizzletinks

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Posts posted by Gizzletinks

  1. I'd like to suggest a couple potion/armor limit combinations that work very well and make pvp worthwhile, that will also be good for noobs and experienced pvpers.

     

     

    another option would be

    Prot 2/Sharp 3   

    Fire aspect 2

    Knockback enabled but unabled to be put on same sword with sharpness

    1.7 potions

    Health 2

    Fire res 8:00

    Speed 2

    Speed 8:00

    (this kit setup has been used on lots of other servers and it works really good, probably the best out there)

    Power 5 punch 2 flame 1 infinity

    Poison 0:33

    Slowness 1:07

    No regen, strength, or weakness

     

     

     Protection 3
        Unbreaking 3
        Feather Falling 4
    . Sword/Bow
       Sharpness 3
        Fire Aspect 2
        Power 5
        Punch 1
        Infinity 1
       * Knockback can't be coupled with sharpness
    . Potions(Buffs)
       * Instant Health 2
       * [1.5 reverted] Strength 8:00
       * Fire resistance 8:00
       * Speed 2 1:30
       * No Regen
    . Potions(De-buffs)
       * Poison 0:33
       * Slowness 1:07
       * Weakness 1:07
       * No Instant Damage

     

     

     

    Sorry for the shitty format took some of this from old reddit post and another from a forum post. 

     

    One of these would definitely be the best potion/armor setup for pvp

     

     

    With both of these kits fights are a bit shorter than vannila 1.5, but a lot longer than vannila w/ 1.7 potions. A normal vannila 1.5 match without any running would last 5 minutes, a 1.7 without running maybe a little over 1 minute. With both of these kits fights last between 2-4 minutes if nobody runs away. The kits are also tanky enough that a noob has a chance to get away from a fight, but isn't invincible until his armor breaks like in vannila 1.5 (whereas in vannila 1.7 running is not an option since you can die in a couple of hits)

    • Upvote 1
  2. Alright, I'd like to offer an update on the plans for revision 27. Beastbruiser, Redwall, Mrloud, and I have talked a fair bit and here's how things will likely go:

     

    We know that you guys are tired of rev 26 and want something better quickly. So we've got a relatively simple plan for rev 27 drawn from the poll results and discussions in the feedback thread, and intend on launching as soon as possible, which is as soon as we get everything ready. The map will be generated by the end of tomorrow, we'll have it up on a dev server where admins can paste in spawn, roads, arenas, build portals, and set up protections. We've got a kotv and punt/koth/kotv-mix-thingy arena, and we're looking to get a spawn, regular arena, and some road designs. I believe several have been submitted in the past so we've got to find them and select one, or if anyone has any designs laying around they feel like sharing then that's welcome also - but we'd need it relatively quickly.

     

    Some details: no citadel. No prison pearl. Old rules reinstated (eg. no griefing). LWC lockable chests. enchantism is back. xp plumped at 3x. ore will be plumped across the map, except redstone because who needs more of that? glowstone and quartz will generate in the overworld as well. Simpleclans will be active. Pearlnerf will be active. Many PvP enchants will be removed. PvP potions will be nerfed.

     

    More details will be in an announcement post later.

     

    As always when changes happen, there will be controversy and drama. Take care to refrain from personal attacks if you find yourself in disagreement with someone else regarding the merits of the announced changes, and remember it's a game and there's a real human being on the other end of those internet tubes.

     

    Since it seems quite urgent to get a new rev out we're going with what I've described. Regarding non-staff helping to plan revisions, I'm looking at rev 28. I'm personally hoping we can get a tentative public end date set for rev 27 barring overwhelming support for extending it at that time. In that time I'm hoping that anyone who feels like sharing their ideas, or helping to sift through the countless brainstorming and feedback threads and discussions and sorting all of that out into a workable plan will be able to do so. Stay tuned, and thank you for being patient.

     

    edit: also, I'm still attempting to keep this development log updated: https://docs.google.com/document/d/1e5b6oLYH79VyvnelZvd496Qf3mrcdJoCyv1J8EHsIp4/edit

    Sometimes it's tricky knowing what to put in there. please forgive any derpiness.

     

    Whenever you have time, I would love to talk to you in mumble about the balance of PVP enchants/potions since it would be a lot to type out.

  3. If we were to do a modpack, why not a custom modpack on the ATL launcher designed for nerd.nu, a simple, not too intensive, community designed modpack.

    ATL is a launcher that allows servers to make their own modpack and host it on the launcher. http://www.atlauncher.com/ is the site

    You can get a pack at http://www.atlauncher.com/getapack/

    I have a lot of experience with modded game play and  would be willing to recommend and help test mods, I also noticed mumber does aswell since I see him on the ftb subreddit some.

     

    A similar plugin environment can be acheived with bukkitforge, a hacked up bukkit compatability patch, that would allow use of nerd anti grief plugins.

    • Upvote 1
  4. I posted this suggestion in an older thread just now, but its probably buried. It's basically what I was thinking about for revision 27. Also I think the pvp is perfect right now with 1.7 potions and strength limited to strength 8 and no str 2

    Heres my suggestion

     

    It seems this revision over complicated plugins/commands, raiding, and prison pearl drove away a lot of the players.

     

    My suggestion is do the opposite, this rev the server was really hard, it took a long time to gear up, and you could easily loose it to pvp or a raid.

     

    Next rev, we bring back roads, a central spawn and no griefing, but we make everything easy to get. such as having enchant-ism, a big xp plump, and plumped diamonds.

     

    I think another thing we need is something to keep players coming back and to pour their resources into. Such as a king of the hill, that happens at specified times, possibly every day, or once/twice a week, were a player has to stay on the cap zone for 25 minutes, while other people try and knock them off. To win this people would basically have to exhaust the other clans supplies until they didn't have any armor and weapons left to knock the other clan's off cap. The rewards for an event like this would be lots of hard to get things, like wither skulls, diamond/gold blocks, and unobtainable enchants, such as sharp 6, prot 5, unbreaking 4 etc. There is already a plugin for this, it can be configured for the cap to become active at a set time, or a mod could start it when theres lots of people on. 

     

    Even if we didn't do something like a koth, I think a big weekly/bi weekly event to get people on and use up their resources would be great, as people would play the event, and gather resources during the week.

    • Upvote 3
  5. Heres my suggestion

     

    It seems this revision over complicated plugins/commands, raiding, and prison pearl drove away a lot of the players.

     

    My suggestion is do the opposite, this rev the server was really hard, it took a long time to gear up, and you could easily loose it to pvp or a raid.

     

    Next rev, we bring back roads, a central spawn and no griefing, but we make everything easy to get. such as having enchant-ism, a big xp plump, and plumped diamonds.

     

    I think another thing we need is something to keep players coming back and to pour their resources into. Such as a king of the hill, that happens at specified times, possibly every day, or once/twice a week, were a player has to stay on the cap zone for 25 minutes, while other people try and knock them off. To win this people would basically have to exhaust the other clans supplies until they didn't have any armor and weapons left to knock the other clan's off cap. The rewards for an event like this would be lots of hard to get things, like wither skulls, diamond/gold blocks, and unobtainable enchants, such as sharp 6, prot 5, unbreaking 4 etc. There is already a plugin for this, it can be configured for the cap to become active at a set time, or a mod could start it when theres lots of people on. 

     

    Even if we didn't do something like a koth, I think a big weekly/bi weekly event to get people on and use up their resources would be great, as people would play the event, and gather resources during the week.

  6. after discussing it with MrLoud he said that if it was him he would just warn but it was up to me and I could ban him if I wanted to.

     

     

    Well you did warn me, in a pm you said, if i did it again i would be banned. I didn't do it again, but an hour later you banned me. Biggest hypocrite I've ever met, good riddance

     

    The kick is one of the mods accusing me of being a cheater and biased to the ban then a few days later came on and told me they found out he was using triggerbot to do what he did,

     

     

    I'm not even sure what mod said this, but if they actually thought I did or had any proof I would be banned, its just a baseless acusation, but I get these a lot being good a pixel pvp. I don't hack and I don't appreciate you making up stuff, what I did was easy to do because I was lagging extremely bad, the blocks would take almost 4 seconds to reappear, and anyone in the mumble channel at the time can vouch that I was timing out left and right.

    • Upvote 3
  7. I was banned for 

     

    plugin exploiting and possible use of "hacked client" REF: MR153 nerd.nu/appeal

     

    I was killing someone throught blocks and didn't realize rules against block glitching have changed since you used to be able to break blocks and kill people through them and pearl phase thru blocks in the past. I was also accused of using a hack client by malvagio he says I switch between my pick and sword "too fast", but i guess he doesn't know what a hotkey is.

     

    Also he PM'ed me an hour ago saying that If i did plugin exploiting again I would be banned, and it was a warning, so I'm not sure why he banned me after he said i would only be banned if i did it again, because I didn't do it again.

     

    Also I think he is biased because In past rev's I would camp his base and kill him until he rage quit, and is currently in an enemy clan this rev. I would rather him deal with the appeal for now though since asking for a head would just take a long time.

  8. now that we are using citadel and basically copying civ 1.0 (with improvements) s rev's should last a long time, over 4 months. Civ 1.0 lasted over a year and a half and the only reason they stopped it was because of technical problems.

  9. I like the no roads, but I don't like the random spawn as much. Random spawn keeps people further away from each other and further separates people, making it harder to find fights or other people to play with.

     

    Also I made a suggestion on the subreddit that I will copy and paste to here:

     

    Ok so a huge problem on survival is PVP and people having no incentive. They have no incentive because all you get after a good fight is maybe a sword and a set of broken armor, usually missing the helm, since people usually die after their helm breaks. Your armor will also be almost broken if not completely gone. You lose diamonds by going PVPing, even if you win.

    You could fix in 2 ways:

    Make a plugin or script so that when kill someone (only if it meets standards to decapitate) their armor drops on the ground with the durability that they started the fight with. So if you attack someone and their armor had 300 hits left, and you kill them, you get a set with 300 hits left.

    The second option would be to limit enchants and potions in a way that fights last a decent length but armor doesn't break.

    Such as having this being the maximum loadout with 1.7 pots enabled Prot 4

    Sharp 3

    Fire 2

    Strength 8 minutes, no strength 2

    Regen extended

    Speed 2 enabled

    Fire resistance extended

    Splash Slowness

    Splash posion

    No splash weakness

    Power 5 bows (Makes bows more viable)

    With this loadout regen is not required to win the fight, but it helps, and when people get killed their armor is still somewhat intact.

    Or do a no enchants on armor or weapons map with regen and strength potions disabled.

  10. I have read the rules and wish to be unbanned. The rule i broke was

     

    • No attempts to circumvent any protections on the server, including but not limited to the server script, LWC (Chest protection), WorldGuard (Block protection), and No Cheat Plus.
    • No use of bugs or exploits (eg: item duping).
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