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schererererer

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About schererererer

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  1. PvP discussion

    Currently, pvp zones on the pve server must be fully enclosed (with the possibility of barrier blocks for open-air arenas), with iron doors as entry points, and can be at most 100x100 in size with height constrained by what is enclosed by the build (multiple such regions cannot be combined). Under the current rules, one could make a town that's basically a City Block from Judge Dredd to maximize the pvp volume, or even two or more such Blocks with no-pvp buffer zones between them at padmin discretion. Smaller, more two dimensional versions of pvp towns have been done in the past but each time failed to really get off the ground. The reason for the pvp limitations on the pve server (which were greater constraints in the past, and imposed by the decision of head admins and sadmins) was a fear that availability of pvp on p.nerd.nu would divert too many players from s.nerd.nu and cannibalize the latter's playerbase. Given that survival no longer exists, I believe that p.nerd.nu could accommodate a greatly expanded pvp experience, while still retaining the traditional pve experience for those who have no wish to partake in pvp. This last point gets at the crux of the problem - introducing pvp cannot force pve-exclusive players to participate, but then it's difficult to provide incentives for pvp outside the constraints of arenas unless a critical mass of pvp'ers choose to engage (which is the general problem that s.nerd.nu faced in its decline and later attempted reboots - plenty of people said they'd play regularly again if S was brought back but not enough of them followed through, due to various factors from loss of interest to insufficient advertising). With its large map size and great swathes of unclaimed land, I think the pve server could stand to increase the maximum size of pvp regions, as decided as appropriate by padmins. A bit more technical change that could increase immersion and allow for more natural pvp towns or zones than the current big-box-of-death-paradigm would be a gradual transition from pve -> warning zone -> pvp area (with corresponding cooldowns on pve status to prevent border straddling exploits).
  2. Staff Inactivity Notices

    I'll be minimally available the next week or two.
  3. Staff Inactivity Notices

    Will be out of town Feb 8-11.
  4. Revision 21: Third Custom Spawner Clue

    I previously listed potential coordinates of interest given the list of x and z values, and thought it would be good to add them here. I believe all 16 of these have been checked by people already, without any luck. Basic coords combinations from the hint: 1: -928x, -3728z 2: -928x, 1689z 3: -928x, -3504z 4: 1766x, -3728z 5: 1766x, 1689z 6: 1766x, -3504z 7: 3688x, -3728z 8: 3688x, 1689z 9: 3688x, -3504z Triangulation using non-repetitive combinations of above coords (making triangles without any side parallel to an axis, i.e. the interesting triangles that use all 6 x/z values) 10: (1,5,9): 1275x, -1445z 11: (2,6,7): 3211x, 541z 12: (3,4,8): 695x, -298z 13: (1,6,8): 113x, 60z 14: (2,4,9): 2315x, -77z 15: (3,5,7): 1485x, -1460z Midpoint of any of the triangles (average value of x and z coords): 16: 1509x, -1848z EDIT: silver has reminded me that the spawner has to be in the overworld Valid nether points corresponding to triangulated coords: 17: 1275x, -1445z 18: 695x, -298z 19: 113x, 60z 20: 1485x, -1460z Midpoint of triangles, in nether: 21: 1509x, -1848z
  5. Revision 21: Mid-Revision Feedback Topic

    Expectations 1. Known revision duration is very beneficial. 2. Yes; when possible have notice of exact event times well in advance (at least a week), with reminder(s) as the event approaches. 3a. There is a good balance struck between garnering ideas from playerbase while retaining an editorial purview over what gets implemented. Speediness of implementation has been a major plus. Map Size 1. 9k x 9k is good with me. 2. The expected boost to community activity is based on people being closer together - I suggest compressing the player-attracting features (i.e. portals) into a tighter area and broadcasting this fact. Alternatively you can do what C does and do a mid-rev map expansion. Either way, you'll get more compact metropolitan areas for more collaboration/infrastructure while retaining the benefits of a wide map. Biomes 1. Overall I'm a fan of the biome setup. 2. More dense jungle would be nice 3. No one biome stuck out as excessive. Additional Thoughts: I would like to see a modest amount of the outrageous terrain a la revision 10's border - with surface terrain in sinkholes and massive cavernous spaces. More 3D terrain in general yields a more interesting and challenging experience. Also, I've noticed some areas where snow was generated at the beginning of the rev but only rain falls later (or the opposite) - this is a small thing that would be nice to fix. Ore Distribution 1. No specific complaints or commendations with respect to ore distribution. 2. No. 3. Possibly iron. 4. Yes, I am a fan of biome-specific ore rarity - reducing ore probabilities in some biomes while raising them in others would also boost trade/travel/infrastructure investment around the map. This would be hard to balance well though, and if it were done I would want to see at least qualitative differences between biomes known before the beginning of the rev (some quest/puzzle in the previous rev would work). Nether Portals 1. Layout was a fun change from the usual rotational symmetry 2. Similar portal density to this rev or previous revs would be fine. Nether 1. I enjoyed the use of the extra vertical space, making for a much larger nether, and am particularly fond of the more diverse block palette. It would be nice if there were more connectivity between the upper and lower sections (sinkholes/caves/etc.) 2a. I prefer a player-made nether spawn, but there should be some procedure to decide who gets to build this unique structure rather than a straight land rush. Not sure what form that should take. 2b. I haven't used nether rails at all this rev, so I must abstain courteously. End 1. Haven't visited the end much this rev - abstaining courteously once again. 2. The vanilla experience should still be available, but challenging boss fights are always a plus. Mapworld 1. I like the idea, just wish that revision 19's mapworld had carried over too, heh. 2. People have also remarked that worldedit takes mapworld too far away from the PvE experience, but mapworld is remarkably non-vanilla in the first place - I see no issues with introducing it. Additional Thoughts: Spawn 1a. I expect to see a very simple layout, one where you can exit spawn swiftly and clearly, along one of four cardinal roads. I also expect to see mitigation of lag at spawn via the nether portal moved away from the spawn point. 2. I particularly enjoyed the Spanish Inquisition torture chambers, very authentic! 3. I enjoyed the integration of an overall theme this rev - spawn, portal names, 4. Pre-built rail station was a good return to a historical amenity - should prove even more useful with a more constrained map Features Iron Golem Spawners 1a. Abstaining courteously. 1b. Abstaining courteously. 1c. Abstaining courteously. Custom Spawners 1. I prefer some custom spawners in the nether. 2. All. 3. None. 4. Okay if it's a necessity to fix spawn rate interference. Otherwise, the vanilla guardian mechanic is preferable. Community Blog Posts 1. Nothing in particular 2. Nothing in particular Events 1. Fun 2. Would like to see more available sessions for limited events such as admin hunts. 3. None. 4a. Balanced items that aren't generally available. In particular, it's good to have stuff that was obtainable in previous events so that people get a second chance if they missed the first run. Plugins TrainCarts 1. Haven't interacted with it much, but have heard of issues for a number of people. 2. Abstaining courteously. 3. Only like the speed adjustment and trains - everything else is a bit over the top. Other Plugins 1. Various incremental improvements have been nice in general. 2. Abstaining courteously.
  6. Staff Inactivity Notices

    I’ll be out of game but typically reachable over slack/discord November 21-26, December 5-12 and 15-17.
  7. Creative Weekly Build Contests

    Monochromatic builds Aquatic creatures Natural geologic features
  8. Planned Inactivity

    Will be out of town Aug. 18-27, sporadically pingable on Slack or Discord.
  9. Planned Inactivity

    Computer fixed, but out of town for a week or two. Reachable via slack or discord.
  10. Rev 20 Mid-Rev Feedback!

    Iron Grinders: No comment - wasn't directly involved in acquisition of one this rev. Support emulation of vanilla costs, or as close to equivalent as possible. Portals: Happy with portal density this rev. Would be open to trying something like 4 hidden/claimable portals + spawn to start, then allowing portals for /places after 2? weeks into rev or when livemap revealed. Restrict minimum distance between portals. Danger of killing rail even further, but eh. Nether: Custom nether that feels more like vanilla - more vertical, cavernous, dangerous. Map Generation: Size is good, though I'm always up for a bigger map when technically feasible. Big YAS to second overworld appearing mid rev with extreme difficulty/hostility even for people fully kitted out. Custom biomes/terrains were great - particularly enamored with overhanging cliffs and the desert-mesa-plateaus. Large sandstone deposits in desert were a godsend. Suggest diversifying actual biome type - e.g. very little mesa biome proper even in mesa-looking terrain. Land:water ratio was fine. Prefer custom terrain to worldpainter (though throwing some WP/WE terrain on top could be interesting) and prefer WP to vanilla. Ore Distribution: Was neat to find ores at weird y levels. Seemed to be harder to mine for materials in bulk. I missed the sponge recipe lol. MapWorld: Gib FAWE Misc: No to flatworld on P - that niche is nicely filled by C - perhaps can ask cadmins to carry testworlds forward? Spawn: Multidirectional exits from the start, food was fine, size was fine for me but could be problematic for weaker computers. Odd/misc ideas: have a spawn not at the center of the map, have spawn move around the map each week (flying spawn would work best for this), have rail station within spawn itself. Themes: Ruins of a previous P spawn/build, megalomaniacal evil lair of doom, walking nuclear castle, the bovine digestive system, any single color (e.g. orange), an art nouveau or art deco style art museum, giant subterranean cavern with stalactite buildings inside (actually no, don't do this - I have a patent pending on the concept since 2011). Special Spawners: Maybe try alternate spawners in premade protected "dungeons" with higher rates of spawns, and lower spawn rates for grinder-buildable spawners? No-danger grinding would still be an option, but underpowered compared to actually fighting the mobs in question. Custom structure spawners were nice. Events: Hunts are cool. Holidays: Halloween, Thanksgiving, Christahanukkwanzaa, New Year's are the standards. Other possibilities include Earth Day, Labor Day, Mother's/Father's Day.
  11. Planned Inactivity

    Computer troubles mean I won't be online for a bit. :(
  12. Planned Inactivity

    The next few days I'll be less active due to visiting family.
  13. UNP Note appeal

    Apologies for the delay, UNP - I've been out of game for the past week or so. Seeing as a long time has passed without any further notes or bans, I'll remove the notes I made when I log in later today. Edit: All 3 of my notes removed as of now.
  14. Your political compass

    Left-right is a scale of government involvement in economics, with a command economy (e.g. Stalinism) on the far left and absolute free market on the far right; up-down is a scale of importance of the state vs that of the individual, with dictatorships at the far top and anarchy at the far bottom. In other words, right-to-left is a measure of increasing scope of government *duties* while top-to-bottom is a measure of increasing *constraints* on government power. These are very broad strokes, as the final value does not encapsulate specific philosophical or policy preferences, nor does it reflect how important a position is to you. Also a lot of the authoritarian-litmus questions appear to focus on conservative rather than strictly authoritarian positions, causing leftists to skew anarchic in this graph. Electifried, your result is mildly left-anarchic: a centrist who is okay with a little government intervention in the economy / use of taxes to support worthy causes and supports some modest restraints on the powers of the state over individuals. Emphasis on centrist. As for me, I have a (0.13, -5.79):
  15. Note Appeal [Shererererer]

    Sure thing torteela, note removed.
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