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schererererer

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Everything posted by schererererer

  1. I will be semi-active to inactive for an ill-defined period of time about New Years' Day, totaling at least three but no more than ten days. Please understand.
  2. If you're citing player disgruntlement as a motivating factor, reduction in portal numbers to four, or god forbid one, would incite much more rage than anything else. Imo the current setup of 4+12 zodiacs is a nice compromise between desire for more portals around the map and the benefits of having a map that feels grander in scale.
  3. I'll help out when/where I can - whitelist please!
  4. Nerd used to be a lot more player-friendly for some people and player-unfriendly for others. The complaints about staff privileges were the reason why we now have a (relatively speaking) more "uptight", less "player-friendly" admin and staff team in general. The players who profited from said benefits were, surprise surprise, much more likely to be friends with staff. Today we put an emphasis on fairness, compared with the "fun" things staff used to do, up to spawning stacks of golden apples and unobtainable items on S - to some players and not others, mind you. Today we have fun additions to the game that apply for everyone, for example the holiday events that happen on P. The number of players who wish to return to this past culture, exemplified in mindsets such as a cadmin strongly desiring admin-only worldedit for personal use, is undoubtedly very small. The current culture makes it so that staff play the same game as everyone else - no freebies, no one-ups on the general playerbase. The number of staff forcibly removed for abuse of powers today is significantly lower, almost negligible, than in this idyllic past you point to, despite being more "uptight" about it. So when you say staff on nerd is MORE of a promotion than on most other minecraft servers, I can't even conceive what you're talking about. You also betray your unfamiliarity with nerd.nu by throwing shade at mrloud as a head admin when he is in fact a moderator. Literally no one thinks the gradual decline in player numbers is a problem to be ignored - there are just many complex questions on how to fix it, with differing opinions abounding even within the head admin team itself. It's rather foolish to think you can waltz in and comment with insight on the state of affairs when you rely on your "little birds" who probably don't even participate much either.
  5. You don't have to address a rule violation to just talk with someone, even when speaking as an admin. Honestly, if I were repeating blatant misinformation easily demonstrated to be false with a simple glance at a calendar, I would appreciate someone letting me know so I could correct my misconceptions of facts.
  6. The key thing to note here is that (as far as I have ever been aware) no one has gone sifting through the logs hunting for things to "stumble upon". When searching for specific logs (e.g. lines of chat regarding a harassment complaint), often other unsavory or eye-catching information is interlaced with that which was initially targeted. In theory, admins could ignore anything seen for which they don't "have a warrant", but pretending such a viewing never happened would be quite silly - this would take a stunning level of cognitive dissonance to achieve.
  7. Query: did redwall and totemo fix the issue that previously required the use of blaze rod on the dispenser *and* lapis ore on the space into which water is to be dispensed in order to successfully flow?
  8. No particular plans - I didn't especially like the "gatehouse" area I had already built, so you could redo that to make more minimalist if you wish. I was planning on putting colored sheep pits in each of the 4 diamond-shaped alcoves in the outer walls for better shared usage, and anything else needed inside the dome. After making the trees, I noticed there isn't really that much space inside the dome for people to build things - maybe that would have better volume in a square region outside the moonbase dome?
  9. Things are looking fantastic! Unfortunately, I don't think I'll have the needed time available to finish the moonbase dome(s). If someone could finish up the red moonbase and copypasta with substituted materials into a green base.
  10. Safebuckets is entirely separate from the 9/8 data value divide - there's a separate listing of blocks to keep non-flowing (those placed by players) in the safebuckets database. The new command moves a large grouping of block locations from non-flowing to flowing en masse, rather than clicking on them one by one.
  11. Red spawn ship is done - I added a small space for a little vignette of a storyline in sign form. Aside from that and a possible melon replenishing button, it's ready to be pasted in. I'll get cracking on the moonbase dome setups soon - this should take much less time to do than the ship.
  12. Update on the Red Team's spaceshipe, the Sanguine-class missile corvette UMCS Valkyrie: construction is nearly done, with only a few cosmetic additions to go (captain's quarters and engineering (dat REGE)). It would be amusing to have command blocks which fire horizontal particle blasts from the main cannons of the ships (e.g. PvE rev 15 spawn cannons), and useful to have command blocks that instantly replenish all harvested melons in the ships' farms (e.g. spawn melons in PvE rev 15). I don't know if we'll be able to / want to set that up on the final map. Also, what do we need/want incorporated into the moonbase dome(s) - particularly in terms of pre-made services, design with respect to pvp action, etc? What is their ultimate function?
  13. I'm interested in a holistic refresher (been putting one off for a bit); my schedule is pretty chaotic so I'll just see if I can make whatever time is selected.
  14. On the matter of worldpainter, the best way to make floating islands afaik is to generate a hill/mountain, then flip it upside down in game using worldedit - this yields a flat-topped mass that can be further shaped using WE or voxelsniper. You can even generate two hemispheres (N/S) of the island separately to paste together. Caves, ores, and misc flora and features can be introduced in WP to an extent, though again, for finer control one would desire more in game additions. WP by itself does not handle overhangs without getting into much more finicky custom cave stuff. If I have time, I could give this a shot, but tbh it would be faster and easier on the techs if I were to set up a server on my own computer (haven't done that in a couple of years, heh). As before, if I find I have ample time at some point I'll jump on it, but for the islands (as opposed to the team domes) assume I will NOT be taking them on for the time being.
  15. Also, an idea: would it be feasible for us to prompt a custom resource pack to make things a little more space themed? Keep most blocks very similar to vanilla textures; but make bows into laser rifles, swords into lightsabers, alter the skybox to make it look more properly like outer space, etc. It would give some added aesthetic oomph.
  16. Endurance sounds good, and I like the idea of a starship showcase. If I find that I have enough time, I *might* make a moonbase biodome design to use for each team - I think it would be better to have identical setups for balance purposes. You can list me as tentative for those two categories - I think I'll be able to complete them within the next month.
  17. Buzzie: I should be able to make things work mostly parallel to what you have in lime ship (what's the ship's name anyways?) aside from the toggleable deployment doors which are rather tricky to do when surrounded by redstone blocks (which might end up being more of a teamgrief nuisance in the end). Good call on emergency exits. Also, I can't seem to find the briefing room on your ship as labeled in the model for some reason.
  18. schererererer

    PvE protections

    Imo, the issue lies in the fact that the rule preventing protection of low-effort builds is quite subjective. You can't train mods for every aesthetic variation, and trying to go any further than "cobble/dirt/plank box is bad" quickly turns into a quagmire of increasingly complex pre-rulings. Add to this the fact that over the years, average build quality has risen and thus the perceived threshold of haste in making a build has likely risen in parallel. From my understanding of the rules, the first build would be close to an an edge case which reasonably either could or could not be protected, while the latter ("town hall") should not have been protected.
  19. Will do - how close in size and/or aesthetic would you like to see them?
  20. I'd like to throw in for the yellow team spaceship, please.
  21. I'm out of town for the next week.
  22. Zomise, I think you're reading the initial draft - the final one prescribes simply a cleanup every 3 months (taking into account the critiques of the first draft).
  23. I think the regimen of map expansion used on C makes a good model to emulate. Tight building early rev encourages social interaction, heightened activity, and railbuilding; while expansion later in the rev prevents overcrowding and allows for a more naturalistic "frontier experience". I think it's worth a shot.
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