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TheRandomnatrix

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Posts posted by TheRandomnatrix

  1. -sugar cane around the bases

    -equal access to animals on both sides of the map (either both have cows, sheep, ect. or neither do)

    -dyed sheep again? We did this last time because lapis is harder to come by, but I'm not so sure it's that difficult anymore with the ore plump.

    -on a slightly earlier version, tompreuss and I found two strongholds. I believe one had an end portal. Will these be removed, or at least have the portal disabled? One is directly under a base, that's the only reason I'd consider removing it. The other (with the the portal) is in a more neutral location.

     

    I consider animals on both sides to be a must, as food is in high demand at the start. I'd meant to populate the bases after finishing the walls, but apparently forgot.

     

    Dyed sheep will probably be a non issue. Red team will probably get an advantage for about 5 minutes until someone finds lapis, then there'll be plenty to go around.

     

    Disabling the end portal will probably be a good idea. I have no idea how to remove the stronghold without basically using world edit to replace the stronghold mats, though I think we could stand to do that. Going through and removing all chests and bookcases is a must, because I feel that gives a clear advantage to the team that has it. Maybe the silverfish spawner too to prevent people making a grinder out of it.

  2. For starters, I'd like to see some sort of consensus brought up(if there isn't one already) for the criteria and factors on how we go about selecting mods after they've been voted on. Is it a hard number like 2/3 majority, or is it done "by gut?" The less ambiguity the better IMO.

     

    I'm not comfortable with hiding the voting, it would make the process less accountable and less transparent to the community. We had a big discussion where there was clear consensus that the community wanted to get more involved and have more influence in how their server is run and by whom. We need to work towards that goal. 

     

    Cannot agree more.

     

     

    I'm all for having a pretty solid consensus of who should be allowed into voting, so we don't have so many negative votes like last time. If they hardly have support in private, we can't expect them to get a positive response in public voting.

     

    The question that bugs me then is how do we go about reaching consensus in an effective manner that doesn't more or less reduce to private voting? Clearly this was not the case last round, as not one but two players received over 2/3 votes negative, one being 82% against. That doesn't seem like consensus to me on the private side of things. Perhaps it was a fluke and the system is already the best we can have, but I'd prefer for a fluke like that to not happen again. But if we reach consensus anyways, then what's the point in making the vote other than accountability?

  3. I don't think negative comments should be removed for exactly the reasons stated: that staff should be mature enough to handle negative criticism. When I became modded, I was told that I might not like all the staff members, that I might even hate some. But I still have to act professional(at least when going about business as staff) and mature, and get along with the people I work with. There's going to be people outside of staff who may say things that aren't nearly as constructive and much more malicious. If they can't deal with peer review then I would have low hopes for their ability to cope with being called such things.

     

    As for the argument as to whether or not to ask potential mods if they want to be publicly voted on, I'd be willing to lean more on asking them first. While I haven't been on the receiving end of getting put on the spot by the staff only to receive a large amount of negative votes, I can imagine it wouldn't be that great. Just make sure to point out when asking that it's not guaranteed you'll become a staff member, and that even being asked should be considered positive. If they handle the rejection in a mature way then all the more input for the next round of nominations.

    • Upvote 4
  4. I'm against the idea of preventing players from being able to lock chests for themselves because there's always going to be some dick who takes all of the public mats anyways. If we can get chests to autolock to teams that'll be great, but forcing players to not have private ones strikes me as wrong. There are plenty of people who contribute to the team by doing their own thing using their own resources, just as their are people who contribute to the team by donating things.

    • Upvote 1
  5. One thing I've wanted for a while now, Cailin, if you're up for it, is a system to add notes to modreqs. I think this would be helpful in those cases where a modreq is too complicated for a single moderator to handle, and multiple viewpoints may be needed. Or when a staff member feels a completed modreq could have been handled differently. It could show up when you /check. I think it would be another handy feature to go along with your proposed interface.

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  6. In addition the abandon cities that people took the effort to make just seem to be a waste of space and resources. If there is a way to re-purpose these buildings, it would be fantastic. For example, a player is off line for 2 or 3 months and their house has been completed and all project closed. Wouldn't it be fair to take down their now waste of space and give the supplies to newer and more active players?

     

    I think this is a terrible idea. There are many players that come on during the start of a new rev to build fantastic things for the first few weeks and then drop off the face of the earth for most of the rev. It'd be terrible for those players to come online to find all their items and builds gone just because their town was abandoned.

     

    Removing abandoned builds that are clearly low-effort is already a delicate process that requires admin involvement. Doing the same on the scale of a town would be impossible.

    • Upvote 9
  7. Sort of going on a tangent, I've been hearing some discussions entertaining the possibility of server admin or even moderator run meetings to get everyone on the same page for a single server, instead of having to cram it all into one long, drawn-out meeting that often derails after a while.

  8. Getting perks for doing things to support the server, such as voting or more commonly donations, is what separates us from the larger servers that treat their players as nothing more than a workforce and a number on their server list.

     

    I'd vote because I want to see more traffic to the servers, not because I want some short term incentive, which is what it should be.

    • Upvote 5
  9. Wasn't sure whether or not to post here or in Problems and Issues.

     

    I've noted that despite the large amounts of official update/announcement posts on the subreddit in recent times, not a single one has been cross posted to the forums where they wouldn't be buried as quickly. I still think that the subreddit is great for visibility and such announcements could still be posted there, but aside from the initial 2 threads made at the forum's inception, the "News and Announcements" section is still empty.

     

    At this point I'd say either start using it or remove it.

    • Upvote 5
  10. While a good idea in text, much of PvE is built around it's infrastructure (i.e. Nether Portals, Rail Lines etc.) I think having all cities grouped up together, PvE would suffer the same consequences as creative is now. People would walk 200 blocks and make a house, and not explore further. While I understand not everyone would stay with the city, it cuts down on the opportunities to explore. For me and my 1st time on P, traveling down the roads from city to city was quite an adventure, especially now with the amazing maps created, you never know what you might find :)

     

    If anything, wouldn't more towns rise up to claim portals and grow large if this were the case? It's not like those are going to disappear. With so many in one massive town, something would always be happening, at least in chat. This was the case for Seneca this rev due to the high number of people.

    There are some big downsides to this though.  We'd need a LOT of land.  What if one district ran out of space against a mountain?  What if we started encountering other small builds as we expanded out?  And of course there's the inevitable drama that comes with land disputes -- the districts would have to work at being good neighbours.  Whatever the hurdles, I think it would be a worthwhile experiment.  And it's going to happen at some level anyway, with Seneca, Shady Oaks, and possibly Endor and Argoth joining forces. 

     

    I'd love to hear everyone's reaction, including staff, who would have to deal with any BS generated by this.

     I think that a good deal of communication would be necessary to run such a city, but I don't think it'd be impossible. With an added number of people, land claiming and developing could happen very quickly to ensure that enough is provided for building purposes.

     

    Overall, I'm pretty welcoming of it. It in of itself would be a continuing project full of struggles that could really push PvE to new heights.

  11. I agree with that sentiment, but, and I'm sure to get blasted for this example, you still get towns like Seneca. The biggest in the server by far, and we only have 3 mods in our perms: 1 who is a C mod who hasn't played on P in months, 1 who is an S mod who has played for for a total of 2 weeks, and 1 who is TheRandomatrix. I don't believe that in a city of 200 there is not a single person, other than random, who is worthy of being a mod but just not well known enough outside of Seneca. I am obviously not referring to myself here, as I'm not exactly unknown outside of Seneca. Obviously you can't have mods nominating people that they don't know, though. As I said above, I see the problem but not an easy solution.

     

    To be open about it(which this thread is supposed to be about unless I'm mistaken), I've been avoiding suggesting moderators from Seneca to avoid the notion of bias that is being suggested here. That's not to say that I haven't been keeping my eye out, and I doubt you could argue that others haven't been either.

     

    I don't believe that admins/mods should be decided based mostly on player decision, as I feel Troop said it best:

     

    If mod nominations were to slide towards players, it would become nothing more than a popularity contest :\

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  12. I've noted a few complaints from the playerbase not knowing much about the current state of progress, of particular note the Survival and PvE revs, updating the plugins to 1.6, and the CTF event. I'm hoping that getting some more information out there where everyone can see(preferably a google docs or some sort) would help ease those complaints and get everyone on board.

     

    Are there any objections to such actions, and would anyone be willing to step up to provide such official updates?

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  13. I kind of like the random portal distribution the way it is, so I'm not a huge fan of changing it.

     

    One thing that might be interesting is if we end up expanding the map later on, that a few new portals could be placed in the frontier to search for. It would hopefully recreate that new rev feel and get people exploring more in those areas. I also think it'd encourage new towns to pop up and claim those portals, giving them a chance to grow after all the start of rev portals are claimed by the larger towns.

    • Upvote 3
  14. Deciding to step in on behalf of CARBON and make a case for it by clearing up some things.

     

    I think that PvE's Carbon system would not work very well on C, it requires taking up A LOT of underground space and an excessive use of rails that can easily be griefed if not protected properly, and protections can become rather complicated and cumbersome because of the erratic nature of Carbon railways.

     

    For starters, carbon tends to take up fewer rails than the traditional rail networks. It can be only be griefed if the person who made it decides not to make a WorldGuard region around it. The same could be said for any rail line, and protections are very simple. The experimental mapwide network I was working on in PvE's overworld this map could be done in 3 regions.

     

    We are disorganised as shit.

     

    Despite being "unorganized as shit", you seem to dislike something which could bring more order to the rails.

     

    If the CTA wants to lean towards CARBON next map, I'd be happy to provide assistance in helping to familiarize more people with it. I'm sure Wayne has his own ideas as well.

  15. To thow in my 2 cents, I think improving the survival aspect is much more important than sticking to pure vanilla(we hardly do that as it is, only strive for it). If we're adding this feature, I'd say remove the /unenchant command, as you'll be getting exactly the enchants you want.

    • Upvote 1
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