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Sir_Didymus

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Everything posted by Sir_Didymus

  1. December 18th Suggestion: Horses should be able to rehydrate by standing in water and stopping for a second or so. don't have to dismount. Our Response: Thank you for your suggestion. The requirement to get off your horse to rehydrate it plays a key role in preventing the AFK grinding of horse levels, and so it must remain for now, in order to ensure a fair environment for all players. If that should change in future, we would certainly consider such a change. Suggestion: Running /rg i <placename> should highlight names of players in that region that are online. Our Response: Thank you for your suggestion. We think this is an interesting idea, but we're not sure how technically feasible it is at present. We will talk to techs and see what they say, and update this response in the near future.
  2. December 11th 130 golem souls were collected by the community and so, as promised, special traders have now arrived at spawn and will remain for 2 weeks.
  3. November 13th Knights' Quest Coins will now be received at the Adventurers' Guild, and rewards granted. https://redd.it/7cjjov
  4. November 4th Collection of community submitted death messages is now open here.
  5. My note is over 2 years old, and I am not expecting a recurrence of old habits. Therefore I have removed it, and good luck to you in future.
  6. October 19th The Early Rev Survey has been released - please submit your responses by November 2nd!
  7. October 17th The nether livemap has been re-rendered at a higher light level, to increase its usability.
  8. October 11th The cartograph for Rev 21 is now available. A fix has been implemented on P to try to reduce the frequent lag that players have been experiencing. We'll be watching over the next few days to gauge improvement.
  9. October 7th The livemap is now fully available here (including nether map).
  10. September 25th We're going to try a fix for the lighting issues people have been having - it's not a quick fix, and it may cause additional lag to the server for a period of time. If it causes too many issues we will re-evaluate.
  11. September 24th We're trialling a new maximum nether portal size of 25x9.
  12. @nxw, You seem to be echoing many other respondents in your support of a custom Nether, so we’ll add your feedback to that pile! I understand the need to run and hide from all the mobs in the Nether - I’m usually doing the same myself! Larger biomes is another thing I’ve seen mentioned elsewhere. We’ll certainly take that on board and look at the best way we can generate the map to meet as many people’s expectations as possible. We’ve had mixed responses to the differing ore generation, and we have our own experiences this rev to draw upon too. Some people have enjoyed the excitement they bring to caving etc. and others find the unpredictability a bit off-putting. These discussions will help shape our decisions around this issue for next rev. Another thing frequently mentioned is the lag experienced by many players in and around the current spawn building. We’ll take every step possible to try to reduce any kind of lag players experience around the next spawn, although we can’t guarantee to solve all problems! Unique buildings and multi-spawners have allowed people to create some interesting new builds this rev, such as the quint grinder near spawn. We’ll look at all the ways we can support new developments by players next rev, including thinking about how custom builds might enhance the player experience. In terms of a secondary area to explore, we have no particular direction but were looking to gauge player interest in having some kind of additional area to explore, whether that be some kind of more difficult zone, or something with a particular purpose - we really wanted to explore any kind of open interpretation of such a concept. For someone who dislikes ‘psycho mobs’, you seem very enthusiastic for us to unleash ‘extreme hostile mobs’ on the server! I’ll make a note that you specifically should be followed by a horde of zombies at all times. ;) Thanks for taking the time to offer your feedback - much appreciated!
  13. Hey @Herr_Fawkes, Thanks for your additional feedback, especially around additions to the Nether, which seems quite a priority to many people during this discussion. Adding custom spawners in the Nether is an interesting idea and we’ll certainly add it to our list of things to look at during our preparatory meetings. Mapworld is also significantly on people’s minds this time around, and there have been a few suggestions on how to improve it. Hopefully we can come up with something next rev that is a step up from what we have presently, technology permitting. Thanks for taking the time to engage with us during this feedback window - it certainly helps to have multiple viewpoints from which to draw upon, and your opinions have been much appreciated!
  14. Hey @Aharit, Thanks for your suggestions around nether spawning and golem spawner costs - we’ll be sure to include those in our discussions. In terms of Nether generation, we’ve heard a lot of different opinions and will collate them all together to see what sorts of things players are looking for. I would love to see some lava rivers too! Adding player generated content via a contest could be good, and it’s something we’ll talk about alongside everything else. A lot of your suggestions for spawn have also been said elsewhere in this topic, and I can see how a strong community is the focus for many people. Hopefully we can continue to follow that focus in Rev 21. It’s clear some of you feel mapworld could be improved, and we’ve seen a lot of suggestions around that. We have taken on board the changes that players would like to see, and we’ll see what we can come up with within our technical limitations. You seem in favour of some additional element in the search for special spawners. We’ve noted this feedback as something to discuss when looking at how and if we want to include special spawners next rev. Thanks for your feedback in regards to the maze project. It was very much an experiment and we’ve certainly learned a few things for next time, should this sort of event occur again. I’d like to take this time to show our appreciation for your detailed responses to our initial and subsequent questions - engaged players really help in the initial shaping of a new rev and you have spent considerable time offering us valuable feedback. Thank you!
  15. Hey @Herr_Fawkes, Thanks for your feedback! I’m glad you felt that the method for handling golem spawners this rev was improved over last - a lot of work went into trying to come up with a fair system that would still add challenge to the gameplay. You seem like a fan of the current method generating our overworld biomes and terrain, and some of the things you’re suggesting, such as better coordinated biomes, might be possible in the new updates related to Biome Bundle (they have switched terrain generators to Open Terrain Generator, forked from Terrain Control I believe, which has some updated features). Since you prefer a custom nether - do you have any preferences for things that might appear in the nether? Any particular biomes you enjoyed from previous revs or any structures you’d like to see? I see you’re making suggestions for custom spawners in the nether in a similar fashion to the overworld. Do you think nether ‘special’ spawners would be a good addition to the server? If so, how do you think they should be obtained? In regards to mapworld, you are in support of a plugin of some kind, to save players the work of creating custom maps. Would you prefer mapworld did not exist at all, and the work was done entirely automatically? Can you see a way for mapworld to run better than its present state? More player input for the community section of the blog post is certainly something I’d like to see too, and hopefully we’ll be able to keep improving our output as we go along, based on feedback such as yours. We’ve recently introduced the Nitwit event, that takes advantage of current towns and player builds when placing down its clues, and we’d certainly be open to exploring this sort of thing further, as the opportunity arises. Your suggestion for a new spawn build for next rev is great - I love medieval builds myself, and I too would be pleased to see a traditional castle or similar as one of our server builds. I much prefer when thematic elements are tied in well across a range of areas, such as Spawn, Adventurer’s Guild, events etc. and hope to build on this in subsequent revs.
  16. Hey @Silversunset01, More balanced ores seems to a high priority requirement after this rev, and the ore distribution across the y-levels has been polarizing too. It’s something we plan to look at in detail during map preparation for Rev 21. I agree with your point about the testworld. Without a method of insta-travel, it seems unlikely that having it on P instead of C would ever be preferable. I also enjoy visiting C and this gives me more reasons to do so! Personally I’d prefer to leave the testworld as it is, unless there are significant changes to how we approach it. I would like to see a mob arena or something similar too, though I enjoy the Adventurer’s Guild and similar unscheduled events just as much. Though it depends upon availability, we will continue to try to put out a variety of different types of event, both scheduled and unscheduled, in order to encourage participation across the server. Do you have other event ideas that you’d like to see happen?
  17. Hey @Aharit, Bringing the spawner costs in-game would certainly be preferable and we can look into seeing how feasible that is. I see you dislike the wither-skeleton hunting aspect of cost collection - do you have any alternatives in mind? It’s unlikely that vanilla-esque portals will be a possibility within our set-up, but nevertheless we have noted the request from you and some others in this thread, and will discuss it along with other possibilities. If we decide to go for a custom nether again as you prefer, what sort of things would you like to see in it? Do you think the nether should be more or less difficult to traverse than this rev? In regards to the overworld map, there are certainly options to tweak in terms of how biomes appear and in what frequency. Some of it is up to lucky random generation, and we were fairly new to the config whilst prepping Rev 20, but we will definitely be looking in more detail at what sort of things can be edited if we choose to use it again. Ore generation is definitely a major thing to get right, and you’ve given some interesting suggestions here that we’ll add to our discussions. With spawn, I think stables would be a handy addition, and I also like your ideas about tutorials being accessed by warp, and the concept of curated plots for specific purposes. Mapworld appears a little underused at present and we’d be interested in any ideas you have for how to make it more appealing to players. An external program is something we could investigate, although it seems that none are currently updated to 1.12 that I’ve found so far. I see you dislike the current way we approach special spawners. Assuming they make a reappearance next rev, how would you see them ideally working? You mention an ‘exploration quest’ - do you envisage them as a prize for completing a scavenger hunt, or similar? For the maze event we wanted to ensure that PvE were represented in the upcoming fundraiser, and weren’t sure that many PvE players would participate if the building was done over on the Creative server. The cost of this decision was access to WorldEdit, although many people have built excellent mazes nevertheless. And on a more personal note, apologies for your not having received feedback yet on your maze. Though we’ve accepted it into the fundraiser and done cursory testing, we’ve not yet finished detailed testing that might warrant input from the builder. In future similar circumstances, I’ll endeavour to let people know where we’re at sooner rather than later.
  18. Hey @Ethaksus, Thanks for your feedback. We’ve noted a number of things already that we need to take into account for our next spawn area, some of which you are echoing here. We noticed this rev that the exits out of spawn led many people in one direction more frequently than others, and that often players were unsure where they could find the nether portal. Do you have a preference for any particular themes, or anything you’d really like to see included in spawn that isn’t currently? What would you consider the most important features a spawn area should have?
  19. Please add your vote by the end of Saturday 27th May. If a staff member votes 'no', it is expected that their accompanying comments have been previously made known either within the feedback thread or directly to head admins. If not, we will get in contact with the staff member to get more detailed reasoning. If this vote is successful: We will contact the player to ensure they would like to join staff. If they would: We will contact techs to update player permissions in game, and update forum, slack etc. permissions across our services. We will arrange basic training and inform server admins when new moderators are ready for additional server-specific training. We will move this voting post to public mod forums, and inform the playerbase via the Head Admin changelog. If this vote is unsuccessful, or the player declines, we will inform staff within the post, and move it to the private closed nomination forum.
  20. Primary Event: Zombie Apocolypse During the day... a peaceful city. But at night... the undead roam the city looking for unsuspecting citizens! And if you think you're safe inside... think again! These zombies can both climb up things using their inexplicably infinite sponge blocks... and break through many building materials! Current plugins: CityWorld - We're using this to generate the city in which we'll host the event. CrackShot - We're using this to design various guns and other weaponry that players will be able to use. MonsterApocolypse- We're using this to design and control the behaviour of our horde of zombies! Potential Plugins: VillagerRescue - We're presently looking into the possibility of some kind of 'villager rescue' mechanic. Silver has been researching possible plugins, and we're awaiting some tech input on this one in particular. Goal / Vision for this Event Until we can nail down which plugins will be used, further game mechanics are up in the air. Since the goal is a little more PvE orientated this time around (as frequently requested by players after the last fundraiser) we want to make sure that there are multiple reasons for players to come along and join in. Options we could consider (some may be tech availability dependant): Having both a PvP and a strictly PvE event. Running competitions for best developed, safest, most aesthetic etc. settlement by players. Declaring stats we will be tracking and offering regular updates to the leaderboards. Implementing random events during the apocolypse, such as: manually releasing other mobs placing down special loot admin hunts 'pvp hour' spawners or dispensers of useful items placed in dangerous areas. hidden easy-signs around the city with mystery purposes Players or staff, disguised as zombies. Some kind of team mechanic for point scoring purposes. If you have any input on gameplay / game mechanics, please let us know. We'll keep this section updated as we know more. HOW YOU CAN HELP... The CityWorld plugin that generates our zombie apocolypse city can be customised with schematics. These schematics are organised into themes, as you can see here. We're looking for people to offer at least a few custom builds for these categories, as the generated builds are very sparse with little interior or interesting features. You can build these buildings anywhere, just mail me the server/world and coords, so I can come and schematic them. However, if you'd prefer a specific place to put them, I've set-up a quick plot area on /server build which you can warp to (in /modmode) with /warp cityplots. See below: Secondary Event: The Carnival The Carnival is going to run alongside the Zombie Apocolypse event, allowing players a respite from the constant attacks of the undead! This world is designed to house mini events (redstone games etc.) or arenas for organised games such as speedbuild or spleef. The goal here will likely be that players can win prizes that will help them survive or accomplish goals in the zombie apocolypse world. HOW YOU CAN HELP... The carnival world is housed on the Creative server (as a few regular players are helping too). You can access it with /home silversunset fundraiser (its not a warp so as to remain invisible to most Creative players). Below are the links to the Help Wanted forum tasks associated with The Carnival, if you'd like to let us know you're volunteering - it's open to any staff member (and a few players have been drafted as well): Carnival Minigames The dirt path areas in the picture above, lead to empty spaces we'd like to fill with builds, such as: Redstone games that allow prizes to be won (YouTube has a lot of ideas) Rollarcoaster! A speedbuild arena (that would allow CAdmins to run speedbuild at the usual time, even though the fundraiser is running). An other arenas that would allow staff to run events, such as spleef, archery, pvp, pve etc. A giant community maze (more on this below) Carnival World Ambient Decoration Presently the carnival world contains a large circus tent which houses the spawn point, and not much else. The surrounding environment is in need of some ambient carnival related decoration to make the world feel a little more connected and interesting. Things like: Decorative stalls Decorative small circus tents and flags Fence or boundary related builds Landscaping, flowers etc. Giant sculptures or 'inflatables' (or similar) Clowns! Balloons Ferris Wheel (decorative) Community Maze In addition to the above tasks, we will be launching a community maze build on P (already set-up in the mapworld but not open for building yet), asking all players to create small (51x51, and 40 height) mazes which will hopefully be interlinked to create one large maze. If we don't manage to get enough help on the carnival area, we're hoping to at minimum be able to release this maze as an alternative activity during the zombie apocolypse, dependent on how many players take up the opportunity to participate. Instructions at the maze plot spawn area (which will be accessible via an easy-sign at P spawn): Example plot: This community build will be launched in the near future. Other: The Event Lobby This build is already completed, barring some signage to explain all the things happening on the event server and how to access them. If you'd like to take a look around it, you can visit it on the build server, (/server build), entering /modmode, and then warping to it with /warp eventlobby. We'd welcome any feedback! Hopefully this all makes sense, but feel free to ask any questions (or suggest things) below! Thanks for reading, ~Didy
  21. Hello PvtSnowball971, I have removed all but your most recent note, as they were over two years old. However, given that you have recently been noted again for a different issue, I'd advise you to take some time to read through our rules and look through the server specific guidance available to you, to avoid future problems.
  22. Please add your vote by the end of Saturday 13th May. If a staff member votes 'no', it is expected that their accompanying comments have been previously made known either within the feedback thread or directly to head admins. If not, we will get in contact with the staff member to get more detailed reasoning. If this vote is successful: We will contact the player to ensure they would like to join staff. If they would: We will contact techs to update player permissions in game, and update forum, slack etc. permissions across our services. We will arrange basic training and inform server admins when new moderators are ready for additional server-specific training. We will move this voting post to public mod forums, and inform the playerbase via the Head Admin changelog. If this vote is unsuccessful, or the player declines, we will inform staff within the post, and move it to the private closed nomination forum.
  23. Please add your vote by the end of Saturday 13th May. If a staff member votes 'no', it is expected that their accompanying comments have been previously made known either within the feedback thread or directly to head admins. If not, we will get in contact with the staff member to get more detailed reasoning. If this vote is successful: We will contact the player to ensure they would like to join staff. If they would: We will contact techs to update player permissions in game, and update forum, slack etc. permissions across our services. We will arrange basic training and inform server admins when new moderators are ready for additional server-specific training. We will move this voting post to public mod forums, and inform the playerbase via the Head Admin changelog. If this vote is unsuccessful, or the player declines, we will inform staff within the post, and move it to the private closed nomination forum.
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