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Everything posted by Sir_Didymus

  1. July 9th The temporary holiday traders have been removed from spawn as their timeline has expired.
  2. The holiday traders have now departed - we hope you all managed to give them a visit!
  3. We're going to close this topic now and focus on our Revision 23 preparations. Please note that any feedback given hereafter (through any medium) may not be taken into account for next revision, though it still valuable for more distant revisions after that. Thank you to everybody who has taken the time to give feedback here, on the subreddit, and in game. The current revision will run until at least September, so there is no need to panic - this is the "mid-rev" feedback thread after all! Plenty of time left, and plenty more events still to come!
  4. June 30th New Holiday Traders have arrived at spawn (until the 8th July) - See here for details.
  5. Some special holiday traders have arrived at the spawn museum! They tell me they are only around from the 30th June to the 8th July, and they seem obsessed with red, white and blue things for some reason. The traders have given me a list of their strangely specific inventory: Whizzy McBangbang 1x Firework - “The Patriot” Cost: 16 Seeds 1x Firework - “Red Glare” Cost: 16 Poppies 1x Firework - “Star Spangle” Cost: 16 Feathers 1x Firework - “Lady Liberty” Cost: 16 Oak Saplings 1x Firework - “The Vomit Comet” Cost: 16 Rotten Flesh 1x Firework - “Party Time!” Cost: 16 Beetroot Relisha Hamburg 1x Player Head: “Hamburger” Cost: 4 Coal Blocks 1x Player Head: “Beer“ Cost: 4 Coal Blocks 1x Player Head: “Non-Alcoholic Beverage” Cost: 4 Coal Blocks 1x Player Head: “Salad Bowl” Cost: 4 Coal Blocks 1x Player Head: “Post-Celebration Toilet Paper” Cost: 4 Coal Blocks Nova T. Aytems 1x Player Head: “Anxious Pet Tortoise” Cost: 16 Cactus Green 1x Player Head: “Baby Eagle” Cost: 16 Seeds 1x Custom Map: “Photo of Fireworks” Cost: 16 Gunpowder 1x Player Head: “King George III” Cost: 1 Gold Ingot 1x Custom Paper: “Declaration of Independence” Cost: 8 Ink Sac Jacques Le Cube 64x “Safety Sand™” Cost: 32 Granite 64x “Flameproof Gravel™” Cost: 32 Diorite 64x Red Concrete Cost: 32 Dirt 64x White Concrete Cost: 32 Cobblestone 64x Blue Concrete Cost: 32 Andesite These enthusiastic and seemingly slightly drunk traders have settled near the Archaeologists’ Guild at the Spawn Museum - I highly doubt you will be able to miss their very dramatic stalls but if you do get lost, you can find the traders at coordinates (32, -64). Enjoy the holiday if you have one! And if you don’t, we hope you enjoy these traders anyway and rescue as many of those terrified pet tortoises as possible.
  6. Hi @Wozdaka, Thanks for participating in this feedback topic! I’m glad you have been enjoying spawn this revision - quite a lot of staff participated in the decoration of spawn - especially the top floor museum area and I have really enjoyed its reflection on some historic towns and events on P. I see you prefer a smaller map size - what size do you think would be the best choice for the upcoming revision? I would also be glad to see a vanilla map next revision as I do like them a lot - if we do end up going with vanilla I’ll be interested to see if there are any changes in the 1.13 generation (aside from the obvious). I don’t think I have played a vanilla generated map in a good long while! I like your thoughts on the End and the end dragon fight - it would be nice to have a little more to explore and make use of in that world. Hopefully Mojang will tackle the End or the Nether next! Do you think the custom dragon fight was a good addition this revision or do you prefer the vanilla experience? Portals are always difficult to decide about and you seem to have thought long and hard about them. It is almost impossible to successfully make everyone agree on what would be considered a “key town” - someone is always going to feel that sort of decision is unfair. Having lots of undeveloped portals is something we’d like to avoid too though, so getting some sort of balance right is important. This revision we trialled putting out new portal hunts over a period of a few weeks, but we still seem to have a number of undeveloped places - we’ll definitely need to discuss how we approach portals again in the upcoming planning meetings. I think your idea about having all the item available for trade upfront is something we can more seriously consider next revision if we choose to go that route. This revision there was a lot of trial and error in getting drop rates correct, and tracking just what sort of numbers of items people could collect in a given timeframe. Armed with that knowledge, we can hopefully better prepare any traders we choose to have at spawn next revision. I see you weren’t that enamored of the custom saddles - what sort of items would you like to see made tradeable at spawn?
  7. Hi @Becquerine, Thanks for taking the time to reply to this topic! I notice your concerns about large empty claims - do you think rules around claims are good enough or are there things you’d like to see changed, especially if we decided to go with a smaller map? I’m glad you have enjoyed our custom drops so far - is there anything you particularly would like to see in our spawn trading area?
  8. Hi @defiex, Thanks for the feedback defie - although don’t forget to finish it off! An island world sounds like it could be fun - it would certainly give us the opportunity to have a ton of ocean! Lack of gravel has been mentioned a few times during the rev - it’s something I tried to mitigate when we made the nether, but it still seems to be an annoyance for some people. We have also tried to add gravel as a contest prize as you have seen! Having a non-spawnable area at nether spawn might be something worth pursuing - we’ll definitely discuss it when we get into planning. However I’m glad you enjoyed exploring the nether overall! I’m quite amused that you have been trying to get away from portals and they have managed to pop up right next to you! But I take your point about forward planning. We haven’t yet decided how we will implement portals for next revision but it’s something we do need to think about in depth. Also, what on Earth are you going to do with all the feesh in 1.13?!
  9. Hi @saberfysh, Thanks for participating in our feedback process. You mention that you feel terrain is important when it comes to multiple people cooperating together and building in one area. What do you consider “good terrain” in this context? I’d assume flat open plains would be popular in this regard but then again I have seen some great examples of people making use of rougher terrain in a similar manner. More ocean and more desert have been regular calls during feedback and we’ll definitely be discussing how we can best accommodate everyone - especially with all the 1.13 features incoming. The current End Dragon fight was designed to be soloable, and that has been achieved by a number of players this revision so far. However, I recognise that not everyone has the experience to do this (I myself am definitely no End Dragon fighter!). Do you support keeping a custom fight of some variety, or would you like to see us return to the vanilla experience in the End? - it’s unlikely both could be accommodated, but that is certainly an interesting idea too.
  10. Hi @teli_pinkerton, Good to have your feedback! I’m glad you have enjoyed the custom ore drops this revision - do you have any particular items that you would like to see become tradeable at spawn? Elytras have definitely been a talking point this revision and we have all learned a lot from the experience. If we retain a custom dragon fight would you like to see it change to something new, or be similar to this revision? A few people have mentioned to us the desire to have one individual iron golem spawner be upgradeable. That’s something we shall talk about in our preparation meetings for Revision 23, so thanks for bringing it up here for the record!
  11. Hi @Kirstae, Thanks for your feedback, kirstae! I think most people would agree that vanilla terrain with 1.13 features is preferable to 1.12 custom terrain for the upcoming rev. I’m very much looking forward to all the new things in 1.13 regardless of how terrain is implemented, though the new hostile mobs are terrifying! I’m interested in your experiences with the custom dragon fight, since it is essentially an enhancement of the vanilla one. We’ve hopefully fixed the EoF drop experiences people were having in the earlier part of the revision. Are you strictly in favour of a return to a vanilla fight, or would you like to see a different custom dragon fight? If so, do you have any ideas on what you’d like to see changed? You say you’d like to see more portals next revision - what do you think is an optimal number? Having portals placed in spots chosen by players is something we have looked into before, with various factors to be taken into consideration such as uneven spread, portal placement disputes, or multiple portals being claimed by one person or set of townspeople. It is, nevertheless, something we will bring to discussions again when we have our planning meeting. I’m glad you enjoyed our custom drops this revision. I’ve heard a few people say they would have preferred all trades to be available from the start of the revision - is this something you’d like to see for next revision? It’s definitely more possible to achieve now that we have better information on the kinds of numbers people manage to dig up over a time period. Your ideas about pre-built roads sound intriguing, but I feel they take something away from the spirit of PvE. I very much prefer to launch people out into the wilderness and see what they make of it. That’s part of the fun! Pre-built roads would certainly help with early travel but there’s no real community achievement - and I think having the opportunity for people to work together in that way is important. I respectfully disagree with your suggestion that we chose to listen to only a vocal minority. We compiled every single piece of feedback we could find going as far back as Revision 17, into a huge document that each padmin read through and then we discussed it all in detail. You’re absolutely right that we can’t read the minds of players, and we have to work with the feedback we can see and hear. We make many attempts on all our social media to ensure that people know feedback opportunities are available. This time around, we have also begun individually contacting regular players to ensure they know this thread exists. Hopefully with wider feedback, next revision will be a more positive experience for everyone.
  12. Hi @pez252, Thanks for your in depth feedback on the revision so far! We still need to experiment with OTG and BB to see how far it can accommodate 1.13, and that is something we will look into as part of planning. Even if we could hack something together, I’m not sure if OTG would handle other features like shipwrecks or buried treasure, nor whether it would understand to generate temperature based oceans. I’ve already established that WorldPainter is not yet 1.13 ready, so hopefully we will see a quick update to both when 1.13 hits. However, personally I’d be alright with a vanilla map if that’s the way we have to go - I always feel quite nostalgic in vanilla terrain! I’m glad you enjoyed the custom nether. Do you have any areas in particular that you found interesting to explore? Nether spawn rates have always been a hot topic and I note you support keeping custom spawners out of the nether. Do you feel there are better ways to implement mobs in the nether that have yet to be tried? There have been a number of comments requesting that the custom dragon fight remain, but change to better accommodate players with a poorer connection, as the number of mobs that can stack up during the fight is considerable. Do you support this idea, and do you have any ideas about how this fight could be implemented differently? The custom drops needed to trade for elytra at spawn was clearly a system that didn’t suit some people. What sorts of items would you like to see available at spawn? And is your preferred method of implementation for elytra to have them drop directly from the dragon fight? If so, do you still support increasing the difficulty of the dragon fight, given that it doesn’t as closely approximate a vanilla amount of difficulty in getting elytra?
  13. Hi @I_c_e_, Thanks for participating in this feedback process! I’m really looking forward to seeing a 1.13 PvE revision too - just from running various tests and experiments ready for rev prep, I have already become obsessed with collecting fish… Not sure I’m looking forward to the new enemy mobs though! I’m glad you enjoyed the rainbow caves in the nether - they were my favourite bit to make as well! I hope you didn’t ride around for too long - perhaps you got hypnotised by the colours. Do you have any ideas about different ways to implement the dragon fight? Would you prefer it was a regular vanilla fight, or a different custom one? Your feedback on elytra echoes many other people in this thread and we will definitely be reviewing its implementation for the upcoming revision. Do you have any preference on how elytra should be acquired on a multiplayer server? And do you agree with the assertion that having or not having elytra has little negative effect on other forms of transportation? - as we have also seen mentioned a few times this revision and elsewhere in this feedback topic.
  14. Hi @Herr_Fawkes, Thanks for participating in this feedback thread! Spawn embassies have been added to spawn in the past - do you feel they are a missing key element in more recent spawn builds? Do you have any other thoughts on how towns might advertise for members at spawn? I’m glad you enjoyed the nether this rev, and the custom nether mobs - they were balanced to ensure that more than just end-game players would be able to travel in the nether, and to hopefully be mildly harder than overworld mobs but not too overwhelming. We still feel at present that schematica printer is a little too automated for our present culture on P, even in mapworld. Hopefully with the basics of WorldEdit now available, we’ve taken enough steps to satisfy most players who choose to build there. It's great that you have enjoyed our custom drops this revision - would you like to see any changes or expansions to the system in the next revision? Your thoughts on elytra vs other forms of travel seem to be very different from most people’s experiences this revision. I’ve not seen a great deal of support this revision, for the idea that delaying elytra has improved our infrastructure in other ways, and some people have commented that having elytra actually assists in their efforts to build roads and help friends with their infrastructure projects. In what ways do you feel the treatment of elytra this revision has helped other forms of transport?
  15. Hi @torteela, Thanks for the feedback! Seems you are another supporter of decreasing map or land size in favour of bringing people closer together. I agree it would be interesting to see what sort of infrastructure is created in a smaller map - I miss the close community aspect we had in some of our earlier, smaller maps. That being said, we don’t want to cram people together too much and create friction. We will have to discuss this in depth when we start our rev prep meetings. I think it’s quite likely that the map will have to be at least mostly vanilla in the upcoming revision, but we can only wait and see how long it takes for 1.13 to be released, and then all the subsequent plugins and associated programs like WorldPainter. I agree the ocean is likely to be massively popular in 1.13, so we will need to take that into account. Cave generation in the overworld is handled by the OTG generator, and it’s likely their cave files (or random generation) isn’t up to your standards! If we do end up with a vanilla overworld next revision, that’s one thing that won’t be an issue at least. Your issues with the dragon fight have been echoed by a few others - do you have any specific ideas on how you’d like the dragon fight to be, in terms of gameplay? Having usable items drop from ore is an interesting idea, though it does negate some of the ‘crafting’ aspect of minecraft. What sort of items would you include? The mending enchant is a fairly integral part of minecraft now in many people’s eyes. What motivates you to want to remove (or make exclusive) the mending enchant on elytra? Do you think it would be beneficial in terms of gameplay longevity?
  16. Hi, @King_of_queso, Thanks for the feedback - it’s much appreciated! You ask about using OTG in 1.12 for new map generation. We’ve not tested yet as such, but I’d expect there to be issues with ocean terrain generation at the very least. There are definitely issues with WorldPainted ocean terrain generation for 1.13, so making amendments in that way is also out at present! I agree with your thoughts on not having oceans near spawn, and we will likely try to avoid that if possible. Some deeper deserts would be nice too, which might be a little easier if we do end up going back to vanilla generation. If we choose to continue with custom mobs in the nether next revision we will also take a look at the mob drops and consider making some changes to avoid quite so many inventories full of red leather armour! Do you have any thoughts on how you’d like to see a custom end dragon fight, if we choose to retain one next revision? The current implementation has not been ideal for everyone, but if you’ve any thoughts on a better method, we’d love to hear them! Lots of people have mentioned a preference for events that contain puzzles or riddles to solve, and that can be done together in a group - those are certainly ideas that we will take forward when thinking about our events for revision 23.
  17. Hi @PVEgrenbug, Thanks for taking the time to add your feedback here. Looks like your request for a water focussed map has been echoed in quite a few posts here and we’ll definitely be discussing that in detail ready for when 1.13 is fully released. Interesting that you have opted for wanting a smaller map - I share your reminiscing about wandering from town to town and would also support trying a smaller map if there is feedback to support it. With the requests for much more ocean though, we will have to think carefully about what resources and areas are available, when it comes time to choose a specific map. It would be nice to see a well done above ground rail system next revision, although I’m not that keen on skyrail. I wouldn’t mind seeing some realistic ground level rail for a change! There’s a lot of support for another review of how we approach elytra this revision - many people feeling it was delayed too long and was too expensive to obtain once released. The idea that having elytra actually improves people’s ability to visit one another, and assist in projects such as road or rail, is one that has come up recently, and we’ll certainly be thinking long and hard about what sort of implementation we should be using next revision. I’m glad that you have enjoyed the Archaeologists’ Guild this revision - what stops you from being able to participate as much as you’d like? If it’s time, is there any sort of event or activity we could include that is less time intensive and allows for a wider inclusion of players who have less time on their hands?
  18. Hi @ThelVadumee, Thanks for your feedback! Lots of people have been requesting more oceans due to the nature of the 1.13 update - understandably with all the new mobs, blocks etc. An underwater spawn would be interesting - we’ve observed in the past that it sometimes hinders new players when spawn is surrounded by water - how do you see an underwater spawn working out in this context? Would you build roads out to land or use some other means of transport out of spawn?
  19. Hi @SilentRecon, We appreciate the time you have taken to add your feedback here. You mention the shulker / enderchest spots for any trading areas at spawn. That is something we will endeavour to improve upon next revision - we ran out of room to get them any closer this rev, but we’ll plan them in better next time! In terms of the nether mobs, are there any obvious changes that could be made that would make them more appealing additions to the nether for you? We spent quite a bit of time trying to balance them in a way that made them challenging but not impossible for a single armoured player. We wanted the nether to be slightly more dangerous than the overworld but still traversable. Your point about ghasts being able to fly away and get lost, or hit you from outside render distance has been made by a few people in this thread and will certainly be taken on board during our rev prep discussions. Adding the diamond cost for golem spawners (in terms of padmin head costs) to the PvE information guide is a good idea and we’ll look into adding that as soon as possible. In the meantime, it’s there in picture format at least!
  20. Hi @PPGOME, Thanks for the feedback PP. I think you are slightly underestimating how quickly our maps need to be ready to go! We go through numerous different maps to find one that fits our needs, with the help of techs, and that process can take a bit of time to get right. Once a map is chosen, work has to be done to add any custom ore configurations, and get the map up and running on our test-server. Then we need to decide all of our pre-planned coordinates (such as portals) and spaces for any custom builds (such as for events), spawn needs to be situated and then the whole thing is opened up to staff for decoration and aesthetic fixes. It’s quite the endeavour, and we usually get started not long after this mid-rev feedback topic is closed. It will be a little different this time around, as we’ll need to wait for 1.13 to be properly released before we can do anything - so hopefully that will come along soon! Your feedback on elytra is interesting given your experience playing on our chaos server on the pre-release builds of 1.13. My understanding from testing on pre3 is that only phantom membranes or combining elytra (or using mending) will repair them - is that your experience too?
  21. Now that we’re around the middle of Revision 22, we’d once again like to gather feedback on your experiences before the PAdmin team dive headlong into preparations for Revision 23. The current revision is set to continue on until at least September, and we’ll be sure to announce a reset date one month in advance, as has become standard practice. But for now, please help us out by providing your insights into what you have enjoyed and what you would like to see done differently in our next revision. We’re happy to receive any feedback you have to offer, but below we have provided a set of topics and questions that might help remind you of things you wanted to mention, or ideas you wanted to put across: The Spawn Building As requested, we ensured that the spawn building was solely designed and decorated by our own team this revision. Did you enjoy the resulting effort? Do you feel the spawn building was well laid out, with clear exits? After our early revision feedback topic, we made a few amendments to the spawn and surrounding areas, such as changing to a central portal build, removing some of the hindering barrier blocks in the gardens, and adding more signage. Do you feel these changes were beneficial? Are there any things you would like to see done differently at Spawn in Revision 23? The Overworld Map How do you feel about the current overworld map size? Too small, too large, just right? Given that next revision is likely to move to 1.13, we’re expecting that our current terrain generator will not be updated in time. How do you feel about a return to a vanilla map for the upcoming revision, in order to fully experience 1.13 map features? Were any biomes lacking or too abundant this revision? Any comments on resources and/or ore distribution? The Nether Map How have you found the Nether this revision? Would you like to see a custom or vanilla Nether map for next revision? Any particular features of past or present Nether maps that you would like to see again? Any comments on resources and/or quartz distribution? Have the new Nether mobs been a good or a bad addition in your opinion? The End Feedback from Revision 21 suggested we should try making the Ender Dragon fight more difficult. How do you feel this has worked in Revision 22? Would you like to see a return to the regular dragon fight, or a different custom battle in Revision 23? Have you experienced any issues with The End this revision that you’d like to make known for Revision 23? Mapworld Last revision, we were asked to implement WorldEdit to assist people in Mapworld. Do you feel this has been useful in Revision 22, and would you like to see it continue? Are there any WorldEdit commands that you feel would be useful and are lacking in the current Mapworld set? We were also asked to bring back any older maps created in Revisions 17-19 that were available, and have recently achieved this with the help of Tech Admins. Do you feel this has been a beneficial addition to the server? Portals This revision we launched with 6 portals available to find, and 6 more released over the course of a number of weeks. Do you prefer this method, or would you like to see a return to launching all portals at rev start? Do you have any completely different methods you’d like to see enacted in regards to portals? How do you feel about the amount, and distribution, of portals this revision? Iron Golem Spawners How were the costs this revision? In the present system, players work through tiered levels of spawners, to gradually increase their iron production over time. Do you think this works well, or would you prefer a different system (such as fixing the spawners at one level). Did you find the rewritten instructions in the PvE Information Guide easier to follow and understand? Custom Spawners How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? Early revision feedback suggested that custom spawners in the nether were not a good idea, due to an observed local effect on spawn rates. Would you prefer custom spawners in various worlds, or do you think they should be confined to the overworld? Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Custom Drops from Ore (Fossils and Rares) Do you think these custom drops have been a positive addition to the overall gameplay, and would you like to see something similar next revision? We spent some time at the start of the revision adjusting things to try to make sure the drop rate felt rewarding but not too common. How far to you feel we succeeded in that respect? Do you think the fossil and amber trades at spawn have been a worthwhile addition so far this revision? Do you feel the items on offer appeal to a wide range of people? Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? Would you like to see them return for next revision? If so, do you prefer them as trade items, prizes, or some mixture of both? Elytra We’ve heard a lot of opinions on the implementation of Elytra this revision, from many different viewpoints. It’s clear the present system hasn’t met everybody’s expectations, so what we’re particularly interested in now, is your view on how you’d like to see Elytra approached next revision, with a positive focus on the future: Next revision, how would you like to see elytra implemented? Something close to vanilla, something like this revision, or something different altogether? Having experienced this revision, do you think elytra has a strong effect on whether or not people create other forms of transportation, or do you think that roads and rails etc. are created regardless of elytra? Do you feel there is more we could do to support road and rail builders next revision without necessarily affecting users of elytra? If so, what are your ideas on how this could be achieved? Events Here are our events so far this revision (with more to come!): Weekly portal hunts (March-April) The Lost Slime Golems The Archaeologists’ Guild Poetry Competition The Meandering Maze Mob Mayhem! (PvE Arena Events) We’ve tried to ensure that there are multiple events on offer throughout the revision, and that for ongoing events, prizes can be obtained by anyone who manages to complete them. Do you feel this has been beneficial to the server? Are there any events you have particularly enjoyed this revision so far? Is there any event past or present that you’d like to see return in Revision 23? Have you any new event ideas that you’d like to share? Thank you for responding to this feedback topic - each PAdmin will read your responses carefully here, in preparation for our upcoming planning and decision making meetings for Revision 23. Please note the following dates: 23rd June: PAdmins will do the first round of responses to everyone in the topic. 30th June: PAdmins will do the second and final round of responses to any additional posts in the topic. 1st July: This topic will close to new posts. We appreciate the time you take to offer us insight into your experiences - we know that it takes dedication to respond to this topic, and that everyone who replies has the goal of making the server better for everyone. Thanks for being such a great community! ~The PAdmin Team
  22. Congratulations to Trooprm32 who was first to find all the Shards of Power and complete the maze, and to PPGOME who was in second place. They win the Creeper Spawner and the Shulker Spawner respectively. A lot of people have persevered since the maze was released and quite a few are either recently finished or very close to finding all the shards. If you haven't quite finished yet, or have only just started - keep going! Nilrem's Power Box is on offer to everyone who manages to find all the shards, no matter how long it takes! Well done to all winners so far, and good luck to everyone else!
  23. We've recently held an extra PAdmin meeting to try to address the concerns we are hearing regarding Elytra. It's clear a large proportion of you are still not happy with the balance of Elytra costs. We've identified two groups of people, in the main: 1. People who feel the costs are prohibitively high given the amount of time a typical person is able to play. 2. People who feel the costs are restrictive to specific gameplay styles. To try to somewhat address the concerns of these two groups of players, whilst maintaining what balance we can in the overall gameplay, we are adding the following additional trade: 16 Fragments of Amber + 1x Essence of Flight = Cursed Elytra (Curse of Binding and Curse of Vanishing) This trade should allow those with average available time to reasonably acquire Elytra at a fair pace, with a caveat that Elytra acquired like this will be both bound on equip, and lost on death. IMPORTANT: Combining two of these Cursed Elytra (BEFORE equipping) in a crafting table will remove the curses, making regular (unenchanted) Elytra available for 32 Fragments of Amber + 2x Essence of Flight. This double trade is a mild swing in favour of players who prefer murdering the Dragon over grinding in a mine. We feel these new trades are in line with present ones, and provide a somewhat different route to obtaining Elytra, by focusing less on the gameplay of mining.
  24. Suggestion: More granular permissions for use of the /flow command: I might want to let someone use /flow, but not want them as a region owner, for example. Could I give them a permission to use the command without being owner? At the moment, we’re trying to reduce the workload on the tech admins. Whilst this might be nice to have, its very low priority given how easy it is to modreq for waterflow. We’re also concerned about the potential for flow related grief - some players know their town members better than others. Please continue making use of modreqs for this purpose, and don’t worry about imposing on staff. We love doing flowreqs, they are the easiest request to handle! Suggestion: Ghast spawns in the nether seem to be severely diminished. Was this intentional? Zero ghasts seen/heard, but collected plenty of wither skulls. The new nether mobs replace a percentage of zombie pigmen, and shouldn’t affect the number of ghasts, to my knowledge. We’ll double check with techs though, just to make sure. Suggestion: Whoops! Craft your exp into exp bottles to save it for deadly games like thimble or PVP? We feel that losing your xp when you die is an important part of the PvE experience, and helps maintain player death as something to be avoided at all costs, rather than a minor inconvenience. Thank you for the idea, but we’ve decided not to make this or any similar changes at the present time. Suggestion: haste potion. Or portable beacon. (Beacon hat!) Beacons are portable, with a bit of effort, and we don’t want to imbalance and overpower mining to this extent. It’s important to remember that while there are a thousand suggestions we could implement to make your lives easier, we also have to consider that making everything incredibly easy completely ruins the survival experience, and any sense of achievement you may have gained from the game. Suggestion: elytra's price needs some SERIOUS reconsideration. Suggestion: Please lower the elytra costs. They are prohibitively expensive for items based on RNG for solo players, considering the fact it wasn't indicated how expensive they were before hand leaving those who waited for them high and dry. Suggestion: make the end dragon drop tons of amber, to balance your elytra setup which punishes combat-oriented players On the flipside, it’s possible that in our quest to make sure incremental progress is sufficiently challenging for our increasingly expert playerbase, we may be leaving behind some more inexperienced and casual players. This can be evidenced in the polar reactions from various player groups in relation to our recently released elytra costs. Our calculations showed us that, in terms of the mining part of the cost, 105/475 players (that’s all players who have ever received any sort of mining drop), i.e. approximately 22% of the mining playerbase, could afford Elytra immediately as it became available this week. There would be some drop off for people who have already traded for other things, but we assumed that anyone in that 22% who were waiting on Elytra, would likely have saved up in anticipation. We used this table to help find a reasonable cost: Player FoA Cost of 16 Cost of 32 Cost of 64 Cost of 128 Cost of 192 Top 20 Players 479 234 111 49 29 Top 50 Players 781 376 176 76 37 Top 100 Players 1031 489 226 76 37 Top 200 Players 1227 551 230 76 37 Top 300 Players 1255 551 230 76 37 All Players 1255 551 230 76 37 These figures represent the maximum total number of Elytra that could be put into circulation at the time of release, depending on the trade costs set (making the assumption that anyone wanting Elytra, fought the dragon). We opted, with our trade cost of 64 Amber, for a reasonable theoretical maximum of 230 elytra, to avoid immediate flooding of the ‘market’ in game. This maximum would then continue to increase, as people continued to mine throughout the revision. We also had to account for the top 20 players’ ability to rapidly accelerate away from everyone else. If we had set the cost at 16, for example, the top 20 players could have acquired 479 Elytra between them, just on day one. On the one hand, our trade costs were high compared to how a player might find Elytra in vanilla. However, in practice on a multiplayer server, our costs were designed to keep the acceleration of the more experienced end of the playerbase in some sort of order, both to keep things somewhat challenging for them, and to allow newer or less experienced players to not fall too far behind. We wanted to encourage people to go out and put the effort into acquiring their own Elytra, and delay the situation that always occurs eventually, where experienced players begin handing out large quantities of Elytra for negligible trade cost, removing some challenge from the overall gameplay. We enjoy seeing, and encourage, players trading with one another, and helping each other out in this way. However, we felt it was worth trying to delay a flooding of the market for a little while longer, as we are still in the early weeks of a revision. We have heard the argument against this reasoning, that removing this challenge early on into the revision, and allowing elytra to flood the market, does not necessarily mean bad things. Indeed, it could encourage more people to get out there and visit one another, explore other towns, participate in each other’s events and so on. To this we say, you may be right. We simply don’t know at this stage. We’d like to explore our current situation a little longer, watching player numbers compared to last revision and talking and listening to more players over the next couple of weeks. We are open to change if the community clearly wants it, and we are certainly hearing (both previously from the survey and subsequently in game) a plethora of feedback for us to explore different routes. We have some additional Elytra trades still to release, and we may make adjustments to them to better meet the needs of players of all levels, depending upon your experiences going forwards. Additionally, plans already include related prizes for events that are upcoming. Whatever your experience this revision, it will help us shape the next revision, so thank you to everyone on both sides of this discussion topic for making your opinions known to us. And most importantly, no we didn’t set trades this way because we’re secretly supervillains, out to specifically ruin your fun. We are also players. Barlimore may be some sort of anthropomorphic lava bucket though – the jury is still out on that one. Suggestion: Clarify what ores drop what fossil: it's frustrating not knowing where I can get amber because I keep hearing certain ores only drop certain things. Common Fossils - drop from Coal Ore, Redstone Ore, Gold Ore, Diamond, Lapis Ore & Emerald Ore. Rare Objects/Bones - as above. Fragments of Amber - drop from Lapis, Emerald & Diamond. (Golem Souls are the only item that drop from Iron Ore) Common Fossils can be handed in at the Archaeologists’ Guild in exchange for Fragments of Amber at a ratio of 2:1. Rare Objects & Fossils can be handed in at the Archaeologists’ Guild in exchange for Fragments of Amber at a ratio of 1:4. We’ll ensure this information is available on our PvE information guide. This is now available on the PvE Information Guide.
  25. Introducing our PvE Poetry Competition! The Archaeologists’ Guild is in a bit of a pickle. According to the Head Researcher, they are supposed to have collected numerous samples of poetry from the world of PvE for an upcoming anthology to be issued by the Spawn Museum. However, due to someone accidentally deleting the entire team’s schedule from the Museum computers, nobody actually remembered this… until the Head Researcher called a meeting about it. Archaeologist Mike (the obvious, IT illiterate, suspect of said deletion) declared loudly to the Head Researcher that everything was on track! What was he thinking?! Now the Head Researcher believes the anthology will be ready for his very important dinner with the SNOOTY (Studying Narrative, Odes, & Texts of Yore) Society. If it isn’t, the entire Guild could be fired! Please help the Archaeologists’ Guild by delivering short poems from your region of PvE to them. They are desperate! So desperate in fact, that we’re sure there will be some rewards for your help. Details of this event: - A free ‘book and quill’ are available from the Archaeologists’ Guild at Spawn. - Create a short poem that is able to fit on 1-3 pages of a minecraft book. Poems should reflect one (or both) of the following: A memorable experience on PvE. Perhaps you once modreq’d for flowing water but forgot to place it first, or maybe you won an event, or fell in lava with ten stacks of diamonds. If it was memorable to you, it counts! History from your town or settlement. Maybe your settlement has a long and rich history spanning multiple revisions, or perhaps you like to construct a different backstory each revision. Either way, we’d love to know more… in poetry form! - Sign your book so we know who it’s from! - Deliver the signed book back to the donation chest at the Archaeologists’ Guild. - Everyone who makes a serious and good natured attempt at an entry will receive a prize: Prize for Giving it a Go! 9x Diamonds 4x Gold Ingots Enchanted Unique Participation Certificate A Copy of your Entered Poem - There are also special prizes for 1st, 2nd and 3rd place: 1st Place: 1x Iron Pickaxe with Fortune IV, Efficiency V, Unbreaking III and Mending 72x Diamonds 36x Gold Ingots Enchanted Unique 1st Place Award A Copy of your 1st Place Poem 2nd Place: 45x Diamonds 26x Gold Ingots Enchanted Unique 2nd Place Award A Copy of your 2nd Place Poem 3rd Place: 27x Diamonds 10x Gold Ingots Enchanted Unique 3rd Place Award A Copy of your 3rd Place Poem One submission per person only. If multiple are submitted, we will only accept your first submission. The competition will be judged by PAdmins. Here’s an example from our settlement, Gitland - the famous story of one resident’s terrible addiction... Barlimore knew, with a bit of luck, it might turn out that a furnace bucket, Had been used, and therefore emptied, A situation that had tempted Previous excursions into the depths So many, in fact, he'd carved some steps, to visit his most favourite place Below the earth of Gitland's face, That's right, a bloody lava lake! He was an addict, make no mistake. "Lava buckets are great!" he said with a grin. ...I fought the urge to push him in. There’s a lot of latitude - you can be serious or funny, rhyme or free verse, and take liberties with the topics. Remember to stick to 1-3 minecraft book pages though or your entry will be disqualified! The closing date for poetry submissions at spawn is the 5th May! The Archaeologists’ Guild thanks you for your assistance. GOOD LUCK!
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