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Everything posted by EeHee2000
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Someone else brought this up somewhere on the subreddit I think, and it'd be nice to give it a shot in all honesty. I suggested some ideas very similar to it soon after the current revision started.
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I think quality revisions are a worthwhile risk to take, we won't have much vibe in the community during the later stages of long revisions, whereas the starts of revisions are always a great thing to attend and whilst it does put stress on admins, we won't get anywhere without someone being pressured.
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I'm going to throw it out there that it's fucking disgusting to see staff members voting "no" on players they've never bothered to speak with in any way, yet they somehow know them thoroughly enough to determine that said player doesn't have the capabilities to be a staff member, and the fact that we have the "I don't know this player well enough" option adds to the bullshit. For about 4 rounds straight now, certain staff members have been voting "no" on everyone that doesn't actively play on their server and "yes" on those who do, completely missing the point of the "I don't know this player well enough" option and encouraging the other servers to follow suit - as that's really the only way their potential staff stand a chance. It's actually a large chunk of the reason this thread was made, because this bullshit has been going on for too long. I'm not pointing out any staff in particular, the members I'm talking about are illuminated in the results of the current mod-voting thread. Tell me, if you're going to vote "no" on us because we don't play on your server, (which is exactly what you are/have been doing) how in all fuck are we supposed to become staff? If you don't know a player from your own experiences, either get to know them or use the third vote option.
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In my opinion it's something that we don't really need. Survival has stressed hard in the recent past that it doesn't want to be a hybrid of PvE, and frankly I don't see any difference to PvE towns on Survival compared to PvE towns on PvE. If people want no-PvP areas, we have an entire server for that, but Survival needs to stick to the base traits it's always had.
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DJT832 said it well, the feature will be abused.
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I really can't agree with the PvE ideas, Survival is PvP based and more importantly, it's Survival - not what it used to be crossed with PvE. If this were to ever be considered, I'd wait for a Mumble meeting to discuss it in properly.
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Also, does your baby hurt you when you ask them not to?
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Are you Aypop? If so, what's your proof?
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Are you a [filthy_pleb]scrubscoper or an [xXx_mlg_xXx]$coper?
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Survival Enderpearl Cooldown: Part V - The Result
EeHee2000 replied to Mrloud15's topic in Minecraft General
I don't think we should be revisit this again unless we decide to remove CivCraft, in which case we should try a vote - but preferably not anytime soon as we've spent a lot of time on it already. -
That'd likely be a huge lag spike, where the people nearest to the servers are affected sooner than those further away. The thing with the blocks disappearing is probably the issue we've had all along, though.
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Do you instantly blaze it when I announce that it's 4:20? If not, how did you gain insanity?
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Clicky update!
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Just confirming that there's quite a bit of blocklag, yo.
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If we're seriously going to make PrisonPearl insanely expensive, we may as well remove it. As I said in another thread, basecamping people is much more fun, fairer and actually works.
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Just a poke that our questions remain unanswered, just noticed. \o/
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I agree with you point on the whole building above-ground thing, you have me there. However, the roads/central spawn would still serve as a hotspot for PvP. In past revisions, all we had to do was wait at spawn or run down the roads for PvP, and it worked well. At the moment, as I said the only way to find PvP is to raid a base/be raided.
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My honest opinions on the current revision: (Apologies if I leave anything out, I'm mainly putting down the things that I've noticed/and or can remember.) The Positives (Things that I think that - for the most part - we should keep.) +SimpleClans is a must. It packs groups of players tightly together rather than loosely banded clanchats and the like. Revision 23 was a pretty successful revision, as there was actually a decent amount of PvP between clans. I know I for one was zerging almost non-stop against enemy players, and that was great fun. It encourages rivalries, alliances and this revision it's actually allowed for a lot of Survival players to team up, (despite some of us having our differences in past revisions) which I absolutely love. +Citadel has really spruced up the gameplay, in my opinion. We actually have a risk of losing our stuff and we need to plan attacks a lot more carefully, as well as design our bases with strategy in mind rather than how it looks. No, it isn't super easy to break into chests, as I and many others feared before the revision. Even with a team of about 14 people, mining just a single block of Diamond reinforced Obsidian will take some time, which encourages players all the more to have a clan, to speed things up a bit. Playertraps don't save us as they did in previous revisions, and we need to set aside a chunk of our earnings (Diamond, Emerald, Obsidian) in order to have a safer vault/base. It's no longer about simply going into someone's base and killing them, it's also about getting all their goods and locking it away for yourself. I'll miss the ornate bases we used to have, but it's a worthy sacrifice to give that away for this. It gives the game more objectives, really. It also gives Emerald a use, hooray! +The Ore Plumps are pretty nice to have around, but I think it'd be pretty good to throw in a slight Diamond plump. Keep this one around, we should experiment with it. The Glowstone in the Overworld (like on PvE) is also pretty good, let's keep that with us. +XP Plump is basically ingrained into Survival, I don't know a single person who disagrees with it. No reason to remove it and plenty of reason in keeping it. +Beds should stay the same, they've worked well the past 3 revisions. The Negatives (Please keep in mind this is only my opinion, feel free to argue with it.) +Random Spawn doesn't seem to work as nicely as the central spawn did, and the new road we're using has barely any effect on the gameplay due to this. In past revisons, the road was what we marked our turf on whereas this revision it can be painfully hard to find enemy bases. Coupled with the rather massive map, it's very rare to get an enemy encounter without raiding a base/getting raided. A lot of people are simply going to turtle underground so they can be assured that they're safe, rather than actually interacting with fellow players and having times where they're forced to act or lose their work. It's not encouraging PvP, (it's discouraging if anything) which is generally the direction we agreed Survival should be steered in at the last meeting/s. +No Enchantism I personally love Enchantism, and I found it to be a really nice plugin to have around. It meant that whilst enchanting was a fair bit more expensive (30 levels for a single top-level enchant as opposed to anywhere from 1-4), it was still far more convenient than having to enchant books over 20 times just to get a specific enchantment. I see no negatives to bringing it back, and I've gotten the vibe that a majority of people enjoyed Enchantism more than Vanilla enchanting. Besides, with Enchantism enabled we can still do old-fashioned Vanilla enchants. +No Cardinal Roads This is a joint issue with Random Spawn for me. Cardinal roads are what we aim to get a bit plot of land on so we have more power than those around us. If we added the old roads back, it'd have as little effect as the current roads have had. With Citadel enabled, the Cardinal roads would instigate territorial wars all down the roads, and would keep us on our toes at all times, which would be a big juicy plus considering the playerbase has enjoyed being on edge as opposed to being bored. The PvP would mean a lot more than it currently does (which, at the moment, means more than it did in past revisions) and we'd be seeing a lot more of it. +Prison Pearl I don't really like this plugin, due to all the negatives it brings forward. People have been abusing it, in the form of "releasing" a pearled player into a bunker made of Obsidian at Bedrock level, which they cannot possibly dig out of. Some have even gone as far as to fill these prisons with Cobwebs, so trapped players can't starve themselves to death to respawn. It's disgusting that people are abusing it in this way but frankly it doesn't seem to fit well into a small server like ours. It's already driven off quite a few of our regulars and that's terrible to see. Basecamping worked just as well (if not better) than this in previous revisions. Someone's being an asshole? Basecamp them.
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Can confirm. ;_;
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Ah okay, that makes good sense then.
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MCPublic General Meeting. Please read and share your ideas.
EeHee2000 replied to Mrloud15's topic in Minecraft General
Quoting from another thread: "I find this an opportune time to mention the Head Admins. Don't get me wrong here, I have nothing against the Heads, but this has been an issue for a long time and no-one's brought it up. None of the Heads are active on the servers on a regular basis, and most often they pop in once a week or when the need arises. It's a bit strange to type in /seen (Head Admin) and get the response of (Head Admin) has not been seen before. I hardly think that's keeping up to the standard we had back in the Beta days, where our Admins were considered as players, not (from a new player's perspective) an unknown bunch of people that apparently oversee the servers and are never engaged in discussion outside of the forums/subreddit. Most of the work on nerd.nu is being handed down to the Survival Admins, but there's far less input than I'd expect at a time of need like this. I'd like to see this addressed, because frankly I'm not seeing anything getting done. The Techs do a decent amount of work, the Creative Admins are managing Creative just fine, the PvE Admins are managing the biggest third of nerd.nu, but what about the Heads? Jump on the servers and run /seen commands for each of the Heads, you'll see what I mean. I'm not blaming the Heads for any issues they have in real life that're keeping them away from nerd, but that doesn't indicate that we should drop the topic and make do with an inactive Head team. I'd love some answers from them about this or a discussion." In general I'm referring to their inactivity over the last half a year or so, give or take.