The spawn ship itself took some adjusting, but having colored floors made things easy for people to give directions. Overall, it was a little easier to navigate for a new player compared to rev 23, and equally as cool-looking.
I admittedly dont ride the rails much, but I loved the Nether Spawn!
I like the map size, but if it does end up changing, I'd like to see it get a little smaller instead of larger.
Custom terrain is pretty nice, but I understand if it's not feasible. The End and Nether provide enough of a custom experience to get the materials I need to get.
I've got no issues with biomes or ores, I was able to find what I needed.
This revision we had another custom Nether created by totemo, it featured different biomes designed to provide areas for bulk mining resources like concrete powder and terracotta. We again included custom mobs in the nether.
Custom nether is awesome! Without it, there's no way I could have grabbed all the red sand I needed for my puzzle challenge. Since there were a lot fewer bilge rats and knockbacky skeletons, the custom mobs were a big improvement too.
The Zox Commanders tended to drop their player head far more often than a wither skeleton skull, but I didn't hunt many of them to be fair.
Quartz and Glowstone seemed to be abundant enough.
This revision we had a custom generated End created by cheezychicken. It featured separate islands of biomes to retain The End’s feel.
We also retained the dragon fight created by bermudalocket.
The custom end was cool! The separation into islands added more of a challenge, and gave an excuse for people to build more bridges.
I spent a few hours on the supposed "ore-heavy" island, and I did find a lot of lapis and gold, and some emerald, but I didn't really notice any more diamond than on the overworld. I didn't really visit the end until around Sept/Oct, so maybe it had been picked clean by then. Then again, I hate branch mining, and I couldn't find as many cave systems as the previous End had, so that might be the reason behind my diamond drought.
The dragon fight was fine, no complaints here.
Shulkers and other mobs:
For the love of pants, turn down the shulker frequency! While I loved being able to find shulkers everywhere, groups of 10-12 is too much. There were times I could barely walk 3 steps without getting floated upwards.
This revision we had 8 claimable portals across the map, all available from day 1 of the revision.
The number of portals was appropriate for this map size. If we end up with a larger map, we'd probably need more portals to go with it.
This revision we had a Creeper, Squid, Slime and Witch spawner, all available to be found from the first day of the revision.
The way we changed per-person spawning mechanics made the Squid spawner a little less important, but I'm glad we still have one. Slimes are of course important to keep around, and witches are good for the nether-fearing potion-maker.
The Creeper Spawner was a little too well-hidden (but only a little 😛)
This revision we continued the use of custom drops from ores, mobs, and in loot chests.
The rate at which custom drops could be found was appropriate, and I loved how you could find them from all sorts of activities, but trading for spesos got a little awkward when you had 20+ different items to lug with you, and usually not enough of each. Instead of 2-4 drops for each activity, how about one from each? One custom drop for mining, one for farming, fighting, woodcutting, etc, and then just a single trader who takes all 7 or 8 custom drops?
No complains with the Speso/Starbuck trades, I thought they were perfect.
Yes, keep the events coming! I've got a few ideas for weekly events myself. (Half-baked ideas, admittedly, but I'll let you know after I've worked on them more.)
I'm personally happy with 7pm EST every week, but I think it would be easier on our international players if we mix up the time every now and then. I'm not at all sure how to make that happen, but maybe have 1 day a month geared towards a different time zone.
The prizes were good enough to get people's interest, but not so overpowered as to ruin the game.You'd have to win every single event for like 2 months in order to get all the prizes.
Having a theme makes the spawn area all the more interesting to explore. I don't feel the need to have a huge tie-in to the theme, a little bit goes a long way.
Oh, you want us to come up with theme ideas, do you? 🙂 ..... How about a restaurant? The custom drops can all be rare ingredients (like Truffles for digging dirt, Rock Salt for mining, some kind of spices for farming, caviar from fishing, etc). The spawn traders can be chefs that give food-related items (like "skewers" or "cheese knives" instead of swords).Plus, it's an easy way to extend the NutriPaste memes, not to mention all the potential for $pudcoin jokes. We could also have adventurer's Cooks guild quests like pizza delivery, or fetching super-rare ingredients, or even some kind of "cook-off".
Overall, I had an awesome time this rev, thanks Padmins and Techs for making it all happen!