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pez252

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About pez252

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  1. Here is a sample of your recent discord comments: "I wholly advocate the death penalty for people who perform abortions" "Maybe we can talk about something that doesn't remind me of how utterly foul and monstrous you guys are. like nazis" "I think mass genocide of all pro-abortion people is reasonable" "forgive me if I don't just accept what a monster tells me on discord" "It is true, the time for argument has passed. It's time for action. On this day at this hour, we must enact the final solution to the abortion problem." Appeals are not a place for a banned person to hear arguments in favor of a ban, pass judgment upon the ban, and decide if they will allow themselves to be banned. The appeals process exists so people can argue in favor of returning to the community. Acknowledging the issue, and stating what you will do to avoid the issue in the future is a good start. You acknowledged the issue (good!) and then tried to justify your calls for violence(bad!) by mentioning two groups you believe are deserving of violence. Your initial appeal gave no indication that you would hesitate to make similar statements in the future. Your reply is no better. Rule 1 is "be respectful and civil toward your fellow players" and we have reminded you of this more times than we should have needed to. You've required a disproportionate amount of our time to moderate. Links to the time surrounding the sampled comments: https://discordapp.com/channels/206022440269250560/245141036265897984/753109009699045438 https://paste.thezomg.com/75597/28955160/ Thanks -pez
  2. pez252

    Tysun [pez252]

    Hi Tysun, Please detail what exploits you were using, and quote which rules those exploits violated to be sure you understand the rules correctly. Thanks -pez
  3. Hi sir_nabbbit, You have been unbanned. Thanks -pez
  4. Hi xXdreckgamingXx, Thank you for being up front about your transgressions and stating that you won't be doing it again. Unbanned. Thanks -pez
  5. Hi Greg_TheTurtle, Here are the edits near your, and Povril's deaths in lava: It looks like Povril only created the 1 sandstone block. Expanding the search 5 blocks farther still only shows Povril as having created the sandstone block. I did find the following when trying to collect evidence of Povril killing you: Povril seems to have been in a 1x1 hole and you filled it in with sand leading to a suffocation death. Please read the rules and confirm you have understood them. If you want to PvP on PvE please create a PvP arena. These can be as large as 200x200 and once built, and fully enclosed, the walls can be replaced with barrier blocks for a natural look. Thanks -pez
  6. Thanks for confirming and welcome back.
  7. Hi crpd0nightvirus, Thanks for being honest in the appeal. You have already confirmed you know what you did wrong, and stated you will not repeat the offense. Please read through nerd.nu/rules and confirm that you understand them to be unbanned. Thanks -pez
  8. The Spawn Was spawn easy to navigate? Could you find the things you needed to find easily? It could be a bit difficult to find specific things in spawn, but I also enjoyed exploring the ship. Maybe a compromise of no nonsense simple area of spawn with the things you need and another section for fun stuff to explore/see? Is there anything you would like to see done differently with Spawn in Rev 25? Simple bit + fun bit as detailed above. We left the station and the nether side spawn portal up to the players to create, how do you feel this went? Seemed to go well. Both were developed. The Overworld Do you think that this map size (7kx7k) was good? Should it be bigger, smaller or similar next rev? Size was good. I generally like large maps. 7-10k is nice. This rev we used vanilla map generation due to custom terrain tools not being updated. Were you happy with the use of a vanilla seed? Would you like to see a return to custom terrain given the tools are updated? I am fine with vanilla. After not TOO long in the rev it's more about what people made from the terrain than the terrain its self. Some tweaks on vanilla would be neat. In the past there was some support for amplified terrain, and while I think the old amplified is a bit far, messing with the vanilla generator settings to make something between normal and amplified would be cool. Closer to the normal side though... Were any biomes lacking or too abundant this revision? No. Not a ton of mooshroom, but people rarely use them anyway. Quite a bit of ocean, but there is a bunch of newer content related to oceans. How did you find the distribution of ores this revision? No complaints. The end island biomes with the boosted ores was a nice touch. The Nether 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. How did you feel about the custom generated map this revision? Would you like to see a custom nether again? Was good, and yes. How did you feel about the custom mobs this revision? I enjoyed them. The vanilla mob resources were all still available at roughly vanilla rates which is important. How was the distribution of quartz and glowstone? Glowstone was easy enough to come by. No feedback on quartz (didn't hunt for it much). The End 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. Generation: How did you feel about the custom End this rev? Did you like the separation into islands? Splitting it into islands was a fun touch, though once you made it to an island the experience was more or less the same as if they were not islands. If it wasn't hard to do it's worth doing again. It was a fun way of providing the custom biomes but still giving huge stretches of vanilla end landscape. How did you feel about having ores generated in areas of the End that were plumped but didn’t have custom drops? How was the ore distribution? I am OK with that, and ore distribution was good. There was no question about the falling into the void so I am adding my own feedback I liked the "fall into the void and TP to the overworld" thing. It still provided some sort of consequence of falling into the void but wasn't the guarantee of lost items like it normally is, and it was a bit of fun. Doesn't really affect gameplay in the end so I am OK keeping it or not. Dragon Fight How did you feel about bermuda’s NerdyDragon fight? Was it too easy/difficult/just right in your opinion? Difficulty was fine. Once you know how to handle the fight it's not much harder than vanilla. Any other suggestions you’d like to share for the fight? I like phase 1 the least. Once you've done it once it feels mostly like waiting. I'd be happy with it either gone, or transitioning to the next crystal instantly so you had to find and kill the selected one. The other phases are good. Shulkers and other mobs: Did you enjoy continuing to have free range shulkers instead of a shulker spawner? Yes! How did you feel about the other mobs that appeared in the end? Good! The rare power 6 bow was fun to get. Elytra How did you feel about the method of obtaining Elytra this revision? Was receiving it as a drop from the custom dragon fight enough effort for it? Yes more than enough. It's harder to get than in vanilla, but still within reach of most players. Do you have any other ideas you have for methods of obtaining Elytra? Dragon fight (even a vanilla one) seems like a fair challenge. You can get an elytra (or 6) in vanilla without killing the dragon, but most players kill the dragon anyway. Mapworld Are there any additions you’d like to see in Mapworld next revision? Nope. Portals This revision we had 8 claimable portals across the map, all available from day 1 of the revision. Did you feel that the number and distribution of portals this rev was good? It was fine. I wouldn't be against more portals available late rev to active towns / players rather than just random chance of finding one. Do you have any ideas for how portals should be implemented next rev? Per above, maybe awarding them to active towns/players that are a decent ways(800-1000+?) from an existing portal would be good. Encourages people to stay active, doesn't discourage roads/rails at the start, and makes new/interesting places that out of the way more accessible. Iron Golem Spawners Iron Golem Spawner costs changed for this revision, roughly in line with villager mechanic changes. Do you feel that the cost of an iron golem spawner was fair? Yeah it was fair. If anything I would like to see low tier spawners to be a bit cheaper and high tier a bit more expensive just to make it more accessible to individuals. Custom Spawners This revision we had a Creeper, Squid, Slime and Witch spawner, all available to be found from the first day of the revision. How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? They're fun to have, but with the changes to where/how many mobs spawn around players they're not required. The custom spawners are more of a tradition than a necessity now. Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Ink may be the most useful now. It's required to get for dark prismarine and hard to get in huge quantities otherwise. Black dye, gunpowder, slime, etc are all easy to get either with new vanilla mechanics or with the per player mob spawning changes. Were the spawners well hidden? Should they be harder to find? Easier? Hidden well enough :) Custom Drops This revision we continued the use of custom drops from ores, mobs, and in loot chests. How do you feel about the rates of custom drops dropping, too frequent or too rare? They felt more rare this rev, but I think it's because there were fewer special drops from nether/end mobs(maybe?) and that is where I got most of my drops last rev. I wouldn't mind more. If I save the whole rev I can usually get 1 top tier saddle. Would be nice to be able to get a couple or get it earlier in the rev. Do you have any ideas for new ways to obtain custom drops? I liked the variety of sources. Makes them available to players with different play styles. How have the custom drop trades been so far this rev? Any kinds of trades you’d like to see in the future? Cheaper trades would be nice. I like to get 1 of everything when possible, and while I don;t expect to be able to get 1 of every saddle it would be nice to get a few different ones. Custom trades Have you enjoyed the custom trades this revision? yes Would you like to see them return for next revision? yes Is there anything you want to see available from the custom traders? Cheaper trades, at least on anything decorative... The mend+inf bow or f4 pick can stay on the expensive side. Events We started running weekly events this rev, would you like these to continue? Yes! Does the time of the weekly events suit you? What time might be better? Works well for me, but I would imagine some in Euro times would like it earlier or on another day. Wonder how attendance would fare on Saturdays... Were the prizes from events appropriate? Are there any other items you would like to trade for? Yeah they were good. Participation prizes are good as are the attendance prize. Getting a couple tokens for at least trying the event is always nice. Do you have any ideas for events or an event that you particularly enjoyed? I enjoyed most of them. I like that players were encouraged to host events. Rev Theme This revision the theme was around "Space and exploration". Do you feel the theme of a revision adds to your experience? It's fun but doesn't change my day to day experience. Should events and server planning be more tied to the theme? Less? I like them themed. Nobody is forced to match their build to the theme so I see no harm in themed events/items/admin builds/etc. Do you have any ideas for themes that you would enjoy? I'll try to think of some.... End of Rev In the past there has been end of rev events such as ending the world in Chaos and a Zombie Apocalypse, would you like to see the return of something like this? Do you have any other ideas for how to celebrate the end of rev? Answer: I usually build up to the last second and am exhausted by the time the end of rev event comes around. Given the choice I would go with more building time, but I know people enjoy the events so I don't really advocate against them. Any other comments? Is there anything else you want to tell us about your experience on the server? Things the PAdmins can do improve? I'd like to see contiguous / labeled claim fences make a return. Maybe a compromise where you can mark the claim with any block and spaced out a little like you do now, but within X (2?) weeks it needs to be contiguous(ish) and labeled ever ~40 blocks. Maybe even allow regions on contiguous/marked cuboid claims? That would reduce the need to deal with claim disputes. The ~2 villager unlocks per day in 1.15 could become an issue. In vanilla it's easy for a player to deal with it by having 40 farmers (or whatever other villager you are trading with in bulk). In the interest of reducing lag, allowing lots of trades with a villager(via modreq?) would be nice. There could be some small cost to avoid spamming of the requests, but it's so cheap and easy to breed another villager in vanilla I wouldn't suggest much of a cost. I would suggest higher number of unlocks per day, but that doesn't appear to be a setting for the villager so it would need a plugin unless I am missing something...
  9. I don't see the vanilla argument as a rocky road when you take why each change is in place. Horse training was implemented because people were not keeping their horse breeding stock low even when being told multiple times. I'm still on the fence for this one. Banning people after the first warning is the alternative. I'd be in favor of more vanilla horses as long as it didn't bring the breeding lag issues back. Custom mobs (mostly) don't change game play. You could make an argument for this one in the nether/end, but it makes mobs like shulkers/wither skellies easier to get in multiplayer. In single player they are accessible because you have exclusive access (shulkers) or can control the spawning conditions to get more (wither skellies). There may be other ways to fix those issues without custom mobs. Safe buckets is explicitly to combat grief. Mob limiter is in place to deal with lag problems Hopper speed limiting is in place to minimize lag. If phantoms caused a significant issue on the server that they did not in single player I would personally be more open to changes.
  10. For what it's worth, the chunk load issues shouldn't affect a person's ability to fly up and hit the phantoms like that. A low tick rate would affect things by making it easier to hit them. Just lacking an elytra or I'd be able to fight them that way now. Most of the changes from vanilla on P are to fix problems with multiplayer (locking chests, fire spread off, non flowing water, iron golem spawners, buffed mob drops, mob limiter) or can be outright ignored without affecting game play by players who don't like the changes (decorative saddles, collectible drops, mapworld, dopples, skull cavern). Removing or significantly changing phantoms in a way that changes the vanilla game feels like a different category of change. There may be something else that's similar to the proposed phantom change, but I can't think of it off the top of my head. Changing the phantoms as a non-ignorable and non-mulitplayer-fix type change I think raises the bar quite a lot rather than being a hard "never".
  11. I think it would be unfortunate to nerf phantoms. Fighting them can be a lot of fun: https://www.youtube.com/watch?v=Gb44IQssBOU They can be a pain when building up high outdoors, but it only takes a little bit of preparation to avoid them. Build a temporary work station with some supplies and a bed. Just like you take the time to light an incomplete build to avoid being shot off by a skeleton, you need to take precautions against phantoms.
  12. The Spawn Building Were exits from spawn laid out clearly? Mostly. Some new players had issues with them though they followed the cardinal directions. Maybe 1 at least very very obvious route? Is there anything you would like to see done differently with Spawn in Rev 24? Nothing specific. The Overworld Do you think that this map size (7kx7k) was good? Should it be bigger, smaller or similar? Size was good. This rev we used vanilla map generation due to 1.13 offering new generation and biomes, and also due to custom terrain tools not being updated. Were you happy with the use of a vanilla seed? Would you like to see a return to custom terrain given the tools are updated? Vanilla was fine. Could try some vanilla customization for larger hills or something but anything is good. Every map has some interesting areas. Were any biomes lacking or too abundant this revision? No complaints. How did you find the distribution of ores this revision? Fine. The Nether How did you feel about the custom generated map this revision? Would you like to see a custom nether again? Liked it, and yes. Vanilla nether is too plain. I would be OK with roofed or not. How did you feel about the custom mobs this revision? They were good. Makes for fun hunting on nether platforms and accessible source of those resources for people who like to fight mobs. How was the distribution of quartz and glowstone? No complaints. Were the villagers with custom trades in the Nether a positive addition? They were an entertaining find but I don't think they were game changing. The accessible concrete powders in the nether/end were a better source of resources. The End How did you feel about the custom generated End this rev? Any kind of generation you’d like to see? I liked it though the ore density was a little too high. I liked the trade off of more ores but no custom drops, but it was a little too heavy on ores. I also miss the void. I think the ability to travel the end on ground is a plus without bridging constantly. Perhaps very large islands with the same customization (with ores, concrete, ice, etc)? How did you feel about having ores generated in the End that were plumped but didn’t have custom drops? How was the ore distribution? Good but a little high for the ores. The idea of having more ores and no drops is good though. Were the villagers with custom trades in the End a positive addition? They were an entertaining find but I don't think they were game changing. The accessible concrete powders in the nether/end were a better source of resources. Dragon Fight How did you feel about bermuda’s NerdyDragon fight? Was it too easy/difficult/just right in your opinion? I liked it. I'd like to see it change over time but don't have specific changes in mind. Maybe scaling with the players? Maybe alternative fights with a different reward? (Much harder fight gets you an egg?) Any other suggestions you’d like to share for the fight? Just the above ^ Did you like having the leaderboard available for the dragon fights? Yes Shulkers and other mobs Did you enjoy having free range shulkers instead of a shulker spawner? Yes. They were available day 1 but took effort to get. They didn't become easy to get until platforms were made and armor / weapons were enchanted so they became "cheaper" over time. With a spawner they go from completely inaccessible to unlimited once the spawner is found. How did you feel about the other mobs that appeared in the end? A fun addition. Gives people who like mob fighting more to do. Elytra How did you feel about the method of obtaining Elytra this revision? Was receiving it as a drop from the custom dragon fight enough effort for it? Plenty of work. As much (or maybe more) work than the first elytra in vanilla (though the rest of the elytra are easier to get in vanilla). Do you have any other ideas you have for methods of obtaining Elytra? Nope. The predictible nature is good. You know exactly how much work is involved and you just have to go do it. Mapworld Are there any additions you’d like to see in Mapworld next revision? Nope. I don't think it should be made any easier or harder to build maps than it is. I like the carry over of maps between revs. Portals Did you feel that the number and distribution of portals this rev was good? Do you prefer having all portals available from day 1 of the revision? Distribution/count was fine. More would be OK too. All available day 1 is good. Do you have any ideas for how portals should be implemented next rev? As is works. Minimal changes if any. Iron Golem Spawners Do you feel that the cost of an iron golem spawner was fair? Yes How did you feel about being able to upgrade spawners individually as opposed to upgrading each spawner to the same level first? Gives players the option to only have 1 spawner. Good imo Perhaps something about keeping our system the same in 1.14 after iron golems spawning is nerfed in vanilla Keeping the same works for me. Custom Spawners How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? I am happy with them as they are. Without them ink would be very Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Squid - May be able to farm wither rose flower in 1.14. Might be fine without it in 1.14 but not sure yet. Creeper - Would need to spend a ton of time in dark rooms without this which is harder to do in multiplayer. I would survive without it but I like having it available. Slime - Would be hard to get by in multiplayer without this. Custom Drops from Ore, Mobs, Loot chests and Sugarcane How did you feel about the addition of drops from mobs, loot chests and sugarcane this revision? Would you like to see drops coming from other sources in the future? I enjoyed them. I liked the large variety and would welcome more, but that also gets difficult to deal with when hunting/mining. Stackable drops are nice. How do you feel about the rates of custom drops dropping, too frequent or too rare? Rates were good. (see note about stacking above) Do you have any ideas for new ways to obtain custom drops? Hunting, Mining, finding is good. Maybe some way to make treasure maps valuable past the first couple weeks? How have the custom drop trades been so far this rev? Any kinds of trades you’d like to see in the future? Good. No specific changes in mind but minor changes are fine. Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? I like them. I don't buy many but they are a fun addition that changes nothing for players who don't want to get them. Would you like to see them return for next revision? Yes If so, do you prefer them as trade items, prizes, or some mixture of both? Both Events Valentines Day, St. Patrick’s Day, Easter Egg Hunt, All the Things, Collections at Spawn All good. Admin hunts, nitwits, others are good too. Are there any events you particularly enjoyed this revision so far? Egg hunt was fun. Made for a nice adventure around the map. Is there any event past or present that you’d like to see return in Revision 23? nitwits, etc Have you any new event ideas that you’d like to share? Server wide game of tag? Snowball fights? Do you enjoy having special items that you may not be able to get in vanilla as a prize for completing events? (Such as higher level enchanted items, custom skulls) I like them. High unbreaking is always a safe choice for enchants. Custom skulls are safe. Something OP is maybe OK at the end of a rev but makes sense to avoid them usually. Do you have any ideas for events you’d like to see in the future? Not currently. End of Rev In the past there has been end of rev events such as ending the world in Chaos and a Zombie Apocalypse, would you like to see the return of something like this? Do you have any other ideas for how to celebrate the end of rev? I usually spend the last days completing things / cleaning up. No major objection to end of rev events but I am also ok without them 🙂
  13. I will be away from April 3rd through April 17th.
  14. I'll be traveling a couple times from now through December 5th. Will have intermittent access to the internet.
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