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pez252

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  1. pez252

    Phantom behaviour change

    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.
  2. pez252

    Phantom behaviour change

    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".
  3. pez252

    Phantom behaviour change

    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.
  4. pez252

    Rev 23 late rev feedback

    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 🙂
  5. pez252

    Staff Inactivity Notices

    I will be away from April 3rd through April 17th.
  6. pez252

    Staff Inactivity Notices

    I'll be traveling a couple times from now through December 5th. Will have intermittent access to the internet.
  7. pez252

    Question Regarding Old Posts

    I'm not aware of people going through old threads and deleting/hiding posts but would like to look into it. Do you have a specific thread you'd like me to look into? Hidden posts (the most common moderation action) are hidden from everyone except moderators. Right after the "Posted [DATE]" at the top of a post it will display which moderator hid it, when, and the reason entered. Deleted comments are listed in the "Moderation history" of a thread but their contents is no longer available as far as I am aware. Unfortunately you are not prompted to record a reason for deleting a comment. Moderators are not able to delete posts, only admins have that access.
  8. pez252

    Abitcat [torteela]

    This was completed before a reply here. Welcome back.
  9. pez252

    Head Admin Changelog and Announcements

    Current Chaos server given "end date". Server will remain online until C and P are both on 1.13. If plugins exist to support an independent creative world before C has updated, one will be created.
  10. pez252

    jerryhall [pez252]

    Hi jerryhall, Thank you for acknowledging your mistake. It has been quite some time since you were banned so I will go ahead and unban you now. In addition to knowing that you should not grief, it is worth reviewing the rules (nerd.nu/rules) to avoid any future issues. See you on the server! -pez
  11. pez252

    Revision 22: Mid-Rev Feedback Topic

    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? Yup! Do you feel the spawn building was well laid out, with clear exits? Yes. You could close your eyes and make it out of spawn. Can't get easier than that to get out of. 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? Central nether portal was the most impactful change. It was helpful. Are there any things you would like to see done differently at Spawn in Revision 23? Not that I can think of. The Overworld Map How do you feel about the current overworld map size? Too small, too large, just right? I am happy with it. I like a larger map as it gives more options for environments to build in. 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? Vanilla terrain is very lacking, but without an updated BB it could be a ton of work for a full custom overworld. After playing on chaos, I forget the kelp and sea grass even exist unless I am on the ocean. It adds some nice atmosphere to rivers/ocean but it's not world changing. If there is an option to use 1.12 BB and then just sprinkle kelp/seagrass across the world that would be great. Maybe an MCedit filter if it exists or could be created? Were any biomes lacking or too abundant this revision? None that I can think of. Any comments on resources and/or ore distribution? None from me, though I heard people asking for more diamond. I have no objections as diamond doesn't really change the gameplay past the first week. The Nether Map How have you found the Nether this revision? Nether looks amazing. Would you like to see a custom or vanilla Nether map for next revision? Custom would be great. Any particular features of past or present Nether maps that you would like to see again? Wither skellie spawning everywhere helps to make up for the terrible mob spawn rates when more than 1 player is in the nether. I would welcome its return. Any comments on resources and/or quartz distribution? Seemed about right. Have the new Nether mobs been a good or a bad addition in your opinion? They don't change the experience in the nether (besides the silver fish), and are all just another target to kill. Ether way is fine by me. 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? Either way is fine by me, but I think I enjoy mob fights more than the average person. Have you experienced any issues with The End this revision that you’d like to make known for Revision 23? Nope. 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? Yes Are there any WorldEdit commands that you feel would be useful and are lacking in the current Mapworld set? No 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? YES. The maps being lost every rev is sad, but understandable as everything on P is typically lost. I was not a fan of keeping some and not others. Keeping them all is nice. They take a ton of work and are a small decorative item that has no impact on gameplay. I am in favor of keeping them. 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? I like all portals at rev start, but understand why people may want them as the rev progresses. My issue with slowly introducing them is that after the first few days most people have selected a location to build. Unless you're willing to pickup and move everything there is not much point to hunting for portals. If players could move the later ones anywhere on the map I'd have hunted for them. Do you have any completely different methods you’d like to see enacted in regards to portals? None that I can currently think of. How do you feel about the amount, and distribution, of portals this revision? The initial distribution felt very unbalanced. As things went on they felt more balanced. Iron Golem Spawners How were the costs this revision? Fine 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). I think leveling them is fine. It replicates vanilla iron grinders except that vanilla grinders get you the same amount of additional iron per unit of effort whereas spawner levels costs increase. Did you find the rewritten instructions in the PvE Information Guide easier to follow and understand? No complaints about instructions. 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 see custom spawners as a way to provide useful resources that otherwise would be quite rare in a larger multiplayer server. In smaller environments there are vanilla grinders that produce these unique resources far faster than the spawners on PvE provide them. I think the spawners should remain as a way to make up for the limitations of multiplayer mob spawning. 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? I think spawners should be confined to the overworld. I do think that the claim signs could be spread across worlds. Making people explore the nether to find a zig spawner sign makes sense and gets people out and exploring. Active players moving through the world don't have as strong an effect on mob spawning as AFK players do. Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Creeper and slime mostly. Zig and ghast are OK, but not as critical as gold can be had in mesa/desert biomes and ghast tears are not typically needed in large quantities. 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? I think they're a positive addition if they are optional. Requiring them for resources that are easy to get in vanilla is an issue, but trading them for fun collectibles is great. 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? No complaints from the perspective of enjoying them for the fun bits. Collecting them as a required item for something is painful. Mining is enough of a grind already. The special drops should make it more fun, not increase the time you have to spend mining to get the drops. 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? Yes for optional, unique items. No for vanilla items. Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? Yes. Cosmetic and optional. Also good fun. 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. 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? Getting vanilla resources should approximate vanilla difficulty, effort, and activity type. In vanilla you need to kill the end dragon, and then you are free to go get a lot of elytra. Killing an end dragon to get an elytra is similar to getting the first elytra in vanilla but more difficult than subsequent elytra in vanilla. I think it is an acceptable amount of effort for a player to go through to get one. 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? I use my elytra to make other forms of transportation. I haven't noticed any substantial increase in transportation infrastructure by delaying it or making it expensive. 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? The most important resource for rails and roads are the people building them. Organized efforts to build server wide rails may be productive. There are likely people who would follow simple requests like "Remove all trees in this 5 wide strip going north" or "Continue this 6 wide platform of spruce planks using the wood provided" that would not plan and build their own rails. Likewise there are people who would happily collect resources required to build rails. This would require dedicated players who want to oversee the project, and in the last few revs nobody has stepped forward. I don't have a good remedy for this, but I think no amount of easy to acquire resources (as gold and iron are this rev) or minecart speed boosts will make rails as ubiquitous as active leadership in the build process would. 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? Yes Are there any events you have particularly enjoyed this revision so far? Portal hunt - Town location was selected the first couple days, and then I was busy building roads. Knowing that any portal found would be very unlikely to be usable for the town location we'd already established did not motivate me to hunt. I continued building roads instead. Slime Golems - Didn't get anywhere without a hint. Just rode a horse around randomly. I was later given approximate areas to look and had fun as a group going to each location and searching for a while. It reminded me of the first sentinel event where clues described the land around the sentinel and they could be found in ~20 minutes of searching each (assuming you got the clue right). Poetry - I'm just not a poet. I do like that the event was held and people seemed to enjoy it. Maze - I enjoyed this for the first ~4 hours I was in it. The rest of the time I persisted through sheer determination. I enjoyed the changing designs, and the courtyards throughout, but shorter would have been better Mob Mayhem - I missed this :( Is there any event past or present that you’d like to see return in Revision 23? Events are a great addition as they provide a fun insensitive for people to play and mix up the experience. As long as they're optional to participate in, there is no reason not to add more (besides the large amount of work that goes into them. I enjoy the adventuring events most. Getting a group together to cross the map is fun. Have you any new event ideas that you’d like to share? Nope General feedback I touched on this above, but I want to restate it here. Changes that add to the user experience are great. Anything that a player can just ignore and get a vanilla experience has very low risk for implementing. I put most events in this category. If an event happens that doesn't cater to your preferences you can just not participate. Changes that are required to address practical problems with a large multiplayer environment are unfortunate, but acceptable. I put things like MobLimiter, custom spawners, LWC here. If the vanilla way worked well it would be great, but since it doesn't we make do. Some of these changes have no impact on you if you don't seek it out (custom spawners), and others have unintended side effects. These changes are not terribly risky if they approximate the vanilla experience. Things that change a core mechanic of the game without significant practical need are likely to be controversial.
  12. I will be transitioning full time to the head admin role. After feedback from other admins it was decided that maintaining a separation of duties was important to the health of Nerd. With that in mind I will be taking on only the head admin role. I look forward to continuing to contribute to the community as a member of the head admin team.
  13. pez252

    Socarch26 (pez252)(mumble)

    HI Socarch, Please be respectful of your fellow mumbler's ears and remember to play to your audience's interests. Unbanned. -pez
  14. pez252

    PVE connection issues

    People have been having issues all day, and thus far those people have all had comcast for their ISP. Do you have comcast by any chance?
  15. pez252

    Forever_A_Steve Note appeals

    No new notes have been added for grief in the last year+ so I have removed my note.
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