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.
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.
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).
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.
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.
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?
How did you feel about the other mobs that appeared in the end?
Good! The rare power 6 bow was fun to get.
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.
Are there any additions you’d like to see in Mapworld next revision?
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.
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 :)
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.
Have you enjoyed the custom trades this revision?
Would you like to see them return for next revision?
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.
We started running weekly events this rev, would you like these to continue?
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.
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?
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...