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Hollifer

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Posts posted by Hollifer

  1. I personally preferred the system where we modreq'd for a plot directly but that's another story...

     This is still a possibility. After reaching a limit a moderator or admin can manually give ownership to a player of a plot. Perhaps we could just change the policy around claiming and only allow a base # of automatic claims (to avoid spam-claiming)  and then after said automatic claims are filled we can open that person up to modreq'ing for another. This is similar to the old system, yet still allows for a comfortable way for new players to get started.

     

    So would that be something that players would have interest in?

    • Upvote 2
  2. Personally, i'd like to give a thank you for posting this issue here. I'll have to say that I am in strong agreement of allowing more plots per person.

     

    The idea that someone can be punished for productive behaviors does seem a bit over the edge, and maybe it is a narrow perspective from a cadmin's point of view. When nerdplot was introduced it was rushed in, and there was a lack of discussion about what terms we would agree to allow plots to be used, and sadly ended up very strict.

     

    This is where we can aim to fix this. Considering DoctorTim & Challengers feedback, we're already discussing a plot claim increase, and

    (hopefully) dropping aggression over the case of productive building.

     

     

    If a few more people would like to provide their thoughts/feedback on the subject, that'd be wonderful,

    • Upvote 1
  3. The only time it's acceptable to have two regions right up against eachother/less than 10 blocks is when:
    - the two regions have the same owner (you're extending a protection with another protection).

    - two parties agree on removing the buffer space.

     

    If both parties are not online to contact, it's best to elevate the request or ask the player if they'd mind reducing one of their sides.

    If they say yes, go ahead and wait for them to remake their border so that it's the appropriate 10 blocks away, then protect.

    If they say "no" or "she/he said i could" just elevate it, and an admin will deal with the request.

     

    It's better to be safe than sorry in these cases, because it can cause a lot of drama over nothing. [REDACTED]

     

     

    The Creative Culture Guide states: "Regions should be a distance of no less than 10 blocks from another player’s build or region boundary."

    Is the above a soft or hard rule?

    I'm honestly not sure how the latter could be true based on the fact that a player could build statues right on the border of another player's build and then ask for them to be protected. It would be unreasonable to ask them to move them at that time. If this is a hard rule, I'd appreciate some extra guidance in the guide on what we would do in that type of situation.

    A statue right on the border of a player's region is a land dispute. Moderators should not deal with land disputes.

    Builds should not be moved/removed by moderators unless it is obvious grief/troll/malicious edits (dicks,swastikas, lag machines).
     

    I'll add this a little later in the doc.

    • Upvote 2
  4. The pictures were only to number the entries. They're still up in game, I encourage you to explore them yourself. Taking screenshots of each of the insides, pairing with current images and updating the poll would be more effort than it was worth, considering you could get MUCH more of a perspective actually looking at them. /warp PostContest is still working.

  5. Hello all. We're bringing you an fun and quick contest to participate in this week!

    We'll be having a building contest to create a post office build that contains a minimum of 150 single-chest (or double-chest) PO boxes for creative players to claim and share mail in!

    The winner's build will be placed by spawn and warped.

     

    To participate login to C and type /warp PostContest, There are 12 plots (more will be added once all are claimed) each of varying sizes.

     

    You may claim 1 plot, and you'll have until August 20th to finish your build, then it will be put up for show for voting all of Sunday.

     

    Monday the winner will be finalized from the poll results, so act fast.

    Users will be able to claim chests for PO boxes (donation chests) where we may give you those 1000 cookies we've been waiting to give you while you've been away.

    [ Or send you that novel-length /mail message in a book instead of blowing up your inbox ]

     

    Have fun nerds! All welcome.

     

    EDIT: Due to high demand to extend the length of the contest, i've decided to go ahead and do so. You'll have until Saturday the 27th at 9PM EST to finish your builds.

    • Upvote 4
  6. Sure that's fine.

     

    I'll be on board, the ark -- for when the server floods with the tears of PvE players who realize they should have stayed. They should have protected themselves from the TED. Once it gets inside you, it's a plague, irresistible, foul-mouthed meme'ing bears. They will become them, they will go to PvE and the plague will spread. Where will I hide when the sane half of nerd.nu goes TED? I've prepared a bunker for this moment, where all-chat is disabled, and I am the only trusted owner. RIP nerd.nu.

    • Upvote 1
  7. How about a hard claim and a soft claim. You start off your mega build in a 300x300 but there's a 500x500 area that is reserved for you if you make considerable use of the 300x300 within two weeks? And these aren't permitted bordering spawn.

     

    I'm not keen on entire landmasses belonging to one person, or someone who is known to possibly fill a 500x500 using most of it untouched and only a build in the centre. I prefer to permit them, but suggest that they aren't done.

    Technically speaking, this is what we already do when protecting these large areas for players. We reserve whatever they claim, and then if significant progress is not made within a decent portion of their claim, the claim is reduced to what they have built. I take about 2 days about a month after the launch to do nothing but clean up oversized claims, fix terrain and take down borders. This is what we do, but the rev only just started, so you have not seem any of it just yet.

     

     

    I like the proposal that tobylane has proposed above since it makes sure that land is "reserved" from being claimed or messed with, but it also makes it available for others to develop in the future so the entire parcel isn't permanently locked because they built a crappy quartz block out of World Edit and then vanished or if they are building a huge city extremely slowly but want the land to all be theirs since they like the landmasses surrounding it. I think the restrictions that toby presented are great examples of what should be used in order to prevent the unintentional misuse of the land claims that we're seeing here.

     

    Given the small size of the community using this server, I'd think that it'd be easy enough to set up even a manual system that gives the admins (who are amazingly active, I should add) the ability to give reserved parcels away if they are not being used.

     

    This sounds very complicated to accomplish exactly what we already do. We check to make sure there are reasonable edits to the area you've claimed. For example: if you claim 1500x500, and after a month you've only build just 100x100 of it up, it's most likely going to be reduced straight to 100x100. It's not going to stay just because there were some edits. I tell people who claim a lot we're looking for "reasonable" progress, and in my opinion 100x100 in a 1500x500 claim is not by any means reasonable progress. There's also taking into consideration the amount of claims players have. If a player claimed a 900x500 claim, and that being their only claim, only managed to build up 1/4th of it after a month. It may be ok to say that's a bit more reasonable than a player who claims many 200x200 areas and never builds. As you said, we're on quite a bit, and we actively monitor this kind of stuff.

    The issue I have had since I started here is that if you claim a small amount of space, slowly build then in a few weeks you want to expand you can't because the areas around you have been claimed. I believe this is why people, including myself, claim a 'decent' amount of space to just use the whole rev. It also doesn't help that with world edit being introduced it has become faster for people to build a city so people claim more space because they can lay down roads and put up buildings faster.

     

    300x300 for a land claim to me seems really tiny, that would frustrate me. I just think that the map needs to be bigger to accommodate the fast world edit city builders and the space people want. Also, people don't particularly like to have neighbours as well. Nothing worse than the diamond cake house being built next to your 18th century, Slovakian Gothic-style modern chateau with featured rose gardens ;)

    300x300 can be very tiny for some players who build very rapidly. But being overly greedy or picky about neighbors is something I feel should be taken out your consideration for claiming, and a reason I believe players over-claim to begin with. "buffer space" is already provided when claiming a region, 10 blocks minimum, and generally speaking it's usually 15-20. When all is said and done, the player's planned buffer space within that claim can make it even larger and contribute to the confusion of being between regions/builds and not actually being free.

     

     

           My largest issue is that I know that once the map expands, I will be making an absolutely huge spaceship. I mean 800+ blocks huge. How do we regulate the claims that are large that will be built on but disallow other large claims? There isn't really a good answer, which is probably why this is growing into an increasingly long thread...

     

           This is an example of some of the issues. A hard and soft claim would be fantastic for things like cities, but that fails to account for projects such as my proposed spacecraft.

     

    I agree with a larger map. It would allow for other people to build bigger cities while still let people like me to build one huge structure. Also, a larger map would allow for more generated landmasses so people don't have to fight over cool geographic formations

     

    As we're seeing, and as action has been taken-- expanding to a greater map size at the very start seems to be a good solution for a lot of the early rev claiming issues.

     

    Some of these builds could be called terrain ignoring. I asked in chat earlier and it seems one of the main benefits to making terrain ignoring builds in terrain is to be overllooked by neighbours. We might as well have a flatland area/world for that and just build the hills ourselves where we want them. It'd free up the actual generated terrain to be used in terrain-relevant ways.

    I dislike seeing the c.nerd.nu server going in the direction of having a flatworld, and we would love to point out that during our making of the map, we even took into consideration that players liked flat land. Of the world painting we did 70% of it was flattening areas to address that unspoken demand. Along with plenty of ocean, we were astonished to see someone mow down a world painted mountain this revision, as we only have just a few.

     

    because different people like to build different kinds of things. one build style is no less valid than any other

     

    personally i think huge regions are fine as long as they're built in. if people don't build in them for a while we can reduce the size. if we run out of room we can expand the map. there's a very small number of people who make huge regions, and they usually build in them.

     

    maybe we could look into some way of making it easier for big regions to get checked up on, like adding any region over a certain area to a list to make sure its checked for progress regularly and isn't forgotten. since people don't like nice terrain getting flattened... i don't like adding more rules so maybe we could just make more flat area and strongly discourage destroying neat things.

     

    my $.02

    Last revision we actually did keep track of large claims on our trello board, making dates to check up and reduce large regions that we reported protecting. It seemed to work very well, but perhaps we may make an easier way to accomplish this. After all we still have the map to give us a general guide.

    So after reading all this, I can conclude that it is probably best to make sure the map be expanded more earlier on. This will solve a lot of the claiming issues people face earlier on, and has already seemed to be decided on! Also one last question to all of you: Do you think that any claim with more than 1000 meters wide or long should be our upper limit? After reading those who support the idea of adding an upper limit, and also taking into consideration those who would have trouble with a limit such as 300x300, it makes sense we would still create a limit that can extinguish all possibilities of overly-massive claims we've been seeing as of late (that nobody appears to agree with). Also I forgot to quote Barlimore's reply: This would be a great idea for at least clearing up some confusion whether or not you're on soon-to-be developed land. I'll start adding those on the current standing massive regions so confusion is minimized.

    • Upvote 2
  8. This is a good topic to bring up for discussion before we expand the map again, thank you for bringing your concerns to the forums to get more feedback from other players.

    I myself want to address by first saying that the claims this revision are quite large, and in numbers i've never seen before.This will become tedious and complicated to reduce later on, and that's putting much more stress on players as well as staff. Also taking into account all of the moving of small builds we have to do because people do not see large borders awaiting approval can get messy.

    There is no hard limit to claim sizes, however we do start to deny players claiming new regions if they develop habits of not building on their existing protections. C has a fairly small community and I can understand how large claims dominating the map could deter newer players, and i've always wanted to address that.

     

    So, with all that said: Can you please share this thread with some players, so they may give their input here. Tell us if they'd like to see limits on regions sizes? If so, then how big is "too big"
    We could make all these decisions ourselves, but it would be much more valuable to understand a collective of opinions on the subject by people who it will be affecting.

     

    I know topics like this have been opened in the past and quickly denied any action regarding them, confirming that we do our best to reduce region sizes that are not removed.
    Let's shine a new light on this, and hopefully it may produce some results. I'll be watching and replying to any commends made, all ears.

    As for my personal suggestion: I think claims should be limited to 500x500. I know some who build cities would be affected by this, however I believe that it's better to have quality over quantity.
    Another thing we could do is reduce the time we actively monitor claims, however this may negatively affect players who only get on every 2 weeks, but are otherwise productive builders.
    But again, this is a very narrow view from someone who does not build cities, or roads.

    I hope I can get more feedback from others as well. Again, thank you for bringing this into light again. :happy:
     

  9. Hello Poketoke

     

    The bypass was as equally as important as the fact that you were harassing players, and being disruptive in chat. Disrespecting the players, then disregard your mute as if it's just an annoyance to you, even after I reached out to you in PM. You have other notes for similar behavior in the past, so i'm going to ask that you take the time to consider which rules you have broken, and how you may avoid breaking these rules in the future. I would like to see a statement here in reply of some steps you'll be taking to improve your relationship with the servers.

     

    You will be unbanned tomorrow at 12pm at minimum with a reply. If you choose to take more time, that's fine too.

  10. I've been reading all these as they come, and i've loved seeing the feedback. It really does give us good direction for the revision. Feel free to keep posting any ideas you might have throughout the next few weeks.

     

     

     

    What about just having spawn city on one side of spawn, and then having just everything off on the other side of the spawn being freebuild?

     

     

     

    Casual suggestion for spawn city: have only half the side of spawn be plotted out, and keep the other half as free land to demonstrate that most of the map is free-to-build.

     

     

    Mumberthrax & schererererer: I'm unsure how such an obvious solution managed to fly over my head. Again, as the other two said this sounds like a great plan.

    Tedbear: The deathmatch games sound interesting. You'll have to show me how that works a little more some time, to see if it's something that would be good to run monthly as an event perhaps :)

     

    I've said it before, I'll say it again, cut the spawn city, plots make us unwelcoming, curated cities are nice, but unless it's actively curated to accommodate the many different types of land you would see in the real world, they always just look like plots... It also implies that our server is exclusively a city build server. Allow anything to be built surrounding spawn(WHICH SHOULD BE OPEN AND EASY TO EXIT WHERE BUILDING CAN BEGIN REALLY QUICKLY WITHOUT THE USE OF COMMANDS OR PORTALS) Move citybuilding to its own map, don't curate it by plots, curate it by people building cities, so adding highways and rail systems to make it like a true-to-life world ON ITS OWN MAP.

     

     

    The quality of what will go beside spawn isn't necessarily more encouraging to new players than a spawn city. And I believe either way that the spawn region would reach the render distance and it would never be possible to see free build area without moving from log in spot.

     

    XkinOEC & tobylane: As suggested by Mumberthrax and schererererer: having half of spawn openly facing towards free-build and half spawn city might be a good solution to this. We'll surely keep this in mind while building spawn, I think visibility is important too.

     

     

     

    Spawn City: Have another world for just serious cities, and then keep spawn city for more casual builds

     

    I thought this was a good idea, but I hadn't previously considered what point Bardidley made: I don't think we should split half the player base into another world, and doing so would wipe all the beautiful cities off the normal map. Perhaps keeping a city board with people looking for help or interested in collaboration may be useful.

     

    JCS617 & Electrified: Spleef would be great, i'm glad to see someone else showing interest in this. Like Toker said, perhaps we could get another poll separately on what players what to see out of these Spleef events.

     

     

    Spawncity needs to be changed. It gets plauged with cringe inducing buildings. we also need seperate end and redstone biomes.

     

    Poketoke: I see a common theme with wanting to separate the redstone world and "space". We will likely discuss getting a separate end world for space builds. I don't know what to say about the cringey builds in spawn city, as we try to keep them cleared up as much as we can. If you think of maybe some suggestions to aid that, let me know.

     

     

     

    If possible, it would be better to have the features of this world (no flying, no creative inventory) wrapped into a game mode command. I'd spend my time building in the same world as everyone else then. :-)

     

    Barlimore: I sure hope that's possible. If it is, it'd probably be worth getting it in a command that has two settings and not just a toggle, so that we can use entry commands to set regions to only allow that style of building. I'll get out the whip for when we bring this up to Challenger. :biggrin:

    • Upvote 1
  11. Hello friends! :smile:

    We're preparing to work on the new map, and looking for some feedback from you all!

    Comments are highly encouraged-- give us a piece of your mind!

    The estimated launch date will be in July. We'll release the official launch day a month in advance, as always.

     

    Not mentioned in the poll area: we'd also be interested in what you believe was or wasn't successful in the early parts of the current revision (30)

    Did the map meet your expectations?

    What could be changed?

     

    Thank you for your time and consideration.

     -The Cadmin team.

    • Upvote 4
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