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PointyOintment

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Posts posted by PointyOintment

  1. Oh, another thing: Blood moon. Will it be returning in Rev 29? In Rev 28 people complained that it increased the danger for no benefit, and so it was announced that monster hunting during blood moons would be incentivized, but then blood moons disappeared altogether (and I've found no explanation of that since).

    And an addition to my previous post, because I don't want to edit it and have the editor mess up the code again:

    Smaller map: How small? I thought 5000 square (this rev) was, while not too small, a bit smaller than I expected it to be.

    It was announced at the beginning that it would expand to 7000 square and maybe even 10000 square (which I would have been quite happy about) if there was sufficient population/activity. Now the next rev is going in the direction of a smaller world. The only reason I've heard for this change is to encourage more PvP; are there any other reasons?
  2. I would like to offer a non-PvPer's perspective. The impression I get is that the Survival server is geared for people who play primarily to fight each other, but I know I'm far from the only person who plays on S primarily for non-PvP activities. You may think "you should play on the PvE server then", but that's not the same—I like having the risk of being attacked by other players. Anyway:

     

    Moving into Revision 29, we’re aiming for finality in PvP

    What's finality?

     

    Things we’re going to keep:

    • Economy (though revamped with new aspects including auction etc)
    • Lottery
    • Mob Arena
    • Horse locking (though this will be possibly revamped)
    • Landmarks
    • Player Arena
    • The Shop (with customizable spaces)
    • Chests will not auto lock
    • Reduced XP
    That's all fine by me.

     

    Things that will for sure be changing:

    • Smaller map
    • Back to normal nether (mostly, will keep obsidian spikes if possible)
    • Bringing back pearl cooldown
    • Removing strength II (due to all the issues with it)
    • Spawn will be built as a community contest (see more information at the bottom of this post)
    • Beds will no longer set your spawn point
    • More PvP incentive through Economy
    • Weekly SAL fights occurring on different days of the week (points from this revision will be carrying over to next revision)
    • Bulletin board at spawn for player ads
    • 100-150 block square buffer zone from spawn to prevent chunks constantly loaded
    • Community farm inside spawn for new players
    • The way shops are done
    Smaller map: How small? I thought 5000 square (this rev) was, while not too small, a bit smaller than I expected it to be.

    Pearl cooldown: I like this. Without cooldown, lag has caused me to accidentally spam pearls many times, causing me at least one death and multiple near-deaths so far. The suggested alternative, increased pearl damage, would just make this problem worse, and I'd give up on pearls entirely. (I don't use them in SSP; I only use them on the server because they're practically free.) Non-PvP perspective, remember. Maybe it could be set up so that pearl rules change when a player is in combat?

    No spawning at beds: What's the point of beds then? I don't want to have to fight my way back home from spawn in the middle of the night with no gear.

    Buffer zone: IDK what the effect of this is.

    Things that we are considering:

    • Unsafe buckets for sale in the shop (griefing with them will be a bannable offense)
    • The possibility to raid chests via lock picking or having a finite amount of chests that are able to be locked
    • Buyable XP from the server shop
    Unsafe buckets: I like this. In SSP I often use water to climb up and down in caves, and I've missed this ability while playing on the server. I'd prefer just one kind of bucket with

    /flow on
    /flow off
    commands, but unsafe buckets work too.

    Lockpicking/lock limit: I don't think this is a good idea, for the reasons already discussed, but I'm personally OK with it. It would make it more like chaos. I had more fun (though accomplished much less) during the chaos between Revs 27 & 28 than in either Rev 27 or Rev 28. I lived pretty close to spawn but, once I found a good hiding place, only lost my stuff when someone X-rayed their way to my chests.

    Buyable XP: I don't think this is a problem when we have an end grinder. Also, I find it amusing that the word 'buyable' is actually in the dictionary.

     

    Also due to this post about the deadline of survival and the start of Revision 29, I feel as if the player count currently has decreased dramatically. There seems to be really no point to playing now

    Yep. I've pretty much given up on my projects this rev. I started them thinking it would last longer than two months; there's no point in attempting to complete them now.

     

    A very common request is for shorter revisions. I believe six weeks was a target.

    If revisions are going to be shorter in the future, I just won't play on this server anymore. I don't expect that to affect plans at all; I doubt many people, let alone any admins, care whether I play here or not. But it's just not fun for me if the revisions are as short as this one. But consider that for every person who raises an issue, there are usually several who decide it's not worth it to complain and just leave.

    P.S. This is probably already well known, but this forum's WYSIWYG editor generates the worst code I've ever seen. I spent more time cleaning it up than actually writing my thoughts. Edit: Editing the post messes up the code too. >_<

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