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bermudalocket

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  1. Are we getting feedback or are we waiting until 1.14 for that, too?
  2. Do you think that this map size (7kx7k) was good? Should it be bigger, smaller or similar? We could probably stand to try a smaller map next rev. 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? I much preferred the custom generation. Vanilla worldgen is still pretty boring. How did you feel about the custom generated map this revision? Would you like to see a custom nether again? I have always preferred a custom nether. Were the villagers with custom trades in the Nether a positive addition? Yes, though the pricing seemed OP. How did you feel about the custom generated End this rev? Any kind of generation you’d like to see? Geographically, I prefer the vanilla end. I think the dig-em-up build materials could be executed a little better by scattering "asteroids" of materials throughout the Void. The abundance of concrete powder felt too OP this rev. 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? I echo others' sentiments that ores were too abundant. Were the villagers with custom trades in the End a positive addition? My thoughts are the same as for the Nether villagers. Did you enjoy having free range shulkers instead of a shulker spawner? Unfortunately no. I was keen on the idea at first but the spawning issues Silver mentioned kind of ruined the excitement. Maybe bring back Shulker spawners but nerf them considerably? I've suggested this the last two revs, IIRC; they're useful but way too fast. Do you have any other ideas you have for methods of obtaining Elytra? Take the best of both worlds and have it available in the spawn shop (for a pretty penny) *and* by killing the dragon? How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? I prefer them, especially for Creepers and Shulkers. Are there any events you particularly enjoyed this revision so far? NITWITS though I haven't started :x Overall I don't like events that feel tedious, and practically all of them did this rev. Mindlessly chopping tree after tree after tree and staring at the live map looking for ovals until your eyes go bloodshot are more tests of persistence than anything else, and I certainly don't have much persistence unless I'm challenged or presented with a novel task. Is there any event past or present that you’d like to see return in Revision 23? Some sort of elytra challenge 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) Yes, especially enchantments like Unbreaking V, or a sword with Sharpness + Bane + Smite V. 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? SmartMobs!
  3. This isn't a bad idea. Could probably even create a custom enchantment to extend the time and offer books as an event and/or admin hunt prize.
  4. 28-Feb SafeBuckets updated to 1.1.17. Added `/sb version` command. Fixed a bug in which a forced physics update interfered with block states, ranging from "oh that's weird" to "yikes". Code cleanup. https://github.com/NerdNu/SafeBuckets
  5. Here are my quick 2 cents: The minigames server currently has 2 gb of memory allocated. About a week ago I took the server offline entirely in order to (hopefully) give a boost to the lobby, which has been having some issues lately. I have not noticed a major difference. Also, keep in mind that despite (for example) PvE having 6 gb of allocated memory, on average we're only using ~14% of that even at peak times. Memory is not the bottleneck many people seem to think it is. The largest memory spikes occur when the server restarts and when new chunks are generated. I love the idea of rotating adventure maps and/or complete the monument maps. CTM maps are basically how I first got into Minecraft, so there's a bit of a nostalgic factor for me. There are kinks we'd need to work out, e.g. the difficulties Troop pointed out (looted chests, disabled spawners, etc.). NerdUHC will need a small coat of paint to update it to 1.13 but otherwise I'd be down for UHCs to be thrown into the rotation.
  6. 21-Feb SafeBuckets updated to 1.1.16. Bug fix: a long-standing bug involving water automatically flowing when placed next to a waterlogged block. Improvement: changed the kelp-height-check algorithm to allow kelp farms to be stacked without interference. https://github.com/NerdNu/SafeBuckets
  7. Hey @Omegaperfecta, Glad to see you found your way back to the policy post and understand that my note is not yet eligible for removal. That being said, since Zomise is no longer on staff I am happy to remove her note for you. Added By Note Time Added Server bermudalocket Player warned for minor grief (pve rev 22) 8 months, 1 week ago c.nerd.nu Zomise Banned for X-ray on PVE rev19. 2 years, 1 month ago c.nerd.nu
  8. Hey @teli_pinkerton The note in question was made on August 13, 2017 with the reason "Player warned for minor grief (PvE rev 20)". Under current policy, notes become eligible after at least one year has passed since the note was made: Notes are eligible for appeal beginning 1 year from the placement date and 6 months from your last appeal of that note (however if you feel a note was added in error you may appeal sooner). The note will become eligible on August 13, 2018, a little over a month away, so make a new appeal on or after that date and I will consider the request. And don't worry about the six-month wait after your last appeal; I won't count this thread.
  9. The Spawn Building • Do you feel the spawn building was well laid out, with clear exits?
 Yes • 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?
 Yes The Overworld Map • How do you feel about the current overworld map size? Too small, too large, just right?
 I'd be interested in seeing how a smaller map would change the dynamic of the revision. • 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?
 I'd be okay with that, though I would be surprised if there wasn't an update by then to the various tools we use, especially since the update is due out relatively soon and we won't be updating until around September. • Were any biomes lacking or too abundant this revision?
 I haven't seen a single birch forest this rev. I'm glad you saw things my way. ;) • Any comments on resources and/or ore distribution?
 Good. The Nether Map • How have you found the Nether this revision?
 Absolutely love it. • Would you like to see a custom or vanilla Nether map for next revision?
 Custom! • Any particular features of past or present Nether maps that you would like to see again?
 My only complaint is how volatile the terrain is between the custom spots. • Any comments on resources and/or quartz distribution?
 Both seem good. • Have the new Nether mobs been a good or a bad addition in your opinion?
 I don't really have an opinion either way. 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?
 Maybe we can work something out to limit the amount of mobs that can spawn in order to take some strain off of lower-end GPUs. • Have you experienced any issues with The End this revision that you'd like to make known for Revision 23?
 None that I can think of. 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?
 I personally have not benefited, but I know many people are enjoying it. 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 preferred all goodies being available from the start of the rev. • Do you have any completely different methods you'd like to see enacted in regards to portals?
 I think the portals could use a little spice. The clock system might be a little too much spice, but something along those general lines. • How do you feel about the amount, and distribution, of portals this revision?
 Fair. Iron Golem Spawners • How were the costs this revision?
 Good. • 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 it works well. • Did you find the rewritten instructions in the PvE Information Guide easier to follow and understand?
 Yes. Custom Spawners • How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them?
 Beyond preference, I think they're a necessity on a large multiplayer server like ours. • 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 do not think spawners should be located in the Nether. Taking them out would allow us to go back to a more vanilla nether in terms of mechanics (fortresses, wither skeleton hunting, etc). • Which custom spawners do you think are particularly useful in a multiplayer setting, if any?
 Squid and creeper, for ink and gunpowder. I'm not sure ghast or zig spawners are really necessary. I think it would also be nice if we could sort of "reimagine" The End dimension in a way that makes elytra *AND* shulkers renewable, as the shulker spawners are ridiculously overpowered. 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?
 Yes! I love it. It's almost an addiction. • 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?
 Yes. • 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. Custom Saddles • Have you enjoyed the custom horse saddles available to trade this revision?
 Yes, though it's unfortunate that the Minecraft client prevents being able to see your own horse change in first-person view. • Would you like to see them return for next revision?
 Sure. • If so, do you prefer them as trade items, prizes, or some mixture of both?
 Both. I liked the idea of obtaining them from admin hunts. Elytra • Next revision, how would you like to see elytra implemented? Something close to vanilla, something like this revision, or something different altogether?
 Something different altogether, but closer to vanilla. See my comment above regarding Custom Spawners and The End. • 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 do not think there is much of a correlation at all. I spent a long time across the first two months of the revision building rails all over the place. Haven has a number of connections, almost all built by Silver and I. I think pez's (?) comment about the lack of rail-building leadership, and the map size, contribute much more to the lack of rails. • 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?
 I think the people that want to see more road and rail need to step up and start a collaborative group (or don't, and just build your own roads and rails), instead of relying on the padmins to answer their problems for them. Events The Lost Slime Golems - I did not like this event. I simply don't have the time or patience to wander the map aimlessly. The Archaeologists' Guild Poetry Competition - Good idea! I'm not a poet but I see many others enjoyed it. The Meandering Maze - *twitch* Mob Mayhem! (PvE Arena Events) - unfortunately didn't get to participate due to the server throwing a hissy-fit, but it looked like a lot of fun. • 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?
 Unfortunately... not really. • Is there any event past or present that you'd like to see return in Revision 23?
 NITWITS. All The Things Challenge. Did I say NITWITS? Also, NITWITS. • Have you any new event ideas that you'd like to share? NITW-- just kidding. I'll brainstorm.
  10. Hi @Sir_Didymus, Wielder of the Wrench, Placer of Spawners, Leader of the Diddums, Tamer of the ... wait a second... this isn't my inside joke. The suggestion box: specifically the frequency of padmin responses. Thanks for the explanation. I knew they were a product of the generator but I didn't know the quantity was a bug, not a feature. In the end I am happy with how the situation was resolved. After seeing @totemo's response in this thread, I think I'll follow up with the mentioned players/towns to see if they need any help making their grinder(s) more efficient. The numbers mentioned are a tad alarming. I would much prefer a single-layer custom nether next rev. I think that would be a great compromise: it won't interfere with spawning rules and it will allow the Nether to keep its facelift. I agree with others in that the Nether shouldn't just be seen as a dimension to farm Wither Skeleton skulls, but I don't think we can safely ignore the fact that Wither Skeleton skulls are a valuable and necessary resource. As far as custom materials go, I really liked what you did this revision by using large swaths raw clay/sand/gravel?/etc as decoration. It serves the dual purposes of aesthetics and practicality at the same time. And as far as suggestions go, the experiment was clearly a very well-recieved success and we all know you're a fantastic block artist, so go nuts! I'm sure whatever vision you come up with would be better than mine. The only minor suggestion I can think of is to look into the possibility of custom generation for nether fortresses. The vanilla ones are a bit boring. I've only been on local servers before joining Nerd so I do not have any experience in that regard. I did a little bit of research and experimentation this morning and found that it is possible, but there are some caveats. We can discuss this privately if you'd like. I'm very happy you're open to the suggestion! Again following what totemo said, I would be fine with the idea of limiting WorldEdit usage to simply setting the plot's floor. I'd only ask that custom parameters be baked-in, i.e. /setfloor <half|all> [cardinal_direction] so that we could control it a bit more. Let's say that the command is implemented without these parameters and simply sets the entire floor of the plot. Furthermore let's say the current plot/section I am working on is 50% black wool, 50% detailed scattered blocks, split somewhere near the middle of the plot. It would be a PITA to set the floor and then have to go back and break all of those black wool blocks on that second half of the plot. With the custom parameters, I could simply run "/setfloor half east" and it would set the eastern half of the plot (i.e. quadrants 1 and 4) while leaving the other half alone. I'm not really bothered by the golem soul mechanic in that I don't dislike it, but I'm not crazy about the RNG nature of it. After doing some more thinking, I guess I'm on the fence overall, so don't count me as opposed. As for upgrades, they give us another reward to work toward during the revision. There's a sense of continuous long-term work that needs to be done in order to obtain a max-level setup. Will do! In a perfect world I'd prefer HyperCarts mixed with what I think are the most successful TrainCarts features: cart linking/trains, pressure plate junctions, bigger speed boost. The custom physics that TrainCarts uses is so incredibly buggy, and HyperCarts' physics is more consistent. That being said though, adding trains and junctions would probably require changes to be made to the HyperCarts physics engine and I don't pretend to know much about how minecarts work at the code level.
  11. Expectations 1. I definitely enjoy knowing the duration in advance. It gives me a better idea of how much time is remaining so I can adjust my ambitiousness accordingly. I ran into time issues last revision (even with the one-month reset notice) and unfortunately did not finish Haven Tower nearly to the extent that I wanted. 2. I certainly like knowing that at least one more event is coming in the second half of the revision. 3a. I do think that the padmin team has done a much better job involving players in decision-making this revision compared to the previous revision while still maintaining an air of mystery where it matters most (i.e. overall theme, map style). Additional Thoughts: In hindsight, I feel the TrainCarts addition was a bit rushed but I will elaborate more on that in the appropriate section below. I wanted to note it here as I feel it applies to this category as well. Map Size 1. I’m neutral on the current map size. Not bad, but not great. Lots of opportunities to explore, but sometimes it seems too large. 2. I agree that a smaller map could help reach that goal. I support this idea. Additional Thoughts: None at this time! Biomes 1. Really well done! I love the vast ocean in the south and not just because it played perfectly into Haven’s theme for this revision ;). I do think there are WAY too many ocean monuments. I cannot stress that enough. Regardless of the issues that occurred earlier in the revision (w.r.t. guardian spawning), having more than two guardian grinders is a bit absurd and unnecessary in practicality. I was able to set Haven’s grinder apart from the others by introducing an XP mode feature and I am very happy to say that we receive a lot of traffic because of it. How could you turn down the opportunity to repair a diamond pickaxe with two swipes of a sword?! 2. This revision, I noticed quite a few biomes that looked copied and pasted from last revision. That’s certainly not to say that “repeats” shouldn’t be expected, but a lot of the “oooh, aaaah” allure didn’t return. Personally, I’d encourage the rev 22 map maker to take a little artistic license with the OTG configuration! 3. For the love of all that is Good and Pure in this universe, please turn off Birch Forests. Please! Additional Thoughts: None at this time. Ore Distribution 1. Better, compared to last revision. I would rather ores be too plentiful than too scarce. 2. Nether Quartz (and even Glowstone) could use a bit of a boost. 3. Diamond Ore is too abundant for my liking. 4. Yes! Additional Thoughts: None at this time. Nether Portals 1. If coverage was your objective, I think it was met with flying colors. I have not found myself wishing for an extra nether portal in any location this revision. 2. In my opinion, nether portal quantity should scale proportionally with map size. Additional Thoughts: I wonder if it might be worth reconsidering a previous suggestion I made to allow players to create their own portals (with restrictions). I’ll try to find that post. Nether 1. I enjoyed the upper nether tremendously, and I think Didy did a fantastic job with it. That being said, I do not want to see a dual-level nether again. I feel very strongly about this. It caused too many problems with mob spawning in nether fortresses, which was already a sore area. The community answered by creating the UMC hunting grounds, but the scale of that project should not have been necessary. 2a. This is a bit of a toss-up for me. On one hand, a pre-built spawn takes away the opportunity for a player to contribute in a very significant way by building it. On the other hand, it ensures we have a nice-looking spawn and not something… well… derp-y. 2b. I was a bit iffy on both the overworld spawn station and the nether spawn station while discussions were being had before the revision launched. My opinion may be unpopular but I am still not convinced they are necessary, especially with the improvement in Gold Ore distribution. Additional Thoughts: None at this time. End 1. I think the size is fine. It is large enough for a decent number of End Cities to generate, so players like me (who enjoy the thrill/difficulty) have the opportunity to raid one to obtain a “legit” Elytra. Most players don’t leave the main island anyway. 2. I support the dragon fight being a non-vanilla experience as long as it is tested thoroughly far enough in advance for (at least) staff members to offer feedback. Additional Thoughts: I’d also like to put forward the suggestion of re-generating the outer end islands on a repeating cycle in order to eliminate the Essence of Flight recipe for Elytra. Mapworld 1. I am very happy that Mapworld carried over. 2. WorldEdit, please! I know there are some purists who start shaking their fist at the nearest cloud whenever WorldEdit is suggested (“back in my day we didn’t have creative mode and you had to walk FIFTEEN MILES with your inventory full!!!”), but it would be such a huge help to be able to do a quick //replace to generate large planes of the same block. I personally have a very hard time using mapworld for this reason due to a medical issue, but I wish I could make more mapart. I know concerns were voiced regarding the ability for players to do serious damage if something were to go awry during a command, but the region permissions that C uses to control WorldEdit work perfectly fine. Barli, I’m going to suggest this every time a feedback post comes up if I have to! ;) Additional Thoughts: every time barli (!) Spawn 1a. Spawn was much clearer this time! I don’t have any suggestions for the next spawn, as I think that’s one of the parts of the map that should remain shrouded in secrecy to preserve excitement. 2. I am going to skip this question as I participated in spawn sprucing this revision. 3. See Spawn #1a above. 4. See Nether #2b above. Additional Thoughts: I strongly support the return to 100%-staff-built spawns. Features Iron Golem Spawners 1a. I would like to see a return to Emerald-Ore-as-currency. 1b. Yes. 1c. For the remainder of the revision? Maybe another set of traders. For next revision? I’d like to see them replaced with the Emerald Ore system. Additional Thoughts: None at this time. Custom Spawners 1. Yes. I do not support custom spawners in the Nether. Most players do not take the time to spawn-proof the area around their Nether grinders, and that causes a huge problem with spawning in other parts of the Nether (i.e. fortresses). Moreover, the custom spawners are not really necessary: you can easily hunt Zombie Pigmen at a fortress platform, and Ghasts are really not that difficult to hunt either. 2. Squid, Slime, Creeper 3. Witch, Zombie Pigman, Ghast 4. No. Limit the number of Ocean Monuments that spawn on the map instead. I would be disappointed to see guardian spawners, as it then becomes more about luck than skill/perseverance. Additional Thoughts: None at this time. Community Blog Posts 1. More stats! 2. Nope! Additional Thoughts: None at this time. Events 1. The Thanksgiving event was a bit lackluster. It fell a bit flat in the beginning due to the prizes only consisting of trophies, and even after more prizes were added, some were a bit… strange… like the Looting 3 book. I don't see much incentive for a player to spend their Wishbones on a L3 book when they could buy one for a couple emeralds (by extension, pumpkins) instead. Those turkeys are a gigantic pain in the butt dangerous, and if players are going to be forced to interact with them (which they are, since they replaced hostile mobs) then the prizes should reflect that level of difficulty. I do not think they did this revision. The Knight’s Quest is great. Some really cool people must’ve created that event ;). The New Year’s event was different, and in a good way! I liked it. 2. Some more mini-events like the New Year’s one would be great for mob-skull-hunters like myself! 3. The Thanksgiving event could use some re-thinking for next year. Breathe some life back into it. :) 4a. I think the prizes for the Knights Quest were fair — it’s a difficult event to finish and the enchantments reflected that. Maybe consider offering a book with both Infinity and Mending, a Feather Falling 5 book, a Looting 5, and/or a Fortune 5 book as (a) top-tier prize(s) for a future event. Nothing crazy, nothing overly OP, but still something worth the time investment. Additional Thoughts: I’d like to see a return to the Pick Your Own style that was used in the Adventurer’s Guild last revision. I really liked that idea! Plugins TrainCarts 1. It’s a double-edged sword. It adds some cool functionality like the pressure plate junctions and the speed boost, but it’s very glitchy. Players clipping walls and taking damage, carts phasing through the ground, carts magically levitating, carts not launching when a powered rail is powered, carts losing all momentum and stopping when making a jump from one powered rail to another powered rail, etc. 2. I wonder if totemo would find it feasible add some of the better functionality (like pressure plate junctions) to HyperCarts. I understand that would take some rewriting of the minecart physics, so I emphasize the word “feasible” here. 3. I don’t think so. I think the features chosen for this revision are the limit on what’s close enough to vanilla for us. Additional Thoughts: None at this time! Other Plugins 1. Skipping for now. 2. I don’t agree with the addition of Shulker Boxes to Shroom With A View. The plugin was created with the intention to give players access to decorative blocks unobtainable in vanilla. If I cannot bonemeal an Observer or Piston to correctly align it, then I should not be able to do that to a Shulker Box either. I’m honestly a bit surprised padmins gave the OK for this to be added. I also think the commands for ItemLocker are a bit unintuitive, and I have gotten feedback from a number of players corroborating that. Can the command syntax be updated to more closely mirror the container locks? (i.e. /imodify <rotate/access> <public/private/r:region>, and /imodify <public/private/r:region> for both rotate and access) Additional Thoughts: None! Closing Thoughts Additional Thoughts: We have a very special community here and I am glad to be a part of it!
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