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  1. PvE End of Rev Apocalypse!

  2. Revision 21: Mid-Revision Feedback Topic

    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.
  3. Revision 21: Mid-Revision Feedback Topic

    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!
  4. The Face Behind the Name

    Merry xmas! Have an update photo.
  5. Revision 21: Blog Post I

    Fantastic work on this blog post, Barli and Didy! I had no idea I had mined up so many golem souls... I think the cabin caving fever set in sometime before soul #8!
  6. Events on Event

    I had made an "interest survey" post a few months ago on the subreddit asking for opinions on doing a UHC. It garnered quite a bit of player support but unfortunately never really went anywhere. I don't think it had enough support at the admin level (at the time) to move forward. That said, I would still be more than happy to spearhead it.
  7. Welcome to our two new Head Admins - cujobear and zomise!!

    I can't think of two people more deserving. Congrats!
  8. New Plugin Testing on pve-dev

    I agree with Silver re: signs. It's a neat feature but ultimately they replace redstone circuits that are easily created by players with a little effort. Regarding skyrail drop deaths, that's definitely a tricky situation. If players are on a skyrail, they should know better than to exit the cart. I think emphasizing the fact that you will die if you exit the cart while in the air could subvert issues, though. It puts the onus on the player, rather than the plugin itself (or by extension, padmins). You forgot? Oh well. Your cat jumped onto your keyboard and exited the cart for you? Oh well. The vertical rails by way of ladders are really, really neat. I'd like to see that feature make it through. I did a bit of investigating regarding the "w" bug. Unfortunately it seems it has been a persistent bug since mid-2015. Poking around in the source led me to tc/actions/MovementAction.java, where it seems like player-induced changes to position and velocity are escaped. I can do a bit of testing without said escaping either later tonight or tomorrow.
  9. Subreddit CSS Overhaul

    Current thoughts: I like the old icons for sticky/discussion better than the new ones. The current ones are simple and color-coded, which I enjoy. The new bar (for server info) seems a little out-of-place. I think something like this would look a bit better. I very much approve of having more visible space for the "build of the month" header.
  10. Stepping down

    I hope you enjoy what sounds like a much-needed step back. Burn-out sucks :(. Thanks for all you did! (Best. C training. Evar.)
  11. 2017 Fundraiser Feedback

    Yep, definitely wasn't implying that.
  12. 2017 Fundraiser Feedback

    I have more to say (and I'll edit this same post later), but for right now I just want to echo everyone else: I wish the event went longer. I would really, really like to see what I (and others) could do with even just an extra week.
  13. Rev 20 Mid-Rev Feedback!

  14. Your political compass

  15. The Face Behind the Name