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About ttsci

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  1. PvP discussion

    Sounds good ieuweh! I'm glad to hear that there's a commitment to larger PvP regions so everyone can enjoy their preferred activities in the PvE way! I was thinking about it a bit and given that this map is so huge with tons of free space, I could easily see us moving to a smaller one next revision with no crowding. I was hoping to also get confirmation that we won't go backwards on the progress we've made here - after all, I think it's fair that when a new map starts, everyone gets equal claim to available land regardless of whether they want to build an arena/PvP region or some other project!
  2. PvP discussion

    I'm a bit confused by this sentiment, mainly because I don't see how providing more options to players "transforms the server's brand". We already offer the ability to make PvP arenas, so we're not talking about introducing a new feature, just relaxing certain restrictions on something that already exists. The discussion isn't about global PvP or forcing people to engage in something they don't want to; we just want to make it easier for people who want to participate in PvP within the confines of PvE to do so with greater flexibility. Is there any reason this can't be implemented now? Seeing as we're halfway through the rev and there's tons of available space, it seems like a pure policy change like this could be in effect immediately. As far as I'm aware, there are no technical limitations on why this can't happen right now, and it seems like a very simple way to make more people happy. The main issue I've heard regarding PvP towns is the fact that PvP areas cannot be connected and the regions were too small to permit proper town building in anything but a vertical format (not really ideal for PvP). Was there any discussion of whether or not to change the policy regarding connected areas?
  3. PvP discussion

    The heads was just spitballing a suggestion since the topic of "PvP incentives" came up. With that said, I don't feel too bothered by the idea of people having a player head from another person - this isn't a "get any head you want" system where you can farm decorative objects. Besides, don't we already have "free heads from killing other players" during Admin Hunts? They're trophies and nothing more. It bothers me no more that someone has 50 Shanty_Sniper heads than it does that someone dug up a bunch of emeralds and built a big fort out of it. If someone really wants to stand there and farm heads of other players who choose to let themselves be killed in hopes of triggering a drop, how does that hurt me? I'll admit it's late here and there's possibly some other use of heads I'm forgetting about - and if there is, please remind me - but right now I don't see how this harms anybody. The absolute worst I can think of is someone using an alt, changing the skin, and using that alt to obtain one decorative object - and then they can't change that alt's skin for the remainder of the revision. I also want to clarify that I said I felt it wouldn't be an undue burden on staff, not that it would have no impact. Any sort of perk or recognition is something that should be relatively trivial to implement, seeing as most of these features were already implemented back when S was around. A leaderboard page on the website shouldn't require any additional attention. However, the most important points of my post should stand independently of the ideas regarding "PvP perks". Ultimately that section is entirely unnecessary and I only included it because I felt scher raised some good points and I thought they were worth building on.
  4. PvP discussion

    I go back and forth on this a lot because I personally do not care for PvP and never enjoyed playing on S, but what I keep coming back to is that I think that fundamentally, Shanty has a point and that there is more than can be done to facilitate PvP gameplay for those who like it without destroying the ability of others to have fun with PvE-style survival. What I would like to see is, on a trial basis, the rules for PvP regions to be relaxed for a revision. Allow anyone interested in joining a PvP-enabled town to collaboratively build a wall enclosing the town area of a decent size - something like 250x250 or 300x300 (or honestly, even larger - we have a huge map). If necessary, make it a double wall with a buffer zone and a region welcome message warning that passing through the second wall enables PvP. Post all the current signage. Since we're already using barrier blocks for PvP areas, close off the town from the top of the wall using barrier blocks to ensure someone doesn't accidentally Elytra into the town. Then turn on the PvP and see how much use it gets and if people enjoy it. With the players doing most of the construction, I don't think this imposes any undue burden upon staff. With the signs and barrier blocks, there's no change of someone accidentally wandering in. And importantly, the segment of the playerbase who enjoys PvP can enjoy it all the time, not just by scheduling a meetup at one of the arenas. One of the factors that I think current PvP arenas are missing, and why they aren't currently very popular, is that when you're playing on a server like S, an attack can come at any time and so you must constantly be prepared. It changes the way you play. On the other hand, going to a PvP arena, you're got a very limited danger window and can solely focus on the combat, which can be fun but is a different experience. What I believe the folks who enjoy PvP feel like they're missing - and can't get from arenas in their current form - is that feeling of constant threat. A PvP town would allow them to experience this and still have fun in the PvE environment. I feel that we've gone a little too far at times in trying to regulate how other people have fun on the server, whether it's by nerfing Elytra or setting strict rules on PvP areas. Ultimately, it doesn't affect my gameplay experience if someone else wants to zip around with rockets or live in a PvP town. As long as I have the option to not wander in there, why should I care if some people want to fight each other in their town? In a huge map like we currently have, a 100x100 area is honestly very small and the limit seems entirely arbitrary. To expand a bit on scher's point regarding incentives for PvP, I think one incentive that wouldn't be unbalanced would be to introduce a head-gathering system that scales based on combatants' gear. If Player A wearing iron gear manages to kill player B in Diamond, A should have an increased chance of getting a head drop of that player. This provides a neat trophy - which is technically still obtainable in PvE via dopples - but allows the PvP players to show off their skill. On the other hand, if someone in vastly superior gear is beating down on someone unarmored, their chances of a head drop will be zero. I'm sure there are some other neat but balanced perks people could come up with, such as weapons or armor with special lore/flavor text, decorative prizes for the player with the most PvP kills that month that could be displayed in item frames, etc. There are plenty of ways this could be done even without any changes to the current plugin system. I've gone on for too long here, so I'll wrap it up with this: I see zero harm in giving this a chance, and a lot of potential benefit for players who love the community here but feel marginalized due to their favorite type of gameplay being gone. Please consider giving this a fair shake, even if it's just for one revision. There will inevitably be a few bumps in the road but I think this is a very low-risk way to help provide more gameplay options to everyone here on Nerd.nu. Edit: Added a few bold lines for a TL;DR summary.
  5. 2017 Fundraiser Feedback

    All in all, I enjoyed this event way more than any of the previous CTF fundraisers we've had in the past. I'd say it was very fun. With that said, one thing that could be improved in the future is more advance playtesting and map balancing. Totemo in particular did a great job of adjusting settings on the fly during the event to tweak lag and balance issues, but the event was nearly unplayable for the first day not solely because of the initial lag (somewhat expected, although I'd suggest starting with a lower mob count and working up rather than the other way around, especially since the highest traffic is going to be at event start), but also because the mob/plugin settings weren't set in a way to make it playable. Early on, obsidian was difficult to come by in larger than 5 block increments and that meant that building any kind of fortification was nearly impossible since most other blocks were destroyed nearly instantly, even things you'd expect to be more durable like bricks. Clearer ground rules as to material durability would have gone a long way; as it was, most people just ran around and then stuck close to spawn because they anticipated dying a lot and didn't settle down anywhere until Saturday. On a similar note, I think that a smaller map size combined with a little more personalized touches on buildings would have also gone a long way. I personally scavenged a few chests from buildings but quickly gave up on that since most floors felt extremely empty; there was little incentive to explore multiple levels of a building if you saw nothing good on the ground floor, since many of the floors were just carbon copies of each other. Don't get me wrong, the city itself was really cool, but honestly I never saw more than maybe a quarter of it (and this is from someone #2 in villager rescues and #3 in distance traveled with villagers, so I covered some ground). Regarding the initial mob settings - most people, when they join the event, are going to take a little time to acclimate, explore, find their friends, etc. The mob levels don't need to be maxed out, definitely not for the first hour or two. I'd suggest starting it low and raising it as the event goes on. This has multiple advantages. One, it reduces the lag at the beginning, which is when you draw the most people in. Two, it lets people learn the concept, experiment with some blocks and new items (guns, for example), and group up without being constantly murdered over and over. Three, it lets people start to spread out and group up, which reduces the massive cluster at spawn at event start. Four, it ramps up the challenge as people get better at the game and keeps things interesting throughout the event - turning up the aggressiveness on Sunday really helped keep things interesting despite starting to have relatively solid fortifications. From a user experience perspective, it's significantly more important for players to have a stable experience than one filled with mobs right away. It might even add to the immersion if players were given, say, ten minutes at event start to begin exploring the city before the zombies were unleashed. Please take all of the above as it is intended -- suggestions and constructive criticism, not complaints. Like I said at the beginning, I thought this event was a lot more fun than any of the older CTF events; I just think there are a few changes that could be made to make it even better in the future. Thanks in advance!