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MasterCommaThe

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Posts posted by MasterCommaThe

  1. Since the original BUMP appears to have been missed, you've been patient and reasonable with that, you have a clear understanding of the rules and agree to abide by them, and you're not on any permaban list I know of. I will take responsibility for unbanning you. Be aware that Luke_Gardner may choose to reverse that decision later if he decides this was an error. Please enjoy your time on our servers! 

    Unbanned.

  2. We're looking into a volcano with an easy-to-build-upon area surrounding it. I've been considering protecting the volcanic crater and subsequent lava, then raising the lava limit over time until it spills down the volcano, simulating an eruption, until the lava recedes. Any thoughts on this?

    The progressive volcano is a fantastic idea. I'm not sure whether players will appreciate the lava flows coming into their builds, so I recommend a moat around the mountain, in fact, for aesthetics this volcano should be in the middle of the lake with all the islands. That way it is surrounded by frequently visited builds. I suggest that we make a small temple at the top of the volcano, with "native shamans" and sacrificed mod heads on pikes around the opening. :3

  3. On the subject of the next spawn being more dynamic, mixing in freebuild areas, it would make sense to style the spawn as a transportation hub, much like a shipyard or a railyard. This also gives us the excuse to make rail stations etc.

     

    A few features I hope you'll consider when painting:

    People love hills. People love mountains. But what would really make this map unique are the following features:

    A spawn bridging at least two terrains, preferably mountains/ocean.

    Valleys. Not talking spaces between hills, I'm talking sheer-faced, 50 block drop ravines. And/Or, really tall mountains. And lots of them.

    No nether biome. That was just weird.

    Clear northern & southern areas. Perhaps dual snow biomes on the top & bottom of the map, with mountain ranges.

    Larger/Deeper/More-shaped bodies of water, across differing elevations, if possible.

     

     

    I love the idea of a shipyard spawn. I can imagine a busted container with creeper heads (read: "Tribbles") spilling out.

     

    I personally really liked the huge lava lake in the nether area. I didn't really care about the nether itself, so maybe we should turn a few regular lakes in the next revision into lava lakes...or, make a couple of mountains volcanos with those lakes inside!

     

    Now my big question for the admins. As a mod, how do we police the degraded free build area? From the sound of it, these free build areas seem like they will be especially vulnerable to greif. Will this be a small "chaos" area, or have I missed a part where we will only give perms for that area to players we find are trusted not to be greifers? I can see a player completely wiping one of these structures off the map, and claiming to have "improved" it. Is that grief? How do we choose who's modifications should get protected, if any? I'm sure this has all been considered, so do you have any suggestions on how we should police that area?

     

     

    Lastly, I like bringing back old builds for players to improve, but don't understand the purpose of degradation. I think players will feel free to modify them without the extra effort on our part. In addition, degradation will reduce the appeal of build quality around spawn. (Though Laputa degraded would only look better!)  

  4. I've been thinking for a while that it is about time that we set rules for, and allow modreq-ing the draining water on C within confined structures.

     

    The process that goes into clearing structures of water by sand filling and mining is not at the heart of what I believe C players want to do with their time. Many do it because they have to. Many form community projects to get it over with sooner. I feel we should give our players a place where they can have a choice.

     

    The rules I propose are simple:

    • Players may modreq the removal of water within "watertight" structures.
    • Please do not make this modreq for trivial amounts of water (<50 blocks).

    Mod Policy:

    • Such structures will be immediately protected greifers from "breaking the dam"

     

     

    That covers the logistics, now to head off a few opposing arguements.

     

    "But what if some players want to mine?" - Nothing is stopping them from mining as usual on C, or if they want such an experience with meaning, we have three other worlds where it can be had. 

     

    "If we allow WorldEditing of one block, won't we have to do them all, opening up land holes everywhere?" - Nope. Water is fundamentally more difficult to remove by hand than normal blocks and deserves to be treated differently. In addition, the rule I proposed ensures that for larger removals, players will first have to construct a proportionally larger water-tight "bowl". This reduces the likelihood that a player will modreq water removal, and then never do anything with the space. 

     

    "Won't we see a lot of skyscrapers move out into the open ocean then?" - Yes, until we make future maps with "low altitude" biomes on land so this only gets done for aesthetic appeal. Honestly, this isn't a problem.

     

    So how about it?

    • Upvote 1
  5. I'm definitely voting for islands. Similarly, extreme hill biomes are great for me as well. The few snow hills in C are perfect, if sparse.

     

    What I would really like to propose, and know is contentious, is that we eliminate the need for a dig. I propose we clear a large section down to bedrock. There's nothing stopping people from performing a great community dig (read: "dome"), but I think most people really want to build, and only clear space because they have to. To be aesthetically pleasing I think we should make the transition to this "shallow biome" smooth and natural with the terrain around it, albiet with a few sheer cliffs, and then have a couple layers of soil covering the bedrock.

     

    My personal take on this is that I'm a builder, not a miner, that's why I'm on C. I like to build with a community, and frankly show off what I make, so that's why I'm not on single player. 

    • Upvote 1
  6. Ok, here's an idea. Every morning, everyone who died the previous day respawns fresh. However, for the time the player is dead during the day and night, they come back as a mob, unable to place blocks, but able to cause damage in various ways depending on the type of mob they respawn as. 

     

    Players spawned as Creepers will basically perform a suicide run, but be 1 hit kills. That way their tactics lead much more to sneaking up on unsuspecting players, rather than a frontal assault.

     

    Players spawned as bats should be able to fly, or maybe just jump continuously, even when not in contact with the ground so they get the bobbing effect. Their damage will be minimal, and rightly so since they'll be tough to kill with anything but a bow.

     

    Players spawned as zombies and zombie pigmen get normal melee abilities, except bows, and whatever armor they were wearing when they died. These will be the tanks.

     

    Players spawned as skeletons get bow melee ability, but nothing else, and whatever armor they were wearing when they died.

     

    Players spawned as spiders get normal melee abilities including a poison effect. I doubt you can give them the ability to climb walls...

     

    Players spawned as Enderman will get normal melee abilities, no bows, and a stack of enderpearls  for teleportation. No armor.

    An award for a mini-game will be that a player can spawn as a Ghast, or a Blaze, given the bow ability and the ability to fly. 

    Another award for a mini-game will be the ability to spawn as a cow or sheep, with minimal melee ability. This "mob player" will act as a spy within the opposing team's base, with the ability to do melee damage.

    All "mob players" will spawn at a central location in the map, giving them a fair chance to get to a team's base before respawning as a normal player the following morning.

  7. I did not see "Spamming items is the rule I broke" when I wrote my last comment. My apologize for not recognizing your correct statement of the rules. Your ban length is 3 weeks (1 for skull spamming + 2 for ban evasion). Please open a new appeal on the 18th of June, stating that you will abide by these rules from now on and you will be unbanned at that time.

  8. No. Your attempt at ban evasion through your alt account CrazyTiger2000 has earned you further need for appeal, and when given a short list of rules to choose from (I don't know why I offered that.) you still could not identify the rule you have broken. Until you can do that, your new extended ban length will not be set. CrazyTiger2000 is permabanned and will not be allowed appeal. 

  9. Can you find it in this abbreviated list?

     

    • No griefing, including but not limited to:
      • Destroying blocks placed by other players.
      • Placing blocks or leaving inappropriate signs on other player’s structures.
      • Flooding structures.
      • Spamming items.
      • Destroying crops without replanting.
      • Note that this rule is not applicable on the chaos server.

    If you can identify the correct rule 1 week from today, on June 4, 2013, and agree to abide by it, you will be unbanned. Please make the appropriate post at that time.

  10. I think I may have finally thought of a way to more properly involve creative players in CTF. What do any of you think about allowing players to choose between "creative" and "PVP". "Creative in this case would be a limited version of creative mode with fast blockbreak and flying where such players can be killed, but not kill others directly. Such players would also be limited to their own team's area of the map (so they can't grief other teams easily). Optionally these players would only be able to use resources that have been mined for construction.  

     

    I think this could result in some really interesting defenses and tactics. Given the "creative player class"'s limitations I think only a few people that C normally appeals to would choose it, but still be tactically relevant.

    • Upvote 1
  11. I don't like the idea of a protected lava lake. That may appeal to Parkour types, but it should definitely be optional. And by that I mean we should be able to mine under, adventure around, and build over & through it. Otherwise this is known as "minecrafting" to those familiar with the concept... :biggrin:

     

    Treasure trove hunting in no-mans land (and even under your own base) sounds like a really great plan, and as much a mini-game as any of the others. Hence I suggest the awards should include team buffs. Treasure troves above ground should have challenging terrain (such as a floating island 100 blocks up in the air), making them equivalently difficult to access as the underground ones are to find. One should definitely be inside a protected maze (of DOOM!). Another should be on the island in the middle of the lava lake. And another should be inside a trapped temple (I have some familiarity with such temples...).

    If we want a pathway between each camp, I vote we use the arch design from Dome6 to make it raised and resulting in some interesting combat involving pushing players off to their death! In fact, having such "highways" available at the beginning of the map, would lead to an interesting dynamic until they can be properly defended or destroyed.

  12. I really like the idea of having treasure troves in the No-man's land, both buried and in the open (like the Hunger Games Cornucopia). Basically if some of these troves are resource based, and others are buffs, you get a more widespread KOTH experience trying to maintain control of available treasure troves.

    I like the wool mountains, and hate the holes.

    I'd like to second the idea that all but the Flag's immediate area should be unprotected.

    As an alternative to using 2 teams so that outmatched teams don't unbalance the game, I propose that, beyond simple flag capture, holding a flag area continuously for an hour should "destroy" the base, awarding 50 captures to the destroyer's team. At that point the base becomes no-mans land, the flag area blows up, and the players on the "destroyed" team are randomly distributed to the two teams that didn't destroy them. Holding a flag area more than 15 minutes would automatically give the defending team buffs to bolster their defense.  

     

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