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Enture

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  1. Hey! Thanks for requesting feedback 🙂 Below is mine, presented as a point-for-point list of answers to your questions. The major, TL;DR-type points are colored: green for positive, red for negative (don't fret, there's much more green than there is red ^^). Spawn: Layout: Spawn was remarkably easy to navigate! Being right at the crossing of the cardinal roads upon exiting the Spawn building really helped with that. Interactivity: Having player plots there is a really neat thing, although the build style guidelines should maybe be enforced more strictly, as the "smalltown America" feel was only respected about half the time, in this Rev's spawn player builds. Overworld: Size: I'd go for a slightly smaller map, cause I love more crowded maps! 5k x 5k might be the sweet spot, as going down all the way to 4k x 4k would mean an area shrunk from 36 km² to 16 km², which is probably too steep. Terrain generation: I'd either go full-vanilla, or using beta-like generation presets, as suggested by u/GloriousPickle on the subreddit. Biomes: I felt that vanilla snow biomes were a bit missing, since most of the snow was found in that custom biome south of Rose. Ores: they felt quite right (a bit abundant to me, but I rarely undertake giant projects, so my needs are modest) The Nether: Size: 3k x 3k is just right, I think Terrain generation: this Rev's Nether was great, for what little time I spent there. If Rev26 is going to run on Minecraft 1.16.x, though, I concur with Zburd and FallenAgnostic: it should really, really use the new vanilla terrain generation, to experience the update as it was designed. Custom Mobs: I haven't dealt with them to much, but there's no reason not to keep that idea going. Resources: I can't comment on glowstone and quartz, as I didn't use them this Rev. If the Nether reverts to vanilla generation, care should be taken to make resources like concrete powder still available, through some other means (the End seems to be the obvious alternative) The End: Generation: can't really comment, as I spent little time in the End this Rev. Dragon Fight: same, I can't comment. Elytra: I can't think of a better compromise than the current method of obtaining them. I dislike the way Elytra discourage the use of road and rail, but at the same time, they make Scavenger Hunts and random map exploration so much more enjoyable, and I don't know how to solve this conundrum. If making them rarer is deemed desirable, an alternate, harder way to get them could be either as an expensive, custom trade at Spawn, or as a reward for a Scavenger Hunt-type event. Shulkers: I can't comment. Mapworld: I can't comment. Portals: Number: shrinking the map may warrant going down to 6 portals. maybe. Implementation: the current implementation and day-1-availability seems just fine to me. Iron Golem Spawners: I can't comment. Custom Spawners: Inclusion and reveal: having them is pretty much a must as soon as mob spawn caps are used. Not strong opinion on whether they should be available from day 1, or added as time passes, to re-kindle exploration. Which types? Creeper and Squid spawners seem particularly useful. A source of leather may be useful as well: cow, or rabbit? Although breeding them works just as well, of course. If doInsomnia is set to false (see Other Comments, below), a Phantom spawner might prove desirable. Locations: I can't comment Custom Drops: Overall: I couldn't put it better than PlNG: custom drops make mundane tasks, like fighting night mobs or mining, interesting again. Rate: custom drops might be a bit too frequent right now, although if custom trades start being used for more everyday items, as mentionned by Zedadex, the current rate will be just fine. On top of "normal" custom drops, having "rare" custom drops that appear very infrequently and have a slightly NerdCoin value (2, 3, or 5 NC) would be sweet. Custom Trades: As Zedadex point out, being able to trade custom drops for NerdCoins 1:1 is the thing that made me actually care about them, in this Rev, as opposed to the previous Rev, where custom trades just felt too much of a hassle to the more infrequent player I am. Events: Overall: weekly events are great, and should definitely be kept! Time: as a european, I can rarely attend the Friday evening events. Having them repeat on Saturday morning/afternoon (US time) fixes that, although it takes an additional toll on the organizers, and have often very few attendants. Maybe create a bigger incentive for Euro-friendly events by having them alternate: the events would beheld only once weekly, at US-friendly times every other week, and Euro-friendly times in the weeks between those. Prizes: prizes are great! Types of events: all types I've heard of seem great to me. Particular care should be taken to have the arenas offering nice views of their respective towns whenever possible, though, and not buried underground. Also, it'd be great if in the hour or so leading up to the event, the host settlement could guide visitors through a tour of the settlement, be available for Q&A, etc 🙂 Rev Theme: Overall: the Roadside Attractions really added to the pleasure of exploring the map, as did the Scavenger Hunts. Please, please keep it up, it's so much fun. Themes are a good thing to have in general. Theme & Events: tying events to the theme whenever possible is good, but theme disconnect shouldn't ever prevent an event from taking place Other Comments: Phantoms: please, consider removing Phantoms from next Rev: they are almost exclusively an annoyance to everyone, and their membrane drops have very little use when most elytra owners enchant them with Mending + Unbreaking 3. If their membranes are deemed necessary, they could either be obtained at a custom Phantom Spawner, or be dropped by other mobs (bats? bees?), or Elytra could be made to be repaired using leather instead of Phantom membranes. Custom recipes: the following custom recipes (found in Xisuma's vanilla tweaks) would be particularly nice to have: smelt rotten flesh into leather craft black dye from (char)coal The rail system in this Rev was great, and theme-appropriate; it is however unfortunate that so much of it was underground. The NerdTrak map made and updated by Treppich was particularly helpful for getting an overview of the network, and planning trips. Anything that could be done to facilitate a similarly-extensive network in the next Rev, and better support above-ground lines, would be welcome. This could include: giving rail builders prominence/priority in surface claim disputes, if those arise making it clear to claimants that a railway line might go through their claim (similar to the fact that building near a cardinal road means you must be ready to make some concessions), that this is fine, and actually an opportunity to accomodate something unexpected into your build. regularly posting up-to-date railway maps on the PvE blog advertising the Deadmap as a place where to document functioning railway lines, so that having an up-to-date railway map can be handled on the Deadmap Thank you, Padmins, for all the hard work you do! All feedback suggested here is really minor things (apart from the Phantom ban): the server is great as-is, and something to be proud of! 😄
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