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TornadoHorse

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Everything posted by TornadoHorse

  1. To me it seems that you're trying to prove why these things would be bad rather than thinking of solutions to the problems you've suggested. If you're not open minded then Creative won't change and you'll stick to the small player base it has now. If you only allow World Edit in the player's own land then it'd reduce the amount of monitoring needed. Again, if you limit the size of area and certain blocks (lava, water etc.) that you can World Edit it'd both reduce lag and the need for monitoring. I'm not really sure how you'd be able to abuse this either if these limits were set in place but you could add a rule - "No abusing of the World Edit command" and list examples of what comes under abuse. Remember that this is only a perk or reward, not a thing that you have all of the time. Make it quite difficult to achieve and you're not going to have everyone World Editting at the same time. You're not being forced to use it either. For the domes you could simply disallow World Edit in that area. If you want more players then you're going to have to break away from having an 'adult theme', it's simple. Whether you like it or not you're going to have to target a younger audience if you want to increase the player base. Having coloured names doesn't promote favouritism. If anyone and everyone can get it and there's no picking or choosing then it can't be favouritism. It doesn't have to be a coloured name, it could be a coloured tag or icon. These are just suggestions, I was hoping for a bit more discussion and solutions rather than just why they wouldn't work.
  2. With all due respect I think you're shutting these ideas down too quickly. I can see how you might not want World Edit allowed even for the short amount of time players would be allowed to use it, however other servers manage this fine. Having limits such as only being allowed to World Edit your own claimed land, not being allowed to World edit huge amounts so it doesn't create lag. I don't know all of the world edit commands but you could disallow any that would be overpowered. It wouldn't really effect how long people stay on the server because there's only so much you can do with it, you can't do detail for example. You may not like it, I'm not particularly fond of it, but it appeals to the target audience of most creative servers. You only need to go onto any sort of creative or freebuild server to see these types of things draw in numerous players. If you want more players you're going to have to change, there's no two ways about it. Rather than shutting these ideas down immediately, discuss them, speak about the pros and cons.
  3. I'd like to keep them for now. They're really handy for the building side of the server, you can get straight back to building your base if you die. For these circumstances I really love beds. There's not actually been any big PvP or clan fights yet as most are still getting prepared but I'll be interested to see the effect this has on PvP. I think the death within 10 blocks of your bed is also a good solution to bed camping, however I reckon it should be changed slightly. I think you should have 3 chances of respawning at your bed if you're within the 10 block distance. It gives you a better chance to fight back against mobs/players. At the moment it's sort of a disadvantage to you to get killed by your bed because you have to run all the way back to your base whereas there's no disadvantage to the attacker. Maybe consider adding a slight amount of damage to the attacker if they kill you within a short distance of the bed. I'm not certain about this though because there are some flaws like armoured PvP happening within range of the bed. What do you think?
  4. Yes. CombatTag can't prevent logging to avoid combat so it's better to have them both for now.
  5. Exactly right. and if you want more players then you're gonna have to compromise. The first thing I'd consider if I were a cadmin is allowing roleplaying. A lot of creative players want to do it, and that's why they're being driven away. You could set limits on it to avoid that "tp if you want a girlfriend" stuff and if you don't like what's going on in chat that's why we have the /ignore command. I'm not sure how the C map is currently set up, but you should also consider using plots. Maybe couple of hundred around spawn? One of the things that i've noticed from playing on C servers is that quite a few people want to go there to create test builds. If you don't know the map then you won't want to fly around for a while looking for a good plot, you'll want to get straight into building. The final thing I'd consider is having certain boosts or perks; not for donating but for maybe playing for a certain amount of hours.Play for a few hours in 1 day? You get a coloured name or world edit for a short amount of time. These would give players an incentive to play and hopefully stay around for longer.
  6. All of this discussion about Carver being unbanned has come up due to LadyRavenOwl getting back her staff position. I'm never against getting new mods, the servers always needs them and I don't think we should be discouraged from making additions to the staff team. However, it struck me as a little odd that LRO returns for around a month and then gets staff back, especially given the way in which she left the last time. I think this is what has confused me and many others. There had been previous discussions with the one of the heads about how past staff can get their positions back, and although not official we came to the decision that it'd be best if past staff had to go through the same process as any normal player. This was never put into practice, but it frustrated me slightly that they'd give mod straight back to a player who hadn't been around for over a year despite not long before saying that things like this shouldn't happen. This is the only reason all of this stuff has come up about Carver and unless Carver wants to appeal then I don't really think this discussion can go anywhere. I'd quite like to see Carver back and if there's no harm in him returning then I don't see any problem with him being unbanned.
  7. Clay looks neat but in these colours it's too difficult to tell apart, especially when you're in a rush. Just chose colours that aren't similar, simple.
  8. totemo. He's always watching. But seriously, staff are able to check the ratio of diamond to stone mined, if it's looking suspicious, they'll check it out. They're then able to check the tracks of where people have mined. They can see if people have been mining straight to ores, or if there's anything strange about the way they're mining which could suggest that they're using xray. They won't look at coordinates whilst doing this, and definitely never make note of them.
  9. I'm not convinced. Could we have an option added to have a trial period? I reckon this would bring in a few more players who want to just sit away from all of the action, but we still want people to PvP. Then again, this would allow people to have the time to gather all the resources they need so they're able to PvP whenever they want! Edit: I think it'd also depend on what size map we're having. I could see it working well with a small map.
  10. I really like the idea of doing things like this. I don't often play on C, I'm more of a Survival player myself but would love to see some of these events happening and try my hand in them! Are you thinking of maybe having 4 players with a plot of land each having 10 minutes to build around a certain theme or stimulus? I reckon that sounds pretty cool. As for donations, I'd definitely say charity. Nerd doesn't need a constant income, and that's what we have the fund raiser events for! Edit: If this idea gets enough interest, maybe have a few different time limits or team builds? Could be pretty neat! :D
  11. A couple of suggestions: I think that rather than having one admin get back to you on the message, it should be spoken about in a group so that you don't just get a one sided answer, and that everyone is on the same wavelength. After the suggestion/concern has been handled it should be made public. If it contains sensitive information (e.g. names) then they can be editted out. Maybe when submitting a suggestion, there could be a tickbox saying whether you mind this information being made public? Neat idea, I like it!
  12. I don't like the idea of not having to replace after breaking into someone's base for PvP. For me, it just seems too easy being able to break anything you like without consequence. And is griefing really such a bad thing? In terms of rolling it back, anyway. It takes a matter of seconds to roll back almost all grief. Most of the problems it solves could be done just as easily with more staff. I like the plugin idea, but I don't think it'd be great for Survival.
  13. Yeah, this is a way better idea than mine! It would be a lot clearer to players also.
  14. Currently on Survival, there are two types of PvP protection: - The 15 second PvP protection you get after respawning. - The 1 hour long PvP protection you receive on your first join of the server. The 15 second timer runs out before you are able to leave spawn (unless you're sonic, of course) which renders it pointless, doesn't it? But as there is no real problem with this, I don't see there being any harm in leaving it enabled. Spawn camping hasn't been an issue (not that I've seen) so far this map, so hopefully we've made some good progress there. The hour long protection timer is the only one that I really have a problem with. I think it's about 4-5 times that I have come across a fully armoured player who is wanting to PvP, but they've had their hour long protection still enabled. Obviously this is not a problem for them, as they can disable it whenever they please, but for those wanting to attack that player, it provides a problem. The player with protection is able to disable it when they want to, giving them the advantage of getting the first few hits in a fight; which can be crucial in many PvP encounters. As well as this, it is possible (if a player wants to go through that much hassle) to get onto a secondary account, take a PvP kit from their primary account and then use the hour long protection to their advantage as explained above. There is quite a simple solution to this in my eyes, and I would assume it would be quite simple from a tech side too. If the hour long protection timer is deactivated when you equip armour (not sure whether just one piece or a full suit) but this would avoid players getting frustrated about not being able to attack fully kitted out protected players. There are some disadvantages with this, however. You can probably expect there to be a few people who set up dispensers around spawn with armour in them to trick new players into deactivating their timer. There are both pros and cons for this idea, but hopefully we can get some sort of discussion going to see if we can find a solution. Thanks :)
  15. I think Dr Draykhar and totebro fiddled around with potions a bit recently, possibly changing healths and strengths back to 1.5 effects. I can't recall the conversation too well so confirmation from either would be great. I haven't used potions a lot this new revision, but I agree that if potions could be edited a little to make protection IV fights last around 5 minutes that would be ideal.
  16. There are far better things we could be spending our money on IMO (advertising, hardware) as I'm sure many agree judging from the harsh reaction the forums recieved when we first got them. Seeing as it is money donated from the players of the server, we should definitely be told and agree on what we're spending it on before we've done so.
  17. omg ur a diffrent gurl from last tiem but hot tho can we plz meat?

  18. Just to make it clear to you, teddy. I come purely from S, and can say the neither I or the majority of the people I spend time with on here hate any staff members. We may disagree with some of their decisions or the way they handle circumstances, but that doesn't make us think any less of them as a person.
  19. We have quite a few rules where there nothing is logged; logging to avoid PvP (before being hit) being an example, where we have to have a staff member see it happen. We need mods on S who know what to watch for when moderating PvP. If we're getting new mods who don't know how to do that, then they should learn. To know where PvP is, you either need to be messaged quickly or even just look in chat to see the kill messages.
  20. If I'm right, I don't think this rule was ever properly sorted out. Giving it a bump so hopefully we can get this rule clear. Imo, "spawn killing" is killing anyone dropping from spawn. Once can be excused, but after that you need to move along. I also feel similar about base camping. Not allowing someone into their base should only be tolerated for a couple of times, anymore than that then either the player needs to move along or a staff member may have to get involved. However when you are letting people get items from their base, then killing them, I think that should be allowed unless you are asked to stop. Sorry for any bad grammar/sentence structure.
  21. HEY GURL I SEE UR A GURL WANNA GO OUT SOMETIEM PLS PLSPLSPLSPLSPSL AJOCOCOCOCOOXOX

  22. Should the maximum enchant level on an enchanting table be what it was in 1.5 or at the increased Enchantism level? There has been little feedback about this, so hopefully this poll will make it clearer what we want. Thanks in advance! :D
  23. This is something we need to get sorted out, if possible before the start of the new revision. With a strength II potion and a sharpness V sword you can kill a player in Prot. IV armour with about 6 hits. You shouldn't have to spend a few hours grinding just to lose your items within 10 seconds. Seeing as PvP is mainly decided on lag and who can click faster, this is something that should be a high priority. So far, there are no plans to change the power of potions or enchantments. I don't want to have to ban strength potions, but at the moment it seems like the only option. Edit: The best thing that could happen is if potions are switched back to how they were in 1.5. Far simpler and not OP. Edit 2: And if it hasn't been already, take out knockback IV from enchantism. Edit 3: Everything in Enchantism you wouldn't be able to get normally (Looting IV, Fire Aspect IV etc.). Enchantism makes it far too easy to get good armour, at least keep the need for bookshelves.
  24. Let's leave out the hostilities are focus on what direction we want nerd to be heading in. Constructive comments only.
  25. It's great that you want to do mod stuff and to help the community, but you have to remember that staff are players too. If they want to be playing the game, then they should be able to. If you can't do that then clearly something is wrong.
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