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Diznatch52

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Posts posted by Diznatch52

  1.  What if we combine these two, and invert the problem? What if beds came back in full effect? and if you're killed at/near your bed within a certain amount of time upon spawning / amount of times It throws you to spawn instead? Takes out spawncamping from both potential ends, and takes out the 'randomization' of spawning somewhere unknown in the over world.

     

    I like the idea of bringing beds back on Survival. Feel free to add whatever opinions you have of that and what it would look like, but try and keep focus on 'spawn camping' , what it is, and how the rule should properly represent it -- If beds were to be implemented, this is the one rule that would likely need the most serious rework.

    I personally am against beds on survival. If you are besieging a base and you kill someone in that base, as it is now they'd be all the way back spawn and pretty much out of the fight. Which is fair, and a good thing. If they had a bed in the base, they could just re-kit and join back in the fight immediately, essentially making to impossible to successfully attack anyone's base.

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  2. I see this doing more harm than good. The only group that it would benefit would be those getting spawncamped, which is a very small number. Getting placed at a random location on the map would be more of an inconvenience than anything.

    I agree. Might be harder to get back to base if you have no idea where you are when you spawn.

    • Upvote 3
  3. As I say when responding to every survival thread, this is the opinion of someone who began playing survival more regularly only recently. If there's something I'm simply missing due to that, feel free to call me out on it. That being said, I feel that waiting around on any of the roads a sizable distance from spawn should not constitute spawn camping, as one could easily just take a different road to get around. It's not as if you are waiting in an artificially created bottleneck. If one were, to example, wait on one of the roads in front of someone's base, that could effectively stop them from getting back to it, given enough firepower, but that is basecamping rather than spawncampng and as such is a discussion for another time.

     

    Personally I consider spawn camping to be when you hang around in the area between the water drops down from spawn. If you're just waiting for people to drop and killing them, you're literally spawn camping. If you are waiting outside the water drops but when people drop, still run at them, I would also consider that spawn camping. I guess for me the difference between spawn camping and not spawn camping is that when you're spawn camping you're actively going to them to kill them as they drop from spawn, whereas otherwise you could just be waiting for those that do happen to come your way. Those that do, though, will know not to run in that direction again and can simply go a different way.

     

    Zerging whichever non-ally runs past you on roads isn't spawn camping. Actively searching out and killing certain or all people as they drop from spawn is. At least, that's how I feel.

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  4. So I had begun to update the List of Commands page (http://www.redditpublic.com/wiki/List_of_commands) when I noticed that at the bottom it had a link under "See Also" to the User commands page (http://www.redditpublic.com/wiki/User_commands). After looking through both of them, it occurs to me that these two pages could be considered redundant. I was wondering which one would be better to focus on, if the other should be deleted, and if anyone would like to assist me in the updating of that page, as my knowledge of S is incomplete and my knowledge of C is fairly lacking.

  5. I'm just gonna go ahead and bump this as I think it's a great idea and really warrants more discussion than it's getting :D

     

     

    EDIT: Well that clearly did nothing. I have a few thoughts on the matter that I'll go ahead and post when I have a moment, though as a fairly new player to S specifically I'm not sure how much weight my opinions have on a matter such as this.

  6. What about all of buzzie's spleef videos? He has tons of them, and could probably put together a montage of the best matches/moves. Or if he can't, someone could probably grab them off his youtube channel? Just a thought.

  7. From my time on S I know that the XP plump they use there already makes any grinder, even a crude whack-everything-that-comes-out-of-a-spawner-with-a-sword grinder, faster than P's End grinder on its best day.  Certainly you could get more XP even faster at the End grinder if the plump affects it, but any grinder with the plump would be adequate for enchanting.

    I think he means that just as people on S still use the end grinder for long grinding sessions, people might consider an XP plumped End grinder on P to be so far off from vanilla as to be unnecessary.

  8. Alrighty guys, let please keep this to a discussion about end grinders and public/private spaces on PvE. The issue is not about who's said what or cities or reputations, and I don't want people flaming each other here, as that just pushes the discussion off track. As I see it, the question is:

    • Should private groups or individuals be allowed to build personal grinders in the end?
    And this could be broadened to discuss the entirety of the PvE rule:
    • The map should be considered open for exploration. Players are not allowed to completely block off large sections of the map. Access to land and buildings should not be "restricted". Anything can be explored by anyone. Rare exceptions include structures such as private animal farms.

     

    Also,

     

    S player here. Enchanting has been historically broken in Minecraft. I used to spend hours/days/months using grinder, waiting 2 hours for a single piece of armor. While S is PVP oriented and enchanting has a bigger role perhaps than P, I think the enchanting issues is taking a toll on P now.

     

    Our solution? XP plump. We no longer rely sorely on the end to do decent enchanting. In fact we have multiple end grinders on s, and we aren't fighting over them because they are no longer the primary source of enchanting.

     

    With xp plump, overworld grinders are as decent as the end, so the end is now primarily used for pearls, not xp.

     

    Anyway I just thought I'd share this viewpoint, take it or leave it, I thought it might help when considering different options in how to fix this issue.

     

     

    Drawing from these two, I'm of the opinion that it would be best overall for P, and the most in the spirit of P, to have 1 public grinder that is worked on by everyone who would like to. This may cuase problems with who is heading the problems, but come on, we're Pers, we can figure that out. In the case where it is decided that it would not be fair to limit people to only building one grinder, I would be with Uni0 in advocating for an xp plump.

     

    That being said, should two grinders be built, i feel very strongly that access to them should not be restricted, just as access to the special spawners weren't restricted from last rev when people made creeper and zig grinders.

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  9. I think it'd be a good thing overall. yeah, you have the possibility of more LWC grief, specifically in the beginning of the rev when everybody and their aunt logs in, but once that is cleared up, in my (definitely not completely knowledgeable) opinion it would be worth it over the course of the three months, assuming at least 2-3 active admins. It might be an issue for times when we're down an admin (like right now) and having the additional adminreqs would be unhelpful.

     

    Regarding my first point, though, as a mayor of a major town, we'll probably just recommend that all chests placed in a public area are /cpublic ed unless they specifically wish them to be private. Hopefully that kind of thing could keep the adminreqs down a bit?

  10. Ah, I've discovered the real issue. It's not that "Server Discussion" doesn't show up under "Recent topics," it's that recent topics is recently created topics rather than the topic most recently posted on. I understood that the point was for it to be the latter, as was the case with the old forums. Especially considering all the derp posts in off-topic, could it be considered to do it the other way?

  11. Now while on mod duty, that one's easy.  I checked out a modreq for a rogue clay block that somehow made its way into a pillar of a build on P.  The last edit in that location was a destruction by the player who made the modreq, which seemed impossible to me.  I selected the clay block and typed in the command to redo the player's edits in the last five days or a week (forgot how long it was)...except I forgot one crucial parameter and ended up redoing the player over the entire map.  Luckily, since it was a redo, many of the builds were not altered significantly, but certain bits of terrain went missing and some old dirt scaffolding reappeared.  And in that madness the clay block refused to disappear.

     

    Nevertheless, I had thought I was done for (as staff) and radioed the mods going "omg I've done a global redo of someone, what do I do, please help D: ", but was relieved to be met with forgiveness and assistance instead.  I told the player what I had accidentally done, and I was relieved by his understanding as well.

     

    Haha, good times.

     

    6) If you will step over here into my office, I can show you all the finer aspects of anviling a buzzie

     

    7) Due to some technical errors that is occuring, we are having trouble mantaining control over the wild species known as the "buzzie"

     

    Sounds great! When are you available for a buzzie-anviling-training session? If we're gonna learn to control it, we've gotta work together!

    • Upvote 1
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