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robr

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Posts posted by robr

  1. Thanks for appealing. You have been banned at latest for taking another user's enderchest from outside an end portal, but have been warned for multiple instance of grief upon other player's builds. We take unauthorized editing of other user's builds very seriously here and it is not tolerated. Please re-familiarize yourself with the rules at http://nerd.nu/rules and post here again after 48 hours that you understand them and you will be unbanned.

    location of enderchest stolen

    https://imgur.com/CPBpdmN

    post rollback:

    https://imgur.com/txAVEcn

    previous grief:

    https://imgur.com/a/oJ6NM8I

    Ban reason:

    Previous notes:

    Added By

    Note

    Time Added  
    fazaden warned for griefing another player's build 5 days, 4 hours ago  
    robr Additional warning added in reference to further grief on server prior to initial. User's edits rolled back. PvE 01-28-19 1 month, 2 weeks ago  
    Bluuefuzzy warned for crop grief on pve 1 month, 2 weeks ago  
  2. The Spawn Building

    ·         I think spawn was nice, interesting to explore although as Troop brought up earlier, the museum was heavily slanted towards the last couple revs. In the future if such a plan is in place it would be nice to predetermine size and open up the submissions to a wider audience.

    ·         I am still a large fan of the forced rule path to get out of initial spawn. This used to be consistent, is still something I’ve seen on other servers as well.  Yes, people may not always read them, but we shouldn’t be hiding it from those that do. If someone has to run around a couple corners to ignore the rule so be it, we never had a problem with people getting out before.  Hide a warp sign among the text if those extra 10 seconds are really that irritating for people who have come back after initial spawn. At least then we’d know they read that far.

    ·         It was great having a rail station again, however it felt hidden below spawn and the approaches down below seemed a bit unintuitive and as a result the incoming lines are a bit messy as things coming in from various directions couldn’t easily get to the various lines without curving around or over various existing lines. N/W/S/E needs to be a bit more defined in approach, possibly with some pre-stated assumptions of right away to prevent someone from building something else in the natural rail paths.

    The Overworld Map

    ·         Map size still felt a bit large, I think we could stand to go down to something similar to rev12 (4k*4k), possibly with some sort of mid rev expansion

    ·         Haven’t really played much with 1.13 to comment, probably fine for overworld though.

    ·         How do you feel about the current overworld map size? Too small, too large, just right?

    ·         Diamond seemed a bit light, but as we mostly exploit fairly trade with villagers this was more of an issue for other diamond uses..

    The Nether Map

    ·         The vanilla nether really is boring, I think we should stick to custom as much as we can.

    ·         There really needs to be an inherent / auto-claim buffer around portals on the nether side so the towns can develop them without having to deal with establishing claims and other users that have decided to put holes in the area and such.

    ·         Quartz seemed harder to find – more akin to the type of generation we’d see of it in the overworld than typical nether distributions..

    ·         A more defined netherspawn, possibly a dark mirror of overworld, but protected with any custom baddies captured for reference like we have now.

    The End

    ·         Honestly, I’ve just avoided the end largely this rev.  I hate that with the introduction of dragon respawning an entire dimension that used to house builds has been reduced to the same, round Live, Die, Repeat arena and the outer islands largely get ignored since the portals either don’t have anything built up to them or spawn outside the map boundaries and are useless.

    ·         I’m onboard with the dragon fight being harder, but at the same time it needs to be balanced so that it’s not too laggy on users with crappy computers, and that people can’t just log off en masse and have moblimiter do all the work for them.  If we could have some sort of mob progression as the dragon takes damage, ala most MMO’s, that might be better.. whether custom mobs or just increasingly difficult vanilla mobs (say some withers or something)

    Mapworld

    ·         I haven’t played with mapworld other than to look in awe at some of the creations, but I think it’s great we’re bringing back old ones as well. Honestly I think the WE perms should at a minimum mimic whatever we have on the creative server, particularly since the world has a specific stated function. If anything it’d be great if we had some sort of method to import schematics.

    Portals

    ·         I like the staggered release, but feel that it needs to be over a shorter amount of time and any initial portals not discovered in the first week should immediately start having clues put out.

    ·         It might be fun to spread the hunt out between the overworld and the nether however (predetermine the locations, but don’t necessarily have all the markers in the overworld – have a few in the nether that could be discovered and then noted you have to put the overworld within X radius of whatever the predetermined point was)

    Iron Golem Spawners

    ·         I don’t mind the tiered system, but think that you should be able to upgrade a single spawner in lieu of having to have 4 and then do them all at the same time. Maybe I misunderstood how that works, but there’s something to be said for areas that may just want a smaller grinder..

    Custom Spawners

    ·         I think on a multiplayer server, particularly one with modified mob mechanics for lag prevention like we do, it’s a necessity.

    ·         Squid, Slime, Witch, Shulker.  I think Creeper is too overpowered, plus there never seems to be shortage of creepers on the map and with a Witch it can be redundant.  I might suggest putting the Shulker spawners in the end to encourage development of the end islands.

    ·         I don’t see the need for custom spawners in the nether – dangerous things spawn enough there.. the only possible exception I might consider would be for ghasts, but they don’t seem to be enough in demand that it couldn’t be better addressed with a custom trade for tears instead.

    Custom Drops from Ore (Fossils and Rares)

    ·         I haven’t actually traded any of these in yet, but I think it’s been a neat addition to otherwise boring mining activities.

    Custom Saddles

    ·         I think they’re a hoot. Wish we could see them on our end. Keep ‘em.

    Elytra

    ·         The only way a “vanilla” elytra distribution would work is if we didn’t have any world border on the End or regenerated it every night on a different seed. Neither of these seem particularly realistic for a server of our size

    ·         I still don’t disagree with a small delay before availability, possibly shorter than the 6 weeks we did this time – maybe pin it to the community mapping effort so when we get the live map, we get elytra.

    ·         I don’t think it should be farmable. It’s meant to be an end game item, a harder end dragon helps with this, but whatever changes we make need to not be like it was before when you could spawn a thousand dragons one after another to just generate more.

    ·         Strictly from a road/rail support aspect, I think it should be made clear by the admins ahead of time that if you’re building along the cardinals you are expected to incorporate the roads the community are working on out the directions from spawn or not force a major reroute or block.

    Events

    Possible future event: “give robr WE day” .. a day where things can happen like I can quickly finish my projects and maybe help other people with theirs too (maybe, //replace air lava might also occur)… just a suggestion..

     

    • Like 1
    • Upvote 3
  3. offline for a bit, but on chats - finally heading up to PNW for house hunting next week!

     

    edit: i'll probably be offline for the most part until mid august, we found a house and are moving at the end of this month so i have a ridiculous amount of RL stuff to attend to so we can get outta h-town..

  4. Tom's not on staff anymore, but given the age and appropriateness of current skin you're good -- unbanned

     

    original reason for ban: 10410059,CousinMosquito,tompreuss,offensive/inappropriate skin nerd.nu/appeal,2013-04-10 17:50:52

  5. Another option to throw out there might be a “special” portal that instead of  going to the nether, instead goes to a multiverse world that’s pvp enabled.. nothing large though, something along the lines of a sky block Island .. spawn protected with a random tp sign on the violent side of the portal to prevent spawn camping.. 

    • Upvote 1
  6. Derpy - while I'm happy to see you know why you were banned, i'm concerned that you ignored the rules posted at spawn and online at nerd.nu/rules in the process.

    Specifically the following section of the rules:

    Be Respectful to the server

    • No griefing or block spamming

     

    We take griefing very seriously on this server - just because something isn't protected, or that it's near the end of a revision, that does not allow or excuse the behaviour and we will address it swiftly.  Please make sure you read these rules in depth and acknowledge them in this thread and you can be unbanned.

  7. KarlHenderson42, thanks for posting. You were banned just a couple months ago for this, so if you haven't been on in a year or so, it's probable that your Minecraft account was compromised.  Please change your password and post back acknowledging you've revisited the rules and i'll unban you.

  8. On 1/5/2018 at 6:07 PM, Barlimore said:

    Map

     

    Size

    For revision 21, the map size is 9000 x 9000 blocks. We have been considering a smaller overworld map for revision 22, as confirmed in the discussion here.

    1. How have you found the current map size?
    2. We believe that returning to a smaller map size for next revision would encourage more community activity - something we are strongly looking to promote. What are your thoughts?

    1) i think the size is fine, but as mentioned previously , put the portals closer in to encourage #2  -- maybe even make the outer wilderness a bit harder to get to(extreme terrain closer in - make it an accomplishment to get past it)

    2) if we go smaller, it should only be slightly - like 7x7 or 6x6 - or have an expansion option..

    Quote

    Biomes

    We used the Open Terrain Generator to generate the map and worldpainter to make smaller changes. This terrain generator allows for a variation in the types of biomes and allows us to modify them too before they generate, and worldpainter lets us make more precise changes on a smaller scale by comparison.

    1. How have you found the world generated?
    2. Which biomes would you like to see more of?
    3. Which biomes would you like to see less of?

    1) mostly via exploring and by looking at the carto - really the latter kinda gives it away since you see the whole overworld generation :D

    2/3) i thought we had a good mix this time, i miss the old tiaga forests (spruce with snow) , which might be nice to see again - plus, more birch forests.. in fact, if half the map was birch forests i'm pretty sure that would make some people really happy >=]

    Quote

    Ore Distribution

    For the ore distribution this revision, we emulated the values of revision 19 (though there are notable differences). Additionally, compared to last revision, ores would typically generate where you’d expect to find them normally.

    1. How did you find the ore generation this revision?
    2. Were there any ores you feel were too sparse?
    3. Were there any ores you feel were too abundant?
    4. Would you like to see biomes specific ores such as the mesa being plumped for gold?

    1-3) thought ores were fine, maybe..

    4) .. a little more gold, i like the idea of ores being a bit more biome specific..

    Quote

    Nether Portals

    For this map size, we spread 12 nether portal markers out around the map, with another nether portal at spawn. Each nether portal could be lit within 100 blocks of the marker, and placed in either the upper, or lower nether.

    1. We meticulously planned the bedrock markers to try to provide optimum coverage. How did you find the layout for this revision?
    2. Given that we are considering a smaller map size, how would you like to see the volume and layout of nether portals?

    1) didnt find a portal, so can't comment

    2) i think the portals were too spaced out - see above

    Quote

     

    Nether

    This revision, we saw the nether divided into an upper nether, which was all entirely custom built by Sir_Didymus, and the lower nether being vanilla generation, with the bedrock roof mostly removed between the two.

    1. Would you like to see an upper nether return again, or shall we explore another format (such as an all-vanilla nether)?
    2. We introduced a nether spawn this revision, which was built by Barlimore, Sir_Didymus and with staff contributions. We did this to introduce people to the upper/lower nether concept.

    a. Provided there is an upper nether again; Would you like a nether spawn to return in future, or would you like us to return to tradition and allow you to create your own nether spawn?

    b. How did you find having a pre-built nether rail station?

    1) all vanilla is boring, but i'm not a huge fan of completely custom either - i liked the mix, felt there should have been more in the top nether though

    2) if we do this in the nether again i think it needs to be a bit more obvious/ not split (have spawn be more of a central/smaller focal point - i dont think it was obvious enough to prevent player-built competing rails from popping up which caused contention in some arenas

    Quote

     

    End

    It’s the end! This world is typically generated completely vanilla. For this revision, the end was a size of 4500 x 4500.

    1. How do you feel about the size of the end? Should this be smaller?
    2. We have frequently heard feedback about wanting the end dragon fight made more difficult. How would you feel about the end dragon fight being a non-vanilla experience?

    1) honestly the end has been largely useless since the dragon became respawnable.  the main island is too unpredictable for any player builds that aren't specifically concentrated on just killing the dragon, and the outer islands are useless except for whoever ran and exploited the cities immediately to get the first elytras.

    2) the dragon should not be soloable, there needs to be pain involved. pain and organization. organizational pain.

    Quote

     

    Mapworld

    This revision, mapworld carried over from revision 20, allowing you to keep your plots, maps and modreq for them again without losing your work! We plan to bring mapworld over into revision 22 too.

    1. How have you found the experience of mapworld carrying over into the new revision?
    2. Which changes would you like to see to mapworld, if any? Worldedit has been a frequent request and an example which we would love to hear feedback upon.

    I haven't been in mapworld, but mostly because i haven't had the patience for that type of decoration - i really think we should have WE in there since it's such a limited-purpose use case

    Quote

     

    Spawn

    The overworld spawn this revision was curated by defiex, decorated by staff and built by jar9. We confirmed early this rev that the spawn building for revision 22 would be entirely built by nerd staff. With that in mind, we've made early progress on the spawn structure, to ensure a timely completion, and have made sure it fits well with the theme and events planned for revision 22.

    1. We have aimed for a very simple layout, one where you can exit spawn swiftly and clearly, along one of four cardinal roads. We are looking to further mitigate lag at spawn by moving the nether portal away from the spawn point.

    a. What would you expect to see from the layout of spawn next revision?

            2. Which was your favourite Easter egg around spawn this revision?

            3. Are there any spawn ideas you’d like to submit for future?

            4. How did you find having a pre-built spawn rail station?

    1) i am still a firm believer of the 1 way out of initial spawn area to go past the various rules/tutorials, it was too easy to skip again with multiple immediate exits - not saying we don't dump people out into a crossroads, but initially you should go past this stuff.  I'm also concerned about the amount of lag we saw as the rev progressed - it was not like this during sprucing or even at launch but got progressively worse over time, so it seems odd that it would just be the portal?.  also, this rev we left user buildable buffer space under spawn initilally with the intention for people to do rails - but still it spawned player builds (including a grinder which i still don't think helped the lag) - if we're going to do this again we should have some more controlled corridors / restrictions immediately under that area because it's always loaded.

    2) clearly the watery tart.

    3) spaceship

    4) a welcome return. post rev-11 we had a very strong, redstone intensive coordinated effort on rails by a decent amount of long time users, most of which have moved on. we may get back to that kind of server wide cooperation at some point in the future, but until we do i really believe we should have this built into spawn again to make it easy for settlements to connect up.. while we didn't see quite the participation i had hoped, it was exponentially better than the previous few revs and has provided a valuable service for people getting around and new people visiting the server.

    Quote

     

    Features

    Iron Golem Spawners

    This revision, we replaced the wither skull cost from iron golem spawners and replaced it with a 1/500 chance of naturally generated iron ore of dropping a ‘golem soul’. We continued the practice of having these spawner costs lower each month, to make them more accessible to those outside of towns.

    1. More than 1000 golem souls have been mined in the revision so far, resulting in iron golem spawners bought swiftly and with spare golem souls going towards a community contribution for special villagers.

    a. How would you like to see the iron golem spawner costs adjusted for the next revision?

    b. Would you like us to return to the practice of having people unlock a golem spawner, then upgrade them for an additional cost?

    c. Do you have any further suggestions on how you’d like to see golem souls used?

    1) I don't believe that, i think that golem souls are lies spawned in at random by the admins at occasional intervals at a 1/1134 ratio.  i think it's been well covered elsewhere in here, increase the frequency/cost, but they really need to reflect closer to the effort of what it would be building a vanilla grinder..

    Quote

    Custom Spawners

    For this revision, we revealed the custom spawners hidden around the world as bedrock markers, and whether those spawners were in the overworld of nether. This was documented in the public document here.

    1. Following a suggestion-box suggestion, we would like to ask whether you would prefer for all custom spawners to be located in the overworld, rather than shared with the nether?
    2. Which custom spawners would you like to see in revision 22?
    3. Which custom spawners would you no longer wish to see in revision 22?
    4. Guardian grinders became an issue this revision with their spawning rates conflicting with each other and other grinders. If possible, would you like to see a number of guardian spawners introduced to replace generated guardian spawning areas?

    1) we shouldn't have any custom spawners in the nether, the mobs native to that region are not infrequent enough to demand it and they really dont seem to function well

    2) squid, witch, shulker, and maybe a closer to end rev creeper spawner

    3) creeper combined with powered flight is too much - maybe bring in special traders near end of rev or fireworks-worthy events (new years, us 4th) so the firework enthusiasts can stock up to build, but having them up all the time just contributes to all the elytra issues previously brought up by others.

    Quote

     

    Community

    Blog Posts

    This revision, we continued publishing blog posts throughout the revision. So far we have published two of a total four, where the final blog post will go out at the end of the revision as a wrap-up.

    1. Is there anything in the blog post you’d like to see more of?
    2. Is there anything in the blog post that you’d like to see less of?

    1) more human interest pieces on mountain getaways that happen to be rail hubs in the NW.

    Quote

    Events

    We have continued to introduce a number of small and large events this revision, with the aim to have more available in the second half of the revision to give you more reasons to log back in and return.

    1. How have you found the events so far?
    2. Which events would you like to see more of?
    3. Which events would you like to see less of?
    4. Balancing prizes is something we always take as much care as possible with, depending on the nature of the event and how far through the revision we are.

    a. Those two important points aside though, which prizes would you like to see introduced in future events?

    I haven't really had a lot of chance to participate in the various events this rev due to rl obligations, but they seem to be doing well and drawing a good portion of the population to them. i think it's important to the future of the server to be able to have differentiators such as this.

    Quote

     

    Plugins

    TrainCarts

    This revision saw the introduction of the plugin TrainCarts. We included this plugin based on your feedback last revision. We implemented this plugin in a heavily restricted version (so none of this), keeping it reasonably close to HyperCarts, which we were using previously. We appreciate that this was a new plugin, with some hiccups throughout, so thank you for reporting issues to us as they came up.

    1. How have you found the TrainCarts plugin?
    2. Would you like us to continue using this plugin?
    3. Are there any other features of TrainCarts that you would like us to explore using?

    kill it with fire. i thought it was kinda neat initially being able to connect carts together, but it seems to have more downsides than is worth it compared to hypercarts or vanilla.

    - player damage going around corners

    - cheaper, non standard components being able to be used (pressure plates) that will break in the world download

    - unintended editing of protected rails (i know since fixed), encouraging replacing other rails with junctions (multiple areas down near spawn i've seen this)

    - seemingly random sudden reversals going up ramps

    - inconsistent speed, problems with chest/hopper carts, etc, etc..  

    Quote

    Other Plugins

    Revision 21 also saw the implementation of changes to existing plugins, such as the /place overhaul that pez252 brought us, which was introduced from the back of a suggestionbox suggestion.

    1. Which changes to existing plugins have you found welcome?
    2. Which changes to existing plugins would you like to see further changes to, or even removal of?

    suggestion box is cool, keep it.

    someone else mentioned shroomwithaview and shulkers - i agree with those sentiments, this shouldn't be used for rotation purposes.

     

    Quote
      Reveal hidden contents

     

    Expectations

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    2.

    3a.

    Additional Thoughts:

     

    Map

     

    Size

    1.

    2.

    Additional Thoughts:

     

    Biomes

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    2.

    3.

    Additional Thoughts:

     

    Ore Distribution

    1.

    2.

    3.

    4.

    Additional Thoughts:

     

    Nether Portals

    1.

    2.

    Additional Thoughts:

     

    Nether

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    2a.

    2b.

    Additional Thoughts:

     

    End

    1.

    2.

    Additional Thoughts:

     

    Mapworld

    1.

    2.

    Additional Thoughts:

     

    Spawn

    1a.

    2.

    3.

    4.

    Additional Thoughts:

     

    Features

     

    Iron Golem Spawners

    1a.

    1b.

    1c.

    Additional Thoughts:

     

    Custom Spawners

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    2.

    3.

    4.

    Additional Thoughts:

     

    Community

     

    Blog Posts

    1.

    2.

    Additional Thoughts:

     

    Events

    1.

    2.

    3.

    4a.

    Additional Thoughts:

     

    Plugins

     

    TrainCarts

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    2.

    3.

    Additional Thoughts:

     

    Other Plugins

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    2.

    Additional Thoughts:

     

    Closing Thoughts

     

    Additional Thoughts:

     

     

    • Like 1
    • Upvote 1
  9. ieuweh, you've more than made up for this minor offense in the revs since - consider the note gone.  we frequently will use notes to make sure other mods can see things in case they become habits - most obviously this did not, i hope it didn't cause any undue stress.  as soon as i'm on again here shortly i'll make it disappear..

    • Upvote 1
  10. i would suggest that there is definitely value in having them remain public, at least for a set amount of time (maybe 6-12mo, or the course of a rev+1) because not only of the transparency, but because of the proof provided in said appeals vs. any conflicting information (prevents a he said/she said scenario.)   - plus can serve as a proper warning for people who might be considering the same types of infractions (item dup, xray, etc.), or as a warning for players who might be considering collaborating with said offenders (that hopefully can prevent half of towns being rolled back.)

    We already ban discussing said items on the server itself, but i really think it's important to keep that in a public light, but it absolutely has a shelf life that i think we need to look at determining.

    • Upvote 2
  11. a little too late for this rev, i would make the suggestion that once we have announced the next rev, we allow people modreq for protection of their entire existing claims so they can remove the claim fences (which are ugly as hell 95% of the time) without worry of grief/squatting in the last month or so of the rev.  This way the save won't have as many of those random fences around, at least not around the nicer builds that care about being complete.. ?

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