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  1. Thanks to everyone who attended and helped out with the survival meeting yesterday. It went on for longer than expected, but we covered a lot of ground! The Mumble recording is available here On some topics there was broad agreement: Spawn rates: Most people felt that ghast and slime spawn rates are fine as they are. A suggestion that villagers could trade ghast tears didn't find much support - most felt it was too much like having trade signs, and that the balance was already OK Food saturation: Many people spoke of not enjoying 1.7's faster food depletion rate, something that affects pvp particularly. Video demonstration of the bug is here. Mojang say they won't fix it. All agreed that fixing it via a bukkit plugin would be an avenue worth exploring. Leaderboards: Many people missed the old survival leaderboards. A little while later in the meeting, tech admin slide23 announced he had fixed em! Yay! The leaderboards are available at nerd.nu/survival. Roads: Most players felt that the packed ice on roads should be replaced with ice, which allows for faster sprint-jumping. A majority of players, with a few dissenters, felt that the current roads are too wide, and that in future revs their width should be decreased. Most players felt 5 to be more reasonable. Moderator Willravel's suggestion that roads be limited to primary colours, and barneygale's that they could also be easily-identifyable blocks (obsidian, iron, etc), were met with broad agreement Public buildings: The vast majority of participants supported limited, pvp-enable regions on public buildings to prevent griefing. This would include things like KotH and Punt arenas. Everyone agreed that the rules for being granted a region would need to be quite specific, and that the region couldn't benefit any player over any other, perhaps including a provision that even the builder(s) don't get region access. Head admin Denevien mentioned that WorldGuard can be configured to alter one's spawnpoint if you die within a region, and that this would be a useful feature for many kinds of arena. Public arena: AC130 and xTheHundreds said they'd like to see a public arena in an accessible location, which everyone agreed with. Staffing: Many people felt the survival admins should interact with survival players more - join mumble channels, talk in-game, be visible. Many players expressed a desire for more survival admins, especially admins who play survival much more than any other servers, as much of the playerbase does. Willravel was mentioned as a good candidate. Players also felt that survival often had too few moderators nominated in each round. Announcements: Many players wished to be informed of important changes to gameplay. Creative admin buzzinbee suggested the staff keep a blog or twitter account for changes. Events: As always, the players would love to see more frequent arena nights and other events. More meetings: Despite the meeting's long running time, many people said they would like to see more on a once-a-month or twice-a-month basis. The following topics were discussed and have been posted as forum threads and existing threads linked: Clan allies and friendly fire: Everyone agrees friendly fire should be togglable, but no consensus was reached on dealing with friendly fire with allies. Clan tags: Most people felt they made chat hard to read, and suggested various formatting/colour changes. Beds: Dying within 10 blocks of your bed sends you to spawn. Many people supported being teleported to a room where you decide which you want to spawn at. They supported a delay in the room, such that zerging from your bed is harder. Killstreaks: TornadoHorse and others pointed out that the killstreak buff will debuff you if you're already using a higher-power speed potion. Conmangryphon said it promotes unarmoured killing, which met some agreement. Gizzle suggested debuffing armoured players for killing unarmoured opponents, with Willravel suggesting a message in chat. roastnewt noted that it could be abused by zergers to force a player into debuffing him/herself. Some other topics were brought up but met a more muted or mixed response: Not many players felt strongly about item frame protection. There was a range of views on "what makes a good arena". Some people were sceptical of the current rev's arena design, but most felt we should wait to pass judgment. A few players mentioned wanting to see the clan hall return Four_Down and others wanted more specific spawn camping rules, whereas others felt it should be just an internal guideline. A couple of people mentioned promoting non-pvp activity, and said their attraction to survival was the threat of pvp and the occasional battle with an intruder, not raiding. Some people requested a list of grief bait blocks. Draykhar mentioned that this would be resolved shortly. A few players supported having a dedicated "Events" forum. Others supported splitting "Server Discussion" into a forum for each server. Still more suggested using the forum's calendar feature. shanty_sniper and SlappinDaBass88 suggested debuffing or banning god apples. Most people disagreed. We have the following requests to the admin staff: Run a bukkit plugin to fix the fast hunger depletion Replace the packed ice and clay on roads with ice Draw up rules under which public-service buildings can be grief-protected Build or paste in a player-built public arena Engage with the community more, and bring in more survival admins, especially PVP-oriented admins Make sure survival is well-represented in future moderator nominations Inform the players of important changes via a blog, twitter, subreddit, or forum thread. Run more events! Thanks for reading! Look out for a post about our next meeting. Orginal subreddit post: http://redd.it/1ubnwt
  2. We discussed killstreaks during the meeting, but didn't come to any solid conclusion on them. Currently killstreaks are at only 5 and 10. Do you think there should be more killstreaks? (e.g. 10, 20, 50, 100) Should additional levels give potions perks as they do now, or should they just be announcements in chat? What types of kills should killstreaks merit? (e.g. Only armoured kills, all kills) Any suggestions are welcome, don't feel you have to be limited to the questions above, either.
  3. Here is the initial list of books: [redacted] Feel free to suggest new book titles or what some of the synopses should be. Game Summary: 10 books in 10 separate chests hidden across the map (Draykhar, MrLoud15, and I have the list of coords kept on where each chest is on the map, this way moderators can play too) Each book title corresponds with a set list of prizes done by admins Books are returned at the library on Blue Road into the designated chests and given their prize by an admin Trap chests are also in place and players are also allowed to set up trap chests as well When all the books are returned, game is reset For the harder to locate books, hints may be posted as to the where the chests are located
  4. Hi all. There are plenty of topics that we feel need to be discussed so TornadoHorse and I will be hosting a mumble meeting for Survival. Hopefully this should take place on January 2nd at around 9pm GMT however this time may change, so please keep an eye out for updates on the subreddit. We'll be discussing numerous topics such as: This Revision Staffing Openness and Announcements and anything else that you feel needs discussing. If you have anything you wish to discuss, whether positive or negative, you can leave a comment here or message either me or TornadoHorse over the Forums or IRC. Recordings will be available after the event along with a google doc of notes. We hope to see many of you there! Original subreddit post: http://redd.it/1u74w5
  5. Yesterday there was a meeting held before the whole bounty thing came up to talk about different things. A topic that came up was games and events for Survival as a whole. We discussed a few different games and events but wanted to extend the invitation for players to suggest things as well. This is a thread for people to do that. A bounty system has been brought up as something of interest for the server and was a game we suggested before the subreddit post was created. When it was discussed among us this is what was idea that was being played around with: Tag/Man Hunt Pick from a list of volunteers to go and hide People could sign up on the forums to be on the list One clue given as to where they are hiding or no clues Person who finds and kills them first is awarded a prize Feel free to suggest games that both involve PvP and non-PvP aspects.
  6. Given a recent post on the subreddit we have decided to add two new rules. We feel that allowing these two things to occur would have a negative effect on Survival. While hunting enemies down is fun and a core part of the S experience, using highly visible out of game venues to encourage witch hunts against specific players is a bit too much. We're not opposed to exploring some sort of bounty system but we want to do it in a way that finds some sort of balance that allows everyone involved to have fun. Absolutely no out of game rewards for killing people.No using the subreddit or forums to post a bounty on a player.These rules will go into effect immediately.
  7. It has been about a week since the new rev started and we feel like it would be a good time to get some feedback about it. This post can be used to give feedback about anything from the removal of clan hall to the road layout. Based on the large amount of messages we have received about these topics we will be making separate posts for them. These topics are Beds on Survival, SimpleClans, and Combat Tag. Please keep any comments about these topics in their respective post.
  8. It has been about a week after the start of the rev with beds enabled. For those who don't know, we have set it up if you die within a 10 block radius of your bed you spawn is reset to spawn. Here are a few questions to help get the discussion stated. Do you like having beds? Do you like this solution to stop bed camping? Anything we should change?
  9. We added the SimpleClans plugin this rev. For those who don't know, it adds new feature to clan fighting with things like a clan leaderboard, rivalries, and vitals. Here are a few questions to help get the discussion stated. Do you like it? Do you like the colored clan tags in chat? Do you like having the vitals?
  10. We added the Combat Tag plugin this rev to help with PvP logging. For those who don't know, this plugin will create a npc of a player with a copy of their inventory if they log out after being hit. If they log in before their npc is killed the player will take its place and receive any damage the npc received (you can't log out and in to kill yourself). If the npc is killed it will drop the player's inventory and the player will respawn at spawn next time they log in. We will be setting the tag time at 30 seconds. This means if you log out within 30 seconds of hitting or being hit by another player a npc will be created where you were standing. The npc will remain for 30 seconds before despawning. Here are a few questions to help get the discussion started. Do you think this helps with the issue of PvP logging? Do you think it's effective? Do you think the times are set correctly?
  11. Survival rev 23 will be starting this weekend! We don't have an exact time yet, but we wanted to give you guys a little time to prepare. I will make another post with the exact time once we figure it out. General Details About the Upcoming Revision The map is 4000 x 4000 (i.e. from 2000 to +2000 on both the X and Z axes). Default terrain is set in a 1,800 radius circle centered at 0,0 (around 64% of the map). The remaining terrain is set to amplified. Link to a few screenshots of the terrain. There are four cardinal roads this map, with portals located at the 350 and 800 block marks. There are also four hidden portals with one in each quadrant. Protections for the roads are set to 25 above and 1020 below the lowest point. Portal protections are set to 255 and 1020 below the lowest point. Changes Simple Clans - This was suggested by some of you and here it is! This will add a new twist to clan fighting with things like a clan leaderboard, rivalries, and vitals! KillStreak - Another plugin some of you guys suggested that we will be trying out this rev. Combat Tag - This plugin will create a npc of a player with a copy of their inventory if they log out after being hit. If they log in before their npc is killed the player will take its place and receive any damage the npc received (you can't log out and in to kill yourself). If the npc is killed it will drop the player's inventory and the player will respawn at spawn next time they log in. We will be setting the tag time at 30 seconds. This means if you log out within 30 seconds of hitting or being hit by another player a npc will be created where you were standing. The npc will remain for 30 seconds before despawning. Locking Clan Chests Players can now make a modreq for a 1x1x1 region to be created with a name of their choosing (will be denied if inappropriate). This region can be used to lock chest to a large group of players with one command. For unlocked chest, /cprivate r:<region name> , and for locked chest you would use /cmodify r:<region name>. (Please note that anyone in a region can access any chests locked to that region) Things That Will be Returning Enchantism We will be keeping the same configuration as last rev. PvPTimer This is not be enabled until after the first week, and the protection time will be changing from 1 hour to 30 minutes. Creeper spawners They will be returning, and they will be randomly across the map. Books These will still only require 3 paper to be crafted. PlumpXP will still be in effect, continuing an experience plump of 8X the vanilla amount Armored head drops will continue to be in effect. Crafting recipes for horse armor and saddles will remain the same. Survival Arena League (SAL) Started in rev 21 by Ludeman84, this series of weekly arena nights will be making a return for rev 23! We will release more details when we announce when the first arena is. Notes This post is not a complete representation of what will be changing and remaining the same next rev. I will be creating another post with more details a few hours before the rev will start. Have any cool ideas or suggestions for Survival? Let us know! You can contact myself or cab417 on the forums, or you can contact me on IRC under Mrloud15.
  12. This poll will close in 48 hours. Edit- The Default and Amplified Biomes would be where the map would be default biomes up to a point, and then Amplified the rest of the way to the edge of the map. What the different biomes look like.
  13. First let me say that we are sorry about this situation. Going by the results of the poll , we will not be doing a 1.6 rev. We will keep 1.7 chaos until we can start a 1.7 rev. The two most chosen options of the last poll where to keep the current chaos map and to start a new round of chaos using an old map. I have started a new poll with only these options, and it will stay open for 48 hours. Please also comment with what map you would like to see if the second option is chosen.
  14. We will be delaying the launch of the 1.6.4 map by 24 hours. In the meantime this poll will be up and it will stay open until Sunday at 6 pm EST.
  15. slide and I have been working on a BungeeCord setup for Survival, and ultimately all the servers. If you're not familiar with it, BungeeCord is a proxy that sits in front of the Minecraft server and handles all incoming clients. It can dispatch clients to a specific server and allows them to switch servers with a command. BungeeCord also supports its own kind of plugins (different from Bukkit plugins) and we've installed Deaygo's MCBouncer plugin. It's a subset of the MCBouncer you're used to. The only supported commands are: /kick <player> [optional reason] /ban <player> [optional reason] /lookup <player>
  16. Since draykhar has become a head admin we have decided to start looking for a new sadmin or two. Please send me a message with any suggestions you have on who would be good to fill the position and I will add it to our thread.
  17. Survival falls into chaos! We are now going into a proper Chaos rev in anticipation of Survival rev 23. As usual, general chaos rules apply. We'll be testing out a plethora of oddities including spawn oddities, new plugins, and any other things we want to test before we decide to implement them on the next rev. If this chaos break extends out too far - as 1.7 seems to be looming on our doorstep - we'll find another way to entertain the group, or refresh to a new map. First and foremost: We're placing spawn in the nether. We've wanted to look into the performance end of doing so (to free up the center of the map for various other things) but don't feel alright with testing that straight from the get-go on a new rev. Second: we'll be implementing SimpleClans and Killstreak at some point during this chaos rev. Simpleclans is essentially what the name says. A simple plugin for clan functionality. It'll allow for all sorts of cool stuff like clanwars, leaderboards, and various other levels of functionality. More info can be found here: http://dev.bukkit.org/bukkit-plugins/simpleclans/ Killstreak is another one we've been toying with adding. It'll allow us to add buffs, or debuffs, afters subsequent kills. More info here: http://dev.bukkit.org/bukkit-plugins/killstreak/ As always, try em out, let us know what you think, and we'll go from there.
  18. Survival rev 22 will be moving to chaos this Friday evening (18th EDT)! All Chaos and Universal will apply, and we will be making another post with more information closer to when chaos will go live. Chaos will run on the current map until Sunday or Monday (depending on the availability of the techs) and then it will not, but that's another post... There is no set date for the launch of rev 23. The map is in development and we will keep you guys updated when we have something worth updating you guys about.
  19. Hello everybody, with Survival rev 23 in the planning stage the Sadmins would like to ask you guys, what do you want to see in the upcoming rev? This can include, but not limited to, road and portal layouts, plugins, and rules (added, removed, or made clearer).
  20. Copying over from the subreddit to keep better track of the post. Link to the subreddit post Now that the CTF and P and C's new rev have gone off without a problem, it's time to begin the approach to Survival Rev 23! We've seen the player activity dwindle, and heard the laments for a new rev: it's time for a fresh start. With a triumvirate of sadmins we're hoping this launch will go as efficiently as possible. We don't have a date picked out yet, but we'd like to aim for a rev release within the next few weeks. We're looking at few nifty plugins (No promises, but we're lookin') and picking out a seed currently, but the map has a long way to go beyond that. As such and as usual, we are welcoming player designs for Spawn Building(s), arenas (Main Arena, Public Arena, Koth, Punt, any other arena's you have interest in), a clan hall and the general design of the road system. Beyond that, we're open to suggestion as to what you would like to see on this survival rev. If you have a design for any of these buildings, we'd appreciate schematics or world save files , if that doesn't work for you, C has a fresh new rev to build them on too :D. Please submit here with: your in-game name, what build you are submitting for, and a way for us to access it - whether it be a dropbox link to a world file, a set of coordinates on C, or an image album of your build. As per what we're expecting out of each build, I'll take from prior rev expectations and post those hereafter - That being said, we're somewhat willing to compromise. Now, onto what we're typically looking for in these sorts of things: Spawn If you're familiar with the spawns on Survival, you will know that it will need to at least include a suitable safe zone to spawn into, as well as a section either immediately or close by to list the rules. We're toying with the idea of having a warp-to area within the spawn region (sealed off) for some more descriptive how-to's for new players (such as how to use the /modreq system), so if you might be interested in including such an area in your spawn design, we would be more than welcoming to it. For some context, the current spawn region is 160x160 including the surrounding areas. We'll probably aim for a similar size this time around, so bear that in mind if you want to plan big with your design. Arenas Main arenaA good arena possesses several components: The arena floor itself should be relatively square shaped, to better accommodate for protected regions. It does not need to be strictly one square but involving square shapes helps us out a lot in setting up the protections further down the line. There should be at least four 'boxes' for fighters to be teleported into, as well as some form of redstone-controlled doors that allows us to open them for free-for-all fights. There must be some form of control box where all redstone mechanisms involved in the arena meet up, in order to be managed from one spot. It is also incredibly beneficial to have said control box in some view of the arena floor, as this allows for easier single-staff arena events. There must be a suitable area for arena attendees to watch the ongoing fights, and they should not be able to walk onto the arena floor from where they're standing. We can set up region flags to disallow pearling into the arena floor, so this is something you won't need to take into consideration when designing. Public arenaA public arena should follow pretty much the same design as the main arena, with the exception that the control box needs to be accessible to anyone that wants to use it. King of the Hill ArenaI will defer to the designs of our current and previous KotH arenas to give some idea on what usually works well. The bare essentials is that there needs to be some form of elevated position that one must fight/climb their way towards and manage to defend the title of 'King' upon, and some form of dangerous path by which you must trek to get there in the first place. Punt arenaWhilst we hope to include another punt arena next revision, we're going to hold off on accepting any kind of designs for one until we've decided upon what spawn we will be using. The reason for this being that we have to situate punt in a way that makes it easily accessible after respawn. If you're keen on designing a punt arena alongside a spawn, have at it! OTHER arenasThis rev we've run a King of the Void arena brought to us by Mrgauthier34 and it's been a refreshing take on the mini-game model. If other players make similar, easily functioning minigames, Contact the Sadmins with your idea. We'll certainly see about adding it! Clan Hall Given some of the issues people have been having with the bunch of player heads near spawn, this rev we've moved the Clan Hall to the end of one of the roads. This also gives us a nice bit of change to the general spawn setup, and gives us much greater room for expansion down the line. The room should be open for free exploration, but it will not be a combat-free zone, so bear that in mind. To not limit creativity, i'll only say that this needs to accommodate for several clan spots, and have a structural feel to it (so it doesn't necessarily have to be a building per se, but just having the clan podiums out in the open isn't ideal either). Road layout/design This current rev we went with a basic 4 cardinal roads out from spawn, and it seemed to have worked well. However, we also understand that some players prefer the grid system we went with in the rev prior. I'd like to get some feedback on this, along side some road designs. Roads must be a repeatable pattern with at least one specific block-type per road (this rev we have four different colors of hardened clay - one for each road). Player's generally prefer them to have an ice-path alongside the center to better allow for quicker travel. Beyond that, it's up to you. That's all, over and out.
  21. Hello everyone, Cab417, Draykhar, and myself have been talking and the idea of bringing back beds to Survival came up. We have found a way to eliminate bed camping by forcing a player to spawn at spawn after being killed more then 3 times in 5 minutes. We would like to know what you guys think so please take the poll above and comment below with any concerns you have about adding beds to Survival. This poll will close 2 weeks from now (Oct 16), so vote today!
  22. We have begun to start the preparation for Survival rev 23. Ultimately, we are looking to get this rev built and out within about a weeks time frame. We're taking a different approach to a few things than usual, and would like to get everyone up to speed on a few things we're planning. If you have concern with any of them PLEASE bring them up to one of us Sadmins. We'll be editing this post (and my claimed-for-space post following) to continue working towards the next chapter in Survival. Spawn Hopefully will be outsourced to players again this rev, we've posted our looking for builds threads here and here . We've got nothing set hard in stone on it, aside from the regular expectations of all survival spawns "at least include a suitable safe zone to spawn into, as well as a section either immediately or close by to list the rules". Allowing players to build the spawn, arena, and various other buildings on Survival has continued to allow players to feel like it is their server, and that's something I feel we would all like to continue. We're considering placing it in the Nether this rev. So there's that. We're looking at putting a portal there to the over-world, as well as a few warp signs to the general region around 0, 0 on the map. It'll help further clear up spawn camping, and allow us to put the arena in the center of the map. Map/Terrain Vanilla seeds tend to work perfectly fine on Survival, and I think we'll be going with one again this time around unless someone has a custom map they've been working on that I don't know about. If we go with vanilla, we need to look for a 0,0 (spawn) biome that is not ice/snow, jungle or ocean. These do not make appealing starts to revs. Players often complain of one road being entirely ocean, so that's something we ought to avoid as well. Seems cyotie has found us a seed. Pending approve/deny. EDIT: Seed found - hosted on build server. Roads The current simple cardinal-direction road system worked great this rev, however we'd be open to suggestions to any different road setups. We're not stuck on it, but it's worked well thus far. Why fix it? Contemplating dropping first set of portals, and placing one in spawn area. Plugin/Features We're looking at keeping the current load-out of plugins, and hoping to add a few new ones. We recently added MobLimiter, and we'll continue to monitor that and player response to it. We'd like to look into...well generally redoing our chat functionality in it's entirety, which is a huge change, but something we'd like to further look into with HeroChat . It's got a lot of nifty features and a working ignore function, which is something we're still largely missing. We've also fallen in love with the SimpleClans plugin It'll allow for structured clans, as well as groups on the fly. It's got heaps of handy little bits of utility to it (such as friendly-fire modifiers and an ally/rival system - not to mention it's own kill/death ratio tracker). We're looking towards higher clan and group functionality - through this and a few other methods - but trying to eliminate placing any sort of constraint on 'clans' or what they are on Survival. Another I've heard many players wanting is KillStreak although I truthfully have no hard opinion on it either way. RebalanceVillagers is currently broken. Zombies villagers will not convert, and villagers won't breed, although there seems to be a pull request on the git that fixes the breeding problem. We'll need to look into alternatives that allow us to replace the trade sets with our own variable trades. We also want to be able to bring in our own trades, such as horse eggs. One temporary fix to the availability of horses would be a trade sign in spawn. We'll be looking into the implementation of these on the Chaos map and hopefully getting feedback from it there. Policies https://nerd.nu/forum/index.php?/topic/1028-beds-and-survival Looking into the reintroduction of beds on Survival, current way would be through Syn's plugin, Lucky if it's finished (of if someone has an alternate idea?) 3 deaths within 5 minutes resets you to spawn proper. This'd allow for beds to be brought back, and mitigate some base and spawn camping. One thing viewed as both a problem and a benefit: it might spread the map out a bit. We'll be solving that, hopefully, by placing the world border at 1500 out and expanding it to 2000 after a week or so. https://nerd.nu/forum/index.php?/topic/817-grief-bait/ Grief bait's a somewhat unclarified rule in the Survival list, along with plenty others. I'd like to go forward from Trooprm's thread and make a decision on revising that rule. Survival chat can often be a harsh place. While we all can agree, some shit talk is part of the PvP experience, some players often take things to far. In lieu of a working ignore function, and in response to the sometimes dickish attitude on S, I think we ought look towards reworking our chat rules. Low priority to getting the rev up, but worth discussion. Some Non-Vanilla Last rev we brought in about 8 creeper spawners per quadrant, by replacing existing poison spider spawners with them. We intend to do the same this rev. It allowed for better access to splash potion materials. We're considering doing the same with witch huts this rev, and putting witch spawners in them. We'll be keeping moblimiter as is
  23. Please help me welcome Cab417 as the newest S admin! He will be joining Draykhar and myself as part of the S admin team! Cab147 has been plying on the nerd server since April 2011 and he joined the moderator team in February 2013. Some of you might know cab417 from one of the many clans he has been a part of or as one of the mayors of Wellspring on PvE. We are looking forward to what you will bring to Survival and its community! Congratulations!
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