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  1. So in the days leading up to the launch tournament of "Tower Wars", there have been numerous broadcast messages on P encouraging players to sign up a team for the event. I understand why this is being done, obviously everyone involved will have more fun the more teams there are, and last time I checked there were only two teams signed up. I think it is an excellent and appropriate use of broadcast messaging to increase awareness about the event. There's just one problem: Tower Wars is only getting this level of exposure because it's run by mods (and admins, I think). As far as I know, the arena is on the P map, was built in survival mode, and after the event will be open to the public. This makes it no different than any other minigame constructed by nerd.nu players. So I my request is that players be allowed to make reqs to have their minigames advertised through broadcast messages. Admins would be free to set their standards pretty high, as it's clear from the pictures that a lot of effort went into this event on their part. I only ask that mod-run events not get preferential treatment. Thanks for your consideration, and if there's a reason why Tower Wars is different than, for example, MarcusPSL's Jousting minigame (I would say spleef, but FISA has enough members that they have no need for advertisement), I would love to hear it.
  2. I've seen it proposed a few times in game, and TheRandomnatrix tried to bring it up near the end of the staff meeting, but people have often wondered if the difficulty level on P could be raised to hard. It is, after all, player VERSUS environment, so it would be nice if it were a bit more difficult to survive. Figured we could have a discussion about this here.
  3. So i was walking around spawn checking out the side of the building when suddenly.. http://i.imgur.com/3Ardd3D.jpg pls fix mods so noobs like me dont fall to death
  4. A while back, I discussed the idea of letting region owners have the ability to change the build flag in their region -- which would allow you to open up a region to everyone, or close it from even yourself, rather simply. All of the admins I talked to were ok with it, and so I'm posting here to make it happen. Obviously, and questions or concerns are welcome. Technical implementation suggestions follow: add the perms worldguard.region.flag.regions.own.* and worldguard.region.flag.flags.build.* to group default, and educate playerbase about /region flag command or commandhelper alias, eg /rgbuild $region [$state=none] = if(array_contains(sk_region_info($region, pworld())[1],player()), if(array_contains_ic(array('none','allow','deny'),$state), sk_region_flag(pworld(), $region, build, if(equals($state,'none'),null,$state) ) msg(<some success message here>),msg(<message stating that state must be valid>) ), msg(<message informing user that they must be a owner to perform this>))
  5. Workin' at the car wash... Skelly grinder, quite near spawn, with many features; Just under water (y=35) Trap, and drown or crush (for XP) Auto-sorting of drops Automatic mode - ahng around while you get tonnes of arrows+bones Free melons (machine) Brewing all set-up, with ingredients and helps Enchanting Optimal spawn rates (immediate drop out of range of spawner; light-levels all checked; mobs kept out of range) Off switch (lights disables spawner) Watch the skellys swim by, kinda a fun show while you wait Blinkenlights :-) Access MINECART FROM PORT 80 labelled "Car wash" - more links soon, I hope OR Dive in at -150, +560 (not far off the black submarine South from Spawn and Port 80); careful of drowning. Pictures As of now, it's well-stocked with arrows, bones, splash-potions ready-to-throw, food, and free beer* *maynotbetrue
  6. I've recently learned that Vinhaven/Atlantis have their own, private, end grinder in this rev, which may make the public one work much more slowly. On one hand, the end is nobody's land and anybody can build on it, but on the other hand, it is a limited resource and having a private one for members seem contrary to the spirit of PvE, not to mention having two end grinders make both work less well. I was just wondering what other people thought of this, do you think it's fair/should be allowed?
  7. Can we limit the discussion to P this time around, please. And can we have a (favourable, official) decision on it soon, pretty please. http://nerd.nu/archives/index.php?p=/discussion/19560
  8. Hello players, and welcome to the PvE Admin AMA! To follow suit with C and S, this is a thread for any questions to me or the PvE admins about pretty much anything. Please note that we reserve, and may occasionally exercise, the right to not answer certain questions, including but not limited to ones that are about personal details, ways to cheat, and how to anvil a buzzie. (I, personally, will make it clear when I am unable to answer a certain question.) That said, though, I will answer all questions as best as I can, and I encourage you to ask about whatever interests you. So without further ado, ask away and we will answer :D
  9. Currently if a villager is griefed, the best we can do is replace it with a new villager. While this works very well with farm animals, I don't think this is sufficient for villagers. Villagers require you to unlock their trades, and a fully unlocked villager represents TONS of trading, time, and resources. None of that can be rolled back atm. Also it is possible to "brick" a villager so that their trades are permanently locked, rendering them useless (See https://mojang.atlassian.net/browse/MC-749). This way it is possible to grief villagers in such a way that we are unable to determine who the griefer was. Ideally we would back up a villagers trade list, and be able to create a new villager with that trade list in the event of grief. Is this something that we could do? Or would we need to make villagers a private resource (like farm animals in rev9) in order to protect against grief?
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