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  1. TODAY! Mantinian Empire will be opening its mob arena for the first mob fight! Fireworks, withers, dinnerbonned charged creepers and naked men running around punching zombies! Everyone is invited to watch, hang out, eat cake, and have a good time! We hope to see you all there to see a mob arena powered without dark rooms or admin help. Cya in the arena! (did I mention Beercano?)
  2. (The other thread's first post said that it should be closed, which is why I didn't post it there.) People have brought up a lot of good points about why Safebuckets should be gotten rid of or kept. People tend to use buckets to grief, which results in a lot of work for the admins. However, being required to make /modreqs to flow water is annoying, and takees up the admins' time. What if trusted users didn't suffer from SafeBuckets? What if users who had played on the server for [X] hours (or done something notable) didn't get affected by SafeBuckets? I have no idea how it would be done (or if it's even possible) but I think it would save the admins a lot of time. Most griefers probably aren't dedicated enough to play for a long time, and this could be combined with the waterproofing plugin somebody suggested earlier. I think that this would probably cut staff workload quite a bit. If this has been suggested before, my apologies. I have not heard this solution, and I think it might solve the problem nicely. Thank you for your time. Clarification: the "trusted user" status would be invisible, and confer no other benefits.
  3. Hey everyone! So it’s time to prep for a new rev. And to start off, no we do not have a set date yet for when it will start. I want to be prepared for when we do have a date, and have plenty of time to give spawn its final touches. I’d also like other staff members to be able to contribute to spawn if they’d like, which is the point of this thread. The plan is to have people claim rooms to decorate. I’d like them to make sense in the context of the building (by that I mean not using decorations you’d find in a log cabin since that would be out of place), but other than that what you make is up to you. The outside of spawn is a replica of the Nikolsky Cathedral in St. Petersburg, Russia. The inside is my own design, since I wasn’t too fond of the interior of the real building. I got approval from the suite architecture student, so don’t fear. The changes are structurally sound. There are 40 rooms total on the first and second floors. If you want more space for a room, talk to me and I can probably knock a wall down. This and this are typical rooms. There are also 4 outer towers that I don't currently have a way up to yet. The first and second floors are just about identical. Once above the second floor, there’s a lot more freedom. If you want hidden rooms requiring redstone, this is a good option for you. That being said, please don’t make redstone devices that are too complicated. We’ve had FPS crippling spawns before and I want to avoid that. Also, if you build by a window but choose not to include it, leave some space for a false room. I want it to look normal lighting wise and from those pearling around. I've made a diagram of the first and second floors, since they're the most clearly defined work spaces. Please list the number of the room you want to claim. See update below. If you're working on the third floor or another space not listed, just say your name and the general area you're working in. If you have multiple people working on a room, listing one name is fine. I just want it to see what rooms are claimed and who to contact if there are any questions about a space. Also, please leave a sign ingame in your space so people won't accidentally build in a claimed space if they're not updated on this thread. I’ll start updating my post as more people add their names to make it clear what’s available and what isn’t. Since we have 12 revs behind us and this spawn is easily broken into 4 sections, I had the idea of having tributes to the past revs. I think the second floor would be the best space for it. Each quadrant could have 3 rev rooms. I'm thinking either have the inner 3 rooms (for example S2, S3, and S4 for the NW) as the rev rooms, with the outside rooms (S1 and S5) as unrelated rooms. Another option is to have the entire floor for a rev museum, in which case I could knock down the walls separating the hallway rooms (connecting S1 with S2 and S4 with S5) to have 12 rooms total on the floor. That means 4 revs get less space, but it might be better than having 8 unrelated rooms on the museum floor. I'd love to hear feedback on this, and have help making the rooms. I was picturing stained glass windows in the center of the room (almost like a display case, so it would have a base but would be flat) depicting that rev's spawn, but I know there's a lot more we could do. For example, for rev 8 we could have large trees growing out of the corners of the room. Besides the museum, other room ideas are libraries, music rooms, some kind of conference room, and indoor gardens. Farms are also needed, and would probably be best if on the first floor. Since there's such a huge amount of rooms, having the rooms closest to the entrances on the first floor all be farms should be good. Lets stick to just melon again, so we don't have to worry about people replanting. Dibs on lever shrine. To connect, type /server test. It won't announce that you've switched to the server in chat, so don't worry about letting the secret slip that way. Slide says he's eventually going to change it to /server pve-dev, so if test doesn't work try that. The server is whitelisted, so enter your name in here to be added to it. At the moment I think techs and padmins are the only ones who can add to the whitelist. Once on, contact one of use so we can put you in creative mode. Slide's working on getting mods creative and World Edit perms, but until the permissions are set up we'll just be using /mode. Everything in this thread is to stay here. That includes information and pictures. Don’t even mention to others that the new spawn is being worked on, because it’s just going to start a flurry of rumors that the rev is ending. Rev 12 still has some life in it. Rooms Taken: Only F14 left on first floor F2, F3, F4, F5, F6, F9 (Trooprm32) F8 (razgrizMC) F12 (Diamond_Lover123) F13 (TheAcademician) F16 (buzzie71) F11 F15 (tompreuss) F1 F7 F10 F17 F18 F19 F20 (kitcatbar) Rev Rooms Taken: All rooms taken 1, 2, 3, 4, 5, 6, 7 Trooprm32 8 kitcatbar (I'm not sure who made 8, but if you're around and want to work on me just let me know. I have plans but can give it up) 9 CROCKODUCK 10 Denevien 11 buzzie71 12 tompreuss Updates: On second thought, claim rooms in game. This is just so people don't claim rooms then forget about them. Claim once you've actually started work.
  4. Hey guys, since were on the topic of nether portals I figured I'd bring up something else about rails. As far as I know the current plan is to do CARBON again next rev, which I am totally fine with. I just have a few minor issues with the current CARBON System I feel we should talk about. 1.) Current place of CARBON Spawn Station In my opinion I have a small problem with where the current CARBON station is at. It is located on the North side of spawn with no indication that it is even over there. If new players join and want to take a rail somewhere they have to ask where a station is and hope there is someone online willing to help them. On the current rev the spawn rail station is CLOSED and out of service. My suggestion for next rev is to have a rail station at spawn except have it be player run. We could even have players design the rail station to fit into the theme of spawn. We could also do a mix of CARBON and CARTS to allow everyone to connect. 2.) How long it took to set up CARBON For me it felt like it has taken a really long time to get CARBON actually up and running. And even so not all towns have CARBON. Next rev if we do something suggested that was suggested in the nether portal topic then rails are going to become even more important. How can we get CARBON up and running faster? What can we do to make the process go easier? Is there anything we can do besides "have more people help"? 3.) The complexity reputation of CARBON CARBON is known as this "vast and complex system" and people seem scared to get into it. I was one of the those people until TheRandomnatrix helped explain it to me and its really not that difficult to understand. I think this is part of the problem why it takes us so long to get the system up and running. To many people think that its a hard system to understand, especially when compared to CARTS. We need to find someway to make CARBON easily explainable and a easy way on how to set up the system. Maybe perhaps we can make the wiki page better? Right now one of the steps is just "make units every 100 blocks." What exactly are we building every 100 blocks? Or maybe even have a video tutorial? That's all I can think about for the moment. I will add more if I come up with anything else.
  5. Spleef Club III will take place tonight at 7:30 pm EST in Port 80. As usual, the entry fee is 5 iron blocks, payable to either myself or to TheRandomnatrix. We're shooting for 16 players this time around, so please try to arrive and pay around 7 EST so we can get organized. You can sign up with a partner, or as a free agent. Before play begins those without partners will be randomly assigned one. Looking forward to seeing everyone there!
  6. The plugin SafeBuckets, the one that makes our water still by default, I feel has become more and more useless lately, and I think its future needs a serious discussion. I feel that SafeBuckets needs to be unplugged, and here is why: First of all SafeBuckets is very un-vanilla as a plugin, since it's not normal to see still liquid in Vanilla Minecraft, and thus goes against the server's theme. Secondly the still water it gives is rather useless. While it does make water elevators and some lava killing machines easier to build, it does not really add anything irreplaceable to the game: some signs surrounding flowing liquids will accomplish the same thing still water gives to us now. And while some water elevators arguably look prettier without signs in between water blocks, I would not consider water elevators pretty to begin with. Some may disagree. But most importantly I feel that SafeBuckets's primary function as a grief-prevention plugin is so unimportant that it practically does not matter. Griefers, as far as I can tell, are not persistent enough to acquire a bucket just to knock someone's flowers or torches over. And even if they were, the loss is hardly meaningful. As for more serious griefing like murdering with lava or making derpy lava walls around, those are easily traceable nowadays. At worst a griefer may attack someone's rails or redstone, which is actually quite severe, but that they can do with natural liquid sources even now. A much better option would be to write a plugin that makes rails and redstone waterproof. A plugin like that at least would not encumber the staff day and night, like SafeBuckets does. SafeBuckets also makes a few things if no impossible, at least very hard: It is impossible to dispense flowing liquids and this must be worked around with silly piston gates. Making ponds is tough because of the glitchy interaction with still and flowing water that makes some parts of the potential pond not fill up like it is supposed to. Nowadays you'd need constant mod surveillance just to make an artificial lake. The absence of SafeBuckets would obviously be beneficial for everyday building, but it would be particularly useful for making grinders. For example in a skeleton grinder getting the water to flow immediately would make building much less dangerous much faster. In an Ender grinder the benefit of getting immediate water cover is obvious. In summary, SafeBuckets is un-vanilla, seriously hinders everyday building, encumbers staff, and is irrelevant against griefing. If I was king, I'd replace it with another plugin like the one described above. But, all of the above was only what I think. I may be right, I may be wrong, some may even disagree. What I want here is a serious discussion on this matter. The server's interests are largely also my interests, and that's why I'd want a thorough investigation about this matter so at the end of the day we can be sure we're making the right decision.
  7. As you can tell, I'm pretty new to the server. I noticed it stated that the ores are "plumped" this revision. The thing is, I can't seem to find any valuable ones. When they said plumped, I assumed it meant they added more to the world. So what does plumped mean? Thanks!
  8. This is derpy. I do not understand why people do this. Yes I live in a desert, no you should not destroy it. Players would get upset if I came in their forest and destroyed all the trees without replanting, or if I went next to their city and removed all the grass and dirt. Why is this allowed? It is not that hard to put in a cobble layer and place sand to make the desert look normal. More Images.
  9. Make a selection and run /region-intersects. It will give you a list of all the other regions, (and their owners) that intersect the selection. An example use case would be when creating a large town protection, to check for regions owned by non town members. Limitations: Poly regions are not supported. Cuboid is always assumed. CommandHelper or possibly WorldGuard remember the most recently selected corners even after //desel, so this command will probably always think there is some kind of selection.
  10. The PAdmins plan to make mumble meetings a regular thing. Notes and recording can be found here. The next meeting is TBA
  11. As can be pretty easily guessed, I plan to build a CARBON network next rev in my quest to create an organized, easily accessible rail network for everyone. My goal this rev is to make it as easy as possible for towns to link into the network, where they can access a wide variety of destinations and further explore the map and all that the community has to offer. How to get involved: I'm going to need as much help as possible for this server-wide project. If you're interested in helping out or showing support from your town, contact me via ingame mail, on Reddit, the forums, or in this post. Even something as trivial as a donation of a stack of iron at the start of the rev can go a long way if even a few people do it. If you have rail plans of your own, feel free to mention them. CARBON Hubs: I'm going to be building several CARBON hubs located across the map, particularly at the cardinals. These stations will allow towns to connect to them via normal rail lines, without having to rely on a specific town and ensuring the process be as neutral as possible. These stations will be located at cardinals of roughly 800 out from spawn There will also be a station located at spawn run by UMC, which is planned to be CARBON compatible. Connecting in and the number of destinations: IDs will be limited mainly to towns and "significant builds". However, there is no limit to the number of towns that can build rails going into hubs, so I encourage anyone and everyone to build rails going in to them. The number of ID numbers is planned to be 32, but the units will be built in such a way that there will be support for 64 if need be. The Network: It's going to be a bidirectional loop at about 600 blocks out from spawn. Additional smart lines will be built later on connecting to the UMC station. But there's an added twist: I am going to try making the lines above ground. The redstone will be covered up with dirt/sand to make it less ugly. My goal with this is to bring back those above ground rails we've come to miss while retaining all the function of a rail network. The Nether: I plan to do what I can in the nether alongside UMC in a timely manner to get nether rails(carbon) up and running. Please do me a favor and make your portal as accessible as possible so I can get to work on it ASAP and avoid repeating the issues I faced rev 11. The rails in the nether will be covered in either glass or slabs to reduce collisions with the pigmen populace. If there is a particular aesthetic design you want to bring up, I'm open to suggestions. Overall, I'm hoping to make this the best rail network yet, and I wish you all luck in the coming revision. Also, forgive the horrible formatting. Tried to highlight as many important pieces of info as possible :P
  12. As per the results of last week's poll, we have run Hard mode on PvE for a week to see how it goes before taking a vote again now. At time of writing, PvE is still on Hard difficulty, though that should be toned down to Normal shortly after this is posted. So with the last week's trial period in mind, decide: would you like to see PvE switch to Hard mode (what has been running on the server for the last week), some sort of partial Hard mode where some aspects of Hard mode are implemented while others are not (for example, higher attack damage from mobs but no starving) or stay on the usual Normal difficulty that has historically been the norm on PvE? If you choose partial Hard mode (the second choice), please leave your thoughts about it in the comments below: what features of Hard mode do you want to see implemented, and what features of Hard mode do you want to leave out? If this becomes the most popular option, we'll be sure to get some particular discussion or a poll going about the specifics of this unique mode; once that's been decided on, then we can see if it's possible for us to implement it. Please note that we make no guarantees about the implementation of partial Hard mode, and failing to find a way to implement it and balance it with lag reduction (more plugins will lead to more lag), we will fall back onto Normal difficulty. That said, you have our assurances that we will make every attempt to implement it should that be the most popular option. EDIT: Forgot to mention, we will end the poll on Sunday 23:59:59 EDT. The topic should close at that time, but discussion of the results will likely continue elsewhere past that time. Stay tuned!
  13. I would like to announce that live maps are now available for both Creative and PvE! Creative - Live, Cartograph, Snapshots1 PvE - Live, Cartograph, Snapshots1 PvE has players hidden by default, to enable simply run: "/dynmap show", to hide yourself again "/dynmap hide" The regular isometric cartography will still be generated nightly, along with the snapshot images. 1 Apparently the program c10t, used to render the snapshots, doesn't like clay? Subreddit Post
  14. I have noticed people on PvE who switch into the #trade ClanChat so often, that when someone in #port_aperture for example asks a question, they end up responding in the trade ClanChat forgetting to switch channels afterwards. What I had in mind to attempt to solve this issue is a command like /ctrade [Message] or /cslpeef [Message] which would send a message to those ClanChat's without the need to have to change default channels. As a permanent solution, to avoid problems with those commands on other servers, we could create a /ctemp command, for example /ctemp will send a message to a specified ClanChat without changing your default one, like "/ctemp #trade [message here] would send your message to #trade without affecting /c"
  15. I've been on the server for quite a while but am only just now diving into PVE. There's so much going on that after a week I still don't feel like I've seen more than 10% of what it contains. I would like to collect descriptions of the various groups that are springing up on the new revision into this forum to give anyone new, like me, an idea of what this community contains. So this is my invite for you to describe your town/city/group/cesspool/home below to help users like me figure out where we might fit in!
  16. What's the url for it again? I can't seem to find it.
  17. I often find that what scares off players from survival isn't the restriction of playing in the first hour by other armored players but this aspect in general when trying to carry out life minning and building continuously. I think it is important for players to be able to prepare themselves minning for and building with supplies without a constant fear of in-game death. I always wished that I could get competitive with other players on S but there are so many scenarios that can occur within the vast world and I think arena based fighting along with safe living help to promote an orderly and not so hostile experience. I think the true PvP experience comes from the arena battles. Fighting under your own will with certain promise of benefits seems to be a good way of living in my opinion. I would like an experience in PVE where you can have a clash with other cities' inhabbitants in a designated area like that of the wilderness in RuneScape ( Though I do not wish to advertise or even endorse the stupidity that Jagex created). The area wouldn't have to be huge but one that could include a chase and hiding so that confrontation can be secondary to fleeing. I find that the whole 'Everything is a struggle to live in this world" mentality of S intense and thrilling but what I find to distract from this is players reluctance to play due to the dominating pressence of combat (and therefore spite and rivalry) that occurs with activity they clearly don't want it included in. There is practically no reason to armor up in Pve as you only really fight mobs. The difficulty in PVE is not very punishing and I love to fight with my diamonds but I can't find anything worth using them on! :( I in no way want to turn S into P or vis versa but I do wish that there was some kind of combat in PVE that people could find rewarding. I apologize if this is a post concerning only my interests and not that of others in the community which I estimated to be in favour of this also ( I could be the only one in favor of this and if so disregard it entirely). And if there is an arena like so in PVE and I am completely unaware of such a thing, please fill free to downvote this post to hell or even delete it as it will have been a waste of time for me to write and for you to read. Thanks guys, - Darkelmo
  18. I was thinking about the PvE experience recently, especially after the creeper spawner was found. Hordes of would-be grinder builders descended on the area, eager to help. There was far more people there than were actually useful, but still people hung out there. People gravitated to the activity. What if a lot of cities decided to build next to each other? Instead of a 'city' it would be a neighbourhood in a city. Cities would lose a little independence, in terms of their location and biome, but the draw would be building in an area that always has people walking around and projects going down. It would be giving up the small-town perfection feel for the active, chaotic vibe of a big city. If one district went dead (and you know that's going to happen), then the survivors wouldn't be out of luck. No one would be 'selling out their city' by working with others since we'd all be citizens of MegaCity (name to be decided!) There are some big downsides to this though. We'd need a LOT of land. What if one district ran out of space against a mountain? What if we started encountering other small builds as we expanded out? And of course there's the inevitable drama that comes with land disputes -- the districts would have to work at being good neighbours. Whatever the hurdles, I think it would be a worthwhile experiment. And it's going to happen at some level anyway, with Seneca, Shady Oaks, and possibly Endor and Argoth joining forces. Of course the point of some towns is the idyllic small town setting, so I wouldn't expect everyone to join. I'd love to hear everyone's reaction, including staff, who would have to deal with any BS generated by this.
  19. AMA time! Guys, You have the wonderful oppurtunity to learn how the "Dark Knight" Dex started. Now. AMA!
  20. Dude_Ultamat

    Is PvE dead?

    I'v noticed that the PvE server is feeling quite abandoned. I know that for a lot of users, my self included, are starting school again and that makes it difficult to find time to play. My point is why do this if only to check and see what the people think. It may not be the best time to start rev 12, but if the servers live on numbers a peak of 13 players is a good enough reason to restart for me. In addition the abandon cities that people took the effort to make just seem to be a waste of space and resources. If there is a way to re-purpose these buildings, it would be fantastic. For example, a player is off line for 2 or 3 months and their house has been completed and all project closed. Wouldn't it be fair to take down their now waste of space and give the supplies to newer and more active players? Just some thoughts I've had for a while.
  21. You can now untame your pets by typing /untame and right clicking on the animal. It will work for dogs, cats and horses. This is useful if you want to give or sell a pet to another player. That player can then tame the animal in the normal way. Please note that the /unlock-horse command does not change the ownership of an animal. It's simply a way for the owner to allow any player to ride the horse, exactly the way Mojang intended the game to behave.
  22. I'm discussing this in MCP for now due to the sensitive nature of the Zombie AI bug and its potential to be used to induce crippling lag. Here's what has changed and will change technically over the next day or two on PvE: With 40+ players we experienced a very low tick rate - around 3.5. Other data points: 20 players - 10 tps, 11 players - 13 tps, 8 players - 15 tps. I've experimentally modified MobLimiter to enforce the configured per-chunk, per-mob-type caps when the specific listed mob types spawn. It's currently configured with a cap of 0 Zombies per chunk when spawned naturally because of the path finding AI bug (https://mojang.atlassian.net/browse/MC-17630). Reading that bug again, it occurs to me that since it mainly concerns path finding when the player is unreachable, perhaps mob-spawner zombies should be disabled too. The change I've made (not yet checked into GitHub) has the option to enforce the same cap for mob spawner zombies too, but I have not enabled it yet. I've set a cap on squids of 1 per chunk, enforced when spawning, simply because I can and I don't think anyone will even miss them. They tend to be over-represented. I'm tempted to add a cap of 1 PigZombie per chunk, enforced when spawning. What do you think? LadyCailin fixed a bug in CommandHelper to do with getting entities within a certain radius, and consequently my /count-entities command is now working properly. You can use it to get a better handle on the number of each type of mob. A player lost his horse when pushing it through the portal at spawn. I tested an untamed horse in the same manner and it too disappeared. I intend to write an admin command in CH: /find-pets [ []] to list the coordinates of mobs of specified types (comma-separated list) with optional owner and name tag so we can substantiate similar claims more easily in the future. It's a server glitch, but I would be inclined to refund this one anyway and warn people in future that horses and portals don't mix. What do you think? Note that as currently conceived, that command could also be used to locate hostile mobs and mobs without an owner. I don't think we've adequately communicated the temporary nature of /unlock-horse. People have used it for horse sales. I intend to add a /give-pet command tomorrow to fix that. In the meantime, I've changed one of the alerts to underscore the temporary nature of /unlock-horse. And finally, in the background I'll investigate the viability of switching P over to Spigot and see what configuration options that would give us for dealing with lag. Looks promising. I want to experiment on my test server first before switching P over though.
  23. tl;dr - perhaps a future rev should only have one portal? Hello Everyone, I'll begin by saying how great I think PvE is (I'm sure Creative and Survival are just as great, but I hardly ever go there!). I lurk on every rev, but I'm planning on actually getting involved in the new one. The people are friendly and helpful, and the builds are always impressive in some way. That having been said - and please bear in mind I'm somewhat new to the Reddit Public way of doing things - I had a query about new rev creation, or maybe even a suggestion for the future. There's been a lot of discussion recently about new PvE terrain, and the subject of portals comes up often. Essentially, from what I can gather, there's a mad initial dash for the portals and then cities grow up around them. This is reasonable: using the Nether cuts down on transit time; and it's useful having easy access to the Nether to obtain the goodies that are only found there (quartz, blaze rods, &c). Portals, then, are prime assets to have. My thought is this: maybe PvE could take a stab at only having one portal, based centrally on the map at Spawn or in some other suitably impressive building. I know this seems to contradict the benefits of many portals that I've touched on above. However, I think it would introduce some interesting social dynamics to the rev: For one thing, it would encourage the development of the Overworld's infrastructure. Cities would have to construct roads, rails, boat canals &c to Spawn and to each other and these would be used frequently - right now, for example, the Overworld has some impressive rail infrastructure but with apparently little use. PvE is, I think, full of amazing builds like tower blocks and residences, but often these just stand empty and without use... infrastructure would be a creative thing and useful. Additionally, needing to build rails might make things like iron and gold more scarce, valuable resources (farms notwithstanding) - this might encourage trade and other interesting activity. Also in terms of trade, neighbouring cities might find it more convenient to exchange nether stuff with each other rather than obtain it themselves through the one portal. There would be more community interaction. If there were only one portal, "publically administered", it would perhaps also remove some of the uncertainty and debate about who's-got-what-portal, and perhaps give smaller, "non-portalled" cities a more even footing with much larger ones. So, that's my idea. Does anyone have any experience with a situation like this? I've outlined some of the ways I think things on PvE might be made a bit more fun and interesting, but it's all supposition - it'd be great to have an informed voice give an opinion! Thanks for your time, All best wishes, ~Sasch
  24. Perhaps a little discussion about becoming a "portal city?" Nether portals are limited on P. There are normally 7: 1 at Spawn; 4 located generally symmetrical in each of the 4 quadrants (though they were a little less symmetrical in Rev11); and 2 "secret" portals, which are randomly placed a bit more difficult to find than the 4 quadrant portals. Portals allow easy access to the nether, and so are useful for that purpose alone. But portals are also used as shortcuts for traveling, using the 8:1 travel between the nether and overworld. In my view, portals are limited but useful resources, to be shared by all, for the benefit of all. In that vein, I'd like to propose minimum standards, if you will, that all portal cities should strive to achieve. 1. Overworld rail station (e.g. CARTS or CARBON), with direct line to Spawn, with slots for at least a minimum number of regional cities (4 or 5?). 2. Nether rail lines directly to 6 other portals. 3. Clear signage and/or easy transit between the portal and rail stations in the Overworld and the Nether. 4. Road system for others to link to portal in the overworld. The purposes of these standards are three-fold. First, to ensure that portals are fully utilized for the benefit of all. Second, to put those desiring a portal on notice that they'll need to provide this infrastructure. Third, to provide objective(-ish) criteria to help admins resolve early-rev portal disputes (e.g. cities or groups of players who have in the past shown the ability to quickly meet the minimum standards of a portal city might be given preference over new groups, should a dispute arise). For reference, this thread on the subreddit is discussing which cities desire portals: http://www.reddit.com/r/mcpublic/comments/1jjq75/rev_12_portals/ -sp
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