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Mumberthrax

Extra hard mode 1.8 survival

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Intro

 

Create a pvp-enabled survival server to run on the event server for two weeks minimum. Include a handful of plugins to make the game interesting* and more balanced pvp-wise. Have an early target end-date in mind before launch, and announce it publicly.

 

f499_minecraft_foam_sword_pickaxe.jpg

 

*(Interesting = environmental challenges from extra hard mode, mineralvein, & monster apocalypse)

 


 

Plugins

 

Include:

  1. the extra hard mode plugin
  2. monster apocalypse
  3. mineralvein (the one they use on civcraft)
  4. antixray and orebfuscator
  5. grief prevention
  6. nerdspawn (with random-radial spawn enabled and a handful of respawn locations around the map)
  7. pwnpvpbalance and/or redwall's combatrebalancer
  8. cobracorral
  9. vehicleraid
  10. mylineagepvp
  11. nocheat plus (disable chat spam filtering)
  12. pwnfilter (or just let griefprevention handle chat spam filtering)
  13. clanchat
  14. enchantism
  15. pearlnerf
  16. combat tag (or ideally something like it that spawns an NPC anytime anyone logs off - regardless of whether they were technically in combat or not; griefprevention has a combat tag config but it kills players instead of spawning an NPC and only happens while recently in combat)
  17. botany (because trees)
  18. moblimiter
  19. whatever plugin P uses to boost passive mob drops
  20. Optionally include citadel for those who want to reinforce stuff outside of GP claims.

 

mylineagepvp would basically allow users to be pve if they want, passively discouraging PKers, but rewarding consensual combat.

 

If you want links to or descriptions of any of these plugins let me know.

 

***Some plugins may require tweaking for MC 1.8 but I'm pretty sure all of these are open source and permissively licensed***

 


 

Configs

 

  • Generate the world with roguelike dungeons.
  • set "extra hard mode" plugin to nerf grinders.
  • plump xp by a ton for mobs/ores.
  • Enable siege mode in griefprevention.
  • Possibly disable the nerdpoling nerf in extrahardmode.
  • Definitely change the extrahardmode notifications to the chat window and not scoreboard.
  • Find that damned plugin that stops snow golems from generating snow unless they're on obsidian.
  • Monster apocalypse should be set to make mobs identify the player from farther away if nothing else.

 

Use a relatively flat biome for spawn - like plains or savannah - to decrease fps/lag issues for those who want to pvp near spawn. Include warps at spawn to various locations around the map. Include warps with a 10 second warmup back to spawn at those points. These could also be the nerdspawn respawn locations. This warmup thing could easily be done with CH.

 

Don't make spawn too elaborate or too big - KISS. Keep the rules straighforward too - e.g.: "don't be a dick. No cheating (fly/speed/pvp/xray hacks, etc.). Don't be a dumbass - if it isn't a fair fight, nobody is going to have fun." Put a melon farm at spawn. Consider putting a tree farm at spawn that autoplants saplings - so new players have access to lumber (worldguard and/or wgcustomflags for this).

 

Make /help not ugly like it was on S, make it actually informative.

 


 

Don'ts

 

150px-Alto_stop_sign.svg.png

 

  • Don't mess with economy stuff.
  • Don't mess with bounties.
  • Don't mess with pvp ranking plugins unless it is polished, refined, not spammy, and easy to use.
  • Don't mess with prisonpearl.
  • Avoid dependence on LWC - consider not using it at all in favor of GP locked chests (LWC has rare chances to fail, exposing items assumed to be secure).
  • Don't use safebuckets - it isn't needed with griefprevention.
  • Don't make cardinal roads.

 


 

Precautions

 

  • Extra hard mode will respawn the end dragon periodically, so warn people about attempts to make end grinders.
  • Roguelike dungeons have lots of mob spawners. ensure extra hard mode is set to nerf grinders - and/or worldguard protect the roguelike dungeons except for breaking certain blocks to gain entrance/escape (wgcustomflags plugins can help with this).
  • I haven't tested monster apocalypse on a server with many players so pay attention to TPS and such while using it and adjust spigot settings like mob view distance and the like - pay attention to player feedback - it should be challenging, not pointless.
  • If someone is obviously intentionally causing lots of mobs in dungeons to spawn, warn/ban them - or find a way to limit the maximum amount of aggressive mobs in a chunk.

 


 

Concerns

  • Grief Prevention will cancel the threat from monster apocalypse in terms of mob griefing protected bases.
  • Grief Prevention will disable tnt use above sea level, making mining for coal initially fairly challenging...
  • extra hard mode's torch nerf will favor people using gammabright and xray mods.
  • Grief Prevention provides a method to teleport to spawn if a player is stuck - I'm uncertain if it works outside of GP regions which might be an issue if citadel is used.
  • Make sure mobs are actually spawning at a reasonable rate for mild threat and reasonable ghast tear collection - play the game at ~peak hours (or alternatively buff tear drop rates)
  • antixray plugin may be an issue if players tnt a very large diamond vein. Experiment and tweak accordingly.

 


 

Blah blah

 

372f51d264d9b2ffc3f4d1186f738e1d.jpg

 

Run this as an event, not a regular server. Invite pve regulars to try it out. Do this after activity on P from the new rev has died down some, so as not to detract from it. After a little while ACTIVELY gather feedback. Pester people not through in-game automated notifications, but say "hey, hey... hey joe. fill out this survey so we can do better." Or do it automated and provide an incentive"fill this survey out and get a couple blox of tnt and two diamonds." but only do it after the server has been up for a few days. Make the survey easy to fill out, and not too long, and allow for open-ended written responses. Make results visible to public either live or within three days of the end of the event. Make a fancy post introducing the event with nice headers and bullet points, with a quick summary at the top.

 


 

Optionally

 

  • set up some control points (like, ten or something) and let individuals/clans establish dominance over them to gain fame and mild buffs (i don't know what plugins for this there are, so consider it a low priority compared to getting the event up and running)
  • Consider using that plugin from the CTF that added special blocks - basically for a speed-boosting block for players to make roads with.
  • Consider providing a convenient source for gunpowder/sand/tnt, for mining with extrahardmode enabled.
  • I don't know what the padmins have planned for their story this revision, but consider integrating this event with it somehow, to encourage p players to try out the event for a little bit and hopefully increase the ratio of adventure-style players versus "imma fuk u up" types. This is not about trying to replace P or steal P players, it's about setting tone.

 


 

Maximum kit loadouts

 

(this is basically what limits are set on permitted enchantments for armor and weapons, as well as brewable potions and their effects) This is where I'm inexperienced and the pwnpvpbalance/combatrebalancer/mylineagepvp plugins may alter the dynamics. go with vanilla. gather feedback. adjust. pay attention. watch for: evenly matched combat durations, armor/weapon damage, repair costs. Combat should be not too long, not too short, and players should not lose all of their gear just from fighting in a single match.

 


 

Moderation

 

Once the server is open, let it go with little moderation - mostly for chat/harassment and pvp "hackers". Grief shouldn't be an issue with grief prevention(+citadel) - if someone tears up natural terrain or makes swastikas just use GP's natural regeneration tool on it and do whatever with the "griefer" seems reasonable. Warn people using pvp/fly/speed hacks to disable them before banning. Don't be afraid to start muting/kicking trolls/toxicites for being dipshits in chat. Are private player notes a thing yet? They need to be for easier tracking of troublemakers without giving them a scarlet letter. orebfuscator and antixray should weed out many xray issues.

 

Seriously, if someone is being a dick repeatedly, just ban them. Nerd may be a place of second (or twentieth) chances, but it doesn't mean you gotta let assholes ruin the place. A pvp server doesn't get a free pass on assholeism.

 

Admin: exercise discretionary powers wisely, always in the interest of fairness and fun. if a rule is inhibiting creativity and/or fun in a specific instance and the reason for the rule in this particular case is not exceedingly clear, exercise discretionary powers.

 

Fairness and fun. Fair and Fun is camping a worthy opponent's base and defeating them against odds. Unfair and mildly fun for only one party is camping an unworthy opponent and preventing him/her from playing in the way he or she prefers. This is also called "being a dick" and it applies at spawns, bases, or anywhere else. If someone is distraught enough to complain in global chat, leave them alone. If they're complaining despite being evenly matched, then they aren't going to be fun to fight anyway if they're a sore loser. Anyway, mylineagepvp plugin should help with some of this.

 


 

Ending the event

 

balloons-and-confetti-presentation-ppt-b

 

Ceremony or no ceremony, up to you. The point is having fun in the middle if nothing else. Gather feedback and use it for whatever survival server planned for the future. Having something interesting to look forward to at the end of the event might help encourage activity in spite of the announced end date.

 


 

Closing

 

This is some relatively easy stuff that can be thrown together for a mildly interesting relatively-low-maintenance pvp-enabled event. I don't really see any downsides to trying it. If anyone has suggestions for improvements please share. If any admins have any opinions, please share. Forum moderators, please remove any comments that are drifting off-topic or overly dramatic.

 

Also, I'm not heavily invested in this. I just always kind of wanted to use extrahardmode+griefprevention+monster apocalypse on a server with nerd-quality moderation/community peeps and figured I'd jot this down and throw it out there.

 

Edit: actually, I just want to play with the better TNT from extra hard mode. o___o

 

Edit2: also, some stress-testing was performed on a testing spigot server running on my dinky laptop with extra hard mode tnt and worldedit (and grief prevention). Giant cubes of TNT+redstoneblocks were created. Spigot did a wonderful job of keeping the explosions asynchronous and the server was fine, as was my laptop. Also the overworld surface was pristine despite the new massive cavern below. Rest easy.

Edited by Mumberthrax
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  1. Any interactions between those plugins? Or with other essential nerd plugins?
  2. Can you explain siege mode?
  3. How does the monster apocalypse plugin affect lag? Mob AI can be bad at times even in vanilla. Can you organise a test, we can be the test subjects.
  4. You say have a fps-friendly area near spawn - does that include player builds?
  5. What would you like to see in /help?
  6. The torch nerf seems a step too far - can that be disabled?
  7. What mod or combination of mods makes tnt more important? If extra hard mode plugin wasn't there would it still be so good, or still a lag problem?
  8. We'd need books upon books to explain all of this to players. Can you help/start write those?
  9. How many warnings would you want to give people using hacks? What is reasonable for something fixed with the regen tool - normal griefing-length procedure and bans?
  10. I really like your suggestion to kick "toxicities", but only if that is purely at the staff's discretion and we don't have endless arguments about what is or isn't toxic.
  11. MylineagePVP sounds interesting. Maybe we could have a discussion about using that by itself in another test event. I'd want to do some testing with it, so that say someone who is only on to PVP can't just spend a few hours at spawn killing everyone, and the rest of the time killing mobs at world border/grinder. Also I'd want arenas exempt.

I'm positive and looking forward to this. I see all my concerns as solvable.

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1. Any interactions between those plugins? Or with other essential nerd plugins?

  • One thing I have noticed is EHM's tree felling thing (trees sort of act like gravel/sand entities upon being chopped) doesn't work inside worldguard regions.

     

  • Last time I checked, pwnpvpbalance and combat rebalanced were not working together, prompting redwall to replicate the encumbrance features from pwn in rebalancer - I'm uncertain if any changes have happened since which would allow them to work together.

     

  • Pearlnerf is supposed to tie in with combat tag, so that a tagged player has the nerf applied on what rate they can spam pearls. Getting this to work when i was testing back in the day was tricky and someone unintuitive... I'm not certain it ever worked ideally. I am almost suspecting it had a bug in that interaction. If a better plugin can be found to limit the rate at which pearls can be thrown then it might be good. Alternatively get rid of it and let pearls be vanilla, gather feedback from pvpers.

     

  • nocheat plus tries to filter out people spamming chat. it is sometimes really stupid about the way it does it - or maybe we just never had it configured well on S. Grief Prevention has a chat spam filter functionality, as does pwnfilter. Pwnfilter and grief prevention's filter might work fine together - if not one or the other can be disabled in configs. Or pwnfilter can be just not used.

     

  • grief prevention has some options to automatically temp ban players for chat spamming and possibly other things - I don't remember. I think it has a handful of administrative commands that can be used to ban players. These duplicate some functionality that nerd already has with its standard plugins - so they'd probably need to be turned off in the configs. though i think temp bans ought to be a thing all over nerd for minor stuff. anyway, GP's ban things probably don't send info to mcbouncer, which would be an issue administratively.

     

  • mylineagepvp and pwnpvpbalance may have some interactions where someone regularly killing the same person repeatedly might have additional debuffs when in combat with that player if the killee refused to fight after a little bit, causing the killer to gain the PKer status and associated debuffs in addition to whatever specific adjustments would have been made by pwnpvpbalance for damage from the killer to that specific killee. I don't really think it would be an issue though with most reasonable config settings for either plugin - including the default configs.

     

  • logblock/prism/coreprotect may not log edits to terrain made by grief prevention's natural regeneration tool. I haven't tested this.

     

  • I don't think botany will plant saplings in worldguard regions, but I am uncertain if it will try to plant them in GP regions.

     

  • To prevent players from claiming a GP region in a worldguard region, an administrative GP region will need to be made in any WG protected spot like spawn or respawn nodes.

     

  • zombiekiller/moblimiter may have unknown interactions with mobs of monsters forming due to monster apocalypse' expanded player detection radius. I haven't tested this. If they limit the amount of monsters in a chunk, that may end up being a good thing for latency issues.

     

  • VehicleRaid and CobraCorral play well together. With CobraCorral, your horse is vulnerable to damage while you are riding it. With VehicleRaid, after taking a few hits while riding a horse, you are dismounted. CobraCorral (by default) leaves horses unprotected for an interval after dismounting, and then protects them from harm afterward - so combined, your horse actually has a greater chance of surviving a fight, and you have a greater risk personally in taking your horse into battle since you might get yanked off. I think it's a great balance, but other people may have different opinions.

     

  • as i mentioned above, AntiXray *may* complain if a player finds lots of diamonds from TNT-ing large veins from mineralvein using EHM TNT. If this happens, AntiXray could probably be tweaked to be more relaxed, or disabled outright. It would probably be a good idea to load all three on a testing server and have someone log on with an xray mod and try to xray actively, versus just mining for diamonds without xray.

     

  • also mentioned above in the "concerns" section, grief prevention by default prevents TNT from damaging blocks above something like y55. Mineralvein makes all ores more difficult to locate, including coal ores which generate up to y80 iirc. Extra Hard Mode nerfs wood and stone tools considerably, so mining coal above sea level would be really slow, finding coal might be tricky, and getting started with those first stone tools might be a pain (this could be alleviated by generating mountains with cobble already on them for aesthetic purposes, or by people sharing starter tools). The primary mining method with EHM is using TNT, which is buffed with a larger blast radius and drops all broken ores iirc. So trying to make any sort of base/build inside a mountain would be relatively slow compared to blasting it with TNT underground.

     

  • I don't know how citadel and grief prevention would interact. I don't imagine there would be any issues - just redundancy - if citadel were used to reinforce blocks inside a GP region. I am uncertain if a non-owner/member of a GP region could use citadel to reinforce a block inside the region. 
2. Can you explain siege mode?

 

This video from the Grief Prevention plugin developer does a pretty good job of explaining it: https://www.youtube.com/watch?v=IumQMGpvm0I

 

The gist of it though is that it tries to reduce the overpowered-ness of grief prevention regions for PvP by preventing people from just running into their bases and hiding or gearing up. You can still run into your base, but you can't open chests or whatever until either you or the seiging player dies.

 

It is not perfect. I am hoping that with live playtesting we can identify what improvements ought to be made to it, and if players like the rest of the plugin overall maybe the techs could tweak the open source code for use on a future survival server.

 

3. How does the monster apocalypse plugin affect lag? Mob AI can be bad at times even in vanilla. Can you organise a test, we can be the test subjects.

 

I tested with one player (me) on my laptop and had a small mob of mobs trying to get at me in a few instances - once where I enabled mob griefing in monster apocalypse, and once where I did not. With mob griefing enabled, they blew up the wall of the house i was hiding in and killed me before the group of monsters became too big. With mob griefing disabled, just player detection radius increased, I had about 8 zombies/skeletons hanging out below my elevated platform base at night. I didn't notice any lag issues - but I was also playing on my own computer with nobody else on.

 

This is something that needs testing with many players online. I could set a server up on my laptop for testing and invite people to playtest - but my laptop is not a proper server box and my internet is plain DSL, not a proper game server connection - so results may vary from an actual event on nerd with many people.

 

4. You say have a fps-friendly area near spawn - does that include player builds?

 

meh. I just know when I adminned S, a couple of regular hardcore PvPers liked very simple spawn areas - e.g. extreme hills/forests = complain; savannah = praise. Maybe its just the flat terrain and lack of jumping needed in combat. It would be a hassle to implement and enforce any rules about overly complicated player builds near spawn.

 

5. What would you like to see in /help?

 

P's new /help configuration is pretty.

 

6. The torch nerf seems a step too far - can that be disabled?

 

yep. everything in the extra hard mode plugin can be disabled afaik. Torches still work, but only above a certain y-level. The idea I think is to increase the danger of mining deep underground, and encourage you to use things like lighters and glowstone. Like I said in the "concerns" section though, this would be no challenge at all to people using gammabright or xray-style mods.

 

7. What mod or combination of mods makes tnt more important? If extra hard mode plugin wasn't there would it still be so good, or still a lag problem?

 

Mineral Vein and Extra Hard Mode combined make TNT important. Extra Hard Mode nerfs wooden/stone/iron tools when mining stone (impossible with wooden, increased durability use with stone/iron). Extra Hard Mode enhances TNT with a larger blast radius and pretty physics (throwing stone around a little bit), and does not destroy the drops from ores like vanilla TNT does. Mineral Vein makes ore veins more rare, but larger - making large TNT explosions more useful.

 

Spigot does a very good job of managing explosions, preventing them from becoming an issue if there are a lot happening at once. I mentioned this in my edit to my original post: on my laptop testing server a cube of many hundreds of tnt blocks was spawned in with a random mixture of redstone blocks inside it, triggering most of the tnt at once, down underground in solid stone. There were some temporary visual issues, but the server console didn't complain once iirc. I also do not think that anyone without worldedit would ever create such a monstrosity in survival mode considering the time and resources it would take to construct - so I think we're pretty safe from TNT lag.

 

Removing Extra Hard Mode entirely would remove a lot of the fun, IMO. But the PvP balancing plugins and Grief Prevention would still be nice to try out with a good number of people.

 

8. We'd need books upon books to explain all of this to players. Can you help/start write those?

 

I don't think we'd need books upon books. Some basic information would be useful I'm sure though, and an introduction guide would be handy.

  • Grief Prevention has a very good system for helping new players to get up to speed rapidly.
  • Extra Hard Mode has an in-game information system for any of the less intuitive or more surprising aspects, but even this might be unnecessary. (by default it uses the scoreboard to display information to the player, but this is ugly and i prefer the chat window)
  • Monster apocalypse: mobs = harder, at minimum configuration they have an increased detection range so they gang up on you.
  • MylineagePvP works pretty much without needing to issue any commands afaik - if you attack people you're immediately put into combat mode, if you go for x seconds/minutes without attacking, you're in peaceful - i could be remembering wrong. But yeah this would probably need a brief explanation but I think just a minute or so of playing would be enough to grasp what is going on.
  • PwnPvPBalance works in the background to try and make fights fair. Don't even need to teach players anything.
  • Botany (if used) probably could get a mention, but the gist is "this plugin makes forests try to replant themselves over time"
  • mineralvein would need a brief explanation: "ores generate in large clusters instead of random small ones like vanilla minecraft. These clusters are more rare, but if you find a diamond ore, its a good bet there are many more nearby" Even that could be made more succinct.
  • pearlnerf works in the background, but it might be buggy depending on how testing it goes. might warrant a mention.
  • combat tag has an in-game notification about combat logging. ideally players would be tagged all the time basically, so would always spawn an npc, but i don't remember if this is possible with just CT. would deserve a mention in a guide/intro thing.
  • enchantism is different from vanilla for sure. its pretty straightforward, and would probably take a sentence to explain. "enchanting tables are different from vanilla - you don't need lapis, and you can pick and choose what enchantments you want. if you really want to use vanilla enchanting, there's a button for it."
  • CobraCorral might have a tiny bit of a learning curve. Good to know how to use the gps function, good to know that your horses are safe (we'd probably limit it to like 2-4 horses protected), good to know that they *aren't* safe when you are riding them.
  • moblimiter: "we have a plugin that removes mobs when there are too many in one spot. so if you breed a hundred cows, if you go away and come back you'll probably find only four cows"

etc.

 

9. How many warnings would you want to give people using hacks? What is reasonable for something fixed with the regen tool - normal griefing-length procedure and bans?

 

I mean, it kind of depends but at least one. If someone is zooming around the map, kick with a "turn off your fly hacks". If someone is using forcefield or some other kind of pvp hacks (pvp hacks are challenging to identify sometimes, and you should never moderate people you are involved in pvp with directly) they should get at least one warning. I learned during my time as a sadmin that on popular pvp servers, pvp hacking is ubiquitous and generally unmoderated. Some people may be accustomed to this and think its normal and okay, rather than unfair and frustrating. In my opinion, if they got one warning and persist, then they ought to get a temp-ban of an hour, then a day, then a week (assuming the only transgression was pvp hacking). This also assumes a functional temp-ban system which nerd hasn't implemented yet afaik... but from what the techs have told me it could be done trivially with a CH script.

 

10. I really like your suggestion to kick "toxicities", but only if that is purely at the staff's discretion and we don't have endless arguments about what is or isn't toxic.

 

I probably shouldn't have coined a new pejorative. Good thing I'm not staff.

 

11. MylineagePVP sounds interesting. Maybe we could have a discussion about using that by itself in another test event. I'd want to do some testing with it, so that say someone who is only on to PVP can't just spend a few hours at spawn killing everyone, and the rest of the time killing mobs at world border/grinder. Also I'd want arenas exempt.

 

 

Yeah it isn't perfect but its interesting.

 

I'm positive and looking forward to this. I see all my concerns as solvable.

 

I'm glad it's interesting. Thanks for bringing up all these points/questions.

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I missed this one:

What is reasonable for something fixed with the regen tool - normal griefing-length procedure and bans?

 

It probably depends on the grief. If it's a giant swastika, then a ban for racism or something like normal. If its a big "AVO" then i dunno. a warning about ice cream being melted or something? with repeat offenses getting a ban. If its lava poured all over multiple mountains or something... a regular ban maybe? (edit: I just remembered GP prevents use of liquids outside claims above ground by default so this is a non-issue.) I guess you'd just treat it like normal. The natural regeneration thing is just an easier way to "restore" messed up terrain than logblock is all.

 

Since grief prevention (and citadel if its used) would be protecting players builds, you can kind of treat grief like you might on a "chaos" server. If the place looks crappy and it isn't protected, staff have discretion to tidy it up.

Edited by Mumberthrax

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If its a big "AVO" then i dunno. a warning about ice cream being melted or something?

Comedic genius. 

That aside, this sounds pretty fantastic. I'm disappointed that there hasn't really been much action on any of your recent ideas, you're throwing it all out there. 

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I appreciate the support. I think it would be kind of fun. I think a big reason there isn't much response to this one in particular is because of how goddamned long the post is. Needs more pictures and less words. :P

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YES. I would love an actual hard mode and support this fully. I've only ever really been invested in S, but the one thing I've noticed is a lot of the players just derped and didn't actually have to survive. People would be like "food is hard to get, I hate mining for diamonds" and you know what? Good. The game shouldn't be easy on a survival server. Inb4 go to P for the environment factor, and to that I say no. What does S stand for? Survival. Honestly, I just never felt like I fit in on P, and rightly so. I'm a terrible person at the end of the day, I need an atmosphere like S where I may consider a few people friends, but at the end of the day they could still cut me down behind my back.

 

During rev 27 I think, they implemented the blood moon and had it been better balanced I think it would have been an excellent addition to surival. It had a lot of risks, but it was supposed to have a high reward if you were able to survive the encounters.

I am very interested in helping with this... Please let me know if you guys need any help with anything.


One suggestion. Do not allow the locking of chests. In past revisions the biggest complaint has been how safe users are. We spread out and those of us who are good at surviving have plenty, but we get complacent because the actual PVPers aren't really tempted to leave the cardinal roads. There needs to be incentive to search for other players.

 

 

 

To placate those that don't fair well in Survival maybe consider a simple kit? Leather or iron, 1 iron-(axe, shovel, sword, pick), 12 porkchops, 8 torches, 2 chests, 4 oak wood. You only have access to this kit at spawn, if possible once a day.

 

Also the most important thing I saw that absolutely CANNOT be in survival is that Grief Prevention teleport. There must be a way to balance that. When S had the store the most abused command was porting to the store. It absolutely ruined PVP. Rather than shifting trying to run on their own, players would just TP to the store. That cannot happen again.

 

 

 

sorry for formatting, spelling, grammar. Very tired.

Edited by iamdarb

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My main concern: Is this only something Nerd is looking to do as an event, or is this more of a test run that could move us toward having a permanent S server again?

 

 

edit: and I just realized this is all hypothetical. I support it regardless. Consider using a very small map... no bigger than 2k x 2k.

 

 

editdos: Another question: Leave 2 rule or no? Personally I think all animals should be fair game as they are necessary to survival.

Edited by iamdarb

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My main concern: Is this only something Nerd is looking to do as an event, or is this more of a test run that could move us toward having a permanent S server again?

 

Both. A test run that ends as soon as it runs out of steam.

 

editdos: Another question: Leave 2 rule or no? Personally I think all animals should be fair game as they are necessary to survival.

 

This and being hard as you say in your previous reply are part of a trade off between what you want and what people not like you want. As far as I've seen a balance of both is needed. Maybe it's different for extra hard but I'd be wary of just assuming so for our own benefit.

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To be clear, this wasn't intended to be a replacement for S. Its just several plugins I think would be fun - especially the combination of the buffed tnt, nerfed mining, and rare large ore veins. I like grief prevention a lot. It's dead simple, requires no moderator intervention at all, has super simple instructions for new players, and it rewards people who play for longer. The teleport is kind of essential if you are trapped in someone else's claim.

 

The point isn't to make this a hardcore pvp be-a-dick event. It's to enable pvp, have environmental challenges to overcome, have a reliable self-serve plugin to protect your build and gear, and have fun fighting monsters and exploring.

 

As for animals, if they're in a protected claim them I'm pretty sure they are automatically protected by the grief prevention plugin, therefore there would be no need for any rules about not killing other people's animals.

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if any event admins or techadmins or head admins have any interest in this at all, I put together a 1.8 server with most of the plugins, and tweaked the configs a little bit so they work ok together. only plugins i didn't get on my list were citadel and enchantism (edit: and orebfuscator) because i couldn't find updated binaries for them and didn't feel like re-learning how to compile plugins. Basically, the work is done it just needs to be tossed onto a server. I wanted to make a cool map for it using the realistic terrain generation mod but had some trouble getting 1.8 blocks and ocean monuments to generate properly. I think a fun alternative would be the upcoming biome bundle, a free open set of terraincontrol configs. alternatively, just a plain jane vanilla map.

 

I was thinking about making a short little image album putting this long essay i wrote into a more visual format so its easier for people to see and understand.

 

edit: well, i say the work is done - but its just the basics. i didn't write any fancy teleport signs in CH yet, but that wouldn't take long. just don't want to invest the time in re-learning CH if this won't be used. I also didn't set up any kind of control-point plugins since it really isn't essential to the basic idea.

Edited by Mumberthrax

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Guest Former Staff

This is one of those well thought out ideas that sounds really good. Unfortunately with us focusing on launching a pvp server, we'd end up competing against ourselves for a similar playstyle. The only other reason that make me say 'not no, just not now' is manpower, acquiring more people who want to head up such server is proving a challenge. For the moment, we do not wish to stretch ourselves too thinly.

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