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Rethinking Survival


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#1 Shroom Agent

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Posted 04 October 2015 - 07:57 PM

Hi, so, in case you haven't noticed, Tsar/Seabreeze has not really been active on Colonizations anymore. That is fine, of course, since no one here is obligated to do anything, but I asked his permission, and would like to start a new survival server that is different from Colonizations. I highlighted the questions I would most like answers to, but of course, feel free to respond to any of my points!

The first issue I'd like to address is should we transfer items from col3 to said new server, or start completely fresh? Should classes be reset, or should players keep their levels? The advantages to keeping items would be that, well you have items! However, that would also take the need out of restarting. If you already have iron+ quality goods, you wouldn't spend that time again searching for stone and wood tools, or gathering lots of building material if you already have it.

Another is PvP. Col2 was kind of iffy (at least in my opinion) about PvP, making it a constant thread, but it developed drama that was fun for some people (but so not fun for some admins). Should PvP be enabled for everyone, disabled for everyone, or should it be the way it is on col3 skyland: Consensual PvP from all parties involved is allowed?

What kind of map would everyone like to see? Would you rather have a col1 style map which was mostly land, a col2 style map which is mostly water, a combination of the two, or something else entirely? Should landscapes be protected on the new world? For example, if someone wants to tear down a whole mountain for stone instead of digging for it underground, it should be disallowed?

Should classes be kept? Personally I liked the classes, but maybe some changes to them need to be made?

What should the name of this new world/server be? I'd rather not keep the Colonizations name and call this col4, but if no one can think of a better name, then I'll just go with "Equine Survival" or something.


UPDATE: Initial Map draft posted

Edited by Sweetiepp, 07 October 2015 - 06:28 PM.


#2 Neon

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Posted 04 October 2015 - 08:07 PM

1. a full restart, everyone should start on the same line to make it actually feel like a restart, unlike what has been happened the past 2 restarts, where the same people became superior because of their good gear,

 

2. pvp should be enabled so that there are threats which is what kept the past 2 col's more active then the current one. but unlike col2 there should be more rules on things that can cause damage to towns.

 

3. an earth/col1-2 map, there are some, maybe 2 or 3 continents, and for the rest oceans with islands and such.

 

4. classes seem fine to me, although it seems alot of people (usually the stronger players) complain about how it is ''too easy to level up'', might worth spending time finding out more about that

 

5. im not gonna bother trying to come up with a new name, IMO its not that important



#3 Doctor Charcoal

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Posted 04 October 2015 - 08:14 PM

I think a full restart (item wise) is a good idea. This time, everyone would have to work to actually build up their town or whatnot, instead of, like what kili said, the same people becoming strong again because of them bringing in items from the last world. This would also sort of enforce the feeling that it isn't really going to be "col" anymore.

 

PVP was what brought action towards the middle of col 2. Even though it barely happened, it brought some popularity and even some RP action into col. However, there is the fact that there were many people who felt angry or annoyed at the PVP aspect, so I'm going to leave the choice of that to the vote on popular choice.

 

I think the hybrid between col 1 and 2 would be mostly beneficial. Those who enjoyed the col 1 map and style would be able to experience it again, while the people who enjoyed col 2 would be able to access their form of gameplay.

 

I think Classes and races are what brought col alive. It gave access to new things, and skills that were useful in combat and otherwise. I don't believe they should be removed, if not to add more things in relation to skills.

 

As for names, that's not really in my category. I'm terrible with coming up with original, new, ideas. This will be up to others to decide, I'll roll with anything.



#4 Starlight Aurora

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Posted 04 October 2015 - 08:17 PM

1. I think a restart will work since it will make it not as boring.

 

2. I will agree with abouya, PvP is what made col.

 

3. I kind of like col1 and col2 maps.

 

4. Classes and races I really like so keep them.

 

5. Not even tryng to make up a name



#5 Super Ultra Uber C00l Dood

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Posted 04 October 2015 - 08:38 PM

Full restart, complete fresh start.

 

PVP completely enabled for all players, they can kill you if they wish (or if they can :pp)

 

Hybrid between Col 1 and 2, having both land AND oceans.

 

Classes are fine, but in my opinion, every class should have at least one flaw. Let it be Pegasi go through more hunger, or Unicorns are too fragile.

 

No idea.



#6 Mystic

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Posted 04 October 2015 - 09:16 PM

Full restart, Dont keep any items that way its not boring and you actually have to work for your materials again.

PVP toggle on and off

I agree with looks and think there should be land and oceans, not complete ocean.

I believe classes should be kept, and have advantages and disadvantages, I personally enjoy having classes.

For the name, Im not completely sure, I dont think we need a col4 since 2 and 3 died pretty quickly, I think it should be a new name so it isnt assumed as one of them. But I dont really mind the name.

Edited by Mystic, 04 October 2015 - 09:16 PM.


#7 Solice

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Posted 04 October 2015 - 09:32 PM

I would actually consider coming out of retirement for this if it was like Col 1. Literally just make it exactly like the first Colonizations. PvP has to be consensual, mostly land based, classes should be how they were. And Changeling abilities should be reverted to their original versions. (Disguise hiding you from mobs, and not having a time limit.)

 

Changelings shall rise again.



#8 Hepolite

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Posted 04 October 2015 - 09:42 PM

Restarting:

A fresh restart sounds like the best bet. This is a good chance to show that we learned from the other Col maps, both the good and bad, so that the best possible experience can be provided to all players.

 

PvP:

In my opinion, PvP should not be forcefully enabled for all players. From my observations from Col2, people who wanted to build their own places, and just have a good time with that, would always have to take into consideration that their work could be completely ruined at any moment's notice. That threat is a huge mental strain and it's not something that should be forced upon all players, unless that is what they want. In the end, on Col2, there seemed to be a general peace where all the biggest parties didn't want to war with each other, and just remain neutral. There were a few minor forces that seemed to always want some action, but from what I observed, they were in the minority.

 

Having a constant PvP threat enabled seemed to do something to the community; it felt to me like it was driven more apart, people seemed more aggressive and negative, hostile even. And not just on the Col map, but outside that, on the main server as well. That's not a good thing - we should want people to be more open and welcoming of others, not be distrustful and turn against each other. Anything that has even a remote chance of encouraging toxic behavior should be really, really well thought through, and then thought through again. PvP is one such thing - it is essential to deal with that correctly.

 

As another sidenote, I would suspect that the type of people that play on a server that is based on a certain show, isn't exactly the kind of people that prefer acts of aggression and use of force over working together to achieve their goals. Having some form of PvP has the potential to be a great addition. People want the option of it, but force it? That, I believe, is not the right way to proceed.

 

Possible solutions:

 - PvP could be a toggle, where each party must agree to PvP

 - Have certain zones where PvP is forced on, the rest of the world PvP is a toggle

 - Have PvP being an event where two factions are going to war against each other (Perhaps due to story reasons, if that is added)

 - Any combination of these, and/or something completely different/unlisted

 

Map:

Anything that is highly varied, as people are suggesting. A few main continents that are unique with their own biomes (More than "a few") and variations. Some overlap between the continents wouldn't hurt; it's highly unrealistic to assume that each continent doesn't have some similarities to the others in one form or another.

 

Depending on the "realism"-setting, or the "in-theme"-setting, the world should be built accordingly. Having a mix of large oceans and large continents seems to be a solid winner, but including exotic terrain features like floating terrain in some area could work well. Of course, if the world should be according to a theme, then the map should be designed accordingly.

 

Classes:

This also ties down to the theme of the world. Personally, seeing changes to the class system wouldn't hurt. One thing that I can imagine being a problem is the grind it currently is. Some people prefer being able to playing not just one character, but several. The current system almost forces players to stick to just one character and spend quite a lot of time to even make that character barely able to function. Having a system which allows players to quickly get to a viable state after changing race, while also providing deeper experience for those that spends time with that race, could be worth investigating. In other words, it should be possible to easily get all the general capabilities of that race (Perhaps even right off the bat), but have to invest some time to "specialize" as that race, such as getting very specific race abilities.

 

Alternative ways to "level up" should be considered - killing mobs is awfully boring, time-draining grind that isn't a challenge at all. Any mediocre Minecraft player has no problem dealing with mobs, and having to constantly seek them out to kill them isn't fun in the long run.

 

Server theme:

Now, I've made a dangerous assumption thus far in this post, that this survival aspect will be based on the same universe as the show.
Of course, if the theme deviates from that, a lot of what I'm writing here isn't as relevant. However, if that is the case, it begs the question what this survival aspect will be based on. Col1 was themed loosely on the show, but in the end got stale as there were no real story to it. Col3 went completely away from that theme and did its own thing that, as far as I can tell, has no relevance to the show whatsoever. Col2 appears to be something in-between.

 

Having a solid grasp of what we want the survival aspect to be like, and sticking to that, may be crucial. This should be reflected in the classes, the map itself, the story (if any) and everything else.

 

As soon as the theme is determined, a name could be determined based on that. If there is no theme at all, and this is just "vanilla survival with sprinkles", this section doesn't apply and the name might as well be "Equine Survival". But that begs the question, why would players play this specific survival variant over all the others that exists?


Edited by Hepolite, 04 October 2015 - 09:56 PM.


#9 FCtheHalfDragon

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Posted 04 October 2015 - 09:44 PM

Complete fresh restart, because I like working with friends and not have to depend on someone who starts out with good gear.

Toggle PVP for each person so if you don't want to be killed by players.  Maybe mob griefing off, since that is always a major pain in the butt.

Standard Minecraft generated map, since it has a mix of land and sea.

Never had much experience with classes, but if there is a class that is all around neutral like an adventurer or wanderer class, I am okay with it.

Maybe call it "New Worlds" or something having it not deal with Equestria.  Like I said, the most fun maps to me are randomly generated vanilla maps that are not edited.

 

Other suggestions:

Soulbound items: basically something that would act like keepInventory but can be applied to a few items like if you had renamed an item and you don't want to lose it when you die.

A Party system:  I always like Party systems allowing you to invite people so you can work together with them.

/gamerule mobGriefing false:  like i said, having some things destroyed by mobs is a pain in the butt, like if the blocks are expensive or rare like diamonds.  I hate it when creepers blow up diamonds.


Edited by FCtheHalfDragon, 04 October 2015 - 09:49 PM.


#10 Neon

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Posted 04 October 2015 - 09:50 PM

from what im reading from other people, a large majority wants a full restart, Noice

 

basically what i want to see like in col1, everyone is on the same line, no1 is stronger then someone else, which means no1 joins someone else because ''theyre stronger'', which is an issue with TD after col1. im looking forward to seeing a map with 20 towns again, think about it ^_^



#11 hxfthxft

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Posted 04 October 2015 - 09:54 PM

If we are going to have something like a "main town" again I'm suggesting a "nerf surface" statue, a boat model and something from col1 like a reminder of the old worlds

 

This idea may sound silly but I am serious about it.

As for the rest, anything goes for me really.



#12 DestroOmega

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Posted 04 October 2015 - 10:47 PM

1. A full item reset at this point is probably necessary. I would even go so far as to suggest somebuggy go through the installed mods, and 'cull the fat', as the last time I was on there was three different ways to process ore.

 

2. On the subject of PVP, I propose a solution that probably hasn't been suggested before: Why don't we set it up so certain people are forced into PVP, while others aren't? Most modern military's Rules of Engagement prevent the attacking of civilians, and we all know that factions are going to form eventually, so why not have some people in that faction designated as a 'combat group'. The rest of the civilians can then have the option to 'Opt in' to help them out as a sort of militia. With this, we would have a good starting point for specialization, which is the cornerstone of any modern society.

 

Of course, the army itself would be at the beck and call of the political leaders/system, creating a need for a political game. This would also simultaneously create prospects for differing government styles and trade and you get the point.

 

C. Larger than Col1, smaller oceans than Col2, more connected than Col3, and seed generated so we can actually get some decent mining. Something similar to Col1, but with more continents if seed generation isn't available. We want just enough room to expand for a while, but close enough to force players to actually interact with each other. We don't need sprawling empires and countries, but a few well founded city-states are a definite requirement for social stability.

 

4. Like the items, classes need to be reworked. If people can level up to maximum in a day and a half, there's no real point in having classes to begin with. Additionally, can we remove the ability to change classes whenever, and instead have it as some sort of quest? I feel like people are switching, and not really giving it the reverence that such a decision should have.

 

5. "Civilizations: Equuis"?

 

 

 

(Looks, please never wake me up from the cocoon like that again. Lime flavored jello is NOT a substitute for stasis gel.)



#13 Captain Char

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Posted 04 October 2015 - 10:56 PM

Id like to maybe see more races, even if just a few, and a completely reboot where everything is purged and we start from fresh slate

#14 R9000

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Posted 04 October 2015 - 11:23 PM

Id like to maybe see more races, even if just a few, and a completely reboot where everything is purged and we start from fresh slate

Even though they're not strictly canon, can we have seaponies? Imagine having underwater cities where only seaponies can live? That would be awesome.

(Seaponies get constant waterbreathing and night vision so they can see underwater). Also some kind of ability like the pegasi's Seed Cloud, enabling them to add/remove large chunks of water in an area. This would make it possible to create pockets of air so that other classes can visit their homes. Anyway, maybe I'm getting ahead of myself, just some cool ideas.


Edited by R9000, 04 October 2015 - 11:27 PM.


#15 Captain Char

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Posted 04 October 2015 - 11:24 PM

I mean dragons and griffons should be present at least, seaponies were in the comics so it would be ok to use In my opinon

#16 Spotsy

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Posted 04 October 2015 - 11:26 PM

Even though they're not strictly canon, can we have seaponies? Imagine having underwater cities where only seaponies can live? That would be awesome.

(Seaponies get constant waterbreathing and night vision so they can see underwater).

I remember there was a joke in col 2 where if there was going to be seaponies they can't go on land at all and instead they have to go in some sort of water bubble.

...It was a joke until someone else and I made a big seapony skill and item template



#17 Neon

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Posted 04 October 2015 - 11:42 PM

so eh, question: am i the only one here hoping colitics can be a thing again? it was entertaining, stimulating RP and most importantly, it kept col1 and col2 active. it only needs something to make it less stressfull for the admins though...



#18 Captain Char

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Posted 05 October 2015 - 12:33 AM

the drama col2 generated was actually good, while nothing realy happened, as it was a "cold war" it kept players on edge of a constant looming threat, of who would be the first to start the global war in game. I also vote for maybe a 3rd admin ran faction thats specifically aimed to be the villian's or evil doers that is

#19 High Orbit

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Posted 05 October 2015 - 12:56 AM

Shroom, might want to consider putting up a poll so those who might not have time/might not want to voice an opinion can just mash the vote button.

 

Restarting:

Though I loathe to do it myself, fresh restart is the best way to go through with things. If we were to carry over, it would mean the new survival would be forced to scale it's own difficulty up to meet the already advanced players, which in turn makes it harder for new players to join.

 

Not to mention, a fresh restart allows us to completely restructure the plugin system, whereas carrying things over would mean we have to stick with the original plugins already present in col3, which might not be the best for the playerbase at hand.

 

PvP:

No. As an avid player of col2, I can personally testify that the kind of stress involved in active PvP, let alone an extended state of "play or lose everything" might not be the best for everyone, especially for a server mainly comprised of builders, who might have come here for the sole purpose of not having to deal with PvP. Hep expanded on this a fair piece, and I mostly agree with him on his points. PvP should be toggled, if not confined to certain zones.

 

A small problem with Hep's suggestion is that it was the system we used in every col excluding col 2, and players barely touched it at all. Depending on how we look at it, that might be a good thing, but I cannot deny that some conflict be it between players or against the server is required in order to keep things fresh and interesting. A large problem with the previous Cols was that players simply rushed up the technology tree in a matter of weeks, then ran out of content and simply got bored.

 

There are several ways I see this could be rectified, but all of them would require significant input from moderating admins.

 

- Change the focus of the server to PvE. By setting the main course of the conflict to not be each other but the game itself, we can avoid most of the hate and toxicity that PvP usually entails, while still keeping a source of conflict for the players. Blood moons that threaten the safety of towns, pirate ships that must be destroyed to avoid taking a large bite out of the economy all are a way to generate tension, not towards each other but as a way to advance the community as a whole.

 

- Set PvP to certain times. From personal experience, most servers that are not entirely PvP orientated do this, in some way or another. By restricting PvP to certain times of the day, say 6 to 8, those who would prefer to stay out of conflict would have prior warning before being attacked, or simply leave before the period starts. Col2 lacked this, and ended up being a panicky mess as players could be attacked out of the blue, which led to many being torn between to keep playing or to simply not play at all.

 

Map:

7/10 - too much air

 

On a more serious note, yes, I do agree that the map should be a blend of col1 and col2, especially if Movecraft is still to be used. Col 2 and 3 suffered from too much space because of the presence of transport that was at times not too efficient, but enough to be a decisive factor. If anything, Movecraft should be optional, allowing faster travel, but not completely restricting players to using it. You should be able to get from any island to any other island without a vehicle, though using one should significantly shorten the travel time.

 

This would get rid of having to teach Movecraft right off the bat, as well as letting new players who might not have used the plugin to acclimatize instead of being forced to learn everything off the bat.

 

Classes:

I had no qualms with the class system, though making it an option to change classes at will would be a nice feature. As it stands, the choices you make are irreversible, which might end up being bad for players who end up not liking their class, or felt the specialization they picked was not suitable for them.

 

Adding an option to re-profess while keeping your existing levels and exp to be reassigned would be a valid option, or simply allow classes to be switched while keeping the old levels in your original class in case you might ever want to change back.

 

Name:

Depends a lot on what theme we're going for, to be honest. A name can be added on later, but for the sake of the poll, let's just say something around the lines of Equestria: Horizons or something fluffy like that.


Edited by High Orbit, 05 October 2015 - 12:58 AM.


#20 FCtheHalfDragon

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Posted 05 October 2015 - 01:14 AM

Actually, I just thought of something.  Sometimes there could be special Story-driven events that could happen on the server, kind of like this one Minecraft series I watched called the Realm of Mianite, by Captain Sparklez.  It was a survival server that sometimes would have story-driven events from time to time.  Now that would be fun to have.



#21 Rori

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Posted 05 October 2015 - 01:18 AM

Restart:

​-------

full restart

 

PVP:

​-------

toggle

 

Map:

​-------

i believe the best sort of map for this new world would be 2-4 large landmasses with different rarities on them (or different biomes, in multiples, on them), seperated by a large river/sea.

 

Something to repeat the feel of countries, because that binds together the feel of col1 and col2. Multiple towns per land mass so they can form nations together. I liked the boats.

 

Classes:

-------

keep the classes. Though make leveling up much, much harder. I don't want people mounting to lvl 70 within like, three days to two weeks. The whole reason some might come on is to level up to max. too.

 

Name:

--------

The name should be something smart, but to do with the theme. If it is like the aftermath of equestria, then we bend to that. Colonizations is a good idea, but it is sort of a boring name system. Maybe a 'world' name that we can all agree to.

 

Other suggestions:

​-------

- Make some biomes with minable resources. Like realistic areas for good mining resources. Some biomes don't have any resources at all, and some do.

 

 

- Maybe make class-based land masses where their abilities might be enhanced.

Maybe a pre-made cloud area for pegasi, a boggy dark area for changelings, a crisp, mountainous plane for the unicorns, crystal/ice caves etc for crystal ponies, etc. Abilities can be enchanced flying speed, enhanced healing/disguise time, enhanced mana repooling, etc

 

These can be starting areas for each class? maybe the starting areas are small starter roads and structures based on the class,  and people are ALLOWED to build from there out, as long as they can follow suitable guidelines. The protection areas for the spawn can be really small?

 

 

Bat ponies, changelings and crystal ponies can spawn in underground areas. Though it's not going to be a simple dug out hole for them. The place they spawn should be LARGE caved out areas with columns and other things, like in my col2 city where we had the portal to the nether (Erebus).

 

Unicorns and earth ponies can spawn in expansive areas, either with large mountains/plateaus (flat separations).  They might be able to have stone columns that are like ruins.

Pegasi can spawn on a large cloud structure with ruins and columns too.

 

​-------

I know these ideas might not work, but they're worth suggesting?


Edited by Royall, 05 October 2015 - 01:34 AM.


#22 Captain Char

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Posted 05 October 2015 - 01:28 AM

personally if the different races could spawn in different areas, "eg LoE" it would make unification an actual thing, instead of all of us on the same spawn

#23 Rori

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Posted 05 October 2015 - 01:33 AM

i'd personally love to see things like the changeling hives up again.

Unifying based on class made col1 really, really cool to me, because of the ideas of nations and cities based off classes, a little bit like equestria.



#24 Doctor Charcoal

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Posted 05 October 2015 - 01:46 AM

Would we reset class levels as well? Like, make everyone level 1 again?



#25 Shroom Agent

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Posted 05 October 2015 - 01:59 AM

I like the idea of doing a full restart, everyone starts out as level 1 and no items. Lots of people seem to like the idea of no items, so would doing a level restart be good as well?

#26 Doctor Charcoal

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Posted 05 October 2015 - 02:04 AM

I guess so. It'd reinforce the idea that it's completely new and revolutionized.



#27 High Orbit

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Posted 05 October 2015 - 02:05 AM

I like the idea of doing a full restart, everyone starts out as level 1 and no items. Lots of people seem to like the idea of no items, so would doing a level restart be good as well?

 

Fine by me, but you'd have to make sure there's something for them to grind, like quests and events. Going the normal MC mob hunting way takes eons.

 

Question is, mobgrinders, yay or nay?



#28 Shroom Agent

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Posted 05 October 2015 - 02:10 AM

Question is, mobgrinders, yay or nay?


At least in my opinion, yes, if they are like the Trotterdam2 grinder. For those that don't know, it was basically a big dungeon where you ran around killing mobs in a big, dark room.

#29 Rori

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Posted 05 October 2015 - 02:29 AM

full level restart too.

 

So no actual mob spawner grinders since that's bleh, but yes, dark rooms 

 

Also i really like the other person's idea to have timed pvp? that might work for those who want to pvp? dunno

 

also maybe we can do something like, if you make a specific building or something, you could get a bonus for your town, like in the old days?


Edited by Royall, 05 October 2015 - 02:30 AM.


#30 Super Ultra Uber C00l Dood

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Posted 05 October 2015 - 02:37 AM

I absolutely love Izzy's idea of traveling, not requiring movecraft. But, is it possible for movecraft to.be used on land for vehicles?

#31 High Orbit

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Posted 05 October 2015 - 02:40 AM

I absolutely love Izzy's idea of traveling, not requiring movecraft. But, is it possible for movecraft to.be used on land for vehicles?

 

Movecraft has land vehicles, at least the original settings do.

 

I think the consensus we're going for is movecraft optional?



#32 Spotsy

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Posted 05 October 2015 - 02:55 AM

Something like Col 1, but a tiny bit bigger with maybe a dotted sea or two. Or big continents.

 

Yes

 

Don't really care much



#33 Super Ultra Uber C00l Dood

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Posted 05 October 2015 - 02:57 AM

Also, would the forums be used for other things other than applying? And... Is it really necessary for applications in general? Even if they were, they'd obviously have to be changed.

#34 Rori

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Posted 05 October 2015 - 03:06 AM

I absolutely love Izzy's idea of traveling, not requiring movecraft. But, is it possible for movecraft to.be used on land for vehicles?

ey thanks

i also would like if we could have land vehicles too



#35 High Orbit

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Posted 05 October 2015 - 03:26 AM

Initial map draft is out, main post should be updated in a bit.

Credit to Clef for design.

 

WARNING: SPOILERS-ish

Spoiler

 

Further suggestions would be much appreciated. More islands? More water? Hit us with it, we'll see what we can do.

Note this this is only island placement, biomes and ore distribution will come as we progress with map development.


Edited by High Orbit, 05 October 2015 - 03:27 AM.


#36 Rori

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Posted 05 October 2015 - 03:39 AM

volcano island surrounded by sand!

i think? maybe you can do that. i'd like if there was an island like that. noice

Spoiler

 

Oh actually, i'd enjoy it if some of the island edges had either sand or cliffs on it. makes it wayyyyyy more pretty and realistic

Spoiler

 

and also

Spoiler

also forgive me, because i've been learning about coastal processes in geography recently :/

I just really hated how all the islands were just big lumps in the water in the last few cols.

 

Also should we create coral? :P

 

aaaalsooooo, maybe make the sea areas different biomes for pretty colours? :P

coz i like pretty.

and making things harder for you guys.

 

OH AND- less tiny islands! They're a boat hazard and only serve aesthetic purpose. no one wants a tiny island to call home :/

 

OH AND ALSO, make another large landmass at the bottom of the map? it can be like, whoever lives between are fighting for islands? :/


Edited by Royall, 05 October 2015 - 03:46 AM.


#37 High Orbit

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Posted 05 October 2015 - 03:46 AM

Volcano island is the swirly thing you see there, we haven't added sand yet.

 

Cliffs confirmed,  but arches and all are going to require actually going into the world with voxelsniper, so they're like final details and such.

 

What's for coral? Sponges?



#38 The Clef

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Posted 05 October 2015 - 03:47 AM

if you can make some good looking coral, sure.



#39 Rori

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Posted 05 October 2015 - 03:50 AM

i dunno. it can be optional, i know it's hard to make it look good :P



#40 Rainbow Dash McStarley

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Posted 05 October 2015 - 03:50 AM

Restart:

​-------

Full

 

PVP:

​-------

Forced everywhere, barring perhaps spawn(s) cit(y/ies). For those that are so against it, I don't mean total war. Kill the players, destroy vehicles (with vehicles/weapons), maybe blow up a town wall (as with vehicles) to get in, but no cratering an entire city.

 

Map:

​-------

Large continents with seas between, with perhaps scattered islands. Not too massive, but expansive enough for ships to look attractive, and perhaps have surprises hidden around. Have some bays and large/wide rivers running up the land.

 

Classes:

-------

Keep. We could keep the EXP system as it is now that EXP sharing is fixed. If we allow alternative sources, such as mining and smelting, then increase the EXP scale requirements.

I have no issue with introducing 'new' classes, even if they have some shared/similar skills as others. We might have to introduce new handicaps, such as class-based flightspeed, health, durability, et cetera limits.

 

Name:

--------

IDGAF =D

 

Other suggestions:

​-------

Varying resources/resource quantities in different places; not necessarily dependent on biomes. Maybe iron is more abundant in some places, diamonds in another; some places are rich in resources, some are quite poor or non-existant. But everywhere should have a chance.

 

Biome based farming should stay.

 

Maybe allow land vehicles, but perhaps have them quite inefficient, since they are capable of moving large quantities of sh- stuff, and with no hunger penalty.

 

I have no idea if it'd be possible, but have completely randomised spawns.


Edited by Rainbow Dash McStarley, 05 October 2015 - 03:51 AM.


#41 DestroOmega

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Posted 05 October 2015 - 04:09 AM

I had no qualms with the class system, though making it an option to change classes at will would be a nice feature. As it stands, the choices you make are irreversible, which might end up being bad for players who end up not liking their class, or felt the specialization they picked was not suitable for them.

 

Adding an option to re-profess while keeping your existing levels and exp to be reassigned would be a valid option, or simply allow classes to be switched while keeping the old levels in your original class in case you might ever want to change back.

 

This would kinda remove the need for there to be classes at all. Need food? Boom, earth pony for a couple of minutes. Need to reach something? Boom, flying class for a couple of minutes. Might as well remove classes entirely at that point.

 

I don't mind giving people the option to re-profess, I mind them doing it without thought. I would be perfectly fine with there being a quest that the player would have to undergo to switch. Make them think twice about it.

 

- Make some biomes with minable resources. Like realistic areas for good mining resources. Some biomes don't have any resources at all, and some do.

 

We saw how well this worked--or rather, didn't--on Col2. All this would do is cause the groups with the ores to attack the groups without.

 

Further suggestions would be much appreciated. More islands? More water? Hit us with it, we'll see what we can do.

Note this this is only island placement, biomes and ore distribution will come as we progress with map development.

 

Can we get less water, or is that set in stone?

 

Then again, you might need more... Kinda hard to tell without a sense of scale...

 

OH AND- less tiny islands! They're a boat hazard and only serve aesthetic purpose. no one wants a tiny island to call home :/

 

They also have the odd ability to cater to isolationists, making the construction of larger, productive societies more difficult.


Edited by DestroOmega, 05 October 2015 - 04:20 AM.


#42 High Orbit

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Posted 05 October 2015 - 04:35 AM

Ah, I didn't think about that. There'll probably be some way to reprofess made in, but for now we just need to worry about core functions.

 

Distribution will probably be by island, but not to the extremes of Col 2. You'll get all the ores in one island, though the amount will be medium to highly skewed depending on location.

 

Scale of that map is 10k by 11k. With Movecraft at default settings you'll be able to travel by land, sea or air, so that should be taken into account. 



#43 Shroom Agent

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Posted 05 October 2015 - 04:38 AM

I would really prefer the map to be small though if possible. Eq5 is 8k by 5k and that's ~750 MB to backup.

#44 DestroOmega

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Posted 05 October 2015 - 04:55 AM

Scale of that map is 10k by 11k. With Movecraft at default settings you'll be able to travel by land, sea or air, so that should be taken into account. 

 

I would really prefer the map to be small though if possible. Eq5 is 8k by 5k and that's ~750 MB to backup.

 

Perhaps we should figure out how many people we can expect on the server, so as to better estimate how much size each potential city/nation is going to need? If we have too few on too big, it will seem like a ghost town, and no one will want to play. Inversely, if it's too many on too small, we're going to have a lot of competition.


Edited by DestroOmega, 05 October 2015 - 04:56 AM.


#45 Super Ultra Uber C00l Dood

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Posted 05 October 2015 - 02:01 PM

Instead of having only one resource in only one island altogether, why not just make certain ores or gemstones more common in certain areas of the map, not not just limit them to one? A lot better than just having one island that has infinite coal.



#46 Shroom Agent

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Posted 05 October 2015 - 02:43 PM

Yes, we will be keeping applications, and this is why...
 

It's not a matter of patrolling or not, the problem is that our protection system doesn't extend to all the things that can be lost in survival. Restoring chest contents is iffy, and items in frames or mobs can be destroyed without a trace, not to mention players themselves can be killed and lose everything. There's too much that can be lost that we can't reliably punish or fix.



#47 Neon

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Posted 05 October 2015 - 04:34 PM

its time to get demand-y if its about the map, but heres some things i would most certainly love to see (based off some real existing natural landmarks)

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

so yeah, heres some interesting things for now, im expecting more to follow



#48 FCtheHalfDragon

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Posted 05 October 2015 - 04:58 PM

its time to get demand-y if its about the map, but heres some things i would most certainly love to see (based off some real existing natural landmarks)

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

so yeah, heres some interesting things for now, im expecting more to follow

I agree, this could go well with some of the ideas I had.



#49 Doctor Charcoal

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Posted 05 October 2015 - 06:47 PM

PVP Idea:

 

I have an idea. So, how PVP would work would be simple. At least on paper.

 

So how we would have it be would be is that when someone wants to go to war with someone, instead of just moving their forces or ships or whatnot, they would have to have a valid reason, and their request to go to war would have to be approved by an admin. Once accepted, then the two parties may engage in war for a certain amount of time so it isn't all destructive and horrible.

 

This, I believe, would be liked by both the non PVPers and the ones who like PVP and town siege warfare, as it's balanced. I thought about this literally before I went to sleep last night, I don't know if it's perfect, but it's an idea nonetheless.



#50 DestroOmega

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Posted 05 October 2015 - 07:01 PM

PVP Idea:

 

I have an idea. So, how PVP would work would be simple. At least on paper.

 

[snip]

 

 

In theory, this would work, but only if we stuck to the British empire's way of waging war (IE: standing in lines and launching arrows at each other). Modern warfare doctrine is much more complicated than what this would allow for, and would end up feeling (and most likely being, from an administrative standpoint) excessively constricting. 

 

Besides, I think the admins are going to be busy enough. Do we really want to add to their workload by forcing them to play referee?



#51 Sincere

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Posted 05 October 2015 - 08:56 PM

 I also vote for maybe a 3rd admin ran faction thats specifically aimed to be the villian's or evil doers that is

I like this. I like this a lot.



#52 Captain Char

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Posted 05 October 2015 - 08:59 PM

I always wanted to use something like this as a world map...

Spoiler


#53 Iggie_

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Posted 05 October 2015 - 09:39 PM

Spoiler


White clay wouldn't work because it looks pink-ish, but diorite or quartz could look good.

#54 Rainbow Dash McStarley

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Posted 06 October 2015 - 01:37 AM

I also vote for maybe a 3rd admin ran faction thats specifically aimed to be the villian's or evil doers that is

Hasn't this just been me all along? <3



#55 High Orbit

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Posted 06 October 2015 - 02:41 AM

In theory, this would work, but only if we stuck to the British empire's way of waging war (IE: standing in lines and launching arrows at each other). Modern warfare doctrine is much more complicated than what this would allow for, and would end up feeling (and most likely being, from an administrative standpoint) excessively constricting. 

 

Besides, I think the admins are going to be busy enough. Do we really want to add to their workload by forcing them to play referee?

 

It would be hard to get both parties to agree to fight, as we've seen in col 1. An easier way would be to set certain times of the day as "raid hours", then anyone who doesn't want to be ambushed and killed can just not come on during that time.

 

As for burdening the admins, most of col deaths have been because of lack of content being added, and to keep adding content is going to take a significant effort on the admin's side.



#56 Brush Stroke

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Posted 06 October 2015 - 04:17 AM

It would be hard to get both parties to agree to fight, as we've seen in col 1. An easier way would be to set certain times of the day as "raid hours", then anyone who doesn't want to be ambushed and killed can just not come on during that time.

 

As for burdening the admins, most of col deaths have been because of lack of content being added, and to keep adding content is going to take a significant effort on the admin's side.

 

So more coders?



#57 Sincere

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Posted 06 October 2015 - 05:58 AM

Could there be a mushroom island however the location is unknown?



#58 The Clef

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Posted 06 October 2015 - 07:40 AM

its time to get demand-y if its about the map, but heres some things i would most certainly love to see (based off some real existing natural landmarks)

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

so yeah, heres some interesting things for now, im expecting more to follow

more easily said than done. since I'm just mapping out and planning the shape, size, island placement, biome placement, and general base work of the new map, it would have to be planned out where these could be, and that would only be after the fact of the base work being done, such as mountains, forests, and just biomes in general. but I can surely try. you also might want to take up some of this with guilleman if you haven't already, I've already made an agreement with him that he'll be making landmarks and making the map look more detailed than what I am currently capable of.



#59 hxfthxft

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Posted 06 October 2015 - 07:42 AM

Clef you do the main thing with world painter and I'll polish it up with voxel sniper if you want.



#60 The Clef

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Posted 06 October 2015 - 12:10 PM

Clef you do the main thing with world painter and I'll polish it up with voxel sniper if you want.

fantastic, that would be of much help. me and ym are going to see if we can borrow chars server for a while to shape it up as well so we don't waste too many of brohoof's resources and so ym can mess around with the col scripts independently.



#61 hxfthxft

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Posted 06 October 2015 - 01:19 PM

And by polish I also meant I can easly add those places kili suggested. They are easy to do with voxel



#62 High Orbit

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Posted 06 October 2015 - 02:18 PM

So more coders?


The easiest way to add content is in the form of story/plot by use of the server's existing NPC plugin.

If you know YAML scripting and like to do RP, the plugin is called Denizens. There's a beginners guide or two to help you get straight into it.

I'll happily take scripts via PM, so don't be afraid to throw them at me.

#63 Neon

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Posted 06 October 2015 - 03:20 PM

And by polish I also meant I can easly add those places kili suggested. They are easy to do with voxel

 

It be Noice if we could have those places, what however would not be Noice is people destroying them for resources, personally, i think we definately need rules on landscapes.

maybe for example, if people want to make changes to large bits of lands/natural monuments, they would have to ask permission and then someone who gets to be in charge of that can take a look at the plan these people have and either accept or reject them. this way the landscape will not look like hiroshima the day after...



#64 hxfthxft

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Posted 06 October 2015 - 05:52 PM

Nah I dont mind people using those places to mine or build on them, it's survival not creative



#65 Iggie_

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Posted 06 October 2015 - 09:28 PM

Nah I dont mind people using those places to mine or build on them, it's survival not creative


I think building on them is totally fine as long as the buildings aren't dirt huts.
But mining out a whole mountain just for the ressources shouldn't be allowed.

Inb4 kili's uluru looks like the mesa in col 2...

#66 Neon

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Posted 06 October 2015 - 10:59 PM

Nah I dont mind people using those places to mine or build on them, it's survival not creative

survival or not, i dont care.

 

im going to be simple about this. i am not willing to put effort/play on a map that is ugly, unattractive and messed up. what people do underground, whatever, its not what you look at first, but the things that are seen first should look somewhat acceptable, which stimulates new players to settle down. 

 

col2's mesa island is a great example of what would happen if you wouldnt keep an eye out on what the enviroment looks like: it will only be used as a place to get resources, people dont want to live there because its ugly, and even if they do, 9 out of 10 times it is just a temporary stay to gather large quanities of resources just to move on to another place afterwards

is this really what we want?



#67 Doctor Charcoal

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Posted 06 October 2015 - 11:07 PM

I think col 2 was an exception, as that was the only place where one person would be able to gain mass quantities of clay, and when clay is the main resource for ships, it's going to be in large demand. I understand your point in keeping the world nice, but if it hinders progress in actual survival, it's not worth keeping around.

 

And plus, there are a million opportunities for players to make their own beautiful landmarks and such. It's not like "Oh, I flattened this hill, it's going to be some flat dirt thing forever". Someone's probably going  to be making something better on it. That's how it's been in col for a while. Someone takes something nice and makes it nicer. That's why we never allowed small wooden shacks or dirt houses and stuff.



#68 hxfthxft

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Posted 07 October 2015 - 04:46 AM

Then I guess don't make it at all. Imagine people seeing a big forest for eg and they are like "oh nice wood let's get em" only to get there and seeing a sign seeing "nope sorry, no wood chopping allowed, that forest looks too nice". Thats just stupid.



#69 High Orbit

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Posted 07 October 2015 - 05:23 AM

You want to the world to look nice, but still in survival and make sure no-one destroys it?

Simple, defend it like they do in real life. If you're influential enough, you could call it a national park and attack or fine anyone who trespasses.

Not that that won't have consequences, of course.

Personally, it only needs to be protected if it's involved in a quest, where you don't want players to interfere with the NPC's surroundings. Otherwise, it's like trying to switch Eq5 to survival, and barring players from mining cities. Fancy, but useless.

Edited by High Orbit, 07 October 2015 - 05:27 AM.


#70 Captain Char

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Posted 07 October 2015 - 07:14 AM

the only way keeping the world "pretty" is to make a static over world where people can do certain things, and have mine enterences littered about that lead to a pure dig world per say, theres always going to be those who strive to make things look the best, but at the same time you may need a mechanic to limit people's destruction on areas

#71 Pip_DK19

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Posted 07 October 2015 - 09:34 AM

I would redirect to the idea i had in my other post,"Colonization, the past, the present and the future."

I would like to see at least 3 main continent, divided by ocean, i like the example map you have made, but i would like the continent to exist. The more landmass you have for players to rule, the less size the map in general have to be. Col2 had too much water all one big confusing ocean. Col1 was not that large but it felt very large without any major ocean.
Fixed spawns for each race, i'm liking this idea, ponies could start on the server in a closed off place, where there would be npc's to explain the classes, and also sign/npc to talk about the few rules of the server and maybe some lore to get them into the game. And of curse if you don't want to choose class there should be that option too.

I would like to see a FULL restart, classes and items.
It will create an even playing field for both new and old players.

 

Let PVP be a toggle thing.
If people choose to go into battle let them, but i would hate to destroy anything another player have build and i don't want to see my own creation being destroyed by another overpowered force.
pvp is only fun when both players are agreed to fight, that makes it a challenge. but tho i like to mass slaughter players in other games and know how fun it is, it does not make a friendly and cheerful environment that brohoof should be.

Classes should be as they are now, i really like the class setup that we have.

Friendship is survival, Equestria survival, Equine survival, Col4, Survival is magic, i would vote for any of them, the name is not that important, but it should be appealing for new players.

I come online on Brohoof, i don't mind so much for the showcase world, the only reason i am a builder is because ponies keep bothering me about it, have a house in the showcase would, because i was just randomly bored one day. I did breath and live for the survival server, I love being able to build big and be impressive with what i can get in survival, it is a fun challenge to me. I like to fight mobs and to experience the world with such lovely  and fun players as you ponies are. I would love to see a long living server, where new players would have a chance to play and older once would be able to raid dungeons building bigger and better, challenge each other and so on.

sincerely Nightshade Flash(Pip_DK19)

Philip
Have a lovely day.



#72 High Orbit

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Posted 07 October 2015 - 02:51 PM

Just for scripting's sake, how much of a tutorial do you think would suffice to get a player on their feet initially? What plugins should be explained?

Denizens allows me enough freedom to have the NPC literally walk you through it step by step, but that comes at the cost of programming and debugging time, especially if we have multiple starting spawns, since the NPC would have to be tailored to that location.

#73 Doctor Charcoal

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Posted 07 October 2015 - 02:56 PM

I'm quite opposed to the multiple spawn for different races. Most players who are different races will band together anyway, so why make the trouble of having everyone seperated in the beginning? It would save a lot of time, and in some people's case, coding. Plus, it just allows people to meet up more quickly, and have a sort of common meet up area for everyone.

#74 Pip_DK19

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Posted 07 October 2015 - 03:38 PM

That is a good point Abouya, as always. And i do not want NPC to tell new players everything, just the bare necessary to start, which would not require more then just a welcome to the server ;)
Experiencing the plugins on the server is part of the fun.



#75 Shroom Agent

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Posted 07 October 2015 - 06:24 PM

Should landscapes be protected on the new world? For example, if someone wants to tear down a whole mountain for stone instead of digging for it underground, should be disallowed?

#76 Doctor Charcoal

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Posted 07 October 2015 - 06:52 PM

Should landscapes be protected on the new world? For example, if someone wants to tear down a whole mountain for stone instead of digging for it underground, should be disallowed?

 

I strongly disagree. This is survival we're talking about, not creative. While it's nice that we enforce, at least on col, for towns and houses to be relatively nice and not like, dirt houses and such, I don't think natural terrain really matters. If we take huge chunks of land that can't be used that just sit there, why make them in the first place?

 

The concept of survival is to find a place and make some town or house or whatever to live in. Making a zone of the world not being able to be built on, it sort of wastes space.



#77 Neon

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Posted 07 October 2015 - 07:00 PM

I strongly disagree. This is survival we're talking about, not creative. While it's nice that we enforce, at least on col, for towns and houses to be relatively nice and not like, dirt houses and such, I don't think natural terrain really matters. If we take huge chunks of land that can't be used that just sit there, why make them in the first place?

 

The concept of survival is to find a place and make some town or house or whatever to live in. Making a zone of the world not being able to be built on, it sort of wastes space.

that moment when i never actually said that...

 

i basically said that special parts of the landscape can be used if its in a way where it does not ruin the landscape (such as digging away 95% of a mountain's stone, leaving the place with floating dirt and such)

 

if there was a no1-owned city in col, people would use it, not go bloody rampage on it to get whatever resources there are to harvest from it



#78 Pip_DK19

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Posted 07 October 2015 - 07:04 PM

I do agree with you abouya, but i read SweetieBelle's question a bit different, If one pony come across a mountain and tear it down to build a town in/on/at that mountain, that is okay in my eye, but to tear down a mountain to build a city somewhere far away, that i don't like. It would for me be okay to do, as long as the person don't create something that would make the world look ugly.

I like a beautiful landscape, i would hate if someone came across it and destroyed it, not caring for the world, be smart when you do it, don't just randomly tear it apart.

as to the question, if it is meant the way i think i agree, it should be disallowed.
but if it is as abouya think, then i would disagree.



#79 Squint

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Posted 07 October 2015 - 07:21 PM

Should landscapes be protected on the new world? For example, if someone wants to tear down a whole mountain for stone instead of digging for it underground, should be disallowed?

If there's somewhere else you can get a resource, why should you get it from a place where said resource contributes to the appearance of the landscape? If I could choose, the most I'd allow is for people to hollow it out.



#80 Doctor Charcoal

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Posted 07 October 2015 - 07:24 PM

I mean, if people leave floating dirt and stuff around, I can understand why you'd want that not there. It's ugly and immature. But to literally not allow any sort of building or anything  on it? That's just outrageous. Like I said, what's the point of adding it in survival if it's not going  to be used?



#81 Neon

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Posted 07 October 2015 - 07:40 PM

I mean, if people leave floating dirt and stuff around, I can understand why you'd want that not there. It's ugly and immature. But to literally not allow any sort of building or anything  on it? That's just outrageous. Like I said, what's the point of adding it in survival if it's not going  to be used?

 

 

special parts of the landscape can be used if its in a way where it does not ruin the landscape

come on, i never said that it will be 100% FORBIDDEN to build on/in it



#82 Squint

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Posted 07 October 2015 - 09:45 PM

I mean, if people leave floating dirt and stuff around, I can understand why you'd want that not there. It's ugly and immature. But to literally not allow any sort of building or anything  on it? That's just outrageous. Like I said, what's the point of adding it in survival if it's not going  to be used?

Yeaaah, I didn't say that. I said don't take away, not don't add.



#83 Doctor Charcoal

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Posted 07 October 2015 - 09:54 PM

Then perhaps I was mistaken. Still, we shouldn't restrict areas that much. As long as they still look nice after they've been used or mined out or whatever. But they should at least be usable.


Edited by Solar Star, 07 October 2015 - 09:54 PM.


#84 Captain Char

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Posted 07 October 2015 - 10:02 PM

in a minecraft clone I used to play, total miner, if you didn't add supports to a mine, it would cave in on you, i don;t know if such a thing would be possible in col, it owuld be an interesting mechanic to have

#85 Iggie_

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Posted 07 October 2015 - 10:29 PM

I think the regions shouldn't be restricted, but if you find a destroyed mountain which looks ugly you could report it to an admin who's going to do a rollback on it. Idk it's just an idea.

in a minecraft clone I used to play, total miner, if you didn't add supports to a mine, it would cave in on you, i don;t know if such a thing would be possible in col, it owuld be an interesting mechanic to have

What's with "naturally generated" caves or cliff overhangs? They would just collapse once you add this mechanic...

Edited by Iggie_, 07 October 2015 - 10:30 PM.


#86 Hepolite

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Posted 07 October 2015 - 10:38 PM

I'm perhaps a bit late with this post, but I'll just dump in here anyways.

 

Spoiler
Would like to rewrite certain aspects of this post, but due to time constraints I can't, and I believe the main points are still relevant even if somewhat poorly worded in places.



#87 DestroOmega

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Posted 07 October 2015 - 10:51 PM

Should landscapes be protected on the new world? For example, if someone wants to tear down a whole mountain for stone instead of digging for it underground, should be disallowed?

 

It's survival, not creative. Adding this mechanic would defeat the point. Besides, who would level a mountain for stone when most cities can't get rid of the stuff? 

 

The only real argument I've seen for this points to the mesa island on Col2, and that was more of a case study on why we shouldn't limit materials to certain areas. Scarcity is something that must be taken into account for designing the map, and it obviously wasn't in this case. If a mechanic had been in place for the creation of clay, or if it had been more plentiful, it's quite likely that the island would have been left untouched.

 

come on, i never said that it will be 100% FORBIDDEN to build on/in it

 

You kinda implied it, what with saying "If it's not pretty, I don't want to play."

 

in a minecraft clone I used to play, total miner, if you didn't add supports to a mine, it would cave in on you, i don;t know if such a thing would be possible in col, it owuld be an interesting mechanic to have

 

Can we get this? T'would actually help make things make more sense (and aid in harvesting trees).

 

[snip]

 

Massive post is massive, but brings up some good points.

 

I have to agree that player interaction is what is either going to make or break the server. This would also tie into trade and 'colitics', to some extend, which would feed back into player interaction. The way Col2 was set up had a lot of problems, but the politicking alone kept some players coming back.

 

The classes could still use an overhaul in my opinion, too.


Edited by DestroOmega, 07 October 2015 - 10:55 PM.


#88 Neon

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Posted 07 October 2015 - 11:04 PM

I'm perhaps a bit late with this post, but I'll just dump in here anyways.

 

<spoiler>

Would like to rewrite certain aspects of this post, but due to time constraints I can't, and I believe the main points are still relevant even if somewhat poorly worded in places.

 

i'd say im willing to consider the new col/survival as an RP place, and if many others will do this with me, im sure we can get the RP/colitics/wars take lead in the new world, which would mean more activity. the issue is that this isnt going to work if only one person tries, so, anyone?



#89 The Clef

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Posted 07 October 2015 - 11:46 PM

just giving an update on how the map is doing, if you see any flat areas don't worry, they aren't staying that way. very little of this map is going to stay the same for long, beside the layout mostly.

XAowe77.jpg


Edited by The Clef, 07 October 2015 - 11:48 PM.


#90 hxfthxft

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Posted 08 October 2015 - 05:04 AM

no mushroom island?



#91 Sincere

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Posted 08 October 2015 - 06:02 AM

Mushroom island pls



#92 High Orbit

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Posted 08 October 2015 - 10:41 AM

Can we get this? T'would actually help make things make more sense (and aid in harvesting trees).

The classes could still use an overhaul in my opinion, too.


Airships would fall out of the sky and explode the second they stopped.

How do we go about overhauling classes? It's not on the priority list at the moment, but how do you think should we go about doing it?

#93 jimme neutron corndog

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Posted 08 October 2015 - 10:49 AM

Dont enable pvp.


Other then that the world looks sexy its cool

#94 Hepolite

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Posted 08 October 2015 - 12:09 PM

just giving an update on how the map is doing, if you see any flat areas don't worry, they aren't staying that way. very little of this map is going to stay the same for long, beside the layout mostly.

It would be really nice to see more large landmasses near the edges of the world, and more coherent and solid land near the middle. Also, resources like hardened clay is usually needed by everyone, so having at least three different places around in the world to gather that would be very handy. A potential way to do this, is to place a mesa biome on a continent, in addition to a few mesa islands. What are the plans for biome placement, by the way? Will there be a varied climate on each continent or will they be locked to a couple of biomes? Having a nice number of biomes per continent would certainly help make the world feel more real.

 

i'd say im willing to consider the new col/survival as an RP place, and if many others will do this with me, im sure we can get the RP/colitics/wars take lead in the new world, which would mean more activity. the issue is that this isnt going to work if only one person tries, so, anyone?

This is something I too would love to see, but as we learned from Col 1, it's not going to happen right off the bat. To achieve this, we have to find a way to encourage players to actually do these things. An obvious way of doing that is to just give players a backstory of the world and provide some conflict that the players then must resolve, either via game mechanics and/or RPing. Problem here is that interest is going to drop quickly, unless the conflict is actively being developed and progresses as much as the players are. Another good option would be to get the players to do the heavy lifting, by creating a conflict themselves. How that can be encouraged and achieved is beyond my imagination, though.



#95 Captain Char

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Posted 08 October 2015 - 08:36 PM

there is one other thing on my list I'd like to see make a return,
Dungeons and Bosses for dungeons

however the idea i used in my personal server was using a world for the dungeons and having a portal to them on the overworld, this saves building space as well
as allows different rules to be present in the dungeons instead of purely having them regioned

Edited by Captain Char, 08 October 2015 - 08:37 PM.


#96 Pip_DK19

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Posted 08 October 2015 - 10:37 PM

I like that idea, if that is truly a possible thing to implement i would love to see that done Char :)



#97 Rainbow Dash McStarley

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Posted 10 October 2015 - 03:45 AM

For everyone that seems to think this land protection proposal is somehow an absolute binary choice, there is always the system we had for Col1.

 

You can mine and dig and cut anywhere, just make it look 'naturalised' (any massive pit is hidden under a facade of stone or dirt) or make it look 'purposeful' (you actually make it look like a proper quarry, with paths and braces, et cetera.) The only places I would even consider placing regions (which wouldn't be necessary in a Col1 scheme) over would be Uluru and the Cliffs of Dover, as those seem to be the only places likely to be stripped. You would still be able to mine out excess materials behind the surfaces, though.



#98 Pip_DK19

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Posted 10 October 2015 - 06:41 AM

I agree Dash



#99 Doctor Charcoal

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Posted 11 October 2015 - 01:05 PM

I don't know if this has been discussed, but are we going to bring the Nether back? Col 3 disabled it and replaced it with the surface, which was much harder and less efficient than the Nether from col's 1 and 2. Sure, it may be hell, but it's a better option that the hell that is the surface.



#100 Super Ultra Uber C00l Dood

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Posted 12 October 2015 - 01:26 PM

And please for fucks sakes don't let anyone lock it. That was just pure bullshit back in col 2.


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