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#401 High Orbit

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Posted 07 March 2015 - 05:11 AM

this one had wither, fireball, pulled you towards it, and seemed to have a general AOE damage attack... weak or not that's ridiculous, especially against new players.


Wither and the general AoE are in every malev. The trend is that they aren't supposed to be easy for new players, so expect a challenge when fighting them, or stay away at all cost.

#402 Myrkr

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Posted 07 March 2015 - 05:22 AM

The creator of the Malevolent Mobs plugin has stated it is broken, and has said he's working on a fix, particularly with spawn rates, level scaling to players in the area, and the broken abilities/buggy spawning (I particularly run into the problem of them only spawning right ontop of me, thank god for Aura of Tenacity and Aura of Rejuvenation).  That said, when he has it fixed, may I suggest the plug in be updated, post haste?



#403 Rainbow Dash McStarley

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Posted 07 March 2015 - 07:26 AM

Considering he's a player here and is active on Col, we'll likely be almost the first ones to get it.



#404 Tom_Tiara

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Posted 07 March 2015 - 09:04 PM

The 'Colonizations Bans' topic should be removed from recent threads, if it has not been already. The list can change quickly at times, and those involved may not catch sight of it there. Other users might see the thread and discuss a situation they have no business in, bypassing the topic's page and the blaring 'Do Not Post' warning.

 

I've hidden the latest topics for Colonizations Bans. I can undo it if people don't like it.



#405 Myrkr

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Posted 08 March 2015 - 12:20 AM

Considering he's a player here and is active on Col, we'll likely be almost the first ones to get it.

According to him he's sent out updated versions already and they've not been installed/configured



#406 TheJolteonMc2

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Posted 08 March 2015 - 11:32 PM

mind if I make a suggestion make a discord one.



#407 Captain Char

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Posted 08 March 2015 - 11:39 PM

Personally I think any omnipotent classes would be for main admins only

#408 Squint

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Posted 08 March 2015 - 11:47 PM

Would a Breezie class be a potential addition? They probably wouldn't be very canon since Breezies are depicted as being so vulnerable in the show, but they could be pretty interesting.

 

Maybe they could have some sort of bonus to do with flowers?



#409 Spotsy

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Posted 08 March 2015 - 11:48 PM

Would a Breezie class be a potential addition? They probably wouldn't be very canon since Breezies are depicted as being so vulnerable in the show, but they could be pretty interesting.

 

Maybe they could have some sort of bonus to do with flowers?

A food bonus would be nice.



#410 Lieutenant Delta

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Posted 10 March 2015 - 04:54 PM

Would a Breezie class be a potential addition? They probably wouldn't be very canon since Breezies are depicted as being so vulnerable in the show, but they could be pretty interesting.

Maybe they could have some sort of bonus to do with flowers?


Griffin Class.

#411 Myrkr

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Posted 10 March 2015 - 08:27 PM

I'd like the lack of mana scaling on Crystal pones to be addressed, their spells cost 25% - 50% of their pool, and since no scaling, it turns into mega micro managment.



#412 Seabreeze

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Posted 11 March 2015 - 05:55 AM

I'd like the lack of mana scaling on Crystal pones to be addressed, their spells cost 25% - 50% of their pool, and since no scaling, it turns into mega micro managment.

Working as intended, you have to pick and choose which auras to use instead of just spamming them all.



#413 The Clef

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Posted 11 March 2015 - 03:50 PM

According to him he's sent out updated versions already and they've not been installed/configured

The coder of malevolent mobs has said this before... I have asked him.


Edited by The Loaf Cultist, 11 March 2015 - 03:50 PM.


#414 Captain Char

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Posted 11 March 2015 - 03:54 PM

well the updated plugin would fix the drops the malvs are currently giving out which are pretty OP

#415 Lieutenant Delta

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Posted 11 March 2015 - 06:43 PM

I think Submarines should be changed. I do like the 40% Iron and 10% red stone thing (Stops people from spamming Submarines everywhere) but the fuel is just ridiculous. I think it should have medium fuel usage so that people can actually use them as there main vessel. Maybe the Sub class can be split up. Small Sub (Medium Fuel, Medium Speed, 1000 block max) and Large Sub ( High Fuel, Medium Speed, 1000+ block max)

#416 Glacier Frostclaw

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Posted 11 March 2015 - 06:46 PM

well the updated plugin would fix the drops the malvs are currently giving out which are pretty OP

I haven't seen any OP drops, but then again I've only killed one or two lol I mostly avoid them



#417 Shroom Agent

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Posted 11 March 2015 - 06:57 PM

The plugin that is currently on the server has mobs drop normally unenchantable gear such as sharpness 8 swords and armour with blast protection and fire protection for example. They also drop various potions, saddles and nametags, and ore in the ore form. (ie Diamond ore, iron ore, etc.)



#418 Red_coat

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Posted 11 March 2015 - 08:37 PM

SO I was thinking about making unicorn spells more complex, like writing out symbols before using the spell. Or maybe ripping consumable pages out of a spell book and using those. I just feel like mastering unicorn magic should be a more academic endeavor. 



#419 Spotsy

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Posted 11 March 2015 - 08:39 PM

The way that Malevolants drop things like ore is a nuisance in my opinion. As for the items, I think they should be like, rare drops or something. And not in the huge quantities that are commonly dropped. I got a bunch of name tags from two malevolants alone.



#420 Squint

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Posted 11 March 2015 - 09:02 PM

SO I was thinking about making unicorn spells more complex, like writing out symbols before using the spell. Or maybe ripping consumable pages out of a spell book and using those. I just feel like mastering unicorn magic should be a more academic endeavor. 

Feel free to make a mod if you want to, but I really don't think that's necessary.



#421 Doctor Charcoal

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Posted 11 March 2015 - 09:16 PM

SO I was thinking about making unicorn spells more complex, like writing out symbols before using the spell. Or maybe ripping consumable pages out of a spell book and using those. I just feel like mastering unicorn magic should be a more academic endeavor. 

 

It would be like going to hell with a small pile of snow at your disposal.



#422 Shroom Agent

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Posted 11 March 2015 - 09:24 PM

The way that Malevolants drop things like ore is a nuisance in my opinion. As for the items, I think they should be like, rare drops or something. And not in the huge quantities that are commonly dropped. I got a bunch of name tags from two malevolants alone.

Well, what do you think would be good reward items? What items do you want or what items do you want to see removed?



#423 Spotsy

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Posted 11 March 2015 - 09:41 PM

Well, what do you think would be good reward items? What items do you want or what items do you want to see removed?

What I'm saying is; get rid of the dumb ore drops, and lower the amount of saddles and name tags and other rare things they drop. And make them alot less frequent.



#424 Lieutenant Delta

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Posted 11 March 2015 - 11:10 PM

I think Submarines should be changed. I do like the 40% Iron and 10% red stone thing (Stops people from spamming Submarines everywhere) but the fuel is just ridiculous. I think it should have medium fuel usage so that people can actually use them as there main vessel. Maybe the Sub class can be split up. Small Sub (Medium Fuel, Medium Speed, 1000 block max) and Large Sub ( High Fuel, Medium Speed, 1000+ block max)

Maybe even low fuel for small subs

#425 Seabreeze

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Posted 12 March 2015 - 02:34 AM

Subs are meant for combat, not travel. 



#426 High Orbit

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Posted 12 March 2015 - 11:12 AM

Considering the weapons used commonly for subs are torpedoes, which are already ridiculously expensive (not to mention part of the sub's own construction requirements), the high fuel cost only serves to make subs even more impractical in Col battles, though.

#427 Lieutenant Delta

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Posted 12 March 2015 - 02:11 PM

Subs are meant for combat, not travel.


What Ymlong said... Also, I really don't want to argue war realism with you (because I don't know shit about it) but I thought Subs were self sustaining. They could travel constantly around the ocean, without stopping. These subs are low in speed and use a shit ton of fuel, even if they are for combat there is no chance you're catching anything. All that's left is scouting, but even that would be a waste and pointless. I think the iron and redstone is enough to really curve the amount of people building subs, the fuel is just a little too much in my opinion.

#428 Glacier Frostclaw

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Posted 12 March 2015 - 02:32 PM

What Ymlong said... Also, I really don't want to argue war realism with you (because I don't know shit about it) but I thought Subs were self sustaining. They could travel constantly around the ocean, without stopping. These subs are low in speed and use a shit ton of fuel, even if they are for combat there is no chance you're catching anything. All that's left is scouting, but even that would be a waste and pointless. I think the iron and redstone is enough to really curve the amount of people building subs, the fuel is just a little too much in my opinion.

fuel cost being so high is why I don't use the sub BlackDutchie gave me. I'd rather use my coal for my yacht flagship if I'm going to spend coal to travel, which costs less AND is faster.


Edited by Glacier Frostclaw, 12 March 2015 - 02:32 PM.


#429 Lieutenant Delta

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Posted 12 March 2015 - 02:35 PM

fuel cost being so high is why I don't use the sub BlackDutchie gave me. I'd rather use my coal for my yacht flagship if I'm going to spend coal to travel, which costs less AND is faster.


I wanted to create a Nuclear Sub that could always be at sea, constantly scouting and watching. But I can't do that with how high fuel is

#430 Captain Char

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Posted 12 March 2015 - 02:37 PM

why not just give the sub a bunch of auto stokers

#431 High Orbit

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Posted 12 March 2015 - 02:47 PM

why not just give the sub a bunch of auto stokers

 

Fuel consumption is 1 every move, or 1 every 8 blocks in cruise.

A stack would get you half a kilometer for the speed of a skiff. Considering the distance from Trotterdam to Avonlette is about 8 kilometers, we're looking at maybe 16 stacks of coal. And that's a one way trip, mind you.

 

You'd either need 16 furnances, or 3 hoppers just for that, all the while counting towards the block percentage.


Edited by High Orbit, 12 March 2015 - 02:49 PM.


#432 MrButternubs

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Posted 12 March 2015 - 03:09 PM

What Ymlong said... Also, I really don't want to argue war realism with you (because I don't know shit about it) but I thought Subs were self sustaining. They could travel constantly around the ocean, without stopping. These subs are low in speed and use a shit ton of fuel, even if they are for combat there is no chance you're catching anything. All that's left is scouting, but even that would be a waste and pointless. I think the iron and redstone is enough to really curve the amount of people building subs, the fuel is just a little too much in my opinion.

Subs are meant for sneak attacks. Also they are impervious to most ship defenses except torpedoes since they can use the water as a defense . Even then subs could just go down deeper underwater to dodge torpedos and ships can do almost nothing about it besides outrunning the sub.

And yeah nuclear subs have fuel that can last years.Typically subs just need to stop for food. They also use diesel and electric engines, don't know how long those last.

However above water you said they act like skiffs right? Well what you can do then if you are trying to be sneaky is just skiff until you reach your target and then submerge. Since they are meant for combat you could attack and then just immdiatly just submerge and hide.

Edited by MrButternubs, 12 March 2015 - 03:13 PM.


#433 Seabreeze

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Posted 12 March 2015 - 04:04 PM

Considering the weapons used commonly for subs are torpedoes, which are already ridiculously expensive (not to mention part of the sub's own construction requirements), the high fuel cost only serves to make subs even more impractical in Col battles, though.

For something that's pretty much indestructible, I'd say that's a fair tradeoff.

 

 

What Ymlong said... Also, I really don't want to argue war realism with you (because I don't know shit about it) but I thought Subs were self sustaining. They could travel constantly around the ocean, without stopping. These subs are low in speed and use a shit ton of fuel, even if they are for combat there is no chance you're catching anything. All that's left is scouting, but even that would be a waste and pointless. I think the iron and redstone is enough to really curve the amount of people building subs, the fuel is just a little too much in my opinion. 

  •  

Nuclear submarines can, but that has nothing to do with being submarines and everything to do with being nuclear. Older diesel-electric submarines are usually slower than even the slowest surface vessels (aircraft carrier speed ~35 knots, top submarine speed ~25 knots) and can only stay underwater for a short amount of time. Since these subs are uh, coal-fired, it would be a bit weird to treat them as nuclear.

 

If you can't afford to shipping costs, build a ship to carry your sub around.



#434 Glacier Frostclaw

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Posted 13 March 2015 - 02:58 AM

For something that's pretty much indestructible, I'd say that's a fair tradeoff.

 

Nuclear submarines can, but that has nothing to do with being submarines and everything to do with being nuclear. Older diesel-electric submarines are usually slower than even the slowest surface vessels (aircraft carrier speed ~35 knots, top submarine speed ~25 knots) and can only stay underwater for a short amount of time. Since these subs are uh, coal-fired, it would be a bit weird to treat them as nuclear.

 

If you can't afford to shipping costs, build a ship to carry your sub around.

the issue is that it's impractical to even have a submarine. Even if you make a ship to carry your sub around you're going to need coal for that ship as well as the sub. I live on an island full of coal and it's expensive for me to move my sub around my docks, let alone anywhere else...



#435 Doctor Charcoal

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Posted 13 March 2015 - 03:13 AM

the issue is that it's impractical to even have a submarine. Even if you make a ship to carry your sub around you're going to need coal for that ship as well as the sub. I live on an island full of coal and it's expensive for me to move my sub around my docks, let alone anywhere else...

 

The amount of iron it takes to make a sub just isn't worth it. You could use that to make tons of anvils, or a good design for something. Honestly, just hire a changeling to be stealthy. I don't even know why, because only like, two or three islands actually have iron, why subs are even in the game at all.



#436 Lieutenant Delta

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Posted 13 March 2015 - 11:27 AM

The amount of iron it takes to make a sub just isn't worth it. You could use that to make tons of anvils, or a good design for something. Honestly, just hire a changeling to be stealthy. I don't even know why, because only like, two or three islands actually have iron, why subs are even in the game at all.


I don't know either Solar, they are extremely nerfed even though nobody has gotten a chance to use them in combat. I made a 1500 block sub and I need nearly 6000 iron ingots to make it. Yeah... I don't have time for that. Col is meant to simulate battles, sure, but if anyone has been paying attention there is a massive peace. There hasn't been a attack in months. Right now building ships and other thing is for mainly showing off

#437 Aoloebio

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Posted 13 March 2015 - 03:23 PM

It sounds like you haven't really been paying attention, Dash made a rather major attack on Vault City way less than a month ago.



#438 Dinges360

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Posted 13 March 2015 - 04:10 PM

And right after, the making of peace-agreements got set in motion, and lead up to the current relative calmness.

A month is a long time in the world of col.



#439 Lieutenant Delta

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Posted 13 March 2015 - 07:32 PM

It sounds like you haven't really been paying attention, Dash made a rather major attack on Vault City way less than a month ago.


Dash, a independent person, attacked VC

#440 Doctor Charcoal

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Posted 13 March 2015 - 08:24 PM

Dash, a independent person, attacked VC

 

Still an attack, is it not?



#441 TheJolteonMc2

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Posted 13 March 2015 - 09:35 PM

ok how about villains being implemented and for instant here's a few:

 

 

king sombra: spawns in snow biomes and ice plains attacks have to do with withering and life draining crystal

 

Discord: spawns in nether, plains, forest, and mooshrom biomes, attacks have to do with chaos and destruction.

 

Lord Tyrek: plains end (after ender dragons defeat) nether dessert and extreme hills. uses own attacks against a player and have's a hyper beam attack.

 

 

queen chrysalis spawns after many changeling minions are defeated also in mountains   uses magic to take the form of the player and spawns in minions and uses balls of fire and lighting

 

nightmare moon: end (after ender dragons defeat if lord Tyrek is defeated at least once) uses the attacks of lord Tyrek and consumes the player in nightmares.

 

and some of the antagonist like the changelings and nightmare creatures can be implemented as well



#442 Doctor Charcoal

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Posted 13 March 2015 - 09:38 PM

ok how about villains being implemented and for instant here's a few:

 

 

king sombra: spawns in snow biomes and ice plains attacks have to do with withering and life draining crystal

 

Discord: spawns in nether, plains, forest, and mooshrom biomes, attacks have to do with chaos and destruction.

 

Lord Tyrek: plains end (after ender dragons defeat) nether dessert and extreme hills. uses own attacks against a player and have's a hyper beam attack.

 

 

queen chrysalis spawns after many changeling minions are defeated also in mountains   uses magic to take the form of the player and spawns in minions and uses balls of fire and lighting

 

nightmare moon: end (after ender dragons defeat if lord Tyrek is defeated at least once) uses the attacks of lord Tyrek and consumes the player in nightmares.

 

and some of the antagonist like the changelings and nightmare creatures can be implemented as well

 

Are you even in Colonizations? I suggest applying first, and then trying to come up with suggestions. Sorry, but I think you need first hand experience before you start going around explaining changes and ideas.

 

Oh, and on your idea for villains, we already have people who basically act like villains. *cough* Dash *cough* *cough*



#443 Rori

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Posted 14 March 2015 - 12:46 AM

Okay, i could be incredibly confused here, but if nobody has thought of this already, use this as a suggestion:

For the disablement of flight between islands in skyworlds:

 

- In the normal, water island world, enable flight to at least 5-10 blocks under the world height, or 50 blocks over the tallest island.

- Disable flight completely in skyworlds, ONLY WHERE THERE IS NO ISLANDS

- Could you also disable it bellow islands? It might be difficult to try, but idk how it works, really.

- If you disable it all together, you are sort of getting rid of the reason most of us chose flight classes :/

- Let flight happen on the sea, up to my suggested height from the first point

 

This will promote the use of any new modes of flying transport, and will make it a little more fair for others. Yet, if you do it wrongly, you are getting rid of an ability multiple classes use for many things. You might as well just get rid of the classes, if that's the case.


Edited by Royall, 14 March 2015 - 12:49 AM.


#444 Doctor Charcoal

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Posted 14 March 2015 - 03:47 PM

Baby zombies. Annoying as hell, sometimes even harder than zombies, yet I only get like, 3 bits for killing each one. Can't we just change it to the normal zombie bit gain rate? I think it'd be more fair, in my opinion.



#445 Lieutenant Delta

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Posted 14 March 2015 - 05:58 PM

Okay, i could be incredibly confused here, but if nobody has thought of this already, use this as a suggestion:

For the disablement of flight between islands in skyworlds:

 

- In the normal, water island world, enable flight to at least 5-10 blocks under the world height, or 50 blocks over the tallest island.

- Disable flight completely in skyworlds, ONLY WHERE THERE IS NO ISLANDS

- Could you also disable it bellow islands? It might be difficult to try, but idk how it works, really.

- If you disable it all together, you are sort of getting rid of the reason most of us chose flight classes :/

- Let flight happen on the sea, up to my suggested height from the first point

 

This will promote the use of any new modes of flying transport, and will make it a little more fair for others. Yet, if you do it wrongly, you are getting rid of an ability multiple classes use for many things. You might as well just get rid of the classes, if that's the case.

 

Flight between islands is already expensive as hell. I need to eat like half a stack of food. Not that many people even do it because it truly already is not worth it



#446 Myrkr

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Posted 18 March 2015 - 04:56 PM

Still an attack, is it not?

 

An attack that broke rules of engagement, namely the fact that you cannot build/destroy in a settlement your are raiding but from what I heard he placed a ton of TnT in vault city and blew a good bit of it up by cheating



#447 Aoloebio

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Posted 18 March 2015 - 10:28 PM

An attack that broke rules of engagement, namely the fact that you cannot build/destroy in a settlement your are raiding but from what I heard he placed a ton of TnT in vault city and blew a good bit of it up by cheating

How about instead of getting all huffy and puffy about an event you know hardly anything about, you do some research and ask questions? Back when that attack was made, it actually was allowed to place tnt near towns. The rules have changed since that attack to not allow for it anymore for obvious reasons.



#448 Rori

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Posted 22 April 2015 - 08:29 AM

okay, i got an idea for a skill for one class

something like blacksmithing, where they can repair stuff for a skill

But it could cost a lot?

Just an idea



#449 hxfthxft

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Posted 22 April 2015 - 01:52 PM

okay, i got an idea for a skill for one class

something like blacksmithing, where they can repair stuff for a skill

But it could cost a lot?

Just an idea

Or maybe like an item like the dimensional pocket (a book that when you right click it it opens your enderchest)



#450 Seabreeze

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Posted 22 April 2015 - 02:48 PM

okay, i got an idea for a skill for one class

something like blacksmithing, where they can repair stuff for a skill

But it could cost a lot?

Just an idea

Repairing is pretty easy in Minecraft so I don't really see the point, I'll keep it in mind for possible Trades though.

 

 

Or maybe like an item like the dimensional pocket (a book that when you right click it it opens your enderchest)

That's easy enough to do, but like the above it'd have to be part of a more comprehensive system.



#451 Squint

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Posted 22 April 2015 - 02:59 PM

A magic carpet spell could be useful to non-fliers. Of course it would only last a certain period of time and have a fairly long cooldown to avoid abuse.



#452 Seabreeze

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Posted 22 April 2015 - 03:03 PM

A magic carpet spell could be useful to non-fliers. Of course it would only last a certain period of time and have a fairly long cooldown to avoid abuse.

Dark Crystal ponies have a very similar ability.



#453 Captain Char

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Posted 23 April 2015 - 10:28 PM

Salvage smelter plugin, lets you reclaim materials from drops, based off durability of course, would extend the life of the world as well as make all those pointless armors useable

http://dev.bukkit.or...salvagesmelter/

#454 Aoloebio

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Posted 23 April 2015 - 10:48 PM

Armors and items obtained from drops can be combined into a reforged item with no loss of materials or durability unless you go over 100%, then it gets capped obviously.



#455 jimme neutron corndog

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Posted 24 April 2015 - 05:15 AM

Maybe add like a corrosion skill for poison changelings that apply weakness to the target if they are poisoned?

#456 Seabreeze

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Posted 24 April 2015 - 05:40 AM

Maybe add like a corrosion skill for poison changelings that apply weakness to the target if they are poisoned?

Not a bad idea, I might add that onto Expunge.

 

As for Char, I'll look into it.



#457 Captain Char

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Posted 24 April 2015 - 06:53 PM

If the smelter is implimented I gave it more thought and another suggestion, if its even possible would be to have a smelting skill maybe, 3 points, iron level 1, level 2 is gold, and level 3 is diamond, skill could be applied to a less powerful class giving a trade skill, again I am going to state, this is completely untested

#458 Sammich

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Posted 24 April 2015 - 07:51 PM

Sounds like something the Earth pony masterrace would use.



#459 hxfthxft

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Posted 25 April 2015 - 12:11 AM

Earth pony masterrace

 

2823211-3473080510-I%2Bgue.png



#460 Blazuhira Miller

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Posted 25 April 2015 - 12:14 AM

2823211-3473080510-I%2Bgue.png

oi. theyll kick u right in the gabber



#461 Doctor Charcoal

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Posted 27 April 2015 - 02:28 AM

Any idea when the dungeons will start working again? I've been looking forward to dungeon plundering.



#462 Seabreeze

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Posted 27 April 2015 - 03:51 AM

They stopped?



#463 Captain Char

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Posted 27 April 2015 - 09:36 AM

he means that malvs have replaced infernals, thus no bosses in dungeons atm

#464 Rori

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Posted 28 April 2015 - 07:07 AM

can we try and fix the towny assistant command?

It is actually a job in the directory, where you are able to do everything like a myor, but not do overall changes like deletion and things like that

it will help because i can't be online to accept new residents, at times


Edited by Royall, 28 April 2015 - 07:07 AM.


#465 Seabreeze

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Posted 28 April 2015 - 05:19 PM

You're gonna have to describe the problem in more detail if you want it to be fixed.



#466 Shroom Agent

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Posted 28 April 2015 - 06:35 PM

For example, post some commands that the assistant should be able to do and some commands that they should not be able to do.

#467 Rori

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Posted 28 April 2015 - 08:39 PM

Dash fixed the command already last night, anyways.
So now, the job 'assistant' in towny can make town join requests.

Also, add+? Will that work? It's adding people to your town while they are offline

#468 Rori

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Posted 28 April 2015 - 08:50 PM

Here's a website for the command lines, including assistant commands:
https://code.google....wiki/TownyPerms
I'd actually rather that they can only do join and leave, kick and add, and maybe add town plots.
The other stuff isn't really needed, unless the actual mayor is gone for some time

#469 Luna Tic

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Posted 28 April 2015 - 10:07 PM

since the Colonies are very much Sea only, how about Sirens or Sea/merponies?

I tested a few abilities on my server before thinking about suggesting it here.

 

 

Level 1 - > Seapony

c8ac0c5e99680d22336977f547e4b551-d50buy6

(art credit to dizzyness@DA)

 

Seaponies are a kind independent Race within Equestria. Some say that Seaponies have been rescuing Ponies from drowning and brought them back to the beach before disappearing into the depths of the Ocean again. Seaponies use Magic evolving mostly about Water and Ice. It exists Rumors that a Seaponies Tear has the power to keep one young for an eternity.

 

Active Skills:

RQ LvL 1 /Max 2 - Freeze - Freezes Enemy for a short time and deals a small amount of Damage - Single Target

RQ LvL: 1 /Max 5 - Water Gun - Spit Water on your enemy and deals medium damage - Line Attack / Multiple targets

RQ LvL: 5 /Max 6 - Wrath of the Sea - Summon a Wave that pushes and deals a large amount of Damage in cost of your health. - Multible Targets / 30° Cone ( Requires to learn "Water Gun")

RQ LvL 2/Max 1 - Summon Fish - Summons 4 Raw Fish 

RQ LvL 2/Max 5 Lifesteal  - Melee attacks have a chance to steal health

 

 

Passive Skills:

 

RQ LvL 1/Max 1 - Water Creature - Allows to breathe and slowly regenerate Health while In water

RQ LvL 2/Max 3 - Swimm Speed - Increases the Swimm speed (I have it on my server but since they would be using "fly" in water and speed that I think it's pointless)

RQ LvL 1/Max 5 - Night Prowler - Do more damage at night - Night Time

 

Class Siren: (based of actual Myth and not EQG)

Req LvL 30

sonata_dusk__siren__by_negasun-d8gxxzv.p(Art Credit to negasun@DA)

 

The Siren is a mythical creature and often disguised as a beautiful Pony Being. Unlike Changelings they are not able to use Magic or the ability to fly when in Disguise. They say their voice can either Heal or Kill you. Unlike other Merpony kin, Sirens have deadly Fangs and strong Fins that can break a Strong Stallions bones with ease. Some ponies Say that Sirens are Corrupted Seaponies.

 

Active Skills:

Nightmare - Puts 5 Targets in a radius of 6 meters to sleep and adds a bleed effect - AoE

Lure - Pulls a target Close and Stuns them

Song of Healing - Heals 6 Allys including the caster in a range of 5 meters. - Buff AoE

Song of Unhealing -  Deals a Large amount of Damage in a range of 6 meters - Attack AoE

Cry - Confuses the Target - Multiple Enemies / 30° Cone

Summon Water - summons 5 Water Blocks

Lifesteal or Leech - See existing Skills

 

Passive Skills:

Scales - Hardens your Scales and adds Defense

 

That's All i had in Mind right now. I wish i had more Passives for the Siren right now but Eh....

 

On my server I have Moth and Flutter ponies. They evolve from Earth Ponies. (I wish i was smarter enough to create their skills though..)

But I'd really like to see Seaponies/Sirens because of the idea of building an Underwater Cave Town for Them.

 

(I'd also really would like some feedback to that Idea... feel free to change things though, It's just ideas for Active and Passives)



#470 Seabreeze

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Posted 30 April 2015 - 05:48 AM

The problem is that neither Minecraft nor our world are particularly geared towards playing underwater. Without some major mods and a world overhaul, seaponies would be little more than another land race with some water-themed abilities.



#471 Doctor Charcoal

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Posted 03 May 2015 - 05:54 PM

Is there a way to create certain ranks in Towny/Nation that aren't just "helper" and "assistant"? Both practically mean the same thing, so it'd be cool if we could change it somehow.



#472 Rainbow Dash McStarley

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Posted 04 May 2015 - 03:20 AM

Is there a way to create certain ranks in Towny/Nation that aren't just "helper" and "assistant"? Both practically mean the same thing, so it'd be cool if we could change it somehow.

What do you mean? Actually making new ranks with different permissions, or just renaming them?



#473 Rori

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Posted 04 May 2015 - 07:09 AM

Is there a way to create certain ranks in Towny/Nation that aren't just "helper" and "assistant"? Both practically mean the same thing, so it'd be cool if we could change it somehow.

Unless you can come up with good ideas, there's actually not much of a need for ranks that have permissions.

You can always allocate a rank to be like a name for a person in towny, for stuff that doesn't relate to towny data (there's really no reason for more, mayor and assistant is pretty much all we need for that stuff)

For instance, you can make a rank 'blacksmith' and the person named just takes care of that job. towny doesn't really do much for that, unless you do like... owned plot and all that.

Other than that, go ahead and suggest what you really meant :I



#474 Squint

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Posted 04 May 2015 - 07:04 PM

Is it possible to toggle of the worldedit capabilities of a wooden axe? I made one earlier to help with cutting wood to find that I couldn't actually use it for that. It's not too necessary to change this if you can't toggle it since there's no real need to use a wooden axe since stone is so easily obtainable, but I felt this was worth pointing out.



#475 Rainbow Dash McStarley

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Posted 05 May 2015 - 01:15 AM

/toggleeditwand



#476 Flam The Buisness Pony

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Posted 05 May 2015 - 06:43 PM

Hey you should add the free teleport plugin no really it gets annoying when your trying to go somewhere basically what the plugin does is that you do /tpa and the person has to accept or deny the request also you can make it last a few seconds before you teleport and if u move or take damage it doesnt teleport another thing is you can't use it in combat :D

 

Oh yeah and Im not a Zebra but I think there a bit underpowered just saying lol :P

Oh yeah and the Unicorn's blast is hard to aim with idk if its just the new mouse I bought or the fact that its just crazy hard to aim with the blast.


Edited by ChaoticSpirit, 05 May 2015 - 06:48 PM.


#477 Brightful

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Posted 05 May 2015 - 06:52 PM

Hey you should add the free teleport plugin no really it gets annoying when your trying to go somewhere basically what the plugin does is that you do /tpa and the person has to accept or deny the request


isnt that what /tpt is used for?

#478 Iggie_

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Posted 05 May 2015 - 07:02 PM

Hey you should add the free teleport plugin

 

I don't think that will happen. /res spawn got removed and home has a 10 minute cooldown. I there won't be a free teleport command.



#479 Flam The Buisness Pony

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Posted 05 May 2015 - 07:29 PM

Hmm ok well I have some suggestions for a new Classes

I think you should add a race called the Malevolent

I mean let’s start thinking Tirek was a Centaur but resembled a demon and well Tirek’s brother Scorpan wasn’t a Centaur but a Gargoyle then we have Discord another strange creature known as a Draconquus yet we only see one then again there are theories of him being star swirl which I agree on. But other than that what do these 3 figures have in common besides being well male and having previse connection XD… There all demonic looking and stuff. In Tirek’s story it is mentioned Tirek wanted to take over Equestria with his brother and both of them where from a “distant land” so what if there is a part in the MLP universe where all these demon like creatures live and come in many shapes and sizes……. (There have also been Minotaurs in the show and they might as well fit in the category).

Their abilities can be they take mana like a mana steal that heals them.

They could have increased strength

And a similar ability to the unicorn blast also an ability called magic encasing where they surround there enemy in a barrier of glass :D

As well as some resistance to fire since there all or flying you have to choose between flying and fire resistance.

You should also add

A Donkey or Mule Class

They can have an ability where if they right click on a saddle they can assess there ender chest seeing mules and donkeys are strong and carry things around speaking of strength they should have a bit of increased strength and probably have better chance of getting more than one ingot out of one ore and they could have a leap ability similar to the earth pony.

 

A Shadow Pony Class would be amazing

Like they can be a Warlock/ Dark Mage class

They have the same blast as Unicorns but give a wither effect.

Or they can become invisible to blend in with the “shadows”

They can also summon Dark Crystals like the ender dragon to heal there selves.

Oh and Summon Wither skeletons to help them in battle kind of like a necromancer.

They could also curse the last ability an opponent used and make the cool down last longer.

 

Btw the free teleport is more of a player to player thing :P



#480 Iggie_

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Posted 05 May 2015 - 07:53 PM

Btw the free teleport is more of a player to player thing :P

 

I know what you mean. Admins use that to get to you when you have a problem.



#481 Rainbow Dash McStarley

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Posted 06 May 2015 - 03:20 AM

Hey you should add the free teleport plugin no really it gets annoying when your trying to go somewhere basically what the plugin does is that you do /tpa and the person has to accept or deny the request also you can make it last a few seconds before you teleport and if u move or take damage it doesnt teleport another thing is you can't use it in combat :D

No.

 

Why are you talking about /tpa anyways? Neither server uses that.

 

Oh yeah and Im not a Zebra but I think there a bit underpowered just saying lol :P

Oh yeah and the Unicorn's blast is hard to aim with idk if its just the new mouse I bought or the fact that its just crazy hard to aim with the blast.

Zebras are extinct in Col (no longer a class).

 

Blast requires accuracy. It's not homing and not some huge AoE attack.



#482 Flam The Buisness Pony

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Posted 06 May 2015 - 12:06 PM

No.

 

Why are you talking about /tpa anyways? Neither server uses that.

 

Zebras are extinct in Col (no longer a class).

 

Blast requires accuracy. It's not homing and not some huge AoE attack.

Alright :D



#483 sailormoonstar

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Posted 08 May 2015 - 07:33 AM

Dragon-Halflings?



#484 Captain Char

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Posted 08 May 2015 - 10:06 AM

Dragon-Halflings?


I am curious to what their skills would be, I would think one skill would be a fire damage reduction

Edited by Captain Char, 08 May 2015 - 10:07 AM.


#485 Squint

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Posted 08 May 2015 - 04:20 PM

How come bone meal doesn't grow long grass or flowers or anything?



#486 Spotsy

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Posted 08 May 2015 - 07:59 PM

How come bone meal doesn't grow long grass or flowers or anything?

long grass only appears if you use bonemeal on a piece of normal grass once. Flowers are biome accordinated, if i remember right.



#487 Squint

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Posted 13 May 2015 - 10:26 PM

long grass only appears if you use bonemeal on a piece of normal grass once. Flowers are biome accordinated, if i remember right.

I know that and it doesn't work. I'm trying to do this in a plains biome



#488 Sincere

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Posted 16 May 2015 - 11:52 PM

A list on the forums for different signs and their uses?



#489 Rainbow Dash McStarley

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Posted 17 May 2015 - 03:47 AM

A list on the forums for different signs and their uses?

Unless you mean IC signs (of which there is a wiki of), there is already a list on the Colonizations 2 thread.

It is missing the 2 newest signs though, so I'll update those now.


Edited by Rainbow Dash McStarley, 17 May 2015 - 03:58 AM.


#490 Seabreeze

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Posted 17 May 2015 - 04:06 AM

A list on the forums for different signs and their uses?

Plugins have their own documentation, I don't feel like redoing what's already been done.



#491 Brush Stroke

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Posted 17 May 2015 - 05:38 AM

Oh, I just found out what I'm doing for the next few years *Rubs hands evilly*

 

RAIDS:

Every once in a blue moon, we can have certain events in the history of this world (Such as Boss fights, like Nightmare Moon or Discord or whatever) That players may participate in for rare loot. No idea where to find a plugin for this, just a suggestion :P

 

PVP EVENTS:

While open-world PVP would probably drive this beautiful idea into the ground, maybe there could be specific scenarios where players can compete against each other for control of a specific area, resources, or even loot. Examples could include Gold Rushes, old kingdoms being unearthed, or an ancient weapon being rumored about. If this isn't going to be the peace-and-love Equestria that we're so familiar with, perhaps towns could ask for a PVP instance of their own, if they choose to go to war. 

 

TOP 10 TOWNS

 

In order for a bit of creative competition between players, there could be competitions for the best towns in the game. Deciding factors could be things such as Creative Design, Population, or maybe even how long the town has stood. 

 

---

 

These are just my thoughts for the moment. Chances are, most of these conflict with the canon of this world, but I hoped I at least contributed something :P

 

Raids would be friggin awesome



#492 Captain Char

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Posted 17 May 2015 - 05:39 PM

The raid idea would be easy to do IMO, just would need an admin to actively do these, unless of course it could be made as a plugin etc making it easier

#493 Rainbow Dash McStarley

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Posted 18 May 2015 - 03:28 AM

easy to do IMO, just would need an admin to actively do these

Captain Char
  • photo-thumb-33187.png?_r=1407260349
  • pony-admin.png

 

?



#494 Seabreeze

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Posted 18 May 2015 - 03:47 AM

Char doesn't have admin permissions on Col anymore for certain reasons



#495 Captain Char

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Posted 18 May 2015 - 08:23 AM

true, but it doesn't mean someone else can't do it, as I stated, its not a hard thing to pull off

Edited by Captain Char, 18 May 2015 - 08:23 AM.


#496 Doctor Charcoal

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Posted 20 May 2015 - 10:23 PM

While fighting a malevolent, three us died. The rest who didn't die killed it, but we still had to wait more than five minutes to even get back to home. It think having 10 minute home cool down is a little overkill. Perhaps lowering it to at least 4-5 minutes or below?

 

It would be more efficient to those who live on the other side of colonizations from spawn, and certainly would lower the amount of time waiting.



#497 Rori

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Posted 21 May 2015 - 01:26 AM

While fighting a malevolent, three us died. The rest who didn't die killed it, but we still had to wait more than five minutes to even get back to home. It think having 10 minute home cool down is a little overkill. Perhaps lowering it to at least 4-5 minutes or below?

 

It would be more efficient to those who live on the other side of colonizations from spawn, and certainly would lower the amount of time waiting.

sleep in a bed?

or does that not work?

hmm...

i never spawn in spawn, anymore



#498 Starlight of the Stars

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Posted 21 May 2015 - 03:04 AM

sleep in a bed?

or does that not work?

hmm...

i never spawn in spawn, anymore

On average, there are usually 5+ players on col. 10 during a good day. usually its impossible to sleep unless you are alone or with few people



#499 Rainbow Dash McStarley

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Posted 21 May 2015 - 03:11 AM

Sleeping in a bed for a small moment should set your spawn there, regardless if the night cycle is skipped with other players or not.



#500 Captain Char

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Posted 21 May 2015 - 07:36 AM

While fighting a malevolent, three us died. The rest who didn't die killed it, but we still had to wait more than five minutes to even get back to home. It think having 10 minute home cool down is a little overkill. Perhaps lowering it to at least 4-5 minutes or below?
 
It would be more efficient to those who live on the other side of colonizations from spawn, and certainly would lower the amount of time waiting.


I can see this as a problem, but at the same time the 10 minute cool down also raises the stakes, as well as makes fighting together more needed so you don't lose your gear etc


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