Unofficial Minecraft Discussion XVII

Post » Mon Nov 15, 2010 10:44 pm

If by "history" you mean "clutter", then yes, it does.


Create a compass (always points to spawn) then build a road or minecart track from your base to spawn. That way when you die, you have a nice quick way back.

He did say he'd rather make it too hard than too easy though.

I don't like that idea. There's a line between hard and too hard. You cross that line and the game runs he risk of being too hard to be fun.

But of course "hard" is subjective.
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Timara White
 
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Post » Tue Nov 16, 2010 5:06 am

Does this mean that you may be able to figure out how to save the server?


It depends on what you mean by 'save' - if you mean prevent non-save related crashes and arbitrary crashes: yes (assuming I can actually find the root cause). If you mean save-crashes, no - this is due to Minecraft's code. As we have a very large world, and only 1 gig of RAM, the server does not attempt to ensure that you stay connected when it saves, more so it wants to free up RAM so it can save correctly. And I have already stated how to protect your inventories. Invest the 20 seconds required to log in every now and then and it will be fine.

However I am not sure if we want to continue the current map; it's cluttered, lacks direction, and generally seems to breed boredom as it currently is.
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Sara Lee
 
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Post » Mon Nov 15, 2010 6:21 pm

I don't like that idea. There's a line between hard and too hard. You cross that line and the game runs he risk of being too hard to be fun.

But of course "hard" is subjective.

Where would you have yourself respawn when you die then?


There are programs out there that can move the spawn point in single player, IIRC.
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Eliza Potter
 
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Post » Tue Nov 16, 2010 1:26 am

Where would you have yourself respawn when you die then?


There are programs out there that can move the spawn point in single player, IIRC.

Wait... what I was trying to reply to? I forget what direction I was trying to go with that post...

I just build my base near my spawn. If my spawn is near a mountain then all the better, I'll just tunnel out a space and build there. I find it best to build a compound and make sure that you enclose your spawn within.

I may actually just pick a direction and build a road as far as I can until I die.
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Jade Barnes-Mackey
 
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Post » Tue Nov 16, 2010 2:53 am

Hi guys!
How is everyone?

I might play some this week!
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Tyrel
 
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Post » Tue Nov 16, 2010 12:15 am

It would be nice if we could set our own spawn point once. Not for teleporting, but for when we die. That way you can build your home far away and still spawn there if you die somewhere, instead of miles away.

Is it possible for admins to set individual spawn points for players? Of course it shouldn't be possible to set your spawn point again and again all the time, otherwise you could place one in a cave when you're about to die and after respawning picking up your stuff quickly.
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Gemma Flanagan
 
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Post » Tue Nov 16, 2010 3:28 am

It would be nice if we could set our own spawn point once. Not for teleporting, but for when we die. That way you can build your home far away and still spawn there if you die somewhere, instead of miles away.

Is it possible for admins to set individual spawn points for players? Of course it shouldn't be possible to set your spawn point again and again all the time, otherwise you could place one in a cave when you're about to die and after respawning picking up your stuff quickly.

Not to my knowledge. Spawn is universal. If the player dies, they can always just /home :shrug:
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Carlitos Avila
 
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Post » Mon Nov 15, 2010 9:24 pm

Not to my knowledge. Spawn is universal. If the player dies, they can always just /home :shrug:


But it is just too easy to escape dangerous situations just by /homing.
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Michelle Chau
 
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Post » Tue Nov 16, 2010 8:38 am

I decided to just dig a big hole from my spawn point to the bottom of the map, and use the materials I find along the way to help get me started. If I ever wander away from my spawn point, I'll just do what I do in multiplayer and mark my way with torches.

However I am not sure if we want to continue the current map; it's cluttered, lacks direction, and generally seems to breed boredom as it currently is.


So far only mrcrazy_monkey has said he doesn't want to make a new map, whereas many others have said they do. Since the majority seem to want a new map, it seems like that's what we should do. I hope you admins make the decision soon because playing multiplayer feels very pointless right now with the decision pending like this.
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Claire Jackson
 
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Post » Tue Nov 16, 2010 5:22 am

I decided to just dig a big hole from my spawn point to the bottom of the map, and use the materials I find along the way to help get me started. If I ever wander away from my spawn point, I'll just do what I do in multiplayer and mark my way with torches.



So far only mrcrazy_monkey has said he doesn't want to make a new map, whereas many others have said they do. Since the majority seem to want a new map, it seems like that's what we should do. I hope you admins make the decision soon because playing multiplayer feels very pointless right now with the decision pending like this.

If we're going to make a new map then I want some TNT. Not for destruction, but to make any projects that I have go faster.

It's going to svck to lose all of this work, but it'll be kinda fun building a map from the ground up with the express goal of actual survival.
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Tiffany Castillo
 
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Post » Mon Nov 15, 2010 9:31 pm

If we're going to make a new map then I want some TNT. Not for destruction, but to make any projects that I have go faster.

It's going to svck to lose all of this work, but it'll be kinda fun building a map from the ground up with the express goal of actual survival.

No TNT :stare:
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Trish
 
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Post » Tue Nov 16, 2010 3:20 am

So far only mrcrazy_monkey has said he doesn't want to make a new map, whereas many others have said they do. Since the majority seem to want a new map, it seems like that's what we should do. I hope you admins make the decision soon because playing multiplayer feels very pointless right now with the decision pending like this.


The original concept of having a new map with a large pre-cartographed (generated) area and land allocations seems increasingly difficult to create (read:- near impossible due to time constrains). As a result I can currently leaning towards creating a new map, and having the spawnpoint and surrounding area as a peaceful zone. This will span a much smaller area, but we will leave this as a themed building and getting started area. Outside of this (I will surround this area with adminium - think aldgate minus the 'city' concept, just with a temp-ban for anyone that attacks within the area) we will have no-mans land, where people can claim land as their own, protect it, and build in general, as well as fight. I am hoping for two mods to be promptly developed:

1. A personal PvP flag for either persons or areas
2. A mod stopping people from /homing etc. in combat

What do you guys think to such an arrangement - once again with damage it will be a case of trust - people will be expected to be friendly to players that do not wish to engage in PvP gameplay. For those of you anxious about what will happen, I will follow the occurrences carefully, and if things get out of hand I will disable PvP until we can find a sensible solution. I will also be adding Mobs with this update.
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Erin S
 
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Post » Mon Nov 15, 2010 11:24 pm

The original concept of having a new map with a large pre-cartographed (generated) area and land allocations seems increasingly difficult to create (read:- near impossible due to time constrains). As a result I can currently leaning towards creating a new map, and having the spawnpoint and surrounding area as a peaceful zone. This will span a much smaller area, but we will leave this as a themed building and getting started area. Outside of this (I will surround this area with adminium - think aldgate minus the 'city' concept, just with a temp-ban for anyone that attacks within the area) we will have no-mans land, where people can claim land as their own, protect it, and build in general, as well as fight. I am hoping for two mods to be promptly developed:

1. A personal PvP flag for either persons or areas
2. A mod stopping people from /homing etc. in combat

What do you guys think to such an arrangement - once again with damage it will be a case of trust - people will be expected to be friendly to players that do not wish to engage in PvP gameplay. For those of you anxious about what will happen, I will follow the occurrences carefully, and if things get out of hand I will disable PvP until we can find a sensible solution. I will also be adding Mobs with this update.


Sounds good to me. I was never hoping for a pre-generated map anyway, I like not knowing what's around the corner in this game. For the no-mans land, there should be a rule that nobody can build something near any other structure- think of the problems we had with people griefing others because they had built a structure right next to theirs.
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Nicholas
 
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Post » Tue Nov 16, 2010 3:49 am

No TNT :stare:

Aww. Why not? I won't break anything. Promise. :sad:
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Solina971
 
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Post » Mon Nov 15, 2010 5:14 pm

I have a quick question can you have more than one spawn point? And will the compass reset when you select a new spawn point?
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Bek Rideout
 
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Post » Tue Nov 16, 2010 2:32 am

I have a quick question can you have more than one spawn point? And will the compass reset when you select a new spawn point?

No. Yes.
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Everardo Montano
 
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Post » Tue Nov 16, 2010 8:17 am

The original concept of having a new map with a large pre-cartographed (generated) area and land allocations seems increasingly difficult to create (read:- near impossible due to time constrains). As a result I can currently leaning towards creating a new map, and having the spawnpoint and surrounding area as a peaceful zone. This will span a much smaller area, but we will leave this as a themed building and getting started area. Outside of this (I will surround this area with adminium - think aldgate minus the 'city' concept, just with a temp-ban for anyone that attacks within the area) we will have no-mans land, where people can claim land as their own, protect it, and build in general, as well as fight. I am hoping for two mods to be promptly developed:

1. A personal PvP flag for either persons or areas
2. A mod stopping people from /homing etc. in combat

What do you guys think to such an arrangement - once again with damage it will be a case of trust - people will be expected to be friendly to players that do not wish to engage in PvP gameplay. For those of you anxious about what will happen, I will follow the occurrences carefully, and if things get out of hand I will disable PvP until we can find a sensible solution. I will also be adding Mobs with this update.

It may be needed to have a rule against griefing anybodies structures (For PvP or RP reasons) while they're offline and thus can't defend it. But then I guess that's what traps are for. I kinda like the spawn idea. it'd be like our own starting area.

Is there any way to reduce the distance that player names show up? That way you could actually hide from attacks and have your secret base be secret even while you're in it.
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Toby Green
 
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Post » Mon Nov 15, 2010 7:24 pm

Is there any way to reduce the distance that player names show up? That way you could actually hide from attacks and have your secret base be secret even while you're in it.


No.
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Karen anwyn Green
 
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Post » Tue Nov 16, 2010 7:04 am

It may be needed to have a rule against griefing anybodies structures (For PvP or RP reasons) while they're offline and thus can't defend it. But then I guess that's what traps are for. I kinda like the spawn idea. it'd be like our own starting area.

Is there any way to reduce the distance that player names show up? That way you could actually hide from attacks and have your secret base be secret even while you're in it.

As far as I'm concerned, any sort of griefing, whether the person is online or not, is an insta-ban offence. If two players wish to have a war with legal griefing between them, it must be declared in-thread and agreed by both players before any griefing may occur. Players can also specify which of their structures are fair game and which aren't.
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Jimmie Allen
 
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Post » Mon Nov 15, 2010 6:53 pm

No TNT :stare:


I think TNT should be allowed since we'll be able to hunt creepers. Nerf TNT and hunting creepers is pointless.

I agree with what Simpson said earlier in the thread about how items you CANNOT obtain yet are allowed to be spawned such as lightstone. Lightstone is badass.

Spawnable Item List:

Lightstone
Netherstone
Snowblock


To keep it fair I suggest a shop of sorts be set up that deals in unobtainable items that players can buy from :)
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NeverStopThe
 
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Post » Tue Nov 16, 2010 2:05 am

I think TNT should be allowed since we'll be able to hunt creepers. Nerf TNT and hunting creepers is pointless.

I agree with what Simpson said earlier in the thread about how items you CANNOT obtain yet are allowed to be spawned such as lightstone. Lightstone is badass.

Spawnable Item List:

Lightstone
Netherstone
Snowblock


To keep it fair I suggest a shop of sorts be set up that deals in unobtainable items that players can buy from :)

Sounds fair. I'm uncomfortable with the idea of just giving out lightstone though, given its relative difficulty to obtain in single player. It should be pretty expensive. Netherstone and snow could be fairly cheap though.

And has anyone actually ever seen slow sand?
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Bird
 
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Post » Mon Nov 15, 2010 8:52 pm

No.

Well that's going to make things a little bit unfair. It also limits certain types of RP. :(

And has anyone actually ever seen slow sand?

Yeah, I have a walkway of slow-sand leading up to my pumpkin-house.

You can get it in the Nether.
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Laura Shipley
 
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Post » Tue Nov 16, 2010 5:49 am

Well that's going to make things a little bit unfair. It also limits certain types of RP. :(

It's pretty annoying, given the obscenely long distance you can see them from, but there's nowt we can do really. Names are pretty hard to spot through water though :shrug:
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Glu Glu
 
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Post » Mon Nov 15, 2010 9:09 pm

What currency should we use? I think it should be torches, or lanterns when they're implemented. Everybody needs torches, and while they're easy to make, you never have enough to just give out, making them good for currency imo. Gold comes to mind but that's far too rare and troublesome to find.
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Stace
 
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Post » Mon Nov 15, 2010 9:25 pm

What currency should we use? I think it should be torches, or lanterns when they're implemented. Everybody needs torches, and while they're easy to make, you never have enough to just give out, making them good for currency imo. Gold comes to mind but that's far too rare and troublesome to find.

I'm actually in favor of the barter system. Trading something you don't need for something you do is what people have done for centuries.

But how would a store specializing in un-obtainable items work like that?
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Karine laverre
 
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