PseudoKnight

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Viewing 14 posts - 226 through 239 (of 239 total)
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  • in reply to: New Whitelisting Approval Method? #1424
    PseudoKnight
    Member

    I can track who approved them if that’s what would make people feel more comfortable with this. I find it helpful to know who knows who. It aids communication as well as improving understanding and resolution of conflicts.

    in reply to: Hunger Games #1413
    PseudoKnight
    Member

    Actually, forget the drops and give a compass to each player with a random other player on it. It’d be like hunt mode.

    in reply to: Hunger Games #1412
    PseudoKnight
    Member

    Oh, what about the center being a place where special tools are dropped for balance purposes. One could be a compass that shows you the location of one other player in the match. Other things would have to be stuff that wouldn’t make the player then have a monopoly on that area. Like, you couldn’t give them super armor, because then they’d keep collecting items from the drops and getting better and better.

    in reply to: Hunger Games #1411
    PseudoKnight
    Member

    So, it’s deathmatch, with the difference being the large sandbox battlefield and random item drops in the center?

    I’ve thought a lot about having a survival deathmatch thing. It was really fun to watch in the Ultra Hardcore series by Mindcrack guys. But it’s far too easy to cheat your way through it, and it takes way too long to play to have meaningful victories. Everyone needs to be there from the beginning to end and certain tactics have to be against the rules to force people to play fair. But honestly, it’s way too easy without an audience to call you out on it. These are boring things like hiding in a dark hole until everyone else is dead.

    The random item drops would be a death trap. Most people would die if they tried for it. I thought about having it be the only place you can get health, but it’d still be a death trap and wouldn’t prevent the hidey-hole strategy. Even if you had it be the only place for food, it’d still be a worse strategy than hiding. And if you made hunger more aggressive, then you might not as well have the whole large battlefield.

    It’s doable, but it’s flawed. That happens a lot when people base gameplay on a fictional dramatic narrative. Unless people play along with the theme, it can be pretty boring and broken.

    in reply to: 12w15a #1405
    PseudoKnight
    Member

    It’ll only become an issue when they give us a release build like with 1.2.5. Bukkit doesn’t do snapshot builds. Plus, 1.3 will be the last version of the official Craftbukkit releases, I think. They’ll introduce the Minecraft API with 1.3.

    in reply to: Hardcore #1391
    PseudoKnight
    Member

    I want to avoid having multiple servers, if we can. The event was imperfect, but there are a few reasons why I did it the way I did it.

    – The plugin I used — popular one for this particular type of event — doesn’t support multi-world settings. I plan to use others if we ever do this again in the future.

    – It’s less meaningful if we don’t do it altogether, similar to when we started Delta and Gamma. It really brought the community together and recharged people’s interest in MC. Hardcore mode somewhat diminished this during the April 1st event.

    – Another server for infrequent events means we’d be paying 100% of the bill for ~5% of the use, and we’d be splitting the community more if we attempted to use the server 100% of the time.

    I learned from the event, and I’ll talk to people more about future similar events. I want future ones to be singular days, but optional and with a better fallback to our normal worlds (or alternatively a ghost mode where people can watch if they wanted, possibly waiting to be resurrected). If it’s cooperative, we need an objective. It was half way through the Apr 1st event when I realized we needed to take down the dragon to conclude it (because we stabilized with full armor and tons of health potions). If that’s more clear early on, we can plan ahead, and maybe even do it proper this time by getting the ender eyes.

    Any other thoughts?

    in reply to: Treasure Hunting! #1390
    PseudoKnight
    Member

    Nooooo, it’s fun. 🙂

    in reply to: World Seeds for Slime #1387
    PseudoKnight
    Member

    I added the seeds to “/help seeds” a few days ago, but for redundancy, here they are:

    Alpha: -621778714517541268
    Delta: -8443156782283251243
    Gamma: -754633420005903009

    Seeds were removed from the debug screen because many servers — for survival purposes — didn’t want people generating the same world and flying around to find stuff. It probably should be optional, but it’s not a big deal.

    in reply to: Edge of the world #1367
    PseudoKnight
    Member

    Someone walked out to I believe 8000-10000 on Gamma before I trimmed it back in November.

    in reply to: Weclome to the forum! (Forum Info & Discussion) #1356
    PseudoKnight
    Member

    I feel like I’m getting closer and closer to a comfortable forum home with my style changes. 🙂

    in reply to: Pirate Battles #1354
    PseudoKnight
    Member

    Toning down the starting gear and items in chests is something I wanted to do with Skypirates already. There’s too many things and their placement could be optimized.

    Fire charges is an interesting thought. We’d have to keep the number small, but it could be a fun secondary cannon type.

    I don’t like pre-designed cannons. SethBling did a pirate ship game mode with pre-made cannons. It’s cool, but I also like building the cannons myself. Maybe we could have one pre-made cannon, but once it was taken out, you’d have to build your own.

    I wish pirate ships sank… would be so cool. There was a game mode like that in Garry’s Mod. The actual physics were laggy as hell, but sinking when you lost buoyancy is pretty awesome.

    in reply to: Treasure Hunting! #1353
    PseudoKnight
    Member

    We could use in-game maps. Personally I liked the weird puzzles more than the actual searching.

    in reply to: Dwarves vs Zombies #1350
    PseudoKnight
    Member

    Sounds like an overly complicated zombie infection mode. Like way overly complicated and unintuitive… why are they summoning things?

    As far as playing it on our server, there’s no plugin for this. It’s a collection of undefined plugins with undefined configurations. I’d basically have to recreate it manually, and with such obtuse rules, we’re probably better off creating our own game. However, we could base it off this game, but just take the best parts.

    in reply to: Edge of the world #1347
    PseudoKnight
    Member

    The terrain generation changed from beta 1.7.3 to beta 1.8, and it was so dramatic that I chose to turn off terrain generation on Alpha. Thus was born the “EDGE OF THE WORLD”. During this time, Delta was born, full of wildernesses. Later, we even got Gamma. And just recently I expanded Gamma for more wildernessesesess-es. But ya, we can’t have it be infinite. The reasons are simple: large world backups, vast empty spaces, terrain generation impacts server performance. We literally had people head out in straight lines for several miles for no good reason, only to die and respawn at world spawn, leaving a vast swathe of never-to-be-used land taking up space.

    I restored the important bits of your stuff, but I try not to make it a habit.

    Some people have taken advantage of the coolness of the edge and built floating fortresses in space. 🙂

Viewing 14 posts - 226 through 239 (of 239 total)