PseudoKnight

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Viewing 15 posts - 46 through 60 (of 239 total)
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  • in reply to: More Finalcity #3587
    PseudoKnight
    Member

    Expanding down or up is a bad idea because it would affect performance in the area. It’s already on the edge in terms of entity counts. We could expand the structure up and down, but not residential or shops.

    in reply to: More Finalcity #3576
    PseudoKnight
    Member

    I’ve considered it, but any expansions would probably be non-residential. The entity count in the area has reached the maximum reasonable amount for performance. Squeezing in more people would be bad. Still, I do want to use more vertical space in some way. I already have some plans, but it’s slow going until they’re solidified.

    The other thought I had was expanding Final City into some satellite towns. They’d be far enough away where the performance impact would be nullified, but close enough where it might be more convenient. Negotiating the land might be challenging, though. Actually, adding some more to the platforms on the edges of the city might be reasonable too, but it’d risk impacting the style of the city.

    Fortunately there are other cities to build at, and if you wanted to start your own, you can do that as well. Warps can be provided to active towns that have several residents and a market.

    in reply to: Suggestions for SkyPirates #3518
    PseudoKnight
    Member

    I like the idea of a floating island with more stuff. I think I had thought of it before after seeing some other Minecraft games, but nothing came of it. I’d probably put it on the other side of the stands. Bridging to it would be a risk (and diagonal) and the amount of useful goods would be limited, so I don’t think it would be overpowered. Maybe make some mobs spawn on the island?

    Better ship designs are worth considering. I’ve actually thought about having multiple ship designs and having it randomly spawn one of them.

    Having an objective block might interesting for respawns. Basically could have a gold or iron block in the cabin, that when destroyed stops respawns. It’s like bed respawns, but it’d be more reliable since bed respawning is weird and glitchy. Or maybe an objective like killing all the villagers on the opposing ship.

    in reply to: Glitch on skypirates #3517
    PseudoKnight
    Member

    Pirate ghosts.

    in reply to: New What Parkour course #3442
    PseudoKnight
    Member

    That’s just a really weird way of posting a course difficulty.

    in reply to: PRANK WARS ADMINS VS MUMBLECENS #3441
    PseudoKnight
    Member

    If the person is will to fix whatever they did, I don’t see how it’s griefing. Pranking, though, can be a delicate thing if the people involved aren’t mature enough to handle it. It’s why I won’t get into pranks with anyone but my adult friends.

    in reply to: New What Parkour course #3392
    PseudoKnight
    Member

    What do you mean by “Easy”, “Moderate”, etc.?

    in reply to: [outdated] Giant List of Things #3391
    PseudoKnight
    Member

    I’ve moved warps over to our own script so that I can make improvements on its functionality. For now I’ve kept the basic command structure, but you can also access the warps list by just typing “/warp”. Furthermore, it now categorizes the different warps (main, park, and dev) so that they’re easier to read and find what you’re looking for. It also has an improved warm-up and it tells you if the warp doesn’t exist before it tries. Later I want to combine warps with pvp lobby warps.

    in reply to: Warps #3365
    PseudoKnight
    Member

    I’m trying to limit the use of warps in survival to hubs. So for quick travel, players either have to use a /home (one per world), a stargate, or player-to-player tp (in addition to warps, spawn, and nether portals). We could change this, but we’d have to figure out a better system.

    You can see the warps on the live map, by toggling on the markers. The list, while available using “/warps list”, isn’t all that useful. The vast majority of the warps are used in the custom park for mini-games/events.

    in reply to: Gamma Spawn Region #3347
    PseudoKnight
    Member

    I went ahead and set you in the Regulars group which has permission for the spawn region.

    in reply to: [outdated] Giant List of Things #3346
    PseudoKnight
    Member

    – They finally updated the nether portal plugin to be compatible with the lastest craftbukkit, so I turned it back on.
    – Added a simple dev world map so we (I) can keep track of things better.
    – CTF is fully functional in PVP script, but there’s some edge cases I want to address and I want to add more feedback.
    – LogWatch was updated finally, so I put that back on for moderators/administrators. http://dev.bukkit.org/client-mods/logwatch/

    in reply to: A New PvP Arena #3335
    PseudoKnight
    Member

    We’re going to only put our own creations in Frog Park. PitFrenzy was an early exception, though it was modified and now removed. If you want to create something for Frog Park, I’ll support you however I can. However, I don’t think that design works well for PVP or any mini-game I can think of. It looks like something that would be cool to create in survival, honestly.

    in reply to: [outdated] Giant List of Things #3323
    PseudoKnight
    Member

    Anyone wishing to follow my code changes can do so here: https://github.com/PseudoKnight/FinalScoreMC/commits/master

    I really want to move this update log (among other things) over to a blog category.

    in reply to: When clucks is done can we have a tunoment? #3316
    PseudoKnight
    Member

    I had higher priorities than 2-player cluck. We wouldn’t have PVP where it is today if I hadn’t put Cluck aside for a bit. (and Froggerooh, among others, who have been doing an awesome job on the arenas)

    I’m all for a tournament, but there’s already a leaderboard. Right now Raymond_II is owning it up with a score of 92, and I’m a distant second at 82. But I’ll be revisiting the game sometime to improve its balance and make it a little more interesting. I might do 2-player right after that.

    in reply to: Burning wool #3301
    PseudoKnight
    Member

    There’s always ways to peek, but a sand wall should be doable up to the height limit no problem. Drop the sand on torches instead. I could even make your area not appear on the live map if you wanted.

Viewing 15 posts - 46 through 60 (of 239 total)