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Obeliske

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Everything posted by Obeliske

  1. I do actually play on CL thank you In fact I just bought another friend of mine the second tier reward yesterday, he's not the first and certainly wont be last. It's one of the ways I try and support the servers, what did you say you've done again? I build my base out of good looking blocks depending on the theme I'm going for. My last one was made out of thousands of bricks that I manually collected over the course of two weeks while I had people insulting me because I made a good looking base and they felt it was a waste of time because it's not their idea of progress (this behavior actually precipitated my leaving the server for a while). This time I'm using creative and making my base out of DarkIron blocks in an attempt to create something more futuristic. Or do you think I should have to wait two weeks of grinding quests and then spend two months collecting materials just to start building the base. Keeping in mind as well that likely the server will get reset in a year, two at most. Which means I would likely spend most of my time building and then not get to actually progress. As for trying to figure out power... That twelve hours I mentioned before? Well between you and me I gave up after about 3 and went into creative to get the setup done properly, that initial three hours was spent breaking and placing the same 40 blocks over and over trying to get the right grid, then it was 9 more hours trying to figure out the right mix of machines and parts to send into the Pyrolyzer to get Benzene in a self contained and producing machine. Having to do that in survival would have easily taken me twice as long. The fact as I see it is that most people aren't trying to build the most efficient machines what with their drive for what they see as progress. You blame creative people for the lag but they are far outnumbered by the inefficient non-creative players who could care less about having to work harder in order to make things more efficient and therefor easier on the server. Your third paragraph literally makes no sense, you think if non-creative people leave others wont immediately replace them? The fact is as I said I have 7 friends all noncreative who are joining the server over the next few days four already have. Your just not that important and if your not buying things in the store your also not helping the server. Trying to get people to donate for free has proven time and again not to work. Your last paragraph is also a null argument. What I gather is that you see the game as a race that people with creative have a massive head start in. Your right, if you consider the game a race. Fact is it's not, it's Minecraft one of the few games where you LITERALLY make your own fun by making your own goals. You keep making the same arguments without actually using anything to support them. I am going to go ahead and address the tickrate though as it's been pointed out to me twice, the fact is your wrong about it. Anybody who is playing this mod and complaining about the tickrate is in my opinion an idiot. I played it a bunch with my friends as I said on a private server (which I have decided to stop paying for and will be shut down on the twelfth) and with 8 of us on we could see a noticeable bit of lag which I originally attributed to the server. The fact is though, that it wasn't the server it's the modpack. There is so much going on even with only a few people on that it creates server lag increasing the tick rate. I was on the CL servers yesterday when there were 15(ish) people on and there was a noticeable amount of lag. Two hours later when there were four of us there was none, even though 2 of those four were obviously fully afk in order to let their machines run. Fact is the afk people are adding more to the lag then the creative people and it's the number of people on the server running everything that's causing issues not the creative people. Hegemon you have obviously not read a word I've written, you have this idea in your head and no argument put forth is going to change it. So I'm not even going to bother trying. As I stated, if I thought even for a second that creative had a negative effect on the server then I would happily give it up. But my ability to make a machine and optimize in in minutes/hours is definitely better then doing it over days, or even (as most people are doing) not bothering to optimize them at all. If you can't be bothered to make coherent sentences and actually attempted to engage rather then trying to put the onus on me I am simply going to stop attempting any discourse with you.
  2. I think the issue here is that you and I have different ideas of what a reward it. I like planning and implementing a good looking and well running base, that is my reward. That makes me happy. I spent literally 12 hours optimizing one machine two days ago that gave me joy finishing it. I'm not sure what your idea of a reward is but it has no bearing whatsoever on what I enjoy and what I want to do. It also doesn't change that in six months if I can't continue then why play now. What if it's Mars. Nobody can get to Mars, it's not the end of the game but you can't progress past there, why bother playing now if that were the case? The fact is if it's going to be an issue ever then it needs to be dealt with now, not when it becomes an issue and people can't get past that point and if people in creative are allowing these types of issues to be found now then I think they deserve our thanks personally because I don't want to find out in six months that I can't actually finish the game. Your not explaining to me how creative destroys anything your giving me your opinion based on your opinions. For all it matters I could still be playing on my private server for all the effect my having creative has on you. I have not affected you in any manner on the server, I have not bought, nor sold anything to you, my pollution hasn't reached you, literally nothing I've done has affected you. The best part is your not even claiming that what I'm doing is causing you lag, the OP IS claiming that creative causes lag. All creative is doing (by your own admission) is bringing problems to light faster then they would have been brought up before. Which is IMO a good thing. So again, please explain how my having creative affects you on the server at all.
  3. By your own admission though the issue isn't the GMC players it's the machines themselves. Having the problem now vs having it later doesn't change it. The OPs argument is that it's caused by creative players is wrong. I'm aware that pollution spreads but it also dissipates. I'll be honest we ran a net neutral pollution base by using steam until midway through MV then switching to a railcart farmer and using a pyrolyzer on the charcoal to get benzene so the rocket launch we had a few days ago didn't do a whole lot and dissipated rather quickly the three people who remained in the base while myself and BUD switched over to the moon to get us set up there only had issues for a short time. This seems to me an issue of people doing things the fastest way possible (in other words racing). My comments on the "race" portion of the game are because both the OP and last time I was online ASOOD (I believe, though don't quote me on this as I have been inactive for a few months) mentioned the race, also specifically the OP talks about how creative "ruins the race" You may or may not remember me from a few months back Kiyanox but the fact is I was enjoying the modpack so much I wanted to get some friends in on it. Two of which were deadset against playing on a public server. One because she's afraid of being griefed and another because he doesn't like creative being an aspect that players can purchase. When I pressed for details and pointed out that one player having creative he listed almost item by item what the OP has listed and, when I listed the counter arguments to him he persisted. The fact is that he also sees the game as a race. On our private server he played until he started perceiving that he wasn't going to win said race. See he decided to go it alone and I did not want to. So originally we had of eight people two together (myself and my girl) and 6 other solo players, as people started realizing the benefits of joining a team and working together everyone started joining the currently existing team except him. He decided instead of joining the group it wasn't a race any longer and stopped playing. The fact is that when his perception of the game hit a point where he saw that he could not "win" under his own viewpoint he chose to stop playing instead. Not one of the rest of us saw/sees it as a race. We play to have fun and build stuff. The OP mentioned it ruining the race and so (to me at least) this is the same thing. The OPs perception of the game is (imo) flawed and instead of changing their perception is attempting to force their rules on other people and when that inevitably doesn't work, will they quit to? In the end if so then they would quit at some point anyway and it's not a loss. My racing comments are strictly based on the OPs post as that is what I am replying to, I had tagged you as I have been gone a few months and didn't realize your no longer staff. I simply responded to the two people I saw as staff who had responded in the post. My apologies. As for the vote being polar, it's because as I stated (though not in these words) some people are against removing creative for a large number of reasons they haven't fully thought out. Your thinking people will vote with well argued and thought out reasons. I argue people will vote because it's easy to take away something you don't have and doesn't affect you. If I thought for a second that creative actually has an effect on the server and the people playing on it I would vote to remove it but the speeding up of a problem doesn't negate the fact that it would be a problem in the first place. I'd rather get to the problem and fix it now then waiting six months to find out it's unfixable and I now can't progress. Also FYI, I do play on other GTNH servers and on other CraftersLand servers. Please explain to me how creative "destroys any sense of the game". You know... the one where you set your own goals, work towards your own fun, and do your own thing?
  4. It seems that a lot of people complaining about creative have not actually read the rules on creative use on the server. People with creative for instance cannot give any creative generated item to somebody outside their town nor can they sell them. There is no "race" to get anywhere. On a private server run by me, myself and two friends managed to get to the moon in the last month without creative. With it I have no doubt we would have gotten there already This server is several months old and as such I have no doubt those with creative have already gone where they want. I'm going to go ahead and break down your issues here as all of them are either opinion or misinformation. For those who skip, I put each arguement directly after it's point in the quoted text above. In addition to all the above what about a player who has reached say HV tier giving the new player in the stone age his old items that he doesn't use anymore? Does this not mess up the "race"? Should we disable all trading as well? So at this point we have no trading, no teams, no creative. All in order to make sure this "race" is a fair one. It honestly sounds like you'd rather be playing single player at this point. @brunyman and @Kiyanox I personally would worry immensely on a vote. It would end up being very polar and quite likely with creative being heavily voted to be removed by people who do not have it (because they outnumber those of us with it). The fact is people without perks either are not supporting the server monetarily (because either they cannot afford it, because they are to young to spend their parents money, or because they choose not to/to spend their money elsewhere), or because they have decided they have supported enough. The fact is the servers require money constantly each month and creative is a good perk to supply to people provided it's not abused. This aside as long as the people without creative outnumber the people with, the vote will likely swing in that direction. That last bit is the big thing though isn't it, all of the people in this thread are assuming abuse or that it gives a huge advantage. The fact is you guys (the mods) are good at curbing abuse and any advantage it gives depends entirely on what a persons goal is and that's it. My actions should I build a rocket to the moon when I log in have absolutely no effect on the actions of any other player. JokoJose is positing their post on the fact that there is a race in the game. The issue is there is no race in the modpack, I've seen multiple people mention this but it's not a race. The fact is if it were teams wouldn't be allowed. The argument here is for a level playing field between the "haves" and "have nots" but it continues in the fact that if me and my 6 friends all start a base and work together we will get further in the game then the player who plays on their own and much faster. There's no level playing field in a team game with teams of one either. There is only one fact here and that is simply that in Minecraft you LITERALLY make your own fun with your own goals. My actions and the actions of people with creative (along with proper moderation of course) have absolutely no effect on any other players actions on the server unless those players allow said actions to affect them. This post is positing a race, obviously JokeJose feels the need to race people on the server, I do not, I will not be part of any race. I just do not give any cares about it. I will continue to use creative to craft my base into something I like. Should a vote happen I would argue for only people with creative getting a vote. It affects them the most and as I've stated the people without it don't have it for a large number of reasons. This means that it would be to hard to moderate who's voting because they have actually thought out both sides and people who have made excess accounts just to vote with. It's easy to vote to take something away from somebody when you don't have it and so will be unaffacted. Thank you for your time and consideration. EDIT: Rather then making a new post. JokoJose your second post reads much different from your first. Your first is very well posited and well thought out your second, I got two sentence's in and skipped the rest because it feels most like a tantrum and playing the blame game more than an actually useful post. I did this unconsciously and forced myself to go back and read it in it's entirety, it doesn't get better. I tell you this not to argue or fight but in an attempt to tell you how others are going to read it, if they do that then your not actually going to get your point across to anybody else. It seems you have an issue with one particular player in which case I would suggest reporting them to the nearest mod as causing server lag on purpose is also a punishable offence. Hegemon your posts don't read any better, you very obviously make accusations you have literally nothing to back up with. You appear to be inflaming and inciting issues rather then actually have any useful or rational thing to add. On top of this I am going to point out one of the points you make with counting seconds doesn't work. I've played this modpack in single player and the timers given on machines for things to craft are inaccurate to say the least, it's better to work with ticks as they show server lag better imo.
  5. I'm going to be honest I'm not sure why this is a thing, but Mining World when reset is a literal copy of itself. I would suggest it be randomized for a large number of reasons -Being non-randomized benefits long term players over new ones as long term players will have waypoints set already to all the ore veins. This is problematic as it makes it harder for new players to get the easy close by nodes they need to progress as older players already having the waypoints will have mined out the easy to reach nodes. -Non-randomized means that I may go and WP every village in Mining world and loot them upon reset meaning it's that much harder for various things that spawn in villages (ie, various witchery books) meaning an older player can corner the market on these types of materials and prevent fresher players from breaking into it as easily. -Non-randomized world means that some biomes will never spawn (my girl asked me if there was an ocean biome for instance and I've been all over but am unaware of any) -Randomized Biomes promote exploration of the world rather then players going directly from A to B -I personally believe in selling information, when I get some good info I pay for it and I like to sell WP to ore veins, that's impossible to do if the world is set -According to my girl the exploration is part of the fun and experience of the game When I go mining an ore vein I take my lunch box a quarter stack of ingots a repair table and a couple stacks of torches. I don't really have to do these things thanks to the /home and back commands but when I go mining I don't want to be interrupted. I do my thing and I go home. I want to really experience the whole game and a large part of that is exploration and I think that random mining world really promotes that. I really think the server would benefit from players slowing down and enjoying their time here, that's the point of Minecraft, somebody actually came to my base and gave me shit for making it look nice last night because I'm not rushing the end game stuff so I must not be efficient and that got me thinking about exactly what kind of players benefit both the game and the server in general. When I started the server was almost dead and I had long periods of time on my own on the server to explore and learn things and I miss that tbh. I think it's an important aspect of the game. Especially if regular world isn't going to be reset again for a long time I think it's important to give players something to explore and mining world could very well be it.
  6. I would like to see the removal of the rerolls in the chest, I'd rather get 4 vote crate keys then 1 legendary key from a legendary chest and etc. The noise on the crates and amount of time we wait to open them isn't awful when we only have to hear it once but hearing it getting excited then getting told to do it again is annoying.
  7. So a couple things I noticed in the rank purchases are odd. For instance the ranks offer claim blocks as a reward but the server used a different mod to make claims that doesn't use blocks as far as I can tell it just costs IG money? Also the Premium says no loss of xp on death, that's definitely not working either.
  8. Personally I'd be willing to play more PVP if there were rules that took away armor and enchants as those are really where pvp is. Remove them level the playing field and I'm in.
  9. There is an area created by players. See Slov about it. For non-player run area see raid world and clans.
  10. I would love more options with builds, as a builder myself it's great to have new toys in the chest.
  11. You blocked me on Discord when you either couldn't or wouldn't answer any of my questions/concerns So I'm going to go ahead and repost them here along with a breakdown of your points. It would make it less difficult to sell bulk resources and low value items in general. There is a big problem on the server where you can't sell or buy anything during the early or mid-game because people only post extremely valuable items to the market. It essentially locks you out of trade during the first half of your entire levelling process unless you spam the chat asking for the resource you want to trade. -This is wrong, currently people only buy or sell the late game items because nobody buys the midgame items, as a person who LITERALLY every day posts things on the market I finally just stopped putting mid level items on because they didn't sell, it's to easy to run into a tower and loot a few chests while ignoring the mobs and get mid tier gear while not having enough money to afford to purchase it. I regularly sell iron enchanted and chain enchanted gear for 5$ an item. I've never sold one. People don't have money in the game and having more stores isn't going to solve this. I have literally offered jobs and work at a wage to people and only once did I ever have any takers. Players want things the easy way and aren't willing to commit time to making money. Point in case, I offer 5$ a stack of cobble and stone, things your digging anyway. The only person who ever put any on the market was Lia, one time, something like six stacks. -How do you make sure that stores are stocked regularly there's nothing worse then going through 15 stores and finding them all empty just trying to find an item you want. This is actually a thing I've encountered. How do you actually find the store that has the item your looking for? Players want and are already trying to have roleplayed in-person shops where they trade items while present in-person. These shops are also receiving support from the players. It's likely that with chest shops added, the server would have a lot more of this activity, which would be good for the game and increase the player-base. -This is wrong, there are very few people who want to physically run a shop and there is nothing in the system currently implemented that would prevent or stop this in any way, in fact having signs that sell for you would just make more automated shops. Which at the end of the day are no different then the /market we currently have. -Do you want to be the guy who worked really hard on your store and it looks nice and the plot next to you is three chests with a sign? Be prepared for that because I've seen it to. Reduce Server Resource Usage - If common shop area is set by mods; -This is completely false unless that area is set up in another dimension. Any area of the game that has players in it takes server resources and if it it running scripts then it takes more resources then a place with none (ie. the currently existing Destiny tavern). On top of which lots of theses scripts running at once in a small area causes increased server usage whether being interacted with or not. The only way to avoid this is to either dedicate another server to the area specifically or to put it in an unused area of the game (each segment of the game runs independent, the end, the overworld, the nether) you would need to come up with a fourth that is not linked to any of the rest and then it would be using all the resources the others use the moment one person was in it. -The more stores you have in the area running the script the more lag is on the entire server and the only time those scripts aren't running is when nobody is in that alternate dimension (You can see this currently by going through the portal to the end at spawn, some of those rotten flesh on the other side have been there for weeks as long as nobody is in the end it doesn't update and the items don't get lag cleared). -If we did set aside another area specifically for stores, what if you want a larger area then your neighbor? What if you have more to sell then your able to fit in your plot? What if you decide to go in with another player and they lock you out of your stuff (we literally had this happen two weeks ago with a pair of good friends and it was a huge drama fest) Land usage near spawn - If common shop area is set by mods; This really isn't a big deal, there are unclaimed areas near spawn as I speak and there is a large area around spawn that is claimed by mods and unused -This is true but the areas around spawn that ARE being used at ugly as heck and tend to consist of peoples various farms, such as the massive villager farm directly outside spawn or the second one forty blocks further on. -Any land claim area set aside for stores becomes unwieldy and problematic for many reasons, how long does your store remain active? What if I get a prime spot and never actually stock it? It's mine I got it it's my choice on how to use it. What happens to a persons store or anything left in it when somebody has actually left the server? This would lead to initially a lot of people doing something with the area but then a wasteland as people came and left the server, one of the first things people would do is set up a shop but when their stuff didn't sell they would move on to another server. I've seen this before. What happens if you leave the server and are gone for a week or two and people think your gone or want your plot and say your not coming back and you do? Or even worse what happens if all your stuff is gone because your claim legitimately ran up and you come back, what if you've been gone for a legitimate reason like a death in the family? -There are various way claims can be griefed and Destiny can attest to some of this as she's been dealing with it for at least the last two weeks that I'm aware of from people claiming land in the middle of her town, to selling claim plots due to them being prime real estate. Short of having a GM come online to watch all this stuff every day I don't see this one as avoidable, which on it's own is a problem as our current system runs almost completely independently of gms and doesn't need any overwatch or extra work from them. -Having to go from store to store to find the cheapest copy of the item I want is a huge PITA. Currently all the copies of the item I want are easy to find on the /market. People could pvp in the shops against server rules - Now this is a good concern, there is currently a bug on the rlcraft server that allows pvp in non-pvp areas and people could kill in shops as purchases were being made. My rebuttal would be that every time I saw someone pk, they were caught by staff because the players online are good at reporting when someone kills at spawn. -Players are awful at reporting it, when they do they do it improperly and just post it in discord and 90% of the time don't take screenshots. Reports against players are to be done in the forums related to it. Often when it is done it's not actually dealt with in a timely manner because mods are not online 100% of the time (er mah gerd they humons?!?) and the person who was ganked loses their stuff anyway, as a player who was ganked several times upon joining the server for the first time I can say losing your already meager things to a ganker is very disheartening, I never did get my stuff back but by the time it was addressed and I was offered it back I had already progressed beyond that point and simply chalked it up to a learning experience. -Then there is the issue of what is to prevent people from making shops that just kill you and collect your equipment? I myself like to use hidden redstone doors and have had complaints in the past that due to server tick and individuals lagging people have suffocated in my doors and that's completely accidental and not under my control at all, even setting up a three second delay people still somehow died in it. -This is all assuming you can get people to use their claim blocks to even make a store as two of the most common questions I see is "How do you get more claim blocks" and "How do I make a claim". Even walking people through that second one step by step can be a PITA. The issue linked to this is of course every time a person lost something due to their own negligence it would require GM intervention to fix causing them to have to have a greater presence and work load. -Currently the number of marketable items is linked directly related to your rank, this promotes people donating to the server and all of us getting to play, if your after more market slots there is literally a 2$ option to just gave infinite market slots. Also as a person who has bought this particular option how would giving away all the market slots for free work? Should I get a refund? What about the dozens of people who have no doubt bought it in the past who don't play? How much money would giving those refunds cost the server? Should these people get something in lieu? If so what? How do you contact them to let them know that the item they purchased has changed (which is actually legally required in some countries and could be an issue if some dick wanted to press it). -Who would this change alienate and cause to leave the server? I personally left a server because the server owner wanted to honor me and put a warp near my base (I'm a fairly private guy and you rarely see me share a visit to my base). Another example is the guy who was banned for duping earlier this week, he was a player from before the last wipe and he was mad because of the changes to TNT blocks and kept going on about it. -Having more mods running makes the server laggier and more prone to crashing as the various mods interact, as a person who heavily mods his games I can tell you that you really have to be careful especially when two mods interact with the same item in a game. -This already exists in the form of Destiny's town, a place for player run shops, it has a waystone which literally works better then warps because players choose where they want their warps to and whether they want one in the first place. -Giving a central hub area is begging for griefing that fact is that griefers don't care, they come onto the server knowing full well this is what they are here to do, do as much damage as they can and move on. They have nothing to lose and no reason not to do it. A central area allows them to grief more people faster. -Our current system of /market offers everything your asking for except literally having a counter and that's easily fixable as seen by Destiny. It feels more like you want to force people to come see your build then anything as you refuse to actually address any of my points. On top of which forcing people to go to a certain place to buy things doesn't actually add anything to the game and in fact takes away from our current system which is accessable literally anywhere, got to much loot from the tower? /market and clean your inventory, heck want it but don't want to warp home or actually sell it? Use the /market as storage and price the item at 3mill. Need some extra blocks for your build (not that anybody other then me has sold a block on the market in the month that I've been on other then me) /market. Want to trade another player an item but don't want to go to them? /market. Want to safely trade an item to or from a player you don't know or don't trust? /market has you covered. -Our current system of warps via /homes is a much more robust system especially as like market slots you get more as you donate it promotes giving to the server to allow it to continue to exist. In fact with exception of a market, the end, the nether, and spawn I have yet to figure out anywhere that could possibly use a warp point. Warp points essentially become another spawn that people come out from to start in the wilds and honestly I thing the random teleport option does a better job at this as it prevents claim sprawl. -I don't see what the proposed system actually adds to the game that our current system does not already have. I've asked several times for one example of anything where it adds to the game and doesn't take away from it. Instead of answering you repeatedly chose to ignore the question. So I ask again, why. What does it add.
  12. I third this, you had my at hydras
  13. First off I wanna say I love the server been here for a week and purchased two ranks for me and one for my girl (on top of a few other minor things) to support the server and of course for the little benefits However I have a minor complaint. The daily reward item from the shop being 24hrs to purchase sucks. It should be 20-22hrs to give some leeway. There is no possible way to make that purchase at the same time every day. Inevitably your going to push yourself back on that time 5 min here an hour there and not be able to get it. If it was 20hrs we would have some leeway and it would still only end up being bought once a day. I really feel this would go a long way towards making for a more satisfied player base as it puts less duress on us to be here at exactly the same time each day to make our daily purchase at the same time and still feel messed up because we missed it by five minutes. Another option would to make it have a hard reset at a specific time each day say at noon it resets then people would still only be able to get it once per day and wouldn't need to feel that same duress. Regards, Obeliske
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