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Discussion in 'Survival Server Suggestions' started by ezeiger92, Sep 7, 2015.

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How would you like survival to proceed?

Poll closed Dec 7, 2015.
  1. Leave the maps as they are

    3 vote(s)
    7.9%
  2. Use existing pve world as half of a split map (new pvp)

    4 vote(s)
    10.5%
  3. Use existing pvp world as half of a split map (new pve)

    0 vote(s)
    0.0%
  4. New world with a split map (new pvp and pve)

    31 vote(s)
    81.6%
  1. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    This is what I'd prefer.

    Well... I mean the wall I've suggested is a stylized border that you can cross through in many places. It's purpose would not be separating the sides, rather it would distinguish between the regions.

    ... Then don't live in pvp. It's not "pvp except towns are safe", it's pvp.

    Also, *plugin. Like you take a plug, and put it in. Plugin.

    Plugins.

    Plugin, dammit!

    The setup for both those takes a good amount of time and effort.

    PLUGINS!

    Quests take a lot of time to put together.
    Changing villagers? Uh...
    Races and classes?! What are you doing dude
    Replacing. With Heroes. NOPENOPENOPENOPENOPENOPENOPENOPENOPENOPE!!!!!!!!1!!!!111!

    "Posted about a year ago , last updated: about a year ago"
    Hope nothing new has happened for a year.

    Making pvp not actually pvp, creating tons of work for staff for effects that players really wont see, and things we already agreed we want to do.
     
  2. Magetime

    Magetime Active Member VIP

    Wow I never realized how much simpler they were! Those definitely help a lot just need people actually start playing in PVP! I'm willing to help out with anything Erik in order to bring more people in PVP
     
    ezeiger92 likes this.
  3. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    Glad to get some pvp approval. I ended up talking with other non-pvp players and using hypotheticals to figure out what seemed fair, but I hadn't ran them past the players that would be most affected.
     
  4. SkittlesQueen

    SkittlesQueen Active Member VIP

    I love pvp, I'm just not good at the fighting but defending a town was fun back then, I even was part of the 2 arcadian wars...I fought in one against the defenders then hid from the defenders in the last one lol I was thinking sniper has to snipe but I just ran around watching others die...lol defenders didn't care they were in defense mood not chase skits around...but I had fun.. so if pvp had more of those than ppl may change their minds about it

    follow the buzzards...Don't be afraid, let's go
     
  5. majestic_moose

    majestic_moose Well-Known Member VIP

    Was just popping by, and thought I may as well add my 2c. Take it with a grain of salt since I have no idea what's changed in the last 18 months.

    The problem with PvP is that there is that it requires a huge time and resource investment to consider seriously joining. 26 diamonds for gear, 4+ hours of enchanting to get decent gear (maybe mob grinders have made this easier?), 8-24 blocks of gold for enchanted apples if you want to have a chance at surviving, 30 minutes brewing potions, etc. A lot of work for something which could be lost in less than a minute.

    Maybe an admin shop that sells Prot I, Sharpness I and Power I books for ~75-100r each is something that would at least make it easier to get started? I know I'd rather spend some time mining to get ~10k instead of grinding xp and enchanting books for hours.
     
  6. oiShocKWavesv

    oiShocKWavesv Well-Known Member VIP

    hehehehe
     
  7. stlnaturals

    stlnaturals Member VIP

    Come back moose!!!
     
  8. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    Well protection, armor, potions, weapons, and gold apples are all being heavily modified in 1.9. Ideally this will make pvp more skill based rather than grind based.

    800r for protection 4? 1600r for sharpness 5? I know I've said this before: we're not selling items that everyone can get normally. This would make pvp even more of an "upper-class" thing, as rich players could buy back their losses without batting an eye. And although I'm all for sinks in the economy, this screws over anyone trying to make an enchanted book shop. They'd have competition with infinite supply and admin support, what the hell. It's not happening.
     
  9. Magetime

    Magetime Active Member VIP

    This is interesting and I feel that it would make a big change, what about having an area where people can fight with gear provided via classes? I remember the old SC had an area where you clicked a sign ran into a arena and fought! I think that could work but you would have to make it so they couldn't warp out with the items!

    Another idea I had lingering around in my head was making the PVP map way smaller than the Peaceful one so it makes PVP more inclined to happen and limit the amount of towns that can be made in PVP or have 2-3 major cities that are funded by the server aka no cost and anyone that wants to join, joins one of those towns. That way no one has to worry about town cost and just worry about getting gear, raiding the other towns. Just some thoughts on what I think could really boost PVP feel free to criticize.
     
    oiShocKWavesv likes this.
  10. oiShocKWavesv

    oiShocKWavesv Well-Known Member VIP

    ^^ agreed
     
  11. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    The plugin "pvparena". Like I told Dark above, it takes time to set up.

    So... New players will have a harder time finding a clean area in pvp?

    Because we have too many pvp towns?

    Give players a place to build in pvp, possibly near other players, that they don't have to pay for. A place where griefing is not allowed, and they can do whatever they want. But, if they are an asshole to their neighbors, they may be forced to leave.

    Sounds like literally anywhere outside of a town in pvp. Am I missing something here?

    You don't have to worry about a town cost if you don't form a town. There's no reason to own a town unless you want preemptive protection and/or plot management. If those features aren't worth the price of a town for a player, then s/he don't have to make one.


    Slightly related: Towny. We've put in work to balance costs and plots more, and there will be actual perks to being part of a town. This will end up on the server eventually, and probably get an announcement thread before it's released (which is a long way off). Yes, Towny sucks right now, and we're working on it.
     
  12. majestic_moose

    majestic_moose Well-Known Member VIP

    mabes ;)

    Nerfs on those sound good, there will probably still be a need for good enchants though.

    3200r if you want a full set. 150-200r per book is probably more reasonable, even considering the fact they're going to be nerfed and you still have to combine the books.

    Yeah, it'd make it easier for a bunch of players with resources to PvP more easily and more frequently. If that means it's encouraging more PvP, is it really such a bad thing?

    While not a completely fair comparison, there is an infinite supply of diamonds, iron and gold for purchase at admin shops. These are primarily used for selling, while competing player shops are used for buying. As long as the price ceiling isn't set too low by the admin shop, there's nothing stopping players making their own more affordable shop. I doubt a player run shop could keep up with the demand of an active PvP player base anyway.
     
  13. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    We could also encourage pvp by making a protection 4 kit for pvpers. The fact that it encourages pvp doesn't make a bad idea good. New players aren't making a fortune, paying 6400 rupees to put 4 enchantments on their armor is something they aren't going to do. The players who would buy books at that price don't see 6400 as a large amount of rupees.

    We don't have admin shops selling iron or diamonds, so we aren't creating an infinite supply of either. Fixing a purchase price sets a limit on how high shops can sell items. If they get much higher than the server's value, their shop won't be used. But, if players feel enchanted books are more valuable than the set price, they won't bother setting up shop. Even if they had an unlimited supply, they would not be able to compete on price. Also, we had a reasonable average to value diamonds at, but such a value doesn't exist for enchanted books.

    If players are having difficulty keeping their shops stocked, they can raise the price. They'll open themselves up to competition undercutting their price, and some customers won't pay as much for books. Encourage trade and this will balance itself.
     
  14. Magetime

    Magetime Active Member VIP

    Erik what are your thoughts on trying to make PvP better then? Kinda curious :p
     
  15. ToBeReverenced

    ToBeReverenced New Member VIP

    Hey! I love you guys! I'll definitely play when the map reset happens!
     
  16. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    No clue, dude. I try to fix general things that discourage pvp, like ridiculous rules and pve feature-locks. The majority of my (often sarcastic) disagreements with pvp suggestions are based on difficulty of implementation or negative server impact.

    Getting a plugin like pvparena or implementing the volcano dungeon in spawn would very likely help, but they take work. Beyond that, some kind of bounty system, offering more money for the heads of players on larger killstreaks (or something to that effect). I honestly have no solid idea what features encourage pvp, it's really out of my element.

    If you want to talk more about pvp stuff, it'll probably fit better in stl's thread, which I'll also be replying to.
     
  17. oiShocKWavesv

    oiShocKWavesv Well-Known Member VIP

    Just a quick note the pvp council still exists (to some extent) and we could get together to make a kind of list to present on what we think would be the best course of action for the pvp side of the server adjustments.
     
    Last edited: Sep 26, 2015
    ezeiger92 likes this.
  18. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    With 20/25 votes for a full new map, I'm calling it. Now it's a matter of when to reset, and how deep the reset is.

    Reset depth:
    1. Admin build move: Admins move builds, old maps are during move period
    2. Manual build move: Players must move on their own, block by block
    3. Manual chest move: Players can only access chests in old maps
    4. Persistent player: Only playerdata is moved to the new map (inventory, enderchest, ...)
    5. Full reset: No data is transferred from the old maps
    With these levels, (1) takes the most work and is the least flexible, while (5) is the easiest and allows for more dramatic changes (like adding/removing plugins).

    Reset date:
    • ASAP
    • 1.9 release
    • Early December (for winter holiday)
    • Something else...
    Closer dates mean less time for staff to prepare.


    My vote: Full reset - Early December
    I'm imagining the date will not be much of an issue, but I may start a new poll for depth.
     
    k9katz likes this.
  19. I really like the idea of a split pvp/pve map with a border down the middle.

    I don't like the idea of transferring builds or inventories, I think that just makes the reset redundant.
     
    Last edited by a moderator: Oct 10, 2015
  20. waterpower1

    waterpower1 Active Member

    I'm in favor of a Manual build move (since the lack of active admins is rather adamant). My suggestion though is to have the old worlds staying around for at least several months (preferably half a year) after the new world comes.

    On a side note, if a group of people who are deemed more trustworthy could be promoted to test mod just to help with the move, then I'm all for Admin build move.

    As for the date, some time after the 1.9 update