/beacon on/off  (Read 2292 times)

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itisnotyou

/beacon on/off
« on: 26 Jun 2015, 12:31:13 »
I know there are many players on this server whom would like to enjoy the effects of beacons in the wilderness. Unfortunately not everyone in the wilderness likes these effects given off by beacons. For this reason I understand that beacon effects are disabled in the wilderness. However I think another approach might work better. If we could have a /beacon command which would allow you to toggle beacon effects on or off for yourself, then everyone can choose themselves if they want effects from beacons or not. So for example, your neighbor places a beacon on his wild plots and enables speed II, if you don't like this effect, you just do /beacon off and you won't be bothered by the effects of your neighbor's beacon. At the same time your neighbor can do /beacon on to enjoy the effects of his own beacon.

TL;DR /beacon command to enable or disable whether beacon effects will be applied to you

ItsLawrence

Re: /beacon on/off
« Reply #1 on: 26 Jun 2015, 12:38:24 »
If we had a way to nicely disable the beacon effects to allow such a command to exist then enabling it so that they only work on the owners land would be possible.

Currently there is not a nice way for us to disable the effects that beacons let off which is why currently they don't work in the wilderness, so this idea wouldn't be possible currently either. I think it's a good solution though, but it isn't technically possible due to the way that beacon effects are given to players.

I will look into it all again though and try to find a good solution to the existing beacon issue, but it's technical limitations which mean they're disabled, not just us not wanting you to have them.

mrfloris

Re: /beacon on/off
« Reply #2 on: 26 Jun 2015, 12:55:45 »
I wonder how many people really have close neighbours - and how many of those really would be bothered by the effects. The wilderness world is big, this probably only affects the 'temporary' players that don't walk for more than 30 seconds away from wild's spawn. Now with the /wild go command I am sure even more are spread out and therefor less are that close to eachother. The 'regulars' that actually make up for the online activity of the server usually do not live near (especially not with a reach of max 50 of the center of a beacon) to have any effect to others nearby. I always find it a shame that those who are regular and are active, can't enjoy the little things because of some newbie who plays for 3 hours and then never again. Maybe that's just how I see it. But with a combination of 50 plots average per regular/active player (from what I can tell talking to in-game players) I really do not think it's actually a problem.

I am going to call your bluff and just ask to turn them on and have a better experience for those who are active. And curious to see if we will notice any complaints at all. My (and many others) their neighbours are the ones on /wild friends list, why would they complain in the first place.

My 2 cents.

daniel_blackwood

Re: /beacon on/off
« Reply #3 on: 27 Jun 2015, 03:00:56 »
I wonder how many people really have close neighbours - and how many of those really would be bothered by the effects. The wilderness world is big, this probably only affects the 'temporary' players that don't walk for more than 30 seconds away from wild's spawn. Now with the /wild go command I am sure even more are spread out and therefor less are that close to eachother. The 'regulars' that actually make up for the online activity of the server usually do not live near (especially not with a reach of max 50 of the center of a beacon) to have any effect to others nearby. I always find it a shame that those who are regular and are active, can't enjoy the little things because of some newbie who plays for 3 hours and then never again. Maybe that's just how I see it. But with a combination of 50 plots average per regular/active player (from what I can tell talking to in-game players) I really do not think it's actually a problem.

I am going to call your bluff and just ask to turn them on and have a better experience for those who are active. And curious to see if we will notice any complaints at all. My (and many others) their neighbours are the ones on /wild friends list, why would they complain in the first place.

My 2 cents.


Totally agree. I can't imagine anyone complaining about this in the first place to make disabling them necessary, much less enough complaining to justify ruining it for everyone else. I think it's a nonexistent problem.

Litelart

Re: /beacon on/off
« Reply #4 on: 27 Jun 2015, 09:03:56 »
but the beacons already can be controlled by their range...

Pyramid size   Effect range
1 level              20
2 levels              30
3 levels              40
4 levels              50

So if everyone would pay attention to this everything will be fine...
I have 6x6 wild chunks. So if I put a beacon in the middle I will not bother anyone.
Maybe we can have a topic for the beacon activation so only admin could activate the beacons.
« Last Edit: 27 Jun 2015, 09:06:21 by Litelart »

mrfloris

Re: /beacon on/off
« Reply #5 on: 27 Jun 2015, 17:51:59 »
but the beacons already can be controlled by their range...

Pyramid size   Effect range
1 level              20
2 levels              30
3 levels              40
4 levels              50

So if everyone would pay attention to this everything will be fine...
I have 6x6 wild chunks. So if I put a beacon in the middle I will not bother anyone.
Maybe we can have a topic for the beacon activation so only admin could activate the beacons.

False, If I wanted a certain ability, like haste II, I require the 9x9, which affects the range. (thankfully hehe)

daniel_blackwood

Re: /beacon on/off
« Reply #6 on: 27 Jun 2015, 22:39:09 »
There are serious uses for beacons in the wild. The wild is the only viable place to build a giant monster mega farm, and a constant speed 2 buff would increase harvesting speed, which increases the size a farm needs to be to be able to constantly harvest.

For instance, my wild plot is just a giant farm with a living area on top. I wanted to include beacons when i outfitted it for potatoes a long time ago. Without beacons, i could have 3-4 62x62 layers all growing potatoes, with the bottom layer regrown by the time i finished the top, allowing a constant harvest. With a constant speed 2 buff, i could have broken and replanted those potatoes much faster, requiring more levels to be added to keep up the constant harvest ability. The lack of beacons limited the max production of my farm, and that's just the speed 2 buff. There are sure to be other people whose mode of income could be improved with some other buff provided by a beacon.

Also, I have no neighbors. Nobody has any neighbors, as floris pointed out before.

Please, for the sake of obscenely high profit margins and wanton, planet-killing industrialism, enable beacons in the wild!

8BitCarpenter

Re: /beacon on/off
« Reply #7 on: 14 Aug 2015, 03:18:29 »
Yes please enable the beacons.

craftymatt13

Re: /beacon on/off
« Reply #8 on: 14 Aug 2015, 03:31:33 »
Here is another approach (or 2) to controlling beacons, but I don't know the technical s. If I place water or lava near the edge of my plot, and it flows to the border, it just...stops at the border. Could the beacon effect be controlled in the same way?

or

using the safety check idea of  /visit, when activating a beacon, a check is performed. If the beacon effects extend past the owner's plots, the beacon does not activate.

Just a couple more ideas.