BEACONS IN THE WILD  (Read 3074 times)

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Whuck71

BEACONS IN THE WILD
« on: 24 Jan 2015, 23:48:38 »
Why can't we have beacons in the wild.  It shouldn't be limited to town only. I feel that we should be allow and since you have to be friends to claims plots close enough together then friends should be able to share the effects of the beacons... Just make some rules that if you cant agree to the effects then you shouldn't be using it.  I know this asking the mods / admins, to do a little mediating between players but if they cant agree. then they cant use beacons... 

ItsLawrence

Re: BEACONS IN THE WILD
« Reply #1 on: 25 Jan 2015, 00:16:25 »
I'm sure  most people would love to have functional beacons in the wilderness world (including me), but this isn't technically possible currently. It's not that we want to just be annoying and stop you having them; as I have explained on several occasions, if a nice way for us to control the effects is ever added we will support them.

Please refer to this reply I made with against the same suggestion: https://www.noobscraft.com/idea/beacons-in-the-wild/msg76989/#msg76989. The whole point of the wilderness system is that you are protected and can have your own land without the need to wait to ask a member of staff for help with griefing or annoying neighbours; it would be a step backwards in control to make you have to ask if you didn't like the effects.

mrfloris

Re: BEACONS IN THE WILD
« Reply #2 on: 25 Jan 2015, 04:10:10 »
Can you explain to me why you need to control the effects? What's wrong with the default behavior, people want to build with friends, friends play near each other .. strangers that come near most wild builds are a couple of chunks away anyway, it's a risk they're taking.

99% of the wild players wants beacons, 1% might complain of a speed effect they didn't want, after just claiming a chunk next to the 99%

I just don't get it, sorry.

EttaDreamfeather

Re: BEACONS IN THE WILD
« Reply #3 on: 25 Jan 2015, 04:41:09 »
To be honest I don't even see why you need a beacon so badly. What effect do you need so bad that you have to have a beacon on your wild chunks?

The only ones that are available are:
Speed, Haste, Resistance, Jump, Strength, Regeneration.

The only one that I can see as being 'valuable' is the Haste boost, in which case you can just get or make Haste 2 potions or just use VIP/Vet armor and deal with the beacons not being placed.

The other effects would be things you could easily just do in towns for things like repair grinding/mob grinding/etc.

Other than that I feel like Lawrence explained why beacons aren't allowed in the wild pretty well in the post that he linked in his last post here...

Baskelbar

Re: BEACONS IN THE WILD
« Reply #4 on: 25 Jan 2015, 16:29:34 »
I've talked with Larry about this in the past, and while he has great points, I still think that it is silly to not allow beacons in the wild. I have never heard anyone complain about having a beacon affect, even jump boost/speed. There is no reason to have it disabled when so many others have them enabled.

Hexidecima

Re: BEACONS IN THE WILD
« Reply #5 on: 25 Jan 2015, 16:32:03 »
I would like to see beacons in the wild purely for beauty. I don't mind that they offer a boast, and if they didn't it still wouldn't be a deal breaker. I just want to be able to see my wild home with that shiney blaze of light reaching the for the stars.

"Beacon, oh beacon, where for art thou thy beacon. Deny thy wild and refuse thy claim."

mrfloris

Re: BEACONS IN THE WILD
« Reply #6 on: 25 Jan 2015, 16:43:17 »
To be honest I don't even see why you need a beacon so badly. What effect do you need so bad that you have to have a beacon on your wild chunks?

The only ones that are available are:
Speed, Haste, Resistance, Jump, Strength, Regeneration.

The only one that I can see as being 'valuable' is the Haste boost, in which case you can just get or make Haste 2 potions or just use VIP/Vet armor and deal with the beacons not being placed.

The other effects would be things you could easily just do in towns for things like repair grinding/mob grinding/etc.

Other than that I feel like Lawrence explained why beacons aren't allowed in the wild pretty well in the post that he linked in his last post here...

Where he himself posts at the end we're free to open another discussion about beacons if we wish to discuss it further. Just saying..

That said, the locations where for example, me, whuck, and others are placing beacons is no where near the border or anybody else. The arguments for multiple chunks not being wide enough (a decision they made during the development of six months of version 6, by chosing chunks only 2x but towns like 500 blocks..) is what seems to be the biggest problem. I see nothing in that thread explaining any technical limitation of using beacons in the wild that affects gameplay of others. We discussed this on teamspeak multiple times and larry even mentioned that it's super easy for him to allow placing of beacons, without the effect. Some people just want the ability, others want it for building. Beacons can be used for all sorts of things. That you personally have no reason to use a single one in your wild chunks that is fine, others have others gameplay needs. One example could be that mining out 400 chunks with u3/e5/h2 through beacons is a saving you a huge time, especially with these chunks prices - leaving more time for building and buying pretty resources. Another reason could be a private darkroom without having to buy a town first. In a way a town limits you to a single or two plots, and town rules; whereas a chunk in the wilderness can be as big as you can afford, and you don't have the town rules. It would be nice if both had equal features (beacons are not a towny feature).

Just explaining (but with a headache, so my apologies for sounding short).

craftymatt13

Re: BEACONS IN THE WILD
« Reply #7 on: 25 Jan 2015, 17:08:32 »
I would like to see beacons in the wild purely for beauty. I don't mind that they offer a boast, and if they didn't it still wouldn't be a deal breaker. I just want to be able to see my wild home with that shiney blaze of light reaching the for the stars.

"Beacon, oh beacon, where for art thou thy beacon. Deny thy wild and refuse thy claim."

I agree with this. I would like to have a beacon with an upcoming build i have planned, not for the buffs, but for the light. Actually, as I type this, I realize I never tried to set up a beacon in the wild to see if the beacon would light up without the buffs. They will light up with no buffs in the wild...Has anybody tried this? (I know what I will be doing next time I log in.).


mrfloris, you posted while I was doing my post. now I see that the beacon will not light up.

Looking at the live map, with the exception of the area immediately around spawn,  players have spread themselves out so that a beacon on one players plot won't affect another player. Where players are close enough so beacons affect another player, those players are playing together (the area around wild spawn being an unknown for this conclusion). If beacons are allowed in the wild, those around spawn would have to deal with the change like city dwellers deal with early morning traffic waking them up. Not saying if that is good or bad, just saying. 
« Last Edit: 25 Jan 2015, 17:33:13 by craftymatt13 »

Whuck71

Re: BEACONS IN THE WILD
« Reply #8 on: 8 Feb 2015, 00:41:37 »
Come People need to vote....

daniel_blackwood

Re: BEACONS IN THE WILD
« Reply #9 on: 8 Feb 2015, 00:53:46 »
I think the possibility for beacon effects extending a few blocks into someone else's chunks is not a good enough reason for disabling them in the wild. I only speak for myself here, but i would literally not care if a neighbor had a beacon covering part of my base. Honestly, if I had a beacon and a neighbor didn't like it, he could go and deal with it.

I mean, were there any actual instances of beacon effects leaking out of someone's chunks causing problems, and are a few complaints really enough to warrant a serverwide ban on wildy beacons? I think it causes more frustration than it prevents. Lots of people have farms or grinders, or whatever in the wilderness, because it's the best place to put huge things like that without worrying about town limits.

Then, theres people like me who want a beacon in their base, would profit greatly from it, and have literally nobody for thousands of blocks around, much less anyone living right next to them to have literally their entire life ruined forever by getting a speed boost for 8 seconds whenever they go over into that one corner of their base.

Yes, I've probably repeated the very valid points made by everyone else in this thread, but whatever, it bears repeating.

ItsLawrence

Re: BEACONS IN THE WILD
« Reply #10 on: 10 Feb 2015, 17:21:45 »
As per our update to v6.1 (https://www.noobscraft.com/server/noobstown-update-6-1/) you can now place beacons for the visual effect of the beam/block. They currently don't support the potion effects but it is something I will definitely keep any eye on and if/once a way to control their effects is added this is a feature we will introduce, it isn't likely to happen until then though.

Nariaki

Re: BEACONS IN THE WILD
« Reply #11 on: 10 Feb 2015, 18:22:53 »
Thank you Larry, I'll stay tuned for more updates :)

craftymatt13

Re: BEACONS IN THE WILD
« Reply #12 on: 10 Feb 2015, 21:24:45 »
Thank you Larry. My wild build plans have gone in a different direction!

Just a thought on the potion effects (I'm not interested in them for my build however). When a player activates the beacon, the server checks the area to be affected by the potion effect. If the entire area is owned by the beacon activator, the potion effects are allowed. If the entire area is not owned by the beacon owner, then no effect.

itisnotyou

Re: BEACONS IN THE WILD
« Reply #13 on: 10 Feb 2015, 23:22:28 »
Thank you Larry. My wild build plans have gone in a different direction!

Just a thought on the potion effects (I'm not interested in them for my build however). When a player activates the beacon, the server checks the area to be affected by the potion effect. If the entire area is owned by the beacon activator, the potion effects are allowed. If the entire area is not owned by the beacon owner, then no effect.
You know what would be even better? If we could just have a /beacon command with which you could disable being affected by beacons. Similar to the /pvp command. As the problem with people being annoyed by beacon effects is not only a problem in the wild. Beacons in towns are just as anoying as beacons owned by your wild neighbors could be.