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Messages - Darkwings

Pages: [1] 2 3 ... 10
1
Videos / Re: EULA Update
« on: 6 Jun 2014, 20:45:25 »
Hey Foob, just thought I would stop by the forum to post the link to this Video, I would suggest that you checked it out.
https://www.youtube.com/watch?v=FNdXHLzU4zA

To be perfectly honest, even the fact of having (owning, using, providing or granting access to) any modifications to the gamecode (either client or server) is something that is considered to be in a gray area but it's not really gray at all.

It's sort of accepted by Mojang because they realize it's a gateway for customers, but it's really not the intended use of their software nor what the license states. It's quite the opposite.

If anything, you should be amazed that all they did until now were really tiny steps to restric the EULA, if at all, especially considering the Realms are now a thing.

The most importat thing to underline here is that they're still not going against hacks, mods etc.
Instead they are simply rightfully trying to avoid having to deal with the collateral damage caused by those things. They're pretty amazing, all things considered :)

2
Server Announcements / Re: VIP Update & Changes on Noobstown
« on: 6 Jun 2014, 15:28:18 »
Can we have a list of /vipshop goods?

3
Server Announcements / Re: Username Changing - Minecraft 1.8
« on: 20 May 2014, 19:51:29 »
While I don't plan to change my username (registering as soon as it was possible on Mojang's website even before I owned a copy of the game was a smart move), I suggest to make this a BIG FAT RED ALERT MESSAGE both on the in-game welcome message and on the server tooltip in the server list.

Maybe even in the website profile, but that's unlikely to be spotted if the previous options failed.

I'm saying this because this is equivalent to a permanent self-ban and, as you are most probably aware, most people don't read stuff. Ever.

4
Suggestions & Ideas / Re: Cocoa Beans
« on: 8 May 2014, 21:18:15 »
i think "automating" would refer to auto replanting, auto harvesting and auto storing cocoa beans using a lot of redstone, hoppers, repeaters etc. or i could be wrong but i think that might be the meaning of "automating" in this case.

You can't currently autoreplant anything in the game (dispensers don't do that, yet) but you can just spam right click on jungle logs with the beans since you have a range of 6 blocks (it doesn't need to be a whole tree) and collect the drops with hoppers.
With an elevated platform you could reach 6 blocks above and 6 blocks below, using the full 12 block piston range.

Just saying, it's been done since cocoa came out.

5
Suggestions & Ideas / Re: Stock Market?
« on: 7 May 2014, 17:37:06 »
The closest thing to fictional market fluctuations (since we don't have companies to invest money in) would actually be just plain old gambling.

I know it's not exactly the same thing (or is it?), but think about it:
You are going to make up some arbitrary odds, rules and quotas anyway.

Having automated games with randomized outcomes could be interesting for people who want to throw away some money hoping to make it big.

To achieve some level of "immersion" you could even make up fictional companies in some sort of extended Monopoly game if that's the theme people like. There's more than a few boardgames based around this concept (Monopoly isn't even the best example, at all).

A safe investment often means low risk and low gain, so you could translate that into a game with good odds and low payout. I won't make up numbers and formulas here, the post is already long enough :P

On the other hand a risky investment means higher profit potential, so something like a Roulette comes close.


A full set of different games was planned for Dracomere since day zero (October, actually) and it should go along those same lines: offering an automated way to engage in luck-based or ability-based activities and potentially gain something.
The main goal is to have fun, not making/losing big money.

Also, if I wanted to make (more) money and have (way, way less NO fun), I'd just go mining.

Of course you are not restricted to already existing games.
We have compact logic gates, randomizers and signal comparators in the game so it's possible to make basically whatever you can think of with a bit of imagination.


When I initially asked if gambling was ok (and I meant "morally ok" for a family server, there was no server-side gambles at that time) most people were concerned about rigged machines and cheating in general so I felt quite a bit discouraged about the project, but I'm gonna do it anyway (of course this requires quite a bit of town planning) and let people decide for themeselves.

I think that this sort of things should be made by the players, not by the staff.
Having everything already done takes away most of the involvement and a key aspect in Minecraft in my opinion. Else you could find the same things already done (and most likely better) in plenty of other games (or real life).

6
Suggestions & Ideas / Re: Cocoa Beans
« on: 7 May 2014, 16:37:49 »
It's actually very easy to automate a cocoa farm, it's a bud switch with a sticky piston to "bump" the tree... just saying.

7
I didn't know this was possible and It seems an awesome thing to have.

Other than griefing, misclicks are bound to happen and sometimes repairing isn't a simple a task (think about redstone for example).

It would also open the path for a lot of less obvious damage-control options, not just farms but games, customizable arenas etc :D

8
Suggestions & Ideas / Re: Wanted: The Hats Mod
« on: 7 May 2014, 16:10:01 »
The hat mod is one of the very few that doesn't add actually blocks or functionality so it wouldn't ruin the game for anyone but as stated it's still a mod, requiring a modded client.

Relying on big projects like Forge and Bukkit is somewhat safe but to everything else I'd say no.

This isn't a Valve game, if the staff has to work on something I'd prefer that something to be improving the server and minimizing players drawbacks, not hats.

9
Market Place / Re: Dracomere Shops Available
« on: 28 Apr 2014, 19:56:00 »
What Twisted asked for is people willing to sell specific items that the town benefits from selling.

Keep in mind that nobody will ever prohibit you from selling whatever you want in a generic shop that you paid for or in any other place that you own.

The aim is not to let certain people enstabilish their own monopoly over a resource (or gain free land), but to make sure that the town can offer the most wide array of items to all potential buyers.

Since it's on the same page and I discussed this briefly with Twisted some time ago (as the guy who initially outlined such areas), I'll also add that any space (full chunk or not, most probably not) not owned directly by you is of course not yours.

It's still a public space (exactly like roads, farms, library, etc) that has been given to you as a manager and will never be "sold" because it's part of a public chunk (most probably a road).

If you want your own space to do whatever you want to then you can always buy a plot.

10
Towns & Nations / Re: Dracomere -The MCMMO Leveling Town-
« on: 25 Apr 2014, 13:09:18 »
Small update regarding the railway system:

The first connection is in place and while it couldn't be done exactly as planned (pistons delay) it should still provide the same level of utility.

As soon as I'm sure that nobody can get hurt/stuck it will be open for everyone :D


11
i managed to get it started but it has developed a problem with the starter button and now it wont turn on with great ease lol

You said you serviced it, what did the tech guys tell you?

If there's something literally broken they should give you a somewhat detailed report (assuming they actually benched the PC, which isn't always the case... )


-Open the case and remove all the dust.
Overheating can cause the PC to shut down to prevent hardware damage, or throttle down the performance.
You should be able to see the temps from the BIOS (or using dedicated programs anyway).
The PC could run normally when using "standard" applications (even other games), but when the temps go up (something like 75+° C) it will become unstable.
On a laptop overheating is a common problem, you'll probably need a proper cooling station.


-If it's a Windows boot problem instead, you could use the recovery system and if that fails and you can't/don't want to research the actual cause of the problem you could format the disk and do a clean install.


Actual hardware failures are rare (even more if the PC is less than 5 years old) and are usually related to well known culprits (motherboard capacitors and power supplies using sub-par materials).

The starter button is just a lid covering the actual button, most probably you can get a new one for a few cents if needed.

12
Noobstown General / Re: Spawners?
« on: 22 Apr 2014, 15:25:15 »
For towns, a responsible mayor would keep 2-4 of the animals in a safe place where they could be bred again to restock. There really is no need for spawners.

For the sake of information I'm going to point out the differences in Spawners VS Dynamic spawn and this won't be a short post:

1)
We don't know.
This was going to be point 2 but I think it's the most important one: we don't know the rules.

What's the limit? What's the area? No numbers, no parameters, no nothing.
This is bothering enough people to cause multiple threads to pop up.
We don't know how this system actually works.

To have a proper idea of what's going on we need to know the mob limit per player, mob limit per area, total mobs on the server at once and the despawn threshold.

I've been asking this even before the server launched.

Those informations would clear any doubt without the need for further discussion over conjectures and extrapolations. We could set  town rules, design stuff and have less problems for everyone.
-------------------------------------------------------------------------------------------------------------------

2)
The main flaw: despawning, because "Dynamic" is not "Incremental".

Since I've seen it happening right in front of me, those 2-4 safe animals could despawn.
I'm assuming this can still happen since I havent' seen any announcement regarding changes to this system.
If they CAN'T despawn, then the system isn't dynamic at all and it will be clogged up.

A mayor can keep safe reserves, but it's impossible to control how much people will be breeding, luring, etc.

There must be a limit and when it's reached the system should redistribute the mobs depending on how many players are in a certain zone to keep things balanced.
Redistribution could cause "safe reserves" to disappear.

This is how it was advertised to work and the proper way to avoid having problems when getting new mobs.
------------------------------------------------------------------------------

Now think about this worst case scenario:

If you have those 2-4 safe animals, you'll never kill them because you need them if something bad happens.
If more and more players are doing the same, what do you think will happen?
Eventually some of those mobs must go away, and it won't be pretty for the poor guy who's left with nothing.

A spawner is NOT a mob. 2 "parents" are indeed mobs.


Same worst case scenario with dynamic spawning VS spawners:

50 players in your town are keeping 2 animals of each kind as a safe reserve.
The limit is reached (I'm just making numbers up, but it's possible) and nobody will kill any of those animals because of course they need them.
Then you try to breed something and find out you can't.
Then, if the system is doing its job, a despawn will trigger and someone will be out of "parents".

With spawners:
Same 50 players but there's no need for safe reserves.
The limit is reached anyway (because it's possible) and the server triggers an automatic despawn.
Let's say 50% of the total mobs, but even 100% would be fine.

Any problems? Not really, because spawners aren't mobs and they will start to spawn mobs again.
For the same reason, spawners will never count towards any mob limit and the spawn rate can be fine tuned as needed.


Even if I'd prefer a more natural spawning system, I can't see how this could have any edge in terms of efficiency and stability over a seemingly way more solid solution.

13
Server Announcements / Re: Easter 2014
« on: 20 Apr 2014, 22:51:27 »
Guys BST is GMT just on the time save, sorta like it would be EDT instead of EST for me (never use it tho)

Daylight Saving Time is just trouble and has been proven to worsen the problem it tried to solve :P

Anyway, about each and every time I really want to play there's something going on with the server lately  o.O

At least I finished the first railway connection in Dracomere (and also in the server?) but there's still some redstone to cover up :P

14
Server Announcements / Re: Easter 2014
« on: 17 Apr 2014, 22:20:34 »
Even if currently I can't play, this is probably the best event I've seen on the server.

The drops are random and so far I got both useful and valuable things :D

15
Suggestions & Ideas / Re: X-Ray prevention consequences
« on: 15 Apr 2014, 21:10:42 »
The reason your even seeing these blocks is because of lag, It's not the server's fault, 99% of the time it will be client side lag

That's just wrong: the reason we see those blocks is because the server is putting them there for a short time, period.

If you couldn't see them in time to react, the whole thing would be useless, lag doesn't cause blocks to magically change into something else.

If the reason they appear is to trick X-ray users then it's obvious that their duration must be long enough for the trick to work. (It seems to happen only when uncovering smooth stone)

PS:
If other towns can have ores, now I also feel ripped off (and you should too, given the hours we spent literally carving chunks) >_>

16
Suggestions & Ideas / Re: X-Ray prevention consequences
« on: 15 Apr 2014, 19:03:17 »
I get that almost constantly when mining stone in the town.
A place that can't have ores, so I don't even know why it's been implemented there.

I thought it was a result of the recent towny patch that somehow regenerated some chunks/blocks and, since there are no ores in towns, I also thought actual ores were being converted into stone as soon as they met with air blocks.

Now that I know how it actually works I think it's a terrible idea.
I can understand how mining people with F3 and ST picks are probably screaming at the screen.


17
Server Announcements / Re: Noobstown Update v6.0.1
« on: 7 Apr 2014, 13:31:01 »
Oh lol, I must have misread that line then XD

At first I understood they lowered the price for towns spawns, meaning the actual first chunk cost :P

18
This is just yet another solid hint that the dynamic system isn't redistributing mobs.
It's just preventing them to keep spawning in saturated areas.

I suspected this when talking about cows etc:
It's the same with people being able to get 40 animals while others struggling to get 10.

They stop spawning but what should be happening is having those 40 to gradually despawn as soon as someone else starts to spawn some more, especially if not a single one is dead after a while.
If there are 2 players, one with 40 and one with 0, the end result should be having both with 20 each.

If the server is able to hold X mobs at all times, do X/players and enforce that number at all times.

If a single player is able to hog all/most mobs while multiple players have problems finding even a single one the system is clearly not working as inteded.

The solution would be to have the script actually work as advertised: mantaining the mobs/players ratio the same for all loaded chunks (or otherwise specified areas of interest).

What felt to actually be missing is a dynamic (or at least better designed) despawn threshold.
A fixed threshold per player (that's what it actually looked like while testing) won't work cause it will turn the whole thing into a first come first served queue and the number of online players keeps changing.

What you are reporting supports this ^

Again, I can't have actual mathematical proof, these are just the conclusions I came to after testing things by myself and reading the experiences of other players.

19
The only way to win top10 voting is if you vote from the moment the plugin is live.. and then don't miss your 24 hour window.

If you started voting 3 days afterwards, you won't be in any top 10 listing for that month, because there are way too many duplicates. (yes, kept track of who voted ..) so kinda sucks.

That's precisely what I thought, but there will be too many duplicates no matter what, assuming most of the people who cares will never miss a day of voting.
A top X list doesn't work with this kind of restricted activities ._.

20
Server Announcements / Re: Noobstown Update v6.0.1
« on: 7 Apr 2014, 12:48:37 »
I'm surprised by such a cave in compared to the imperative "NO" directed at each and every shop suggestion in the near past :P

The only thing that wasn't really needed was decreasing the price for towns, especially not in conjunction with the shop changes.


21
This isn't exactly a solution but with the upcoming changes in Minecraft, players will need far less XP due to the new enchanting system so the problem is going to disappear by itself.

Also, if you don't mind grinding for XP, on this server you could as well grind through cobble and get a lot of money and XP thanks to ores.

On the other hand I agree that there should be more of a middle ground when it comes down to "possible in vanilla vs impossible here" situations.
Some stuff is just fun to make and sharing smart creations increases that fun tenfold.

22
I have a question: considering that one can only vote once per day, how does a Top 10 work if there are something like 50 players all voting each single day?

Also, we have prizes for top voters for the same month during which the voting system (and Towny) has been bugged and yet another double XP weekend while Towny's bug is preventing people from working on the towns.

I'm sorry for the negativity but I find it hard to believe that I'm the only one not having fun playing if there's nothing to do in town.

23
Suggestions & Ideas / Re: Remove Flux Mining
« on: 31 Mar 2014, 22:20:46 »
Since I didn't go back to mining for a long time I can't confirm this, but I had the same impression (and had a discussion in general chat about it).

It didn't seem to give any XP (character level or smelting/repair) for the smelted ingot.
Even if it gave XP of any sort, I still can't see any advantage since you'll eventually need to manually smelt ores anyway.

All it does is potentially waste an inventory slot and probably deny your double smelting chance (unconfirmed).

Simply put it has no real reason to be a thing, same with Blast Mining on this server.

24
The one who complained about the trees wasn't the OP and that is not the topic of this thread.
I mentioned the change in Treefeller only because it could have been relevant for the introduction of Woodcutting items in the /shop.

Get over with that please, else it will become a strawman argument.

Zeel01 nailed the problem on its head and I've yet to see an counter argument different from "then don't do it" or "it would be too easy".

The server never aimed to be plain vanilla MC. If you have to gather all you need by yourself then there's no use for the economy at all.


Alternative methods to gain money that don't involve mining for hours were listed.

From that list we don't have quests yet and everyone can see how mobs bounties are nowhere near being useful at the moment.

(I still have to test mobs near towns since there's been a crippling bug with towns chunks since the last server crash, but I guess it would be completely inferior to mining anyway while also being more risky)

25
We didn't even reach such a point where a money sink is needed.
You can't consider that as a money sink when in truth it's forcing everything else to gravitate around it, that's not how a money sink work.

The problem is still that mining is the only thing being adequately rewarded at the moment.

I'd like to see what will actually happen when finally someone with a high enough fishing/excavation skill will be producing diamonds without mining.

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