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Messages - GrumpyV5

Pages: [1]
1
Market Place / Re: Craftymatt's Wool Shop Grand Re-opening
« on: 13 Mar 2015, 08:04:36 »
Talk about clean business deals - their new washingmachine washes the wool right before they put it up for sale.

2
Support / Re: keyboard problems
« on: 13 Mar 2015, 07:28:37 »
Which keybord is it (model and maker)?

3
Server Announcements / Re: Noobstown's 4th Birthday
« on: 2 Mar 2015, 12:52:30 »
...There will also be a 15% Discount on selected Donation packages during the Birthday!...
Does "during the birthday" mean the 18th March alone or the time between 18th - 20th march?

I shall not congratulate yet as that would mean bad luck where I'm from ;)

4
The fishing tournament is not like the other server events. Unlike the special server events which are organized by the admins, the fishing tournament seems to be Duelcon's own little private project.

But you might want to take a look into this thread http://www.noobscraft.com/server/double-exp-weekend-summer-in-noobstown/ regarding other summer events.

5
Support / Re: server sick or is it just me?
« on: 3 Jul 2014, 15:01:33 »
PvP- As Drew said, it's most likely the party. Could you try it without being in a party and tell us if that works? :)

Spawners - I believe the mobspawning-routine was actually changed for several reasons. I think there should be some threads around for that topic that explain it a little more in detail.

Wheat - Did you check the lightlevel on those spots, is it high enough to trigger wheatgrowth? Especially when playing with maximum brightness in the video settings you can easily miss such dark spots.

Lag (Server) - i didn't notice anything in the last couple of days (european connection, current Provider: Orange), but I'm still used to the asian connection I played on the last years (mining every 2nd block 4 times before it's gone) , so in comparison probably everything seems lag free to me now. I haven't been much in the miningworld lately though. Might be interessting to know if the problems occur to customers of certain providers/regions.

Site - It has been down a couple of times, the redirection error might however be a different issue. It might happen because of
- a redirection loop on the site (something only an admin could fix, that problem should however affect more users if it were the case here)
- a plugin-problem in your browser (especially some adobeplugins tend to cause it)
- or in the best (easiest to resolve) case a corrupted cookie (no that's not the ones who don't have choclatechips). You could try deleting your Noobstown-cookie (or simply all cookies), it might help with this error.

6
Server Announcements / Re: April Top Voters!
« on: 5 May 2014, 05:29:50 »
Case A - people don't know which place they are in untill the winners are announced:
People will vote as often as possible untill the end of the month in the hopes of being in a topspot.

Case B - people DO know which place they are in because they can see it on a list:
Players might give up on the race of that month if they see that others already have enough votes that they themselfes can't catch up to them. This would result in less incentive to vote and therefore create less votes for the server (there still is the regular reward for voting of course).

Now if you were the admin, what would you prefer? ;)
Besides, where would the fun in the competition be without the suspense.
Of course I have it easy to say all that, I can't even vote :P

7
Support / Re: Donation shop error
« on: 2 May 2014, 08:34:34 »
Hm, my computer is actually set to always clean the cache when I "log off" the internet. So while that might help others with a similar problem (that might yield the same error) it doesn't seem to help in my case. :)

However, ummfred's solution was not only simple but it did actually work in my case. I'll add it to the op in case someone else has that problem someday and searches for a solution.

8
Support / Donation shop error [workaround found]
« on: 2 May 2014, 01:35:10 »
After entering the username in the textbox the shop prompts an errormessage and still shows the textbox (see attachment). Problem occurs on IE and Firefox.

[edit] Simple workaround found by ummfredfelizco (thanks for that): Just open the one of the categories in the donationshop in a new tab. The address shown should then be http://donate.noobstown.com/ and it should work just fine.

9
Noobstown General / Re: Villagers?
« on: 12 Mar 2014, 16:36:21 »
Maybe the servers tip message about the villager trading currency should be removed until then. I've seen several people ask in chat why the villagers (in the wilderness villages) are not trading shortly after the servertip told them to buy a currency for it.

10
Noobstown General / Re: TeamSpeak 3 ip?
« on: 12 Mar 2014, 16:30:00 »
If that doesn't work either you could also try:
85.236.100.188:10667

I have to use that way for many TS-servers due to struggling DNS in this region.

11
Guides / Re: Redstone Guide (Auto-Sorter)
« on: 12 Mar 2014, 16:25:05 »
That's a really nice guide, I was actually wondering about how this would like in the end (nice pictures there).
The guide saves me from the trouble to actully build one myself just to see that (wouldn't need the automation, I like sorting through my "loot" by hand to much to automate that).

Also interesting addition, Omega. Might be a good alternative for the glowstone+redstone horizontal powerline i wanted to use for a different redstonething.

12
Um, I'm rather concerned about the "semi-permanent world resets" in the title there. Does that mean the worlds aren't going to get reset monthly anymore? Because while there was still ores to be found even just yesterday it's still good to have them reset once a month just for the deserts and other biomes that can get cleaned out by all the people needing the materials...
I think "semi-permanent world" is just a fancy name Fatnoob has given to the regularly reseting miningworlds (basic/end/nether) we are used too. ;) I doubt there are any changes to that system (it has proven itself in V5).

13
Add to this the servers tip-messages which I believe are in the same colour. It's ok for both wilderness and tips, but I think for most people the partychat is (alongside the globalchat and whispers) the one chatchannel they wouldn't want to miss a message in. So I'd guess a different and maybe easier to spot colour would be very helpfull. Red should of course be left for the really important servermessages and -announcements, but orange would be a nice signal colout that would be easy to spot even if not looking at the chat (similar to the colour of whispers that easily catch the eye).

14
Suggestions & Ideas / Re: Stock Market?
« on: 12 Mar 2014, 15:36:02 »
You might need to further think the idea through to have it implemented. The admins are already busy with tweaking/fixing/developing so much other things that they most probably won't have the time to think this one through from the scratch (without getting the time elsewhere by for example stopping the development of V6-mobarena). So you might want to present them with a little more worked out concept.

Some things to consider (in which I see the mainproblems that would need to be solved first):
What commodities would the stockmarket deal with? If it comes to real trading like trading with precious metal the auction house (and the direct trade between players) already covers the this kind of trade (and the according determination of value) for all ingame items. In the end the counterpart for "real companies trading commodities" aren't much more than the players on the server trading items ingame/on the auctionhouse. So in the case for trading with commoditioes like precious metalls, oil or diamonds we already got that covered by the auctionhouse.

Now when it comes to trading with shares in companies it get's more complicated. Adding a stock function to the server would mean that a player get's an inital investment from other players - but then also has to share their future overall profits with these investors.
Ask yourself, if you were a player who plans on selling things would you risk having a certain percentage of your profits directed to other players instead of yourself just to get a one time investment? Sure, you would get a nice inital investment as fast cash. But you would need to spend the money very wisely to increase the rate of your overall profit. If instead you used the money on other things that do not increase the rate of your profits (like buying a plot, town, your house, ...) you will only end up with a shorttime gain but a longterm profitloss (paying more money in shares to your investors than they initially invested). That's basically one of the major ways real companies can screw up their own stock market value and make huge loses over it).
On the other side there is a rather high risk for the investing player. What if he invest money into you and you simply stop trading or only a little. If you don't make anymore profits he can't get a share of it (or only a little share from little profits).
And how would you prevent players (with shareholders) from simply bypassing the plugin by doing directtrades outside of the plugin or earning payment in items like diamonds. If the profits are not recognized by the plugin they will not be shared with the investors. That would create some kind of blackmarkettrade that would simply cheat the shareholders out of their profitshare rendering it all useless/unfair. In the real world there are authorities that watch over that but there is not really a way to do that ingame unless you were to ...
A. force all players to only exchange items and noobs over the auctionhouse/stockmarket-plugin or
B. set up mods to monitor all trades and itemexchanges between players 24/7 (which would be a staff-overkill for a gameserver ;) ).

There are some games that offer a stockmarket ingame, but they either are scripted and don't use real players-companies (like the GTA 4 stockmarket) or they base a lot of the game on it with a lot of programming and servercapacity behind it (like EVE). For Minecraft I don't think it would be viable without changing to much on the server- and gamestructure.

15
Noobstown General / Re: Wilderness plots
« on: 11 Mar 2014, 22:50:52 »
Depends on what you mean with "certain features".
There is something like a /wild chunk public command(can't recall if that's the right command but it should be similar) that allows you to set things like public switching, breeding etc.

16
Server Announcements / Re: Revised Wilderness Pricing
« on: 11 Mar 2014, 22:45:09 »
One of my issues with exploring in the wild is death from falls. I had a fall in the wild, and my stuff fell into a cave that was inaccessible, because I couldn't break or place blocks.
If VIP's are online you could ask them for help if ot happens again. They could /jump up there and get you your lost stuff before it despawns.
They could also jump up that cliff and let you tpa to them there.

17
Suggestions & Ideas / Re: Better VIP kit armor
« on: 4 Mar 2014, 15:30:55 »
Ah yes, another "Vet vs Vip - armor/perk fight". Again. The one thing that makes me reconsider donating to the server is on one hand the hostility of some players towards donators(VIPs) as of lately and on the other the "I have paid for that" attitude (that kind of disgraces the donation-thought). This is getting a little out of hand, isn't it? But I fear it's in the human nature that as soon as ranks and perks are involved instinct (and therefore also jealousy towards VIP-perks and Veteran-armor) takes over.


Suggestion:

One complaint about VIP and Veterans here is the balance of pvp, so to balance it (let's not forget that members might consider both the VIP-combat-perks ANd the Veteranarmour as unfair) ...
  • ... change/keep the vet-armor-statuseffects to none-combat perks like Haste, Nightvision
AND
  • ... remove the VIP-combat perks as well.
That way noone will have perks in pvp and everyone will fight under the same conditions.


It might also be worth checking if there could be a pvp-areas were people keep their equipment on death. Atm. I think no one would risk their enchanted stuff in open-pvp as other players might just run away with it. Once people can keep their fully enchanted diamondarmor in pvp, the leatherarmor might become obsolete anyway as  will this whole discussion about it.

And it might not hurt to deactivate this Flux-mining-perk for VIP. It sounds fine at first. But with ores dropping as ingots there is quite some loss in smelting-xp (and mcmmo-xp) and people consider it more a pain than a blessing.

Also maybe it would be a nice thing to give regular members at least 1 sethome (instead of/additionaly to /home bed, as beds aren't that easy to aquire in a protected world and going home from the miningworld can be quite a pain if you don't yet have a /home).

18
I'm with Lawrence on this one.
Kickstarting the economy by infusing more money via new selloptions might sound like a good idea at first, but it bears the great risk of infusing too much money and causing an unplanned inflation.
Example: Some here stated that they have too much wood in their chests, let's sell this wood and turn it into a huge boost in money. This additional money will now flow into a market where the amount of goods (let's take diamonds as example) is the same as before. This will mean that people who sold wood will be able to purchase a higher quantity of diamonds and be able to pay an higher price. Traders will pick up on this and the prices will go up. In the end the woodsellers might not profit if the price-inflation of goods goes up high enough the devalue thier additional profits. And the losers will be those who invest their time rather in activities like building instead of gathering (or don't have time to play as much in the first place), because they will suddenly face a market where their already gathered goods and noobs loose value (due to inflation) and where other players (those who have a lot of time or focus on gathering) suddenly have access to such a large amount of cash that they can dominate the market (undercut smaller traders and overbid auctioneers on goods).
Another aspect is the time-sink effect. In every big MMO you will face activities that cost you a lot of time (like farming ingredients for some legendary weapon or farming rare drops). The reason behind this is longterm motivation. If players get the things that they want fast and easy they will get bored at a certain point and every game tries to prevent that. So you force the player to go through more effort to get what he wants and in the end the player is happier because he has a goal and something to do. Here on noobstown one of those timesinks is the accumulation of noobs, if players can get them too easily and everything linked to it (like playing the economy, expansions and towns) will get boring after a very short time, i.e. why invest time in the economy to earn money if you already have everything you need. At the current rate the expansion of plots is good enough, the economy quite stable, build are progressing at a good rate and the growth of towns are only hindered by the (now apparently fixed and refunded) plot-bug. If we speed all that up by introducing more cashflow through more easy moneymaking options than what will there be left to do in 6-12 months? V7? Think about your own longterm motivations on the server, remember how boring it got sometimes in V5 when everythink could be simply bought by easily made money? In the end this is no creative server, therefore it is imperative in the long run that items (and funds) for buildingprojects and towns are not to easily (and too fast) aquired.

If you can't make money atm then you might indeed think about refocussing your activities or live with the fact that if you invest more time in building you won't get that much income (time is money after all). It's a matter of setting priorities according to what your goal is: more income, a big timeconsuming but beautifull build, more fun like the horseraces, the goldmembershipcard at the casino,  ... You can't have it all in the beginning so think about what it is you want to have.
And if you have too much wood, well build something, sell it to new players (or in the auctionhouse), give it away and most improtantly stop chopping trees ;)
Also: one reason you might not be making enough money might be because you neglect the auctionhouse. Those who invest lots of money often use it because it is easier too handle and safer than buying everything in chat. and because you can make large savings there sometimes. If you as a trader want to target those who know how to use the server (instead of those who don't yet know it and therefore often also only have "small wallets") then you might want to sell where they are buying. It will take a while before trade there really picks up, but ask yourself one question: When it does pickup the "average price per item" function might play a crucial role in setting the prices, do you want to be one of the profiteers who have set the average prices beforehand and already dominate parts of that market or do you want to be one of the followers that have to play by the average prices and rules others have already set.
Example: wool. The average price per block of wool has been dumped by a small group of woolfarmers by undercutting others by large  amounts. This has devalued the worth of woolblocks for some time now making it harder to gain a good income with wool. Now it will only be a time when more townbuild will emerge that need larger quantities of wool (enter the pixelart), if you wish to make money with wool in the long run, then now would be the time to raise the average price of wool for future income.
And before someone starts with mobfarms don't work. It's all in the balance of "mobamout per chunk + chunkborderalignment" and not going over the limit. A 9x9 sheepfarm can house 60-80 (90 is pushing the risk of despawning) sheep if they are correctly seperated (doublefences or a 1block wide wall help to prevent mobs to cross the chunkborder when standing directly at the fence).

And there is quite some money to be made from lootingsword+slimes/withers/blazes if you know whom to sell to or pick the right times to sell on the auctionhouse (and know in which form/product to sell them) - you might want to think about selling the slimeballs as stickypistons to increase their value, or just keep the "piston-set" ready for assembly to quickly get them done on an order but still keep the slimeballs available should someone only buy those).

19
Noobstown General / Re: Myrf....THE KIDNAPPER!
« on: 24 Feb 2014, 16:36:34 »
What are you talking about? He put that skellie in a 100% Anti-Kaolai&TombVine-protection cage for it's own safety. No axe shall harm him there (unless Tidal finds it, she'll just claw her way through the stone to devour the skellies exp).

20
Server Announcements / Re: Revised Wilderness Pricing
« on: 24 Feb 2014, 16:31:16 »
No need for safe houses, its survival mode.......
I have walked to the border without getting in real trouble, its not that hard outside.
You can claim a plot, spend the night and then sell it.
Or
Run like mad and leave all mobs in your wake
Or
Find an NPC village to hide in for the night, most NPC's will open doors for you.
(use the live map to find them)
Yes, but some players might be new to the game or much younger than you (not everyone is already used to seeing creepers and zombies as rather funny and easy mobs compared to other played games). Also remember that guests and members have less free plots to claim than vips and no /jump and /back (which are a great help on these journeys) and even the basic /sethome doesn't seem to really work for them untill they have a bed. There is also the problem that we now have the possibility of /kit food which increases our range before having to settle down (but that kit is only available for now and suppossed to be removed soon).

And yes, it's survivalmode, that's why it could be limited to 30% of the map (around spawn) just to get away far enough from the spawn to the real wilderness.


Good idea.  However, what is to prevent players from claiming ALL surrounding land around these safe zones?  Admins would need to implement a safety area around the beacon areas, causing 'dead zones' in our beautiful wild.  But it does sound appealing, especially as a goal for wilderness-adventuring.
Hm, good point. An alternative could be 4 portals (1 for each direction) at the wilderness spawn sending players to another portal a certain distance (i.e. 400-800 plots) from spawn. That would make venturing out much easier for new players without taking too much of the survival aspect away(you would probably only need these portals once in the beginning) and also prevent a too crowded spawn as the general expansion is shifted into a distance and into 4 different directions. Which would also benefit players already settled down there because there will be less competition for the land around them. And it might encourage the exploration and use of all the custom biomes as well (what good are they if people would have30+ plots already before they find them, only few people might be willing to unclaim all to start anew). I guess many players wouldn't settle in the rather casial grassy plains around spawn if they knew what was out there.
Hm, which makes me think about an idea: Do we already have a thread with pictures of the custom biomes, so players can actually get an idea of what they can find out there?


this is why Alba has 3 posts total. He is Leo Tolstoy reincarnate.
Well, that might be related to the fact that this is a very new account due to problems with the old one. ;)
And I doubt many people know who Tolstoy is. It has to do with BOOKS! *watches certain TS-users running away in panic*

21
Server Announcements / Re: Server Downtime
« on: 24 Feb 2014, 16:06:40 »
The problem is that provider/datacenter issues sometimes aren't that easy to fix. There's a lot of connections going in and out at once and many connections also need to use thirdparty services on their way through (and into) the internet which you can't directly control. So you rarely just have to switch a cable or press a button to fix the problem. And if it's a non IT-failure (like snow breaking one of the early-20thcentury-style aboveground powerlines or the datacenters powersytem going up in smoke) - well you probably know better than me how long it takes to get a servicetechnician in the US ;)

I just hope the NSA (or in my case the local pendant) doesn't get too nervous by our sudden deviation of our profiled daily minecraftsession. It's cold and smoggy outside and these black surveillance-vans don't look like they have a good heating.
Although maybe THEY could figure out who is responsible for fixing the problem. Aren't they the ones supposed to know everything that happens in the internet? Maybe Double-O-Lawrence should try to ask them using his MI6 contacts.

22
Server Announcements / Re: Revised Wilderness Pricing
« on: 24 Feb 2014, 15:11:07 »
So it's not 50k to buy a plot a few chunks away from yours?
THANK GOD IF ITS NOT 50K!!
It doesn't say anything about that price I believe. I'd assume the 50k for non-connected plots would still apply as they wish to prevent users from claiming single plots all over the place.


The new prices might lead to a much faster expansion, but the map is huge (and there are great unique spots and biomes out there). The only players who might run into problems with their expansionspace are those who claimed to close to spawn and well - you can't really be surprised if you run out of space when you claim right at the crowded center of the map, can you?
So,  if A.) you fear you might run out of space at spawn
     or B.) don't like living in a boring old vanilla-style plains biome anymore after seeing what's out there (I have to admit I made that mistake myself and just unclaimed all my 20-22 plot to move to one of the custom biomes)
then now might be a good time to move as the prices for the new plots are much lower now. ;)


As a seperate suggestion for the server regarding the expansion:
As moving out farther into the wild without /j requires a trip over several MC days it also requires that most players use up some or even all of their free plots for shelters in the nighttime. Therefore most (especially new) players would probably stay rather close to spawn and refrain form moving away from there.
Maybe a grid-network of admincreated 1plot sized simple night-shelters 1 day trip apart would actually help and encourage people to venture farther out before settling down (without them having to use up their free plots) - therefore ensuring a better spread accross the server and creating a less crowded spawnarea in the future. Marking those shelters with a beacon on top would make them easier to find (and also give the staff another good reason to not allow other beacons in the wild ;) ). This sheltergrid does not have to reach the ends of the wilderness (to not ruin the "treking and survival" experience) but maybe future players should be able to at least travel some distance at the start (i.e. an area of 20-30% of the map around spawn) without having to settle down (or loose their free plots).


If the 78th chunk costs 311k as reported, it's not too far fetched to think most players will be able to claim 50+ chunks in a very short time
But it would also mean that 3 lvl70 plots would cost as much as a town. I think that even with with a regular high income the progression will slow down enough over time to limit the number of areas over 50plots. And the pure size of the map can take a lot of expansion (the wilderness map looks smaller as it really is, there are small looking lakes out there that easily cover 70 plots).

With a growing economy -something that isn't really here yet, imo- the more money you have the more money you can make so even the if price goes up, you should have ways to increase your potential at the same rate.
Without any price cap, you'll be forced to keep growing to keep up and that's fine (again, asssuming the economy is working).
"the more money you have the more money you can make" Not necessarily, as this is not the realwolrd economy. Unlike in the real economy it's rather hard to invest, branch out or hire people in this virtual world. Therefore your possibilities are still limited to the work one player alone can do.
Of course you can use  the money to buy diamonds of others to sell them yourself - but unlike with hired workers in the real work these same miners you bought the products from might simply undercut your prices and ruin that investment.
Of yourse your income will make it easier to create more income, but at a point it will level out due to the limit of you just being one player and only being able to do so much (unless you really manage to "hire" reliable people that only sell to you and not the market).
Additionally the market (and the number of players) is not growing equally fast as the income of a good trader, therefore slowing down the increase of additional income via investment in the market. And sooner or later the market will become more and more saturated, more traders (and specialised traders focussing certain categories and being able to "mass-produce/-harvest" these items more cheaply) will emerge over time, creating more competition and therefore decreasing income. Also over time more players (potentional customers) will be able to create decent stocks of items like diamonds by themselfes, leading to a decrease in the demand for those items - lowering prices and therefore income.
Some smart way to compensate for that are of course large bulk deals (like Duelcon does); specialising on a certain product offering bigger amounts under market value to manouver out the competition (like the currently craftymatt-dominated woolmarket) or specialize on gathering huge amount of specific blocks for huge projects (like 500 doublechests of smooth sandstone in 2 days for PlayerX's big pyramidproject).
So while you might be able to create vast sums of income, not everyone will be able to do it (or WANT to do it as it requires quite a bit of work), I don't think that the income will be that high to be a problem in terms of plotprices+expansion+mapsize.
Also, if we take a look at the biggest earners in V5 we can see that many of them got rich by selling easily farmed produces (especially sugar) to the servershop. This has been disabled for just this reason in V6, so luckily earning money might be more of a challenge this time.



Last but not least, the admins always have the possibility to revise the plotprices again or put a limit on it should problems arise. So for now the new revised prices will provide a nice boost of plotexpansion to the server, but I'll assume they'll monitor it carefully and if neccessary intervene again. So I don't really see a future problem with the lower prices as it can easily be changed again should need be.

23
Server Announcements / Re: Server Downtime
« on: 24 Feb 2014, 13:36:09 »
What kind of host can't resolve this issue within 6 hours, let alone 12.

It may not necessarily be a direct host problem. It can also be that the problem is further downstream with the provider between the host and the open internet. In which case the serverhost would have to contact the provider and get them to fix the problem. Don't forget, you are used to EU service-standards (and the EU timezone), in the US provider-nightshifts are often understaffed and working overtime to fix a problem for a small customer like a gameserver-host? Unheard of! ;)
There is a reason why most US providers failed on trying to get a direct foothold in the EUmarket (much more competition and more service-oriented competition, it's easier for customers to switch the provider and the regulations are much tougher). If you think dutch or german providers are slow - pray you never get stuck with AOL or Comcast.
So maybe the server is actually up all the time and just doesn't have a connection to us thanks to some sloppy provider. Sitting there in it's cold and dark serverroom - all alone with noone to play on it - wondering "010001000110111101101110001001110111010000100000011101000110100001100101011110010010000001101100011011110111011001100101001000000110110101100101001000000110000101101110011110010110110101101111011100100110010100111111"

Well~ anyway, I think it's 08:30 am in NewYork now, so I guess the ones who have to fix that problem should have arrived in the office by now. Give or take 2 coffees and a chat about yesterdays baseballgame they might actually be looking at (and hopefully fixing) the problem soon. :P

Or maybe it's just offline because DadJäger hasn't made the server any pancakes yet?

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