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Messages - zeel01

Pages: [1] 2
1
Noobstown General / Re: Automated stuff
« on: 16 Jun 2014, 22:09:30 »
The AFK kick will activate anyway. It's not so much going AFK while a farm runs that is a problem, it's intentionally bypassing the auto-kick so that your farm can continue to run indefinitely (Resources for nothing, using server resources).

2
Support / "Live" Map update interval
« on: 5 Mar 2014, 20:33:00 »
So how often is the terrain rendered? It seemed like it used too be much more often than now, I keep refreshing it every once in a while and it rarely changes.

It would be awesome for taking a look at big structures from a distance (since load distance seems to be low) but It's not been up to date for days. Is it simply not rendering very often, or am I just not seeing it?

3
Suggestions & Ideas / Re: Trade Chat
« on: 26 Feb 2014, 06:13:41 »
I don't think you get what sniper is saying. The idea is that a secondary global channel for doing trades would be added. That way people don't pop into global all the time trying to sell stuff. It would default to enabled, but you could mute it if it bugged you. That way players who are not going to be interested in trading can avoid hearing about it.

/tell is private, if I want to advertise to everyone I need to say something in open chat. Sure the details can be done in /tell or local - but the initial advertisement could be in trade chat.

4
I have an enchanted book I found with the following:



Accepting offers.

5
...

Just one quick reminder for the reason of the money sink that is chunks. I don't know if you've played last version, but we ended up with a bunch of people sitting on millions of noobz with nothing to spend it on. That's why they added a money sink like this to give these players more goals to work towards. So this hasn't really got much to do with the economy you keep bringing up, since everyone gets 10 plots free which is enough for a royally-sized house and everything you need to get started on the server.

Is too much money that big a problem though? I mean in a SSP world you will probably end up with far more of everything than you can use. It sounds like V5 players simply liquidated that.

But sure, I guess it's a problem in so far as you no longer really have anything to work for anymore. But as Darkwings points out a money sink is for dumping excess - the Wild chunks aren't a money sink though, their a pain in the back side. We need the chunky system to prevent the many problems inherent with fully open a free servers, we don't need that to make players who want to make buildings suffer.

And how is it not related to the economy? All anyone seems to be doing with money is buying land (or saving for towns), and 10 chunks is 3x3 area plus one. That's not really all that big in the grand scheme of things. Money flows through noobs town in a rather direct manor: in through cobble, out through chunks. This leaves builders unable to build, and anyone who likes gathering anything but stone out of a job.

Remember that Minecraft is a game of many things, and all players will want to play in their own way. The system as it is however only works well for people who like to mine like crazy for hours on end. If your a farmer you are out of luck. Like cutting down trees? Too bad. Want to build a private island resort in the middle of the ocean? Think again. None of those other things can be done reasonably. I don't want to play stock market simulator, and I certainly don't want to play stare at a stone tunnel for 4 hours a day too make a laughably low profit with diminishing return. No offence to anyone who does, but I thought I joined a server called Noobstown - a server about community. If I was wrong, and a more appropriate name would have been Noobsmine then I'm sorry for wasting your time.


P.S. I played in V4 (at least I think it was 4), it was far more to my liking back then - if a bit buggy.

6
Support / The site has a memory leak
« on: 25 Feb 2014, 01:42:59 »
I don't know if anyone else has noticed (perhaps most of you don't leave the tab(s) open as long as I do) but there appears to be a memory leak in this site. Memory usage rockets (easily consuming nearly a GB of active memory) and the page can become unresponsive/sluggish. Eventually the page process needs forcibly ended using Chromes task manager, or the tab needs to be closed.

I haven't been able to pin down a cause since it never feels like acting up when I run the memory profiler on it, but the number of times I have been forced to crash the page is too high to ignore. Generally it behaves for a while, but will spontaneously begin to climb and lock up. I have yet to catch it in the act, so I can't be certain of the cause.

For reference, Gmail and Google Drive (two heavy web apps) only need 150-300megs each, and hold that number pretty constantly while idle. This forum shouldn't need to consume anywhere near that amount of memory (similar sites are 50-90 meg).

7
Good post, but I have a number of remarks.

1. This server wants to be able to promote itself as an economy server. So even if you don't want to play the stock market game, it is part of an economy server. Don't like it, then this isn't the server for you.

2. A lot of people here love to grind, and grind a LOT. Whether it be mining, woodcutting or anything, they will spend hours on day to level the skill they like and earn money that way. If you revamp the income in the way you want it to, you are essentially punishing these people for the sheer amount of time they put into this game. Even if you say that normal people won't do mass farming, and mass farmers can sell to these people, you also have to consider that normal people DON'T DO MASS BUILDING, and thus don't need these mass supplies. You can already see it with wood, where woodcutting grinders are stuck with 30 double chests of logs without people to sell it to.

TL;DR:
Your post is good, but you focus too much on the normal, average minecraft player and seem to forget this server is a survival/economy mcmmo server, and is promoting mcmmo grinding and the ability to play the market.

You are correct to an extent, as am I. A balance must be struck where many forms of play can be supported.

Real world economics are zero sum -- Everything (resources, land, the right to mine resources on/in/under land) is owned by someone. We then use currency (anything that has very little or no inherit value, but a high prescribed value) to make all the trading simpler, but there is one pie and it's divided up among all people. Minecraft isn't like that: In SSP the economy is far more simple -- There is a pie of infinite size, and you own all of it; in CSP there is no pie, just an infinite expanse of assorted pie fillings.

In Noobs town the server keeps making new pies and throwing away old pies, and some kinds of pie are free and other kinds get more expensive the more of them you own. This system really helps nobody. The problem is of course that Minecraft is not designed to simulate zero sum economics, there is a theoretically infinite supply of resources available if you just look for them -- or just sit around repeating the same task over and over. Unfortunately for any server that wants to be an "economy server" this means acting like it's a zero sum economy is not going to work.

Auctions work because of scarcity (one pie), but in minecraft there is only one resource that has true scarcity -- time (and on a server, land). But auctions and to an extent all P2P economics are not good at preserving time, I probably can mine a chest of smooth stone faster and cheaper than waiting for the auction to end or another player to come online, sure sometimes a player might be able to make a good deal if they are luck but that's not a reliable business model. Plus it's equally easy for all player to accumulate resources if they so please, I can't make a good profit on pumpkins for instance because anyone who buys one of them can start farming them too, and could become competition (not the good kind, this isn't an innovative economy - competition means nobody is making any money).

The server shop provides a way to make some money without using the (broken) P2P system, but when faced with the prospect of increasing costs without increasing profits/income this is not a solution. And as we know simply being able to sell anything isn't either because there is an infinite supply of resources and some of them can be gotten too easily.


So what can be done? Well there are many (some not necessarily mutually exclusive) possibilities.

Forced zero sum - How most PVP servers operate, there is one world of finite size. This means that you can own anything you can defend, and if someone else wants it they pay for it or kill you. This is probably the most realistic - but also not what we are looking for.

Market pool - All resources can be sold too or purchased from a central market. The quantity of resources available is always the same as how much have been put in by players. Buying and selling of goods to the pool is at a equal rate (what I make from selling 10 stone is what you pay for buying 10 stone) based on supply. The more of an item in the pool the less it is worth (both to buy and sell), all resources trade at the same base value (diamonds are only worth more than stone if there is more stone available), price is only controlled by supply. This kind of thing can work but is easy to upset, mostly because again resources are theoretically infinite.

Don't try to be fair - Classic server shop system where everything can be purchased or sold at a set rate. It isn't fair at all but it tends to be easy for people to use, and it's highly intuitive. The opposite of a forced zero sum.

Be totally fair/extreme socialism/utopia - Everyone shares in everything and everyone is a great big happy family. This really only works on a small private server - and only with the right players.

Pay to play - Well I think we all know what this is, those with the greatest real world economic standing can buy a better virtual economic standing.

Paid to play - Make playing the game worth something, this is the hardest to implement and balance perhaps - but also possibly the most powerful. The idea is that instead of paying you for resources you are paid to obtain them, or paid to use them, or paid to build something neat. Getting paid to mine or farm is a simple matter of tying into MCMMO and using it to track that people are "doing things" and reward them accordingly. Being paid to build is harder, as I don't know how it would be implemented without direct moderator intervention (it would be easy to cheat without a human overseer).


There are of course other (many other) ways, but as with those listed there are drawbacks and bonuses to them all. Finding a balanced approach is the challenge.


Though on another note this is all mostly a problem because of the big money sink - chunks. Chunks are the only thing (at this point) that the server has and you can only get through some part of the economy system. You can't gather chunks like resources, instead you have to burn resources to get them. Problem is that there is only one reliable way to get the money. Guess what, if you are using the P2P economy guess where the other player got the cash? Cobblestone. Even if you are managing to pull off playing without farming stone the vast majority of players are. We could really just replace the currency with stone at this point since it has little inherit value but so much economic importance.

8
Server Announcements / Re: Revised Wilderness Pricing
« on: 24 Feb 2014, 22:35:29 »
While I appreciate the change I don't think it really fixes the core issue: I have to waste huge amounts of time essentially grinding to obtain the land I need. The problem isn't just the prices but the way income works. I have some thoughts on that, but I think they go a bit off topic so I have posted a new thread with my full write up:

Reconsidering the Economy - Chunk Prices Vs. Shop Usage

As far as traveling in the Wild goes, new players should visit the mining world to obtain some armor first if they aren't good at PVE (or at least avoiding it).  Running through the woods (especially with /kit food) is really pretty easy, and with a little time put into finding some iron it shouldn't challenge anyone. And really, it's the Wild a challenge should be expected.

9
Recently a number of topics regarding chunk pricing and the shop have arisen. The chunk prices have come down as a result (though perhaps not far enough), though changes to the shop have not come due to the policy that anything that can be farmed with too much ease should not be accepted by the shop. Both issues however are merely opposite sides of a coin. . .

TL;DR:
The V6 economy is wrong, the requirements to gain money do not match with its value. The income to chunk price ratio needs to be such that players that play normally can build normally - but to facilitate this the way income works has to be revamped to encourage player engagement by rewarding diverse and active play, while discouraging mass farming as the primary income for all players. We don’t just need one change, we need a few changes that work  together to increase engagement and reduce player frustration. . .

The Meat:
Now I'm not going to disagree with the premise of buying chunks, part of what makes Noobs town a good server is that there are heavy restrictions on what people can build where.  It makes it hard for people to cause trouble, and very much easier to police those who are.  However it causes problems for anyone who wants to build something big and grand.

I would contest that while the pay to build system is needed, it also breaks many of the core mechanics of Minecraft -- and that's the game we are here to play.  To balance that it is important that other mechanics are in place to mitigate the problems without causing more.  Unfortunately I do not think that V6 Noobs is doing this.

Now from reading a number of posts the intent of the admins is clear -- we want active players working toward long-term goals, and we want the V6 world to last.  Those are admirable goals, but unless they expect players to be online 8 hours a day for months that's not what this system is going to get- instead players will burn out.

Minecraft is a great many things -- Building, destroying, fighting, farming, mining, and crafting.  The current setup isn't conducive to most of those things.  Building is a pain if you don't have the land to build in, and aside from mining all the others are rather unrewarding. The problem is not just with the chunk prices but also with the relative lack of income sources. Counter to what seems reasonable to any minecraft player the most profitable materiel in the server is. . . Cobblestone. I can actually make far more money mindlessly mining stone while watching Family Guy on Netflix than I can by farming (plants or animals) or fighting monsters. Tell me that's not a little counter-intuitive. Sure it means I'm on the server all the time, but is that really the kind of "active" we are looking for?

Now I have seen the arguments against using such things as a means to accumulate noobs -- they can produce so many noobs so fast that players who set up massive farms can become unbelievably wealthy.  So for V6 the ability to sell such things has been removed. Problem is the chunk prices still reflect an economy where I can sit AFK while an autonomous cactus/sugar farm fills chests (yay hoppers!) full of money.  The hope is that players will use the auction (or P2P economy in general) to make money. But we run into a problem -- most people don't want to play stock market simulator.  I sure don't.  Maybe I could play the market game, farm goods and sell it to the masses, buy up items and resell at higher prices, but I don't want to play that game -- I want to play Minecraft.  I think many players agree.

Chunky is here to prevent obnoxious play, and the limited market is here to prevent autonomous play. . .  But what we need is something that promotes normal play.  People who mine normally, farm normally, build normally. And in exchange they need to be able to expand normally.

So how can we reward players for playing the game instead of the plugins? Well for one reward diverse play, let us sell almost anything, but limit how much of a given thing can be sold at a given price over a time period.  For instance, if every stack of cobble is worth 5% less than the last (to a minimum), and becomes worth 5% more every hour (to a maximum) then I can't just sell a bunch of cobble and call it a day.  If this is true for almost all items then if I farm them all a little then I can make more than farming one a lot. This also mean that if you do want to mass farm a specific item then you will have a bigger customer base -- most players will not be mass farming, thus when they need a big supply of something they are more likely to pay a premium (not to mention they should have more money and can afford it).

Furthermore wages for active play could be implemented. Based on MCMMO levels (with some skills weighted higher or lower) every hour of active (not just non-AFK, but significant levels of movement and interaction) would gain you a wage.  This way even if you aren't farming at the moment you can still make money by being active based on your previous effort.  The idea here is that MCMMO can be used to track active play in a number of situations (lower weight on those skills, such as acrobatics, that are easy to farm) and could thus be used as a way to reward monetarily for not just playing but engaging in the game.

On the flip side there is the matter of the chunks.  The price there needs to be balanced such that the income of an active player farming and leveling skills reasonably can unlock chunks at a high enough rate to build without feeling imposed upon to do unreasonable levels of farming to gain land.  In a normal game of Minecraft as the game progresses there will be a gain in excess resources that grows continuously -- the resources required to survive and build are often dwarfed by what the player can gather.  As long as burning that excess is all that is required (with minimal need to play the market game) to have the land the player wants then the balance is optimal.  Any lower a price and people will expand farther than reasonable (read: farther than they can fill will cool structures) and any higher and the player will be frustrated and will lose interest.

All this to say that the V6 economy is still wrong, the requirements to gain money do not match with its value.  The income to chunk price ratio needs to be such that players that play normally can build normally - but to facilitate this the way income works has to be revamped to encourage player engagement.

10
Suggestions & Ideas / Re: Lowering wilderness plot prices.
« on: 22 Feb 2014, 03:18:45 »
I am planning a rather ambitious project involving a cluster of mountains. This cluster is 38 chunks wide. Now if I were building this in a vanilla world my friend and I could grind the materials out in a week or two. The build will take some time without creative, but I am fully confident in our ability to pull it off.

But 38x38 chunks? That's 1444 chunks, and at the 80k avg price Cite puts forth that is upwards of 116 million nbz to build on the land. At Duelcons estimate of 1400 nbz a week that would be 83 thousand weeks. This is an obviously absurd number.

Now the over all plan doesn't require owning the entire area, clusters and connecting rows would do - but it's a creative project, I won't know exactly what I need until I need it, and running into chunks I do not own constantly (and falling to my death) makes it very hard to build. I'm sure the end result will come in well under 1444 chunks, but it will still be far more than I can reasonably buy with the current system.

I am confident in our ability to complete construction on this, but the area needed to house it is so large I spend most of my time online mining and farming just so I can afford my next chunk. I have more than enough resources to live on, but getting nbz is hard and it's getting tedious as the prices rise. I can build this, but I don't know if I can buy the land on which to do it.


So I put forth the following solutions:
  • Price cap - Price cap that is much lower than it is now
  • Price mound rather than curve - Prices peek at 100K, but then drop to allow for large areas. Forces cost of entry for massive builds to be high, players can't just buy up all the land and make a mess, but a dedicated player can work their way over the hill and achieve greatness. 
  • Paid public building - You can build in chunks you do not own, this would be a restricted features either to VIP or some other donation requirement. Basically by paying real money you prove your dedication and can now build in public chunks. This would allow for a player to go and buy the chunks after they have their building, so they only need to purchase the ones that are actually occupied by their structure. (alternatively a lower nbz price to just gain build privilege without owning the chunk)
  • Approved builds - The ability to petition the moderators to gift you with chunks based on a proposal for a build. This would require some kind of proof that you can pull it off, and would be designed to encourage large projects by skilled builders.
  • Subsidized building - Something of the inverse of the above, here you could petition the mods pay you for having constructed something awesome. Built a huge sphinx? Mods pay you for you contribution to the server, now you have cash to build your pyramids!
  • Adjacent chunk building - Something that would at least help is if we could place blocks in chunks adjacent to those we own. We don't control those chunks, but we wouldn't need to buy them just because the decorations on our wall are a block wider than the chunks we own.

11
Server Announcements / Re: Open Beta!
« on: 11 Feb 2014, 04:22:20 »
IGN: zeel01

12
Support / Re: Nether?
« on: 7 May 2012, 17:01:25 »
I think that for anyone with a nether outpost, the outpost should be removed, and the money refunded.

13
Support / Re: Nether?
« on: 7 May 2012, 01:28:41 »
I also lose 100K+ from my two lost outposts.

14
Support / Re: Nether?
« on: 6 May 2012, 02:51:19 »
Well "sorry" does not make up for my lost netherwarts. Or all the work I put into making that farm.


15
Support / Re: Nether?
« on: 5 May 2012, 21:08:16 »
Any official work on this? kind of a big deal.

16
Support / Nether?
« on: 2 May 2012, 23:58:17 »
They didn't re-gen the Nether did they? When I saw the portal was opened I tried /town outpost (should take me to my netherwart farm) and appeared in the middle of nowhere. And I noticed the nether spawn has changed.

If they did why wasn't there an announcement warning us to recover our stuff? And if not why am I TPing to the wrong place?

17
Towns & Nations / Re: Town Arena
« on: 17 Apr 2012, 05:36:39 »
But then there would be the problem of PVP being on everywhere in the wilderness in the main world. And lots of people live in the wilderness.

A better thing would be to have separate PVP settings for towns and the main world. Then there wouldn't be any clashing between the main PVP settings and town ones.

Towny gives the ability to dissable PVP for the wild, yet still allow for plots to turn it on. However as of now, the world's PVP settings are set to off. Instead they should be on, and use towny to stop PVP. That way it can be turned on in plots at will.

18
So was the game ever played?

19
Towns & Nations / Re: Town Arena
« on: 16 Apr 2012, 20:56:31 »
A plot can be set with PVP enabled, however this will not override the worlds PVP setting, which is set to off. Thus only an admin can create a PVP area.

It would be great i the overall setting was ON, and the towny settings were used to disable it, that way Mayors could set plots to PVP.

20
Support / Re: Nether Wart growth
« on: 16 Apr 2012, 20:27:13 »
So, any more info? It has been a long time since I have been able to grow warts.

21
Server Announcements / Re: Weekly news and updates
« on: 13 Apr 2012, 15:19:47 »
1. Would you like to keep your inventory on death, just the hot bar or keep the survival aspect and lose it all?
I feel like Noobs town is not really a survival server. Towns, market plugin, and economy make it something else. Thus I think that for this server, keeping your inventory would be a good idea. Now in PVP you should lose stuff, the inventory protection should definitely be world specific. I like that PVP is a risk, this is good. However in the over world/mining world, I would like to keep my stuff. I almost never fail to recover my items anyway, but the time spent doing it is almost a waste, it would be better spent building something.

So yes to keep inventory, no to doing it in PVP. An interesting twist would be that if in PVP you ONLY drop the hot bar/armor. So you can carry other items, but the things you are using for PVP are safe.

2. If you could add anything to the server what would you add and why?
- Ability to use ST picks on spawners, because we can buy the things with real money, would suck if it is impossible to move.
- Ability to make spawners do hostile mobs. (see: http://www.noobscraft.com/server-announcements/latest-update/msg29294/#msg29294)
- Ability to collect ice.
- Ability to set multiple homes/personal warps.
- Ability to enable PVP in a town plot (server wide PVP is off, so even setting a plot to PVP does not work).
- When entering the event world, it would be nice if we were facing the PVP area, as that section is more commonly used.
- Ability to sell items that no one wants to the market (cactus!)
- Nether themed PVP arena
- More SPLEEF!!!! Like an automatic spleef arena, so we can always play it.
- Moderators in all relevant time zones, with a schedule to make sure there is always one available.
- /ticket working again.
- And the big one:
- A PVP area that does not permit enchantments! I hate PVP with people who have insanely over powered enchantments. PVP should be about skill, not who got to the dragon XP fastest then enchanted an OP sword.
- Any item that a player is not permitted to keep from a dead moderator, should not be permitted in PVP.
- Make it impossible to cross into another PVP zone by climbing/pearls

3. Whats your favorite activity to do on the server and why? (Skills, Towns, PVP etc.)
I like MCMMO, and building my castle. Most of my time is spent fishing/jumping in holes, to level up my MCMMO abilities.

SPLEEF!!!

22
Suggestions & Ideas / Re: Plugin: Sublimation
« on: 11 Apr 2012, 16:59:35 »
Even if ice is sometimes given out, there is not nearly enough to build anything interesting with. A few measly ice blocks are worthless, unless we can full out mine them.

23
Suggestions & Ideas / Re: [Plugin] MobCatcher
« on: 11 Apr 2012, 16:58:04 »
I like it, this would work well with the new egg+spawner thing, would let us change our spawners whenever we need to.

24
Server Announcements / Re: Latest Update
« on: 11 Apr 2012, 16:47:14 »
So you know what would be a great addition to this? The ability to move our/all spawners. Perhaps only using silk touch, but it would be a great addition.

I would also dispute the given reasons for not permitting hostile mobs, passive mobs give XP as well, and at zero risk. It may not be as fast, but it is reliable. Thus the XP farm reasoning is not really valid. And items farms? Well free food, free wool, free arrows? Whats the difference?

Now I can see other reasons, griefing for one, however a few zombies/skeletons in your house are no big deal, certainly no worse than any other grief. Creepers are no problem, the server already stops damage from them.

However there are some significant plus sides, hostile mobs make a great way to set up defenses around your home/town. Imagine a castle with turrets teaming with skeleton archers. Creepers waiting just within the door, ready to destroy intruders. Blazes in dark corridors burning your enemies to the ground! And the courtyard filled with zombies! Ghasts take to the air, screaming to alert the villagers of the impending attack, all rise to arms and defend the city walls. . .

</over-dramatization>

Anyway, it would be cool. . .

25
Support / Re: Mining etiquette
« on: 9 Apr 2012, 15:11:16 »
However, you can always use log block to check who place (or destroyed) something.

Type:
/lb toolblock

And you will gain a bedrock (you can not build with it, the plugin will not let you) hit things with it/place it (it pops back into the inventory) to see who modified blocks.

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