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Messages - Darkwings
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176
« on: 14 Oct 2013, 20:03:07 »
Checkers. As Harry said we have tested and it should work successfully. I think chess would be another cool game to add but that would be much more complicated. Maybe Twister! I'm just kidding lol but imagine how cool that would be! Maybe adding sniping contests with bows would be cool. Like hitting a target from a certain amount of blocks away.
Does that checker game calculate points automatically and restrict the moves to legit ones? (basically: does the redstone prevent you from cheating?) If not, chess isn't really much more complicated, all that is needed is to know the rules for each piece (something that a player is required to know anyway).
177
« on: 14 Oct 2013, 18:23:56 »
If it's available for just 2/3 stones (since it is indeed made of stone), good. If it's available for currency, not good.
That was what I meant. Especially with a VIP shop, if you start adding ways to convert real money into game money right from the start the economy won't even get a chance, the first who'll buy a bunch of such blocks will decide the price.
About the /give command, I wasn't very accurate.
When you create a single player world, you are automatically assigned all administration permissions. If you are an operator in the server not only you can play the game, but you can also decide the rules.
Probably I should have used the term "gameplay" instead of just "game": Creative mode is a game mode within the gameplay, just as Adventure is. Having operator status is unrelated to gameplay (and to game mode as a result).
If you are not granted operator permissions you can't change neither your own or others game mode and you can't use commands, no matter what your current game mode is. No operator => normal player (even in Creative) => no full double slab.
About other hard to find blocks, the novelty of having them in a build would disappear if anyone could just buy them. Building wihtout limitations just for aesthetics belongs to Creative. This last part is unrelated to this block, just my 2 cents on the matter.
178
« on: 14 Oct 2013, 17:39:06 »
I loved herbs and tree cutting due to the server shop. Cutting a small forest with a charged axe move was also fun XD
I guess I'll be training repair and mining/digging will be forced since I need a lot of resources to even start my projects.
Btw, will we be albe to repair and stack enchantment levels with an anvil like in vanilla?
179
« on: 14 Oct 2013, 17:27:46 »
There's a difference bewteen "not available in surivival" and "not available in the game".
That block was introduced more than 1 year ago in the code but it's not accessible in any way in the actual game, not even in creative. You need an editor to do that, just like many other things (stacked entities, attributes, etc).
In the past you could find some of the blocks that you could only obtain in creative mode in the vip shop (sponge, cracked bricks, etc) but this isn't the same case and we don't know what will be accessible in the vip shop (if there will be one).
In my opinion it doesn't make a lot of sense to offer such things in a shop (knowing that it could be directly sold back to other players) if they want to mantain a decent economy.
This would also include stuff like sponge, whose only purpose in V5 was to help building underwater (something that worked only in beta anyway) and became a high-end currency as a result. That's not even close to survival.
If it's not possible to obtain in survival then it shouldn't be in a survival server (shop or not), as simple as that.
180
« on: 13 Oct 2013, 13:40:29 »
So we have cute players here  Entangled automatically wins any contest ever with that picture. Too bad he didn't find any diamond... or did he? ._.
181
« on: 13 Oct 2013, 00:10:21 »
When you edit a profile you can set the version of MC you want to use, the parameter you want and if you want to use snapshots or not. A snapshot is not a finished product, it could be unstable and corrupt your world. You can still load the same world from different profiles that use different versions of MC but the result may vary and that's something that you need to care about if you have important stuff in a world. You can simply create a new profile that uses snapshots and create a test world. When you want to play in normal worlds/servers you can switch back to the standard profile and play. You can just as easily create a backup of a world, rename the copied directory (you'll see that as a description in game) and test whatever you want. Same here! When they put one-way viewing glass in I will be all good 
They're almost there. Try placing 2 blocks/panes of stained glass with 1+ air blocks between them and see the result. It's almost transparent (light is not blocked), but you can't see clearly through both layers. If you place 3 rooms like this: (A)(B)(C) with glass walls, B can see both A and C but A and C can only see B. Enjoy
182
« on: 12 Oct 2013, 17:48:14 »
The stuff I stated wasn't my opinion but the result of tests made by several people that you can find on the web.
Your opinion was that branch mining was at least equivalent to unlimited trading and if one easy way to get money is banned, all of them should be. Those tests shows that they are not equivalent. Most people see villager trading as equivalent to cheating/exploiting. My opinion is that a server shop as the one in V5 is almost the same thing as unlimited trading. The admins felt it was better to remove both trading and the server shop.
Everyone has an opinion, I never tried to take that away from you.
183
« on: 11 Oct 2013, 13:43:32 »
I planning to make old classics like whack-a-mole, a combination guessing game and some aiming based ones. With time and resources something close to a boardgame with dice rolls and events could be on the list. (all the above would be supported by normal redstone, no mods required) While game using mods/editors are fun and easier to get (install, paste the circuit, done) they are quite server intensive and of course they require to be installed on the server itself. I've seen games of tag, gree light red light and such and they can be good, but they involve extensive use of command blocks and wouldn't really work with more than a few players at once. Even if they added those in the event server, you'd need to take turns to play unlike the old Cube event where you "just" need to have no lag. I think Spleef is my least favourite
184
« on: 10 Oct 2013, 21:43:56 »
Installed the snapshot few minutes ago and it's awesome. It's a pity that we still don't have colored lamps (placing one behind a stained glass pane doesn't change much) but finally we have colored glass after years of requests
185
« on: 10 Oct 2013, 21:41:03 »
Let's say it takes 10 hours to get a good villager. It doesn't need to be the perfect one, you just need 2-3 of them.
You can't compare it with 10 hours of branch mining, you need to compare the two on the long run.
After those first 10 hours: The guy mining will need to keep mining cause his diamonds will run out eventually. He also needs the diamonds to craft tools, time to travel and food to keep going.
The guy with the trade setup instead just need to press the farm button, trade, sell to someone else for diamonds and get stacks of those without losing any useful resource in the process AND spending less time than the mining guy.
In the old server I went mining once. When I had the farms I needed I always bought whatever I needed.
After 2-3 months Duelcon was the only one on the server with more money than me (after a while I went inactive) and that was just by abusing MMOskills and no automated farm to quicken the process >_>
186
« on: 10 Oct 2013, 20:00:42 »
It seems that you missed the point where it makes a difference: who would by that much paper? It's not money until you can sell it. No server shop = no easy money.
Then you find a villager. All of a sudden you can convert tons of paper into diamond tools.
You can't compare branch mining (which requires hours and is a tedious task) with 5 minutes of AFKing and a button press.
If you think that 24 papers for 1 emerald is a hard trade then go check how much sugarcane a multilayered farm can yeld and if you still have doubts go search on YT for "minecraft perfect villager" (or any up to date villager trading tutorial).
187
« on: 10 Oct 2013, 17:22:00 »
I dont think you understand what I meant, even if the auction will be injected with items, if people wont buy your traded stuff, then you wont sell it simple?
I understand that and as you said you can't sell stuff that no one would buy. The point is: who wouldn't by a diamond pick for anything that is less valuable than the 3 diamonds you'd normally need to craft it? Farm paper (autofarm to avoid any sort of work) -> trade paper for emeralds -> trade emeralds for picks -> sell pick -> economy broken. Getting paper in the last slot requires time, yes, but it's a finite process (and you could always just get another villager if needed). That's basically what I was doing in the old server with the server shop (wheat+sugarcane+logs = millions noobz). The server shop was basically the same but slightly better: there were fixed prices for everything in the shop but everything NOT in the shop kept going up in price.
188
« on: 10 Oct 2013, 15:20:31 »
you are still limitted to the demand of the items which then again balances it out right...?
Nope, because with unlimited trades you could have an infinite supply of iron/diamond tools and armor that you can get by just farming sugarcane. Since everyone will need tools you could easily sell everything and basically inflate the economy in no time. Admins already stated that the auctions prices and amounts of resources will be kept in check. Fatnoob could just inject small amounts of resources via auctions as well, just to keep it balanced, or set min and max prices for auctions.
189
« on: 10 Oct 2013, 13:07:02 »
Honestly I think vanilla trading should be fine, since it requires alot of trading to get decent items and even to get all trades unlocked you have to trade extreme amounts of emeralds, so yea I see no harm in it and about emeralds, they have no real use except decoration so the price of emeralds shouldnt really matter.
Sadly vanilla trading were never meant to be stable. It would trash any sort of economy. There is literally no limit to the number of trades you could do and you could just trade paper/wheat/chicken to get emeralds to begin with. At that point, once you find a decent amount of villagers (let's say 6-10) you are in a loop that generates infinite items from nothing. Even if you kept findin horrible trades (say, 4 emerald for 1 shear) you could just breed villagers to improve the chances :|
190
« on: 9 Oct 2013, 23:44:14 »
We don't mind people making games and doing gambling but we don't advise players to put their full trust in those methods, as they are not ran by the server nor are 100% scam proof.
I understand the problem with trusting someone else, but I planned to keep games based on hidden chances strictly just for fun (possibly with an entry fee) while giving the possibility to pay and win prizes with other games. A slot machine is based on hidden chances so it can be rigged, but games where winning is determine only by the actions of the player are safe I guess. Examples: An automated guessing game where players guess "green" or "red". They would see the result right away and if they guessed right, they win. There would be no point in "rigging" the machine since players would see they're being cheated as soon as the they'd see the result. Same goes for games that requires timing, aim, and any other skill (jumping puzzles, speed contest, reflexes) can be considered safe too, as long as the rules are clear I guess. Can such games be considered "safe"?
191
« on: 9 Oct 2013, 20:44:10 »
I've managed to find the 18 seconds video on YT that shows the slot machine in action. Other than fireworks going off there's no sign of actually winning something, nor having to pay something to play so... technically that's not gambling. Since I'm planning a few different games I'd like an official answer on the matter
192
« on: 9 Oct 2013, 03:48:57 »
I would say so as long as you don't scam anyone in any way. V6 will include slot machines, so in that sense... Gambling is all good 
I must have missed the part about slot machines... where are those supposed to be?
193
« on: 9 Oct 2013, 03:38:24 »
As the title says, can we make games on the server that involves paying with an item and receiving other items in case of victory?
194
« on: 9 Oct 2013, 03:29:11 »
Thanks for the answer, now I know I won't have to redo everything from scratch. You already answered by saying that there are no delays in signals, anyway by short-circuit burnout I mean a [NOT] gate that feeds from itself:  The result is a fast pulse that ends up deactivating ("burning") the circuit until a section of the circuit is updated. It's been used as a base for the most basic type of timers for a long time since it can be delayed with a repeater to obtain a constant clock signal. Of course I'm not planning to build unmanned clocks or that particular design, it's just a measure of how fast the signal can be updated.
196
« on: 8 Oct 2013, 23:59:00 »
Thanks! These are still just very basic builds to give an idea of what we're going for, things to come might involve more complex builds and redstone stuff to keep people entertained
197
« on: 8 Oct 2013, 14:52:59 »
Bump! Some other buildings and styles you could find in the town: (these are of course concepts and styles, not finished buildings) This could be a market stall, a treasure room or even just a wall decoration:  Purple variant:  Public building:  And this is part of something to be released later on 
198
« on: 8 Oct 2013, 02:51:44 »
There will be dragons. That's all I'm sure of at this stage
199
« on: 8 Oct 2013, 02:47:21 »
Looks good WindowCreeprr!
I won't make anything fancy... I used a Grim Reaper skin for a whole year. I'm still trying to make a decent skin on my own and I'd really love if MC supported long hair by default. As it is, they seem to be glued to one's back no matter what. >_>
200
« on: 8 Oct 2013, 02:41:12 »
I know for a fact the pistons will still be delayed ive asked foob before:/
I was kinda taking that for granted, but that alone isn't really a problem. As long as the delay isn't on the redstone itself but just on the piston activation I'm going to be fine.
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