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Messages - Darkwings
201
« on: 7 Oct 2013, 18:19:00 »
I'm planning some builds and I'd like to know how redstone will work in the new server. There were delayed pistons before, due to the duplication glitch, and that came after a long time where we had no pistons at all. I wasn't active near the end on V5 so I also don't know the specific quirks and fixes that were implemented here. So, will something like that be there in V6 too? These are the main features I'm interested in: -Pulsating redstone signals (not timers): is there going to be a delay bewtween ticks? -Pistons: is there going to be a delayed activation? -Is short-circuit burnout going to be a thing? I need to know these things in order to figure out how to make the contraptions I'm working on, thanks in advance
202
« on: 6 Oct 2013, 00:30:25 »
Yeah, that's part of the point of this town...to establish a community with a private chat. That's why in my little spiel about it I also invite members of other towns to join the chat, even if they don't join the city
While I understand both yours and Max's point of view, there is a underlying problem there: Moderator are responsible for the whole community, even for private (\msg) chat. At the same time you're asking moderators to not do their job and for special rules that you're supposed to enforce with no entitlement. You could simply use other methods of communication (voice chat for example) that don't rely on the server at all. Anyone going there is on their own. As said, moderators can be reported as everyone else if needed.
203
« on: 4 Oct 2013, 20:02:33 »
that house is maybe +/- 4 Chunks...
I think, and this bring it back in-topic again, that he just needs the surrounding chunks to be empty to make some sort of scenario and avoid other people building too close. That's kinda the reason why I've said that the wilderness could become a dump for giant statues. (a stretch of imagination, but still possible) Building in the towns world requires permissions. Building in wilderness does not. The wilderness could become way less wild than the towns world and the unlucky guy that get there later could have to travel hours to reach a free spot only to find out it's too small and surrounded by giant builds. Nothing remotely similar ever happened before with towns, right? :-|L Mmm, oh wait...
204
« on: 4 Oct 2013, 17:41:54 »
I'd still like to know what Citebafla wants to build in 400 chunks anyway
205
« on: 4 Oct 2013, 17:16:51 »
Im talking about a square, the actual footprint
The actual footprint of 50 chunks is 12800 blocks. (256*50) You also can't make a square with 50 chunks, it was just an estimation of what he needed. Okay so, a chunk is 16 by 16 blocks, you have 50 chunks and we are gonna make a nice square. So 25x25, 25 = 400 blocks long, so you get a square of 400 by 400 blocks
25x25 != 50. 50 isn't even a square number to begin with but the side would be ~7 chunks anyway. I had huge numbers because I thought of a 50 by 50 chunks square (the word "plot" put me off). Same goes for the 400 chunks, I thought of a 400x400 chunks square. So... yeah. Multiplications.
206
« on: 4 Oct 2013, 16:32:51 »
Sorry, I was thinking in terms of a square with a side of that number of chunks and ended up squaring the size twice.
I probably need a coffee XD
I doubt anyone would need 400 (not squared) chunks anyway. That would be already enough for a decent town.
Anyway, Baatus made a valid point: 256 _flat_ blocks (1 chunk) means you need a few stacks of materials. A build isn't just a flat square, so you need more than that.
102400 blocks as a footprint means you need a LOT of materials to complete a build of that size.
So while my initial numbers were wrong you still need more blocks than that unless you're just building a mosaic, easily reaching the Million range >_>
To be honest 50 chunks is a medium sized complex. It's not huge but the villa in those pictures could be built in something like 12, including water.
400 chunks is huge.
I wouldn't embark on such a project without having at least 75% of what I need beforehand. Just saying.
(edited for clarity)
207
« on: 4 Oct 2013, 15:48:17 »
Exactly what they said, 800 isn't much, considering I'm going to need to need about 400 wilderness plots for my own project, which is about 100.000 blocks of land.
Err no. 50 chunks is not 800, it's 800 squared = 640 thousands blocks (not counting vertical space) I doubt you actually need 400 chunks either: 400x16 = 6400. That's a 40960000 surface. Almost 41 Millions blocks. Not 100k. If you count vertical space multiply by the sky limit >_> Anyway there is no static limit. Most probably they will enforce a limit later on to avoid a ghost-town sprawl. I hope the wilderness won't become just a dump for ginormous statues.
208
« on: 3 Oct 2013, 14:15:47 »
V6 probably won't come out until Minecraft 1.7 is released, so they can use the new biomes like the mesa, savanna, birch forest etc. to generate the world. This means they would have to take the time to port the server and its plugins to 1.7.
Waiting for 1.7 would be the safest way, but since there is no ETA on 1.7 (as always with Mojang) it doesn't make a lot of sense. If you start to wait for the next big one, there will be another big one a month later. And then another, etc... you'd be waiting forever. The main problem is with plugins, since even if 1.7 were to come out today the plugins could take another 2 weeks to be updated. With previous versions Bukkit had this problem for months (that's also one the reasons I went inactive). Anyway, there will be customized things in V6 (biome-like stuff) even without 1.7 (that was stated in the trailer) and 1.6.4 fixed existing structures corruption cause by the new world gen when using an older world so... 1.6.4 is the actual best bet at the moment.
209
« on: 2 Oct 2013, 14:50:02 »
I don't mind waiting another week as long as the pre-1.7 fixes are included right from the start.
The latest snapshots had a lot of fixes and bugs compared to previous ones and most of them involved gamebreaking things (from completely corrupted structures to bugged mobs spawning etc)
The redstone update by comparison was a minor one >_>
210
« on: 29 Sep 2013, 20:33:08 »
I'm glad you liked it  (it wasn't technically finished though, the dragon head should have been emerald and I had plans for moving parts but no pistons at the time ._. ) Btw, Dracomere = "dragon pond" or am I missing something?
211
« on: 29 Sep 2013, 15:26:34 »
I'm mainly interested in buildings etc so if there's an Architect spot let me know. In Game Name: Darkwings Timezone: GMT+1 How much towny experience do you have: enoug to manage builds How long have you been on the server: 1 year since activation (discontinued after several months) Are you interested in a market stall: probably not until we figure out how the auctions works
212
« on: 28 Sep 2013, 17:19:57 »
Nah, I meant like if the page itself had the IP. Not if it had a link to another site that had it. Such as I'd seen people post up YT videos with the IP in the descrip as their secret way to spread the IP. Although from what I remember YT videos weren't allowed to be linked due to you can't check every single one for what content might not be appropriate within it.
Youtube channels can have a rating for determining approriate content (single videos too). For common channels the above just translates into a disclaimer but, for monetization purposes, the ads partner can simply stop the monetization if the rating is not respected as part of the contract so uploaders are more likely to respect that. An IP directly in the description is clearly intentional, but the commenting mechanism is easy to exploit to the point that YT was asked to rework it several times and is supposed to be work in progress. Just saying... a determined ad spammer could simply link to a low visualizations video (existing or uploaded for this purpose) and spam the comment section with whatever is needed to be shown. The video itself could be totally neutral in this regard and you wouldn't be able to track the uploader \: There's also fake links (you can find them in basically each single visible enough comment section ever made). (YT is used just as a well known example)
213
« on: 28 Sep 2013, 00:30:47 »
I assume like before you can't post the link if the website you're linking to has the IP of another server on it, since that would count as trying to advertise that server? I remember something like that, or does it only count if it's clear the person was purposely trying to get them to go to the website to look at that IP?
Obvious ad-plastered or server-related pages are obvious, but nothing can prevent YT to put another server's name on the suggested video list. There's plenty of similar cases with other services. When you link, you can't possibly have control on the content unless it's your own page, especially if it's a forum or any place where people could comment. That would be paranoia.
214
« on: 26 Sep 2013, 16:46:50 »
With all the IT people in this thread, can anyone convince my cable company to upgrade our infrastructure? Please? Our latency isn't bad, but the speeds most of you are getting make it seem like we're a decade behind in technology here...
As said, if they don't want to invest money, no one will convince them. Usually companies aim at business zones or generally high density ones. Other than that where there's little competition between companies don't expect any improvement, at all. I've been hearing rumors of cable for 2 decades here. Fiber came last year. It's still just fiber-to-the-node and my WiFi-to-fiber, even with slower nominal speed, is still better and cheaper :| (and I also get VoIP for cheap as a bonus)
215
« on: 24 Sep 2013, 17:27:55 »
 Chicago VS London  Seems to be almost identical 
They're not identical at all, look at the ping. 40 is ok, 100+ much less so. Don't pay too much attention to the Up/Down speed unless they go really low (especially the download). For gaming you'd usually want to stay under 50, the lower the better. If you find yourself over 80-100 constantly you'll perceive some lag and if you plan to do PVP or PVE in any form you'll probably be annoyed. Around 200-250 I start to think if it's worth it and don't bother playing at all in some cases.
216
« on: 23 Sep 2013, 20:22:25 »
As expected due to traversing an ocean, I'll have over ~150ms ping on the new server. UK is around 50. In my own country I have under 20.
217
« on: 21 Sep 2013, 14:45:49 »
That's too bad, I liked doing /sell all so I could speed up my mining trips(on other servers I normally just toss my cobble). Auctioning stacks of cobblestone sounds like it'll be more trouble than it's worth and I'll probably go back to tossing.
Wonder with no /shop where the initial noobz will come from.
That's exactly what they wanted to prevent: having everything at your disposal from the start. I agree that this way it will be more interesting, I just hope that the whole system will be calibrated enough to avoid bad stuff. Relying on the good will of people is never a completely good idea :| The intial noobz will come from your _useful_ resources that you are willing to sell. You'll probably find it easier to specialize in a few things, sell part of them and use the noobz to buy what you lack, keeping an eye on the auctions to see what's the top selling item and what's the least demanded one. TL;DR: It's just like real life.
218
« on: 21 Sep 2013, 00:37:46 »
I think it's a better system because the prices will be much more reasonable and you have a much larger selection to choose from.
About the prices, yes, Fatnoob already said that the prices will be kept under control, preventing going too high or too low depening on what the admins thinks is a fair price. The stock will also be regulated, preventing something to be put for sale if there's too much of that item already, in order to avoid a dropping in price. About the selection... that depends entirely on what people is willing to sell. That means a lot less control from the admins.
219
« on: 20 Sep 2013, 19:59:41 »
Will V6 have a dynamic economy?
I don't know what do you mean by 'dynamic' in this case, but Fatnoob expressed the will to let the players gather resources and trade them by themselves instead of relying on a server shop right from the start. So... yeah I guess that's what you could call dynamic since no server shop -> no fixed prices.
220
« on: 20 Sep 2013, 15:54:21 »
Even with chest shops, they're still player-to-player transactions. Players would only buy useful stuff and avoid the rest. Before, you could sell stacks of seeds and saplings to the server, but no sane player would buy those.
With a dynamic system that reallocates spawn chances based solely on a mobs/players ratio it's easy to pull off a restricted farm in the middle of a populated area, making other farms (even far away) less productive as long as there's less people there. The exploited farm would still get more mobs while not benefitting the entire player base generating those mobs.
This is only valid if the maximum number of mobs available at once isn't enough to satisfy all the active players, hence why I asked about caps.
If a resource (i.e.: wool) becomes abnormally rare due to that, other players server-wide would have problems gathering that resource and the ones power-farming it would sell at extremely high prices.
Of course I'm not talking about regular rare items like diamonds (those can't be farmed anyway) but normally available stuff like ink, bones, wool etc that everybody uses and that depends entirely on mobs drops.
This kind of thing happens all the time, I'm just stating possibilities.
221
« on: 20 Sep 2013, 14:44:22 »
I meant A sheep farm as in for wool. Yeah I got it, and you'd need a decent amount of sheep. That's what I meant with "persistent farm". The dynamic system _should_ prevent cases where you're left with empty farms and also keep spawning mobs even for isolated players at a decent rate. Even if more players = more mobs (mobs that will be shared), that could be exploited by restrcting the access to a farm to enjoy the higher ratio since there's never been any rule about not having restricted areas. Before it wasn't much of problem cause you could sell worthless stacks to the server shop and still make insane amounts of noobz but since (afaik) we'll start without a server shop in V6, this could escalate very fast if not handled correctly.
222
« on: 19 Sep 2013, 22:46:49 »
Yep, it's working fine. Ther counter starts from zero and goes up to the right value.
223
« on: 19 Sep 2013, 17:36:48 »
Oh well, then everything's working as intended I guess.
Those were all the tokens I had XD
224
« on: 19 Sep 2013, 17:22:35 »
Maybe it's just me being blind but under "V6 Tokens" I can no longer see the "estimated tokens due to skills" thing and I currently have 0 tokens.
225
« on: 19 Sep 2013, 17:12:43 »
The issue I see with the Mob system is, what if someone wants to make a sheep farm and have a room full of sheeps, then they log off and it all despawns? How are we subpost to make animal farms if not spawners.
That's another reason to have a minimum number of mobs in the spawn/despawn ratio. Naming a couple to breed them over and over could work, but if everyone were to name mobs the result would be having a ton of mobs and it's not guaranted to work because actual pets/mounts are treated in a completely different way. A grinder (if not constantly used) has a smaller footprint than a permanent farm but it still relies on mobs spawning quickly to work so... yeah it's almost the same thing.
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