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Messages - Darkwings

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226
Foob said we can claim an unlimited number of wildy chunks, but the price (in Noobz?) will probably get steeper as we claim more chunks. So we'll have to use the tokens in the most profitable way possible to expand our territories. I wonder if it's possible to claim 2 or 3 un-connected wildy chunks-- allowing us to mark borders and expand later on.

I'd say that probably might not be the wisest thing to do, someone might not even realize it was a border marking for any number of reasons and still claim within the area. Or they might do it on purpose.

Either way accidents can happen. :P

Quoting directly:

Foob I have a very big question, what is the maximum number of plots per person in the town world and per person in the wilderness world?

Wilderness: Infinity
Town: Infinity

Will towns have to go through you for a process of area selection, to reduce the chance of two towns getting right up on each other?

There will be a separation between two towns by a number of blocks possibly 500?

We still don't know how claiming is implemented and I guess that the ~500 blocks thing will be valid for wilderness too else the wilderness will be comically more crowded than the towns world :P

227
The part about pets is indeed awesome, but I'm worried about the global mobs ratio.

The load on the server needs to be kept under control, but what's the ratio exactly?
What is minimum amount of mobs per 1 player and what is the maximum?

With low ratios, both isolated farms and crowded ones will have the same problem of being too slow to be of any use.

I'm pointing this out because previously (when I was still active) having a mob grinder close to an outpost was almost useless due to the low spawn rate and the sharing.
In the end it was simply faster to go mine coal and sometimes players with higher permissions would just close the door to farm effectively and turning the farm into a private one :[
(this could happen a lot more due to the mechanics of the new system).

And that's about the XP alone. For items it was worse (I.E.: bonemeal).

228
Server Announcements / Re: Towns, Nations and Outposts
« on: 18 Sep 2013, 14:49:10 »
On a slight tangent, will neutral and hostile mobs grinders be allowed?
Not just the spawners available in the server shop (as V5) but also the standard dark room spawners.

I.E.:
Buying wilderness chunks, is there any problem with creating a spawn room for an exp grinder?
Or is there a system to prevent such things (like a lowered spawn cap)?

Same goes for breeding, since I know there was a tight limit when I last played here.

229
Server Announcements / Re: Towns, Nations and Outposts
« on: 17 Sep 2013, 22:47:07 »
The whole aim was to provide more support for towns to grow and prosper without holding them back, towns are a big part of our community and bring people closer.

Yeah, I mean that the 'collateral effect' of incentivizing (if they want extra money, that is) mayors to actually make the towns feel alive seems a way better thing than just "now we can buy a whole lot of plots cause we'll never regret it, ever".
Even the smallest town could be cool to stay in if there's actually something to do instead of just chatting :P

230
Server Announcements / Re: Towns, Nations and Outposts
« on: 17 Sep 2013, 19:36:06 »

Towns will longer be taxed, however Mayor may choose to still Tax their residents. The main reason for this change is to avoid Towns being robbed and turned into ruins as a result.
(of course you meant "will no longer be taxed")

This is especially good.
Taking away taxes leaves more competition on town management and should result in probably less numerous but better looking and functional towns.

If a mayor asks for taxes then the town should provide services in return and maybe even organize town activities (games, builds, etc) to keep citizens interested, something that I think was really underrated.

231
Server Announcements / Re: 6.0 Preparation
« on: 16 Sep 2013, 16:22:38 »
Do you think it would be possible to summarize all the features of v6, rewards, tokens, etc in 1 post so that we dont have to go through the 5,6,7 plus posts.

+1

Those threads aren't even all in the same subforum and the search function doesn't really help due to all the V6 topics being created.

I.E. : I saw no ETA on V6 release before this one and didn't know there would be a delay between V5 and V6 at all.

232
Server Announcements / Re: V6 Token Program
« on: 14 Sep 2013, 15:27:45 »
1 Power level= 2 tokens And Noobz get reset also.

That was already clear, my doubt was about being eligible for those tokens even after being flagged as inactive.
Since my membership, noobz and inventory are still there after so long I guess I am but I could be wrong.

233
Server Announcements / Re: V6 Token Program
« on: 14 Sep 2013, 13:39:08 »
Hey, I came back here after a long time and I've read about the V6 so... will I receive V6 tokens based on my skill levels?

I have quite a bit of those and my profile page states the amount of token they're equal to.
I also still have a million noobs but I'm fine with the reset.

I probably won't be able to invest a lot of time right now so having a jumpstart is going to be the dealbreaker for me given the time I already spent here :/

Btw, I'm happy to see that my old home is now Dragonfire's Staff farm (and basically it was left untouched except for decorations) :P

234
Noobstown General / Re: How did you find us?
« on: 23 Aug 2012, 23:56:18 »
I never played online much before (let alone getting into any community), then I got bored (again) of building in singleplayer and since I knew there was some sites having lists of good server I've searched on Google for a particula site hosting a list of good mc servers (not saying the url in case it's against the rules) and found a couple of servers I liked.

Eventually I choosed this one mainly because most others were heavily based on pvp (that I don't really care about) , rp (that I don't really have time for, even if I'd like to rp) or were so full of addons that I barely could say that was playing MC anymore.

So I'm here :D

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