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Messages - Debo37

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26
Server Announcements / Re: Towny Changes - The Rank System
« on: 27 Oct 2012, 06:33:05 »
The Mayors do not get reset, just the assistants because their ranks need updating. When the mayor comes online he will simply just change the ranks of his ex-assistants back to assistant or higher. He/she can do this whilst they are offline too, its really simple and nothing to worry about. (Yes, the ex-assistants are still in the town but are just set back to resident)

I think in their case, Cliffside specifically, they're worried that now they are in a state of total limbo. Their mayor, as far as I know, was permabanned, so now no one can control day-to-day maintenance of their town since all of the TAs were reverted to residents. Their situation is likely an exception to the rule though, they need someone appointed as mayor to replace their banned mayor in order for anyone to get back a TA/town management related rank.



As far as the perms in general go though, this is an excellent new system and I'm quite glad you've implemented it! This should really help towns to grow and further themselves in new ways, and I can't wait to start using it!

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Likewise, another great way to make money is via player-created shops. If you type /spawn and go to the right, you will find the global market district. Lots of shops allow players to sell to them, so you can make quite a bit of money collecting blocks and selling them to player shops.

Player shops consist of signs attached to chests - meaning that the block/item being sold or bought has a finite inventory dependent upon the size of the adjacent chest. A typical shop sign will look like this:

Shop Owner's Name
Item Quantity Per Transaction
Buy Price : Sell Price
Item Name

From that sign you can deduce a lot of info. Shop owner's name is the person who owns the chest and shop, so they're the person who your transaction affects - if you buy from the shop, that person gets paid instantly whatever you just spent. Likewise, if you sell to the shop, that person's account gets debited for the amount you just made. Doing /player playername will show you the person in question and allow you to determine if they have enough funds to justify selling to them.

Item quantity per transaction is the number of items/blocks that will be bought or sold each time you transact with the sign. Right clicking a sign allows you to buy that number of items for the specified buy price (if there is one); left clicking a sign allows you to sell that number of items for the specified sell price (if there is one). The item in question is listed on the bottom of the sign - sometimes, however, there are item IDs involved, like Log:1 or Leaves:6. In these cases, the extra number is specifying the type of log or leaf block involved - Log:1, for instance, means a Spruce Log.

Anyhow, there are tons of these shops scattered about the spawn district, where you can sell your wares. Notable places to go for selling your own items are:

  • Duelcon's Emporium
  • Miner_man123456's Shop
  • Seastore
  • Supersourmonkey's Shop
  • TidalMewMew's Shop
  • TwistedLover's Shop

Of course, there are lots of other shops in the spawn district, but most of them only allow you to buy items and not sell items. The shops I listed are pretty close to the entrance of the market district, so they should all be pretty easy to locate. My advice is that you take a look at the items in each one and figure out what sorts of things you want to sell! Some shops are pretty specialized, like TidalMewMew's for instance, whereas others offer wide selections of items. The best way to find out is to explore!

Hope I helped, and I hope to see you selling items to shops in the market district!

And finally, a shameless plug for my shop:
Check out the Seastore when it opens in the coming week, it should be pretty useful if you're looking to make money!

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Towns & Nations / Re: Nation for sale
« on: 25 Oct 2012, 05:43:03 »
Yes, but the towns in the nation are active, and your basically buying it for around 775k, If you were to count the money in the bank, Also changing the price would sorta be a scam don't you think? why should my nation cost least then a new one, your dont have to deposit alot of money into the bank for awhile sence mine already has some.
This is the truth, for any aspiring nation owners they're effectively only paying 775k for a nation versus 850k. A good deal if you ask me. However, that still puts up the barrier of purchasing at 850k - because the player still has to pay that directly to you and then they get ownership of the nation. My advice to you, Zee, would be to sell the nation for 775k up front and just take all the money out of the bank upon the sale - it might be easier for people to understand that way.

Good luck selling it, and I look forward to seeing a new King join the ranks of us nation-owners!

29
Towns & Nations / Re: Trans-town Underground Waterway
« on: 19 Oct 2012, 10:04:23 »
I love the idea of a giant underground waterway between towns, and I think we should definitely go ahead with it in some regards. It would be an epic-sized project for the server, and it would really give us a chance as a community to show what kind of cool stuff we're capable of.

However, I think the design shown is a bit complicated in terms of building, and pretty easily griefable. If we were to actually carry out the building of this sort of tunnel, it would have to be easy for everyone on the server to contribute, and explaining how to build the automated design would ultimately prove infeasible.

That being said, we could certainly come up with an easy-to-build design for this tunnel that could be replicated and extended all across the map. If we used one-block thick still water and maybe a width of five blocks for the canal, boats could be easily guided by players and the two-way issue would be resolved (barring crashes of course!).

30
Noobstown General / Re: Server's Down.. THE GAME!
« on: 15 Sep 2012, 11:26:30 »
I will be doing copious amounts of woodcutting, hopefully raising 40-60k or so in an hour's time.

I'll continue building the seaside condo tower. Do /t spawn seaside and it will be almost straight ahead of you.

...and that money will be spent to facilitate the construction of said condo tower.

31
Suggestions & Ideas / Re: SkyBlock-esque World in Noobstown?
« on: 2 Sep 2012, 14:35:19 »
But lava is disabled globally, isnt it? To prevent griefing, and lots of people would like their own island, will run out of space, and may hit another island which is owned by another person and griefing may start happening with lava!
Considering that lava's only use is for cobblestone generating, it's possible that admins could regulate it heavily if need be. If there are only 5 to 10 towns, I don't think it would be too much trouble to have staff set up 3 or 4 cobble generators in each one.

As far as lava griefing goes though, there isn't a whole lot to grief in the sky aside from one's own town. If the towns are thousands of blocks apart (like I think they should be), the spillover between towns wouldn't be a problem. Within towns though, it certainly could be. I would imagine that each town would be composed of a bunch of floating islands, and each player would get up to 4 plots like in the current Towny configuration. I'd like to think that a savvy town owner would set it up so that any liquids falling off the side of one island wouldn't affect other islands, but you never know! Excellent point though.

32
Suggestions & Ideas / SkyBlock-esque World in Noobstown?
« on: 2 Sep 2012, 10:33:06 »
Hey all. During my time traveling this summer and not having access to the Internet (and therefore not being on Noobstown), I played a lot of single player Minecraft. Fortunately for me, I had downloaded the map SkyBlock, and it was quite the fun diversion. However, now that I'm back online, I had a few very interesting ideas concerning SkyBlock and potential fun that could be had if some of the SkyBlock concepts were integrated into a new world in Noobstown.



For those of you unaware with SkyBlock, the basic concept is that you start the game on a small dirt island, floating in the sky. All of the standard blocks from the world are deleted, save for the small little island you start on. Typically you get a tree, a chest with a water/lava bucket, and various plant seeds. The objective of the survival map is to accomplish a series of challenges - building a cobble generator, building a mob grinder, collecting enough string to craft wool, building a lake for squid to spawn, etc. The underlying principle is that you can build a whole lot of things from nothing - and often final SkyBlock maps are quite impressive indeed.




The Pitch:

I think it would be really cool to have a SkyBlock-style world added to the server for one to two months, as a fun little diversion from the standard modes of play on the server. My proposition is the creation of a world (accessible from the world junction) that is completely cut off economically, MCMMO-wise, etc. from the rest of Noobstown. It would be its own isolated economy, and players' inventories would not carry over.

That being said, I think Towny, MCMMO, BetterShop, ChestShop, and the other plugins that the server uses could be integrated into a SkyBlock-esque world in interesting ways, to create a truly enjoyable play experience that would also be an interesting lesson in economics. Because such a world would have natural scarcity embedded in it, BetterShop could be leveraged to effectively create "exchange rates" between Sky world-obtainable blocks and ones that would otherwise be inaccessible. Towny would be used to encourage players to cooperate to create the best sky cities possible, and ChestShop would allow the players themselves to develop their own economy.

The best practice for doing this, in my opinion, is for Admins/Mods to select 5 to 10 players to "start" the towns that will exist in the world. In principle, these first towns could effectively be "competing" to accomplish some sort of goal or goals established by site staff. I think it would be really cool for the whole Sky World experience to be tied to some sort of significant reward in the main Noobstown - like a 10,000 nbz prize for all residents of the town judged to "win" by the staff at the end of the whole experiment. Even a concept like "coolest town wins" would be a lot of fun.

The world would be laid out like so - there would be a default spawn area, with signs and such explaining the world. This spawn area would be entirely enclosed, so as to prevent players from leaving spawn any other way than joining a town, which they would do by asking over chat (or all towns would be set to open membership). To keep towns' economies initially separated, /spawn would be disabled, as would public /town spawn commands. These initial towns would all be placed quite far away from one another in the world, so as to give them space to grow and to keep them initially isolated from each other. Each town founder would receive a "starter chunk" initially serving as the homeblock of the town - something along the lines of a 16x16x16 dirt cube (with grass on top) and a chest with the materials necessary for starting the game would do nicely. I've put together a quick little list of things that could be included:
  • 10 Water Buckets
  • 10 Lava Buckets
  • 5 Oak Saplings
  • 5 Spruce Saplings
  • 5 Birch Saplings
  • 5 Jungle Saplings
  • 5 Melon Seeds
  • 5 Pumpkin Seeds
  • 5 Sugar Cane
  • 5 Red Mushrooms
  • 5 Brown Mushrooms
  • 5 Cocoa Beans
  • 5 Cactus
  • 64 Sand
  • 64 Soul Sand

From these starting items, much could be created. The natural progress for each island initially would be to get wood, make a cobble generator, begin the process of creating chests/furnaces/etc, then farming. Cobblestone creation would likely become the major economic activity, as it works well to expand the initial island's area. From that point, each town would have to create a mob grinder to collect bones, then use those bones to bonemeal the initial grass and collect seeds to start a wheat farm. From then on, many courses of action could be pursued - collecting string from spiders to make wool, iron from zombies to make armor/tools/more buckets, smelting cobble to build stone/stone brick structures, etc.

In default SkyBlock, the toolset you are given isn't expandable past a certain point. But with BetterShop, we can change that - allowing items like cobble and wood to be sold to the global shop at a fixed rate would allow people to accumulate wealth. They could then potentially spend that wealth on unlimited global shop supplies of things like redstone, rare ores, and otherwise unattainable blocks (glowstone, netherrack, etc.). So, for instance, if cobble could be sold to the global shop for 1 unit of currency, perhaps a diamond could cost something like 3000 units of currency. This balance could be tweaked by the staff to create a fun but challenging economy in which towns become richer through working, and that work manifests itself in cooler and cooler-looking towns. Additionally, finite resources like dirt, sand, and soul sand are needed in infinite quantities for towns to expand - therefore, there should be a set exchange rate in the BetterShop for their purchase.

Now, in addition to the fixed-rate exchange of the global shop, I mentioned earlier that it would be cool to see players using ChestShops. I also mentioned that the towns in the world should be initially isolated from one another. My logic is that eventually, interest will grow among all of the towns to "connect" to each other, both to look at how other towns are developing, and to potentially trade items. I think the whole process of bridge building and adventuring would be really interesting to watch and participate in, and would to a degree imitate the modern process of globalization. Naturally, these floating wilderness roads wouldn't be grief proof, so I could envision all sorts of things happening - towns giving jobs to residents related to maintaining the roads, or even towns severing ties with other towns for whatever reason. I think the incentive of trading plus general curiosity would really lead to some cool things being built - the world itself would be much more impressive if roadbuilding became a central part of town management. Plus, rounding up a group of people to go adventuring throughout the world by way of floating roads would just be too much fun to pass up.


Conclusion:

So, that's my idea in a nutshell. I think the people of Noobstown are quite a creative bunch, and I think doing this for a month or two would really add some spice to the experience on the server, and leave us all with some killer memories. Additionally, there are all kinds of ways that this idea could be expanded - for instance, Admins could conceivably use WorldEdit to act as puzzle masters and create "dungeons" in the middle of the sky wilderness with chests containing rare items to spur exploration. I can see a lot of fun being had. If anyone has other ideas that they want to contribute to the general concept, or wants to give feedback, by all means go ahead. Thanks for taking the time to read this!

33
Noobstown General / Re: What is YOUR noobstown story?
« on: 18 Aug 2012, 01:57:09 »
As is often the case with my Minecraft adventures, a previous server I had played on for months underwent some changes, notably the removal of factions PvP, to which I was hopelessly addicted.

I thus searched for new servers - and just couldn't seem to find a PvP server that was comparable to the one I'd played on prior. So I decided to give economy servers a go, and I sought a well-managed but still somewhat tight-knit Towny server. And I stumbled upon Noobstown.

As I always do when joining a new server, I ran quite a huge distance away from spawn in search of land to settle. I found a pleasant little lagoon surrounded on one side by forest and the other by mountains, and set to work raising the money I needed to start a town. It was $300k Noobz back in those days, which was a monumental task for a complete Noobstown noob. After I analyzed methods of acquiring capital, I came to the conclusion that wheat harvesting was the most efficient option, and I built a massive wheat platform (that still exists to this day) out in the middle of the lagoon.

I soon realized that selling wheat for $2 with the aim of reaching $300,000 wasn't as easy as planned. I recruited my friend and fraternity brother tmccarvel to assist with the monumental undertaking. He assisted, and we hit the grind for about two weeks before we had adequate funds to finance the beginnings of our empire.

We then went exploring for suitable town locations, and decided to be novel by building a town entirely at sea. We found the largest body of water adjacent to the map border, and founded the town of Seaside. Our mission? To build a town with jaw-droppingly massive buildings and a reputation for quality over quantity.

Our first major project was the creation of a massive farm building for the town. Tmccarvel and I (but mostly tmccarvel) slaved over the tower's construction, continuing to raze fields upon fields of wheat to then spend money at Myrf's stone brick store. The amount of material in that tower alone brought tmccarvel and I both onto the "most blocks placed" leaderboard for Noobstown.

From then on, we've played a little less, but we've continued to build in Seaside - and we're proud to say we're the only city-state on the server, as we bought our nationhood with all the profits we raked in from our farm building back in the days when you could sell pumpkins/melons to the server shop.

I know I'll keep playing - though my time commitment varies, Noobstown is definitely the best Minecraft server I've played on. Keep up the good work everyone, you're all awesome and I'm quite glad to be part of such an excellent community.

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If I may be allowed to do so, I would love to set up a town kiosk for Seaside.

Thanks for the update, and I look forward to seeing how things play out!

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