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Messages - EttaDreamfeather

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26
Support / Re: Am I banned?
« on: 4 Mar 2015, 23:58:18 »
That's definitely not a ban message. That can happen for many reasons, from your firewall not allowing you to connect to your internet being too laggy to connect and the server kicks you.

Yesterday I had that issue until I restarted my computer.

27
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 1 Mar 2015, 02:37:21 »
Now updated as of 2/28/2015!

28
Suggestions & Ideas / Re: auction
« on: 1 Mar 2015, 00:17:54 »
Hehe, I realized after I put the number that it's really high for a pick but didn't care enough to change it. :P

29
Suggestions & Ideas / Re: auction
« on: 28 Feb 2015, 21:59:41 »
I'd think instead of sending the messages ingame it should perhaps send it to you on the forum. That way it doesn't have to connect with the server and it can give you more information than if it sent you a /mail or a /msg.

That way the message could be detailed and specify exactly what the item was since it wouldn't have a character limit, such as

"The Efficiency 4 Unbreaking 2 Fortune 1 Diamond Pick from mrfloris that you bid on was outbid by 32,000Noobz"

30
Suggestions & Ideas / Re: /killall
« on: 27 Feb 2015, 03:57:40 »
To be blunt just because you don't know anyone who keeps livestock in the town world doesn't mean that no one does, it simply means that you have yet to hear about it. Absence of a thing does not mean the nonexistence of a thing, and vice versa.

Onto another note, when would the console be doing this? How often? As soon as it hits cap? No matter what you put it at you will always run into it screwing someone over. What if someone was at a sheep spawner and had just dyed all the sheep that had spawned with lapis and then the console did /killall? A waste of their lapis, and I can assure you if that happened to me I would be more than irritated for such a thing to happen.

Or if someone is in a dark room with wolves they'd just spent a lot of time either breeding or taming at a spawner? Again, all their work would be wasted.

As Duel was saying, I definitely remember when this type of thing happened in V5 and I remember back then not being very happy that it kept happening. I don't think it should be implemented, this should be resolved in a manner that's not this.

Edit:
In addition to be honest it didn't start when spawners were added, it was happening far before that. It's one of the reasons why leather was such a high price, because mobs wouldn't spawn due to the limit being hit. Spawners being added didn't make the issue suddenly occur it simply made it more obvious than was before.

31
Suggestions & Ideas / Re: Sugar Cane in /Shop
« on: 22 Feb 2015, 20:25:50 »
To be blunt I still don't see an issue with it. For it to even be a good source of income for someone to simply stand at their house or constantly be at their house they would need an insanely massive farm for that just ticking away in the background, as well as the chest space even if they did use hoppers. Not to mention sugar cane takes forever to grow, so they're still limited on the growth of sugar cane as to what they can collect.

At my suggestion of 5nbz a stack a person would need 200,000 stacks just to make 1 million noobz. Or 3846 double chests of sugar cane. The amount of effort, time, and work that someone would need to put into making an auto-farm for that is just... ridiculous. It would not be a viable income for anyone to put any amount of money into, to be honest it would seem a pure act of desperation to me because you're not going to make back your investment in all the redstone to create the auto-farm in the first place for a long, long time.

So then, that would take care of any issue with it being automatized, as making it such would give you such a paltry amount of noobs for the time spent and all the time you'd be stuck at home having to keep it running and growing in the background.

Onto the "need" for it. No, I don't particularly have a need for it but it's a commonly known thing that sugarcane is the #1 method of raising herbalism. In other words unless I want to go through the effort of having to constantly replant another produce item like, say, potato or wheat (Which would take time out of gaining levels), just for profit then the only reasonable method of actually raising the skill is sugarcane.

The point isn't to have some cash cow for when someone is grinding their herbalism skill but something so that when they're doing so they at least get even a sliver other than levels out of it. Even 5nbz a stack is something. 1nb a stack I'd even take, at least to get something out of it other than just the levels and having to leave sugar cane everywhere instead of using it for something.

32
Suggestions & Ideas / Sugar Cane in /Shop
« on: 22 Feb 2015, 19:39:38 »
Hello hello, yes... I'm going to be suggesting this again because I feel like this is something that could be needed. To be honest I still don't fully understand why it isn't in the shop to start with, since if I recall the reason was that it could be "easily automatized"? However since logs are placed in the shop and we know that getting logs was super easy before, and still kind of is, this makes less sense when the same logic should be applied to both. (Plus it's kind of a huge money sink to create a sugar cane farm large enough to even automatize? Plus you can do the same for any of the other food items, so the logic kind of breaks since wheat... carrots... potatoes... netherwart... is in the shop.)

So therefore it seems to me the solution is simple, use the same solution for both. Simply add sugar cane to the shop but make it very, very cheap. Even something as simple as 5nbz per stack is a solution, as a dc would only give one 270nbz total. In that amount of time someone would have been able to go out and dig/mine up way more money.

Anything is better than nothing and having to just leave it scattered all over the floor or just /ci it away, it's such a huge waste to be honest. Thanks for looking at this suggestion~

33
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 22 Feb 2015, 19:11:38 »
For me it isn't. Yesterday I spent like... 7 hours doing my fishing and then moved onto my excavation. During the time I was working on excavation I made around 300k. Could have made far more if I had spent the whole time on it but sleep was a thing. :P

34
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 22 Feb 2015, 10:39:36 »
Heh, our bank is just a dump for our money. I don't care to keep anything extra than 1 million and Duel doesn't care to have much money either. :P

35
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 22 Feb 2015, 01:37:56 »
Updated as of 2/21/2015!

36
Suggestions & Ideas / Town Sign Links
« on: 21 Feb 2015, 08:35:17 »
I was wondering if it would be possible to have an application system like towns have for auction chests, however instead of auction chests it would be that the town has a sign placed at their spawn that has a link to the town's thread (Recruitment/information thread/etc).

It would be that when a player does /town spawn [name] they would end up facing this sign that perhaps says like "Check out our town at: Link here". (Perhaps like with the voting link it could be a shortened one that directs to the thread the town wants, so it's easier to type in?) I'm not sure if there's a way to make it so a player could 'hit' or 'place' on a sign so that it pops up the option to open the link or not as the vote does in the chat. That would make it easier though if possible. ;3

This would allow towns to have an easier way to recruit players or let players see what's available in the town, as the town staff could simply direct them to the town spawn and the person could check out the thread, see all the rules and amenities, and get a better idea of the town instead of by what the town staff can place on signs around the spawn.

There could perhaps be a possibility for multiple signs with links? So that a player could click on different links to different posts within the same town thread if they're interested in different things about the town.


37
Support / Re: I've been banned for no reason?
« on: 21 Feb 2015, 01:28:27 »
...Go to the Ban Appeal section? Where you appeal your bans? And follow the section rules?

https://www.noobscraft.com/ban-appeal/  https://www.noobscraft.com/ban-appeal/suspension-appeal-guidelines/

38
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 17 Feb 2015, 00:47:03 »
It also depends what you're spending on. Plots cost like 5,500 for each one to expand the town, if towns are doing expansions that ends up with a lot of money spent towards that. Plus town staff could be using bank money to buy materials to build things within the town/etc.

I'm not sure why more residents would mean more money if you don't have any taxes, it seems to me the only reason that would cause more money is if people were donating more to the bank, or the staff was working harder to put more money into the bank because they might need to use that money for the new members.

39
Server Announcements / Re: Noobstown Update: 6.1
« on: 15 Feb 2015, 14:02:13 »
Okay time to give my feedback on the alchemy changes now that I've tinkered a bit with it for the last ten-twenty minutes.

To be blunt it doesn't look to me like the required xp per alchemy level was reduced at all. Or if it was it was so minuscule that it doesn't even matter or have any major effect on the skill. I've checked and before when I made a post in the Alchemy thread I was level 550 and required 16,770 xp to gain a single level. Now at level 552 I require 16,820 to level, only two levels later. Only 50 xp more than at 550, not really helpful hate to say it. :/

Now onto xp per potion, it was barely increased. Before the increase it was:
Water -> Awkward: 25 per stand
Awkward-> Speed: 50 per stand
Speed->Time Extension: 99 per stand

For a total of 174 per stand.

Now after the increase it's:
Water-> Awkward: 27 per stand (2xp increase)
Awkward->Speed: 55 per stand (5xp increase)
Speed->Time Extension: 110 per stand (11xp increase)

Total of 192 per stand (18xp increase)

Again, to be blunt, not a lot of increase. It's very miniscule for the amount of work that you have to do to even get started with gaining xp.

Things one has to do for Alchemy:
-Load three potions into stand
-Place netherwart into each stand
-Place potion maker in each stand (After potion sloooowly brews)
-Place extender/strength/splash in each stand (After potion sloooowly brews)
-Take potions out of each stand
-Drink and refill each bottle (Sloooow...), or replace entirely new water bottles in (Faster, uses up lots of sand/glass)
-Replace bottles into every stand

So yeah... all that work and at level 552 I require 16,820 xp to level, or 88 brewing stands to get a single level. And it can take me quite a while to go through my 86 brewing stands through aaaaall the steps of loading, unloading, placing materials. It probably still only gets me 1 level for 30 minutes, at which point I could get more than 10 levels in that time for another skill at 552.

Which when you factor in that you're using up lots of glowstone, redstone, netherwart, and potion-making-materials (and potentially glass if you don't care to drink your potions and just /ci them and replace whole new ones) is barely any kind of reward for going through that many materials.

I can understand that alchemy is supposed to be hard to level, but 1 level every 30 minutes for me at 552 is kind of ridiculous to me. That's only 48 levels a day if you're spending all 24 hours of the day doing alchemy (Which no one is going to do).

40
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 15 Feb 2015, 13:17:34 »
Now updated for this week!

41
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 14 Feb 2015, 00:12:30 »
Actually it was updated last week. *Points to post I made* It also says it in the first post on the thread that the latest update was on the 7th, I simply forgot to change the date on one thing there. Tomorrow I'll be updating it as well.

But apparently right now I can't modify the post so there's no way I can change the date to the correct one. *Shrugs*

42
Support / Can't edit post?
« on: 14 Feb 2015, 00:12:23 »
Double edit:
Apparently this has now been fixed... Dunno why there wasn't a reply stating this but oh well.

So I was going to edit one of my posts today because one of the dates on it is wrong, only to see that... there's no option to modify the post anymore? Is this a bug, did the option get moved elsewhere, or are we just not allowed to edit our posts anymore? I'd kind of like to know since I need to modify that first post to keep it up to date every week.



Edit:
But I can edit this one just fine apparently...??


43
You're only technically losing a block's space over items that require being placed on a block that's not in your land. Such as torches, or ladders, or paintings/etc. Because it relies on the block it's being placed on for it to be there, and therefore if that block is broken the item will be broken as well, it can cause a problem. It shouldn't stop you from building actual blocks, so long as you're directly placing them on blocks you own.

Imagine, for instance, that you had an item frame with a very valuable item within it that you placed against a block in the wild. Now your friend comes along, buys that chunk, and happens to break the block which that frame is in. Now your friend can choose to tell you and give you the item..... or keep it and there wouldn't be any real proof of what was in the frame for you to even report them to moderators for.

You can see how it could cause quite a bit of a problem from this point of view.

44
That's been going on for weeks now, to be honest. I think it's a matter of courtesy, really. If someone is saying they're selling/buying/etc you don't go right after them and try to undercut them or 'steal' it from them. Plus it comes across as rather desperate when you do it, and the resulting town 'fights' are kind of... mm... remind me of children on the playground "No it's my turn now!" or "No I want them on my team!".

45
Towns & Nations / Re: Utopia NEW Spawn Building Sneak Peek
« on: 10 Feb 2015, 15:53:23 »
You're not just building your spawn based on one single image, are you...? Because if so I really don't see how you're going to do that, considering this is only the front and kind of side view. There's no back view, no actual side view, and it's really hard to tell quite a lot of the details and how many blocks go where and such. Not to mention there's no view of the inside of the building to see how it's built there either.

To be honest I say good luck if you're just using this image for building purposes because it's going to be insanely hard if you can't go in and personally see all the details... :I

46
Server Announcements / Re: Noobstown Update: 6.1
« on: 9 Feb 2015, 22:08:21 »
Pretty sure it just means that spawning will allow more mobs per person now. So say before each user = 3 mobs can spawn. Now each user = 6 mobs.

Now EVERY mob is immediately subject to despawning mechanics as soon as it's spawned, including egg ones.

47
Suggestions & Ideas / Re: /ignore - Ignore TP as well?
« on: 8 Feb 2015, 22:25:39 »
Yes, I'm just meaning it can be a problem if:

1, there's no staff online. Which means the player either has to simply deal with the spam or be forced to leave the server because their gameplay has been ruined by a persistent spammer.

2, they have a hard time taking screenshots and then have to be able to send the screenshot to staff. This can be made harder when the person is continually spamming and the person being spammed can barely see any of the chat, in other words can barely communicate with the staff member.

So having a way to avoid this while also reporting the player would be optimal, I think.

48
Suggestions & Ideas / /ignore - Ignore TP as well?
« on: 8 Feb 2015, 21:25:39 »
So it's been noted by several people repeatedly that when you use /ignore it pretty much only makes it so that you can't see what the person is posting in the chat. However they're still fully able to send you annoying things such as TP spam or full-out send you a /msg to continue harrasing you if they so wish to. (I forget if the /msg is still possible, will test with Duelcon once he's back from eating.)

Since the whole point of having /ignore is that you don't have to deal with things that are bothering you, at the very least implementing it able to block TP requests from that person would be useful.

Several reasons why TP spam is problematic enough to require this-
  • Users don't have a choice whether they see or don't see the TP request currently
  • TP requests can be sent in a rapid-fire within the boundaries of our command delay
  • The spam can quickly fill up chat and fill your chat history so that all you see is the spam and can no longer effectively communicate with other members
  • Currently there's only two ways to stop TP spam: Either go offline or send a screenshot to a staff member to have them deal with it.
  • If there's no staff on there's really nothing you can do, and in the time it takes to upload screenshots with various software and send it you can easily lose track of a conversation which may have been important (news updates with your town staff, making a deal with someone to sell/buy an item, etc. and in some cases you may have only seen the text and have no way of knowing who said it)

If it would be at all possible to implement this I think it would make things easier, as not everyone enjoys being spammed with TPs. ^^

49
Towns & Nations / Re: Town Statistics [Updated Weekly]
« on: 8 Feb 2015, 04:49:54 »
This is now updated with the latest week!

50
Suggestions & Ideas / Shop - Sellall
« on: 4 Feb 2015, 21:30:53 »
I was wondering if it would be possible to add an option into the shop so that you could simply click and sell all of an item that is in your inventory? I remember being able to do /sellall in V5 and it would sell everything in your inventory to the /shop that was possible, however people probably don't want to sell everything in their inventory often.

Just curious since it can get a little tedious when you're constantly mining having to pause and click the item you're selling off to the /shop 20+ times each inventory full... Especially if you have to do it many times an hour... ^^"

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