Noobstown Update: 6.1  (Read 3851 times)

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Foob

Noobstown Update: 6.1
« on: 8 Feb 2015, 03:08:07 »
Hello all,

To celebrate Noobstown V6 turning 1 years old, we're releasing our largest update yet! - This update covers many changes to the Wilderness system which has been requested or feedback to us since the launch. We have hopefully simplified the system and made improvements where necessary. As always with large updates there may be bugs, please do report them and if you have any other suggestions to further improve our systems feel free to make a post!

The Mining, Nether and End have also been reset. Top Voters for January will be released over the next few days!

Wilderness System changes/fixes:
  • Fixed issues with wilderness land saying it is in the process of being purchased when it isn't
  • Fixed issues with leaves decaying in unowned land and thus damaging the natural landscape
  • Fixed issues with sand and other blocks outside of owned land updating on purchase
  • Fixed issues with sleeping in beds in land you don't have rights in
  • Fixed small issue with land regeneration being cancelled in unlikely circumstances
  • Fixed issue with liquids damaging areas on land regeneration leading to incorrectly regenerated land
  • Fixed small issue with safe teleporting when no suitable location could be found
  • Fixed small issue where blocks could be placed against areas which weren't allowed
  • Fixed several small spelling mistakes
  • Fixed issue with /back not working with teleporting to wild homes
  • Fixed problem with being able to breed selected animals with netherwart on land without herding permissions
  • Fixed issue allowing on rare occasions units being placed on the edge of owned land
  • Fixed issue where sometimes users wouldn't be recognised as existing even though they definitely did
  • Fixed problem where TNT could wrongly damage certain entities in the wilderness
  • Fixed problem where TNT minecarts could wrongly damage certain entities in the wilderness
  • Fixed problem where snow sheets could wrongly be placed on certain land
  • Wilderness commands will now auto-complete on tab
  • Added teleport delay for all wilderness commands (which involve teleporting) for non-VIPs
  • Slight change to the land owner message when you move between chunks
  • When teleporting in the Wilderness land the owner of land is now displayed
  • Land will now display how many Nbz short you are when attempting to purchase but unable to afford a chunk
  • When purchasing land it will inform you if you're trying to buy land which isn't connected to existing land
  • Added in the ability to view a map of the ownership of chunks around you, much like in towny. Using the command '/wild chunks map'
  • Added the ability to effectively sell chunks off to your friends. Simply by typing '/wild chunk transfer' it will allow any of your friends to then come and buy the land from you (you will lose all ownership of everything in the chunk) for the price of their next chunk (plus a 50,000Nbz transfer fee) using '/wild chunk buy' as normal. You won't get any money from doing so, but if you wanted to give the land to one of them you can do this. Typing the command again will stop them from being able to buy it, if they haven't already. Upon buying an existing user's land all unit locks and chunk settings are reset, with the new owner being given access by default.
  • Added a new player given rank called "Organisers" who have access to ALL your units by default! These can be controlled using '/wild organiser' and using commands similar to builders: adding, removing and listing etc.
    Please add these at your own risk they will be able to access every single chest etc. you or any of your builders place in the wilderness by default. You can turn off/on these players from accessing an individual unit using the command '/wild unit organisers' when pointing at a unit. You can check if they're able to access a specific unit using '/wild unit info'.
  • Completely removed the '/wild unit type' command and replaced this with the new system below:
    • Introduced new command to toggle builder access to a unit '/wild unit builders'
    • Introduced new command to toggle whether or not a unit is public or not '/wild unit public'
    • Introduced new command to reset the permissions of a unit '/wild unit reset'
    You no longer need to set the type! It is calculated automatically according to who/what you give access!
  • Introduced new command to explicitly deny a player access to a unit '/wild unit deny [name]', this will override any other access rights given.
  • Units placed by a builder (or anyone in a public chunk) will now automatically give the person who places them access rights; so no more placing a unit and then discovering issues with wanting to connect things to it
  • Hoppers can no longer be placed next to units which you don't have access to
  • Editing units by looking at them should now be easier
  • When placing a double chest the permissions set on the original individual chest will now copy over to the newly placed chest (Won't reset permissions like before)
  • Introduced new command to allow people who don't own any land to find an unowned area really quickly '/wild chunks go'
  • Introduced new shorter alternative commands for faster use (the longer forms still work):
    • '/wild home [number]' = '/wild chunks home [number]'
    • '/wild mark' = '/wild chunks mark'
    • '/wild buy' = '/wild chunk buy'
    • '/wild sell' = '/wild chunk sell'
    • '/wild map' = '/wild chunks map'
    • '/wild go' = '/wild chunks go'
  • Made small changes to the price of wilderness land when owning a large area
  • Several commands now have alternative options to make it easier to understand when compared with Towny commands
  • Beacons can now be placed as a decorative item in the wilderness world (they cannot emit any potion effects still though)
  • Updated the way messages are displayed (if you notice any issues with any /wild messages please PM me)
  • Reduced the max price for a single connected chunk from 500,000Nbz to 200,000Nbz
  • Increased the number of separations at the cheaper price (50,000Nbz) from 3 to 7! You can now go and spread your builds out!
  • Reduced the expensive separation fee from 1,000,000Nbz to 500,000Nbz
  • Made all chunk prices cheaper than before!

Mcmmo:
  • Reduced Exp required per Fishing Level
  • Increased EXP per Potion craft
  • Reduced Exp required per Alchemy Level
  • Reduced Exp required per Swords Level
  • Reduced Exp required per Axes Level
  • Reduced Exp required per Archery Level
  • Reduced Archery Damage
  • Significant changes to Repair Mastery & Super Repair
  • Exp per Lilypad increased

Dynamic Spawning:
  • Changes to World Caps
  • Breeded Animals will no longer save for 3 days
  • Increased world animal/mob equalization per user
  • Spawners will now spawn more frequently
« Last Edit: 8 Feb 2015, 03:48:17 by ItsLawrence »

Xavier1964

Re: Noobstown Update: 6.1
« Reply #1 on: 8 Feb 2015, 03:17:29 »
*reads list* lots of wild fixes.

Buut obviously most excited about: Potion XP Increase and Reduced alchemy XP to level.
Reduced needed XP to level fishing is great(can finally start grinding fishing maybe)
Reduced axes XP needed to level, love it, love it.
not sure about the dynamic spawning, will it help or hurt wild home animal farms with these new updates?
(would definitely like an explain on that please)

HarryX11

Re: Noobstown Update: 6.1
« Reply #2 on: 8 Feb 2015, 05:18:46 »
Woo! I noticed today it was V6's birthday. Lots of great things in the update, here's to V6's one year birthday and may there be many more!

mrfloris

Re: Noobstown Update: 6.1
« Reply #3 on: 8 Feb 2015, 05:58:05 »
There it is, a nice celebration for NT v6 growing up to be one year old. Awesomepants. It looks very promising.

Nariaki

Re: Noobstown Update: 6.1
« Reply #4 on: 8 Feb 2015, 11:09:38 »
Thank you for taking the Alchemy suggestion seriously and fixed it, Admins. :) I will grind again! (someday) Looks like a awesome update! Happy Anniversary!!

leigh5556

Re: Noobstown Update: 6.1
« Reply #5 on: 8 Feb 2015, 15:23:48 »
And we are back and so am I

I will be resuming server playing on my backup account SwiftLegacyTG due to a error to remember the name change warning

Long live Noobstown <3

Sloofy

Re: Noobstown Update: 6.1
« Reply #6 on: 8 Feb 2015, 17:29:22 »
WOO! Changes everywhere (ok, I get that its mostly the wilderness but there are a lot of changes o.o)!

gamergirlxo

Re: Noobstown Update: 6.1
« Reply #7 on: 8 Feb 2015, 17:39:10 »
Very cool! Thank you for the update! Happy 1 year anniversary Noobscraft! Here's to another 1 year! :)

pidgeot72

Re: Noobstown Update: 6.1
« Reply #8 on: 8 Feb 2015, 21:04:13 »
i was praying for that :Added Mob Arena

Xavier1964

Re: Noobstown Update: 6.1
« Reply #9 on: 8 Feb 2015, 22:20:41 »
i was praying for that :Added Mob Arena

maybe one day...just not today.
still wishing for MA though.

Gigabyteme1

Re: Noobstown Update: 6.1
« Reply #10 on: 9 Feb 2015, 15:42:07 »
Increased world animal/mob equalization per user


does this mean that if I use my sheep spawn eggs, they are not going to despawn within a week?  Or do we still have that issue.  I dislike spending noobs on spawn eggs just to have them goto waste.

EttaDreamfeather

Re: Noobstown Update: 6.1
« Reply #11 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.

EttaDreamfeather

Re: Noobstown Update: 6.1
« Reply #12 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).
« Last Edit: 15 Feb 2015, 14:04:12 by TwistedLover »

rshuttle1337

Re: Noobstown Update: 6.1
« Reply #13 on: 15 Feb 2015, 18:01:53 »
Woo! xD