Deleted
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Post by Deleted on Apr 2, 2015 17:13:33 GMT
No I haven't mentioned it, I am going to move it to the announcements section probably this weekend. I just wanted to get as much feedback as possible before putting it out there, as well as actually start working out the technical stuffs.
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Post by zorous on Apr 2, 2015 18:18:12 GMT
If there is a way to put colored text on the named items I'd like to do that so nobody can try to commit fraud and name an item in an anvil to claim that they either stole it, or that it hasn't been stolen. It is possible to give colored text to an item, but perhaps an easier way to have that uniqueness would be to have something like a nether star with looting 1, or a lead with power 3. It would be able to be done by ops without much trouble.
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Post by Alex on Apr 2, 2015 18:37:05 GMT
Well like I said before, if you guys have any questions RG and futuregame can help, they're amazing at this stuff.
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deweydopb
NOTHING BAD EVER HAPPENS IN THIS TOWN
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Post by deweydopb on Apr 2, 2015 21:34:25 GMT
So in the original post it says that "If Nation Members are found outside of their Nations Quadrant then they may be attacked at any time". Does this mean that we can go exploring on our own in other quadrants but run the risk of being killed? That is the assumption I was going with.
Also, will there be a poll here or in the public section as to when the start date of this new map should be?
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Post by Streetpossey on Apr 2, 2015 22:25:08 GMT
How about making it Hardcore Mode as well Golden Apples/Potions/Beacons to heal?
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Post by zorous on Apr 3, 2015 0:11:20 GMT
How about making it Hardcore Mode as well Golden Apples/Potions/Beacons to heal? While that would be cool and fun for some of us, you'd be having to deal with PvE just as much as you would PvP, and because you'd be struggling with PvE it would take away from the PvPing (I think it would at least). And the new players would struggle much more.
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Post by ladynarwhal on Apr 3, 2015 1:11:03 GMT
So in the original post it says that "If Nation Members are found outside of their Nations Quadrant then they may be attacked at any time". Does this mean that we can go exploring on our own in other quadrants but run the risk of being killed? That is the assumption I was going with. Hm... Exploring typically also involves gathering resources, which we wouldn't want, since scarcity of certain goods is going to be a factor for some nations. However reconnaissance would still be fun before raids...
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Deleted
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Post by Deleted on Apr 3, 2015 3:23:35 GMT
So in the original post it says that "If Nation Members are found outside of their Nations Quadrant then they may be attacked at any time". Does this mean that we can go exploring on our own in other quadrants but run the risk of being killed? That is the assumption I was going with. Hm... Exploring typically also involves gathering resources, which we wouldn't want, since scarcity of certain goods is going to be a factor for some nations. However reconnaissance would still be fun before raids... One of the attrition effects is going to be mining fatigue IV. I just tested it and breaking blocks with an Efficiency 5 Diamond tool takes 2 minutes and 48 seconds so to take down the a 5 sized Oak tree would take 12 minutes and 20 seconds, and to gather one stack of resources would take 2 hours 37 minutes and 52 seconds. The wiki says "It has no effect on attack speed even though the hands move slower" so the attack animation looks slower but it still hits as normal. So I guess if you want to go into other quadrants to gather resources... have fun... but oh wait, it's against the rules, so don't be a dick and play by the rules. Quadrants will have shops at 0,0 which everyone will help maintain, so there will be a lot more resource gatherers to help contribute to the shops. I think the reason most shops struggle with success is because it's only one person contributing. For example, Dray's condom shop two maps ago was constantly sold out of sand because I bought it for my big build and anytime I saw it I bought all of it. He was only one person gathering resources not to mention all the other stuff he had like gunpowder, potion ingredients, etc. so it was hard for him to keep up with demand levels all by himself. With everyone contributing to the stores they should be able to stay full and it is a great way for players get valuable resources like diamonds especially if you don't like branch mining, so stores will be useful. Other ways of getting the valuables would be through the Tribute system I mentioned... although nobody gave any feedback on it whether it's a good or bad idea it would take away looting during assaults which I think some people would be happy about.
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Bordyr
Subscribed to Lady
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Post by Bordyr on Apr 4, 2015 12:21:00 GMT
In case you're wondering Chris, if I was still owner, this has just about reached the point where I'd be moving it into public announcements too. Enough people are behind this idea that it's most likely going to be successful and fun. Can we also have round of applause for Chris taking the time out to set all of this up?
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Post by Alex on Apr 4, 2015 12:43:32 GMT
I should really be more involved in this. It's a great idea and it'll go great. I think if it's all ready then it should go into announcements, I'll make a separate one talking about a new map poll.
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Post by Alex on Apr 4, 2015 12:43:52 GMT
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Deleted
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Post by Deleted on Apr 4, 2015 13:02:35 GMT
I made a few final tweaks. I added the Tribute section at the bottom with updated figures which may be a bit more balanced since as Nabbsky pointed out, Lapis Ore when mined with Fortune III explodes with Lapis. I also added in the Relics idea associated with the Tribute and where they should be displayed, and how they will be stolen.
Basically what is important to understand is if one Quadrant steals all 3 Relics from the other Quadrants (lets say Blue has all Four of the Relics) then Red attacks Blue. Red is only allowed to take their own Relic back, and must leave all 3 of the other relics. Only 1 Relic may be stolen per Assault, and it can only be either your own Quadrants Relic, or the relic of the Quadrant that you are Assaulting. However in order to steal another Quadrants Relic you must have your own Quadrants Relic in possession at your Capital City.
The reason is so each Quadrant knows who to attack in order to regain their own Relic, and who to Pay in the event that they are unable to regain their Relic before 7 days elapses.
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Post by 2448jman on Apr 5, 2015 1:20:54 GMT
I could build an obsidian wall like 50 blocks tall 20 thick and surrounding my quadrant then our team would be unstoppable and kinda disadvantaged cause we have a giant wall in our way.
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Post by 2448jman on Apr 5, 2015 2:30:45 GMT
I got a few suggestions if I remember them.
1) find a map with stronghold fairly close to spawn then make the radius of the demilitarized zone just outside the end portal. This would ensure no one team would be able to have an unfair advantage if it were to be in their quadrant.
2) Instead of having 4x the farms, the quadrants could have unique farms (well they would have to build them first I think). Quadrant 1 could have guardian and quadrant 2 could have witch. Using enemy farms are not allowed but if quadrant 1 takes the relic from quadrant 2 they get to use the witch farm for X days after the successful attack. This would also solve the problem with what do we pay the team for taking our relic. The more valuable payments/rewards could be saved for events like minigames.
3) the spawn town could involve builds that are event related like minigames, deathgames, town hall, etc.
4) I think each quadrant should have a build in middle of their town that is clearly for the relics. and should have spots for each of the 4 relics. And each quadrant should have the relics stored the same way like item frames or chests to again keep teams as fair as possible.
5) If an event happens and it is 2 or more quadrants vs each other then the quadrant that wins the event should get rewarded for winning the event.
6) say person x has some stuff and it is clearly marked as person x's stuff and person x is not logged on or is afk then anyone raiding person x's quadrant should not be able to take person x's stuff as long as it is marked. If person x is logged on (not afk) or the stuff isn't marked it should be fair game to take whatever the attacker can grab in one load.
7) dont be a jerk by killing an afk person during an attack.
8) maybe 2 random times a week for 30 mins could be free for all looting with relics off limits. So each quadrant could loot any of the other quadrants.
9) teams in a raid should be required to wear matching leather armor. Maybe quad 1 could wear blue and quad 2 could wear red etc.
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Deleted
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Post by Deleted on Apr 5, 2015 3:48:27 GMT
I got a few suggestions if I remember them. 1) find a map with stronghold fairly close to spawn then make the radius of the demilitarized zone just outside the end portal. This would ensure no one team would be able to have an unfair advantage if it were to be in their quadrant. 2) Instead of having 4x the farms, the quadrants could have unique farms (well they would have to build them first I think). Quadrant 1 could have guardian and quadrant 2 could have witch. say using enemy farms are not allowed. If quadrant 1 takes the relic from quadrant 2 they get to use the witch farm for X days after the successful attack. This would also solve the problem with what do we pay the team for taking our relic. 3) an alternate option to the looting stuff during an attack since some people may not like looting is people could only loot farms and the relic 4) the spawn town could involve builds that are event related like minigames, deathgames, town hall, etc. 5) I think each quadrant should have a build in middle of town that is clearly for the relics. and should have spots for each of the 4 relics. And each quadrant should have the relics stored the same way like item frames or chests to again keep teams as fair as possible. 6) If an event happens and it is 2 or more quadrants vs each other then the quadrant that wins the event should get rewarded for winning the event. 7) each persons stuff should be clearly marked with a sign 8) if a raid is occurring only people who are logged on and not afk should be the only ones raided unless it is community quadrant stuff 9) dont be a jerk by killing an afk person during an attack. 1. The End Dragon fight is going to be a group event where everyone is protected by an Administrative Peace Agreement (APA), I'm not sure what you mean how one team would have an advantage over the others. 2. Lady said what I think is the best solution and that would be not to allow grinders, but I know some people only play the game to build automated systems and collect a huge amount of mob drops that nobody could possibly ever use, but hey it's 6 double chests of zombie flesh! Also there isn't really a problem with what to pay a team that took your relic, since the Tribute is listed pretty cleary in the original post. The only alterations that can be made are to replace things with diamond blocks which is intended to help those Quadrants that may not have those other materials like Emeralds or if the team is running low on Iron maybe Diamonds are the better choice. 3. Well, Looting chests is not permitted although the original intention was for it to be allowed I changed it so the only thing that matters during Assaults are taking the Relics or killing enemies and taking their dropped items. The Assault is announced in chat when it is Initiated so if you get caught out with tons of resources or items then that is your own responsibility. The Assault team has to be at Spawn Town in order to Initiate the attack and they have to walk by foot to get to your cities. If you build really close to spawn then you run the risk of getting attacked every single time an Assault happens. 4. The Spawn Town isn't going to be big enough to hold those things. Plus a lot of minigames can be eyesores like King of the Ladder, it's just a big pillar with ladders and Spawn is more focused on being a creative central hub where all four corners have very different build varieties with the goal of creating a nice and hopefully pretty Spawn Town. In the original post I said Spawn town will be to X100 Y100 but I think that may be too big, and it may be scaled down to X50 and y50. I want spawn town to be a medium sized and compact because Spawn Town isn't supposed to be the focus. Each towns Capital City should be the focus so the Spawn Town is going to be rather conservative and efficient. 5. Yes, the Capital City should have a location where Relics are put on display and very easy to find. The point of grabbing the Relics is to keep them on display as Trophy's. Each towns own Relic should be on the largest display of course, and then other towns relics that have been stolen should be displayed nearby. This is going to be up to each towns discretion since their creativity shouldn't be influenced much by the rules, the only thing is that Relics must be placed in a location easy to find and on display. Assaults aren't supposed to be wild goose chases. 6. One of my original thoughts was to have everyone pay a community tax every time they die and I used a swear jar as a reference. In my office every time someone swears they have to put a Quarter in the swear jar. When the swear jar gets full we use the money to buy lunch. Something similar can be done with deaths, every time you die you must put in a certain tax. I'm not sure what the tax would be yet since some people die all the time and others don't so I'm not quite sure how to make it fair. 7. I don't understand this question you have, it seems more like a personal preference than something that should apply to the gamemode entirely, but that is just a guess since your statement is pretty vague, could you elaborate? 8. It's impossible to determine who is or is not AFK. This would only cause problems I believe since we may not be on for every single Assault and may have to check through Chat logs to see what happened during these Assaults. I intend to compile stats and assault history reports to keep these things interesting so the server admins may be filtering through console messages and if someone dies and they did not previously say anything in chat they could just claim they were AFK even if they were completely in the battle with the other team. We would have to take admin action against the accused individual because the log would be impossible to prove if the player were not AFK. To avoid all of this, AFK players are just targets. Going AFK during UHC has risks, and going AFK while participating in Death Games has risks, so going AFK in Quadrants will have similar risks. 9. This is totally in relation to #8 and I agree. At the end of the day we are all friends and this game mode is just supposed to give some variation to the monotony of Vanilla SMP. With that said, if you come across someone during an Assault who you whole heartedly believe is AFK, and they are in a non threatening position, then maybe you should pass him up. Again though, I don't want the admins trying to enforce something like this when we only have access to a chatlog which doesn't provide sufficient evidence. Thanks for the input Jman,
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