Moving the spawn

Post various suggestions here, if support is shown for your suggestion a vote will be started
A. Pippenger
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Re: Moving the spawn

Post by A. Pippenger »

LoneSoldier55 wrote:You forget that Minecraft is on the verge of becoming a dead game.

You either get the server you have now, or you're getting a generic 10 year old kiddie donator perks server with build protection and admin favoritism.
Well, no. There is a middle ground. Nobody seriously wants donator perks, build protection, or anything like that, and nobody has suggested that in this thread. All anyone wants here is moving the spawn point, and I don't see how that ruins anything. The old players who are still here will stick around, and it won't really affect them. The server will still be set to hard mode, there will still be almost no plugins, and the mods will still be fair.

The really whiny kids aren't the ones who want trees and dirt, the whiny ones want free diamonds and food. I've seen servers my little brother and his friends play on where you can type /kit 10 times a day and get potions, enderpearls, diamond tools, and all sorts of stuff.

My opinion is that if anyone is good enough to survive on basic vanilla hard mode with normal terrain, they aren't a complete pathetic kid. And believe me, there are people who can't do that. And even after a few weeks, the trees will be gone, then in a few more months the dirt will too. Hopefully we wouldn't need to move spawn again for years, if ever. I think that just a few weeks of fresh terrain will be enough to bring in a new generation of players.

Basically when we talk about what players we want, we're not talking about skill or personality so much as age. When you see someone who can't spell, can't play the game at all, and has terrible interpersonal skills, you might call them a "noob" but what they honestly are is a child. I don't hate children, but when adults and teenagers are trying to relax and have fun, they don't really want a bunch of kids around. That's reasonable. But the thing is, age isn't a binary difference between kid and adult. There's 10 year olds, and they're mostly insufferable. Then there's 12 and 13 year olds, and some of them are ok. Once you get up to 15 and 16 they're often fully competent players, and over that, they're basically the same as adults.

Do we want 10 year olds? Not really. Do we want 13 year olds? No, we don't want those either. But I think we can put up with a few if it means reinvigorating the server. A 13 year old might come on and be a bit of an annoying troll, but they might be able to get along with some 16 year olds and form a team. When that 16 year old is on a team, they have a reason to keep playing. Then once they're a regular, maybe they'll join a better team, or start pvping a lot, or build some really cool stuff. Then maybe they'll bring some other 16 year olds, or some 18 year olds, and the server will get lots of good players.

The kids who are really young and really whiny still won't last here. They'll just quit the first time they starve to death. But some slightly older kids, who are slightly less whiny, they'll probably stick around. And that can be the first step to resurrecting the community.

Clearly my theory isn't proven. It's really more of a hypothesis. Worst case scenario, this idea brings in 10 year olds for a weeks, then they get bored once spawn is trashed, then people get confused about spawn not being 0,0, leading to a slight drop in already abysmal new player rates, and we have to move spawn back. Basically, it might be bad, but it won't make things much worse cause they already suck.

But, best case scenario? I think something like this could bring the old days back for a little while. Minecraft might be past its peak, but it doesn't take that many people to make one enjoyable server. I think just a few more regulars would be enough to make things not feel so dead. If we just have say, 5 more players on every day, that will really change how it feels to play here.

I think Matt's idea is worth a try.

EDIT: spelling
FoSchnizzle
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Re: Moving the spawn

Post by FoSchnizzle »

I don't think moving spawn from 0, 0 is a good idea. I haven't got a real problem with resetting the terrain for the first few hundred blocks around it, however. Get rid of the floating bullshit and the endless crevices, replace it all with some dirt and grass. Then people can plant trees if they want, and we'll see how things progress, but none of this calls for as drastic of a change as moving the spawnpoint.
A. Pippenger
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Re: Moving the spawn

Post by A. Pippenger »

Fo, I don't see how it's particularly drastic. Everyone is so attached to spawn being 0,0, but why is that important?

EDIT: I'd just like to point something out. In real life, I was not born at 0,0, and have never been there. I think it's somewhere in England. I was born at 39N 85W. I currently live at 38N 122W. It has never once bothered me that I did not first arrive on Earth at 0,0. Coordinates are arbitrary numbers. They only seem to matter to us because we're used to them. Freaking out over changing them is like freaking out if they changed coke bottles from red to blue. We're used to it one way, but that's no reason to never change it.

EDIT 2: nevermind 0,0 isn't England. It's some ocean near Africa. Does anyone here happen to live there?

http://www.compassdude.com/i/earth-lat-lon.gif
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LoneSoldier55
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Re: Moving the spawn

Post by LoneSoldier55 »

We're not talking about the fucking earth because the real world doesn't have a spawn point. Stop trying to make strawmen.

The point being we don't need to move spawn anywhere, and it won't attract players if we did. Moving the spawn is not a be-all end-all solution to low population, and low population isn't something you can fix with one idea.
A. Pippenger
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Re: Moving the spawn

Post by A. Pippenger »

It might not fix it entirely, but there's a good chance it would help a lot.

What I'm saying is that everyone is ignoring a good idea because they're attached to a meaningless number.
FoSchnizzle
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Re: Moving the spawn

Post by FoSchnizzle »

It's not meaningless, you ignorant shit. The spawn is universally recognized as 0, 0, it was always 0, 0, and there is no real reason to change it when every single one of your complaints can be fixed with the simple solution of resetting the area arouns 0, 0.
A. Pippenger
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Re: Moving the spawn

Post by A. Pippenger »

Real classy Fo.

You still haven't given any rational reason besides 0,0 being what you're accustomed to. Losing your temper and repeating yourself means you're losing an argument, not winning it.

I guess resetting spawn would be alright too, but I feel like we lose more history that way. Also, a whole fucking lot of people are opposed to it. Lone called me an "OCD cunt" last time he thought I wanted to reset spawn (even though I never even suggested that, he just didn't read my post.)

It's been established multiple times that the hardcore anarchy crowd hates the idea of a spawn reset. I think moving spawn is a decent compromise because it preserves 100% of the history of the old spawn.

Once you get over your attachment to an arbitrary number, you'll realize it's not a bad suggestion.
FoSchnizzle
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Re: Moving the spawn

Post by FoSchnizzle »

Alright, you're doing the exact same thing I am when you repeat the same damn points that have already been countered by none other than myself. If you don't want to lose the history attached to spawn, move the current spawn area to some historic place 30k out that nobody's going to miss, but that people can still visit. If you don't want the current spawn to look the way it is, then fix that instead. There is no reason to move the spawnpoint. It would only make things needlessly complicated and confusing, especially for new players.
A. Pippenger
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Re: Moving the spawn

Post by A. Pippenger »

Yeah, I said I think your idea is alright. Start a suggestion thread for it if you want.

I still prefer Matt's, but maybe yours can get more support. I think either one would be an improvement.

I don't view your idea so much as an argument against this one, it's more its own suggestion. If I gave up on Matt's idea right now, it's not like yours would automatically get through.
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LoneSoldier55
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Re: Moving the spawn

Post by LoneSoldier55 »

The point being why go through all this trouble just to raise the unique player count by three, maybe.
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