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Re: PvP World Ideas
Posted: Mon Feb 03, 2014 10:25 pm
by A. Pippenger
So, if I'm understanding this right, you guys are suggesting making a PvP spawn in the center of the bigger /world where people can meet for quick fights? I could get behind that. An arena world that actually looks like an arena could be interesting too. I do like how now you can use water, lava, ladders, and random blocks to aid you in fights, so I'm somewhat attached to the totally natural type of PvP world, but that sounds interesting too. We could rotate arenas/arena spawns every few months, and different people could take turns building PvP areas. I might submit something myself even, it sounds like fun. I am fine with anything that allows both large scale /world activities and PvP. Anything that satisfies those conditions is good.
But Yukar, when you talk about putting a spawn in /world, do you mean THE spawn of the entire server? Like, where people first come on? I think that would confuse noobs and also increase the risk Lone has been talking about of noobs flooding the server now that they can get to nice areas faster. The thing I liked about this server was that it was the closest I'd ever found to pure single player vanilla, so things made sense without having to understand a hundred weird plugins. As long as /world is out of the way it retains this feel, but if people start there it will totally lose the vanilla effect.
Aside from that possible issue I like all these ideas.
Re: PvP World Ideas
Posted: Mon Feb 03, 2014 10:56 pm
by LoneSoldier55
Let's just not become Moocraft.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 12:18 am
by A. Pippenger
Of course not. But that place also has /tp, /home, a bunch of enderchests right at spawn, and free diamond starter tools. I'm just talking about expanding something we already have to its previous size.
I think it would be good if we had people spawn in some fairly inhospitable terrain, like desert or ocean. But as long as noobs don't spawn there the first time they log on, there's a 90% chance that they'll quit the server without even finding /world. How many noobs go to /world for resources now? Not many.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 1:18 am
by LoneSoldier55
A lot of them if you just tell them how to. It's not a question of wether or not they will go, it's a question of when they find out. You just keep saying the same thing over and over.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 2:22 am
by A. Pippenger
Yes, it absolutely is a matter of when they will find out. But what I'm saying is that many will log off forever before then. I didn't type /world for two months when I was a noob because I thought it would kill me like /op. Most people find it a bit faster, but that doesn't mean a good chunk of noobs won't log on, say "OMG y is spawn a greef??!!" and quit forever.
Besides, I think it's kind of weird that you consider things like trees "crutches". You are aware that on single player as the game was designed, trees are usually available right from the beginning? Handouts = tools, beds, chests, and other things that you get automatically. The regular fucking gameworld is not a handout.
If you really want, we could do something like try to put the spawn to /world in the middle of a desert, if you don't think players guilty of joining at a later date than you don't deserve such frivolous luxuries as trees. Or an ocean, or a plain of grass. It could be barren for exactly the same distance as our normal spawn is, making it no different at all from a noob's perspective. You don't seem to grasp that this idea isn't about helping noobs. It's about increasing interaction among regular players. If you think the side effect of making it slightly easier for noobs is so awful, we can find ways around that.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 5:12 am
by LoneSoldier55
The crutch is having perfect, untouched land at your disposal that you can teleport to whenever you want because "dear lord I have to walk a distance to find trees, how ever will I survive". Obviously if you're so stupid not to simply put some time aside to try the command out instead of being scared of it for two months, you need to be checked for retardation. If you want an easy start, go play singleplayer instead of looking for ways to easily get access to materials.
The only way you're going to get interaction, like I will say again, is either putting another world limit up or adding more of these retarded alternate worlds and just dividing everything even more then it already is. It's either pure vanilla anarchy or semi-regulated PvP.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 5:56 am
by A. Pippenger
I don't understand why you keep ignoring key parts of what I'm saying. I wasn't being sarcastic when I said that people could all only warp to 0 0 of /world, and it would be surrounded with desert. I personally don't think noobs getting trees is a big problem, but if you do, then why not just go with that idea? Let me repeat: spawning in /world at 0 0 and being surrounded by desert is functionally no different than the main world spawn. This means my idea doesn't make it any easier for noobs in this case.
The only way you're going to get interaction, like I will say again, is either putting another world limit up or adding more of these retarded alternate worlds and just dividing everything even more then it already is. It's either pure vanilla anarchy or semi-regulated PvP.
Ok, I want the second option. I don't see dividing the players like this as worse than the current situation. Right now everyone lives at hidden coords hundreds of thousands of blocks out, only briefly go to spawn to dick around rather than really interact, and switch between here, /world as it is now, the creative server, and the hardcore server. I don't see it different in a meaningful way if someone is in a different multiworld than me or in the regular world but 300K away from me. At least if they're in a multiworld I can warp there and have a chance of finding them.
What I'm saying is that the "division" of people between multiworlds on a server doesn't matter as much as the geographic division between distant areas in the main world. The way I see it, making some changes to /world solves dire problems of the server in exchange for adding minor problems that we can either solve or aren't a big deal.
Everyone I've asked off of the forums has given a response ranging from very positive to "meh it wasn't actually so great last time" at the absolute worst. Nobody else thinks it will ruin the server the way you do, and you honestly aren't giving very compelling reasons. Why is it so bad if players occasionally leave their 300K bunker to go to /world to hang out with some people they like but don't trust enough to give their top secret coords? That was kinda the point of /world anyway, and it's not being used for that.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 7:58 am
by LoneSoldier55
People will complain that /world is a desert wasteland anyways, and will compel admins to re-generate it.
Again, the punishment of living really far away, is living really far away from anything. Not getting your ass plundered by the next Somolian Butt-Pirate that happens to walk over your base with Xray means living far enough away that people won't put the effort forth to go and find you. If you want social interaction so bad, live nearby spawn. If people aren't at spawn, people don't want to be at spawn, nothing is stopping them.
Don't bandwagon me with "well everyone I talked to said that this is an okay idea and you're wrong" when at the moment it's nothing more then a facade and an attempt to discredit the minority's idea.
If people 300K out want to bitch, moan, and complain that there's nobody around, they can move back to X-Raid land that is 5K within spawn.
Also, /world is hardly being used at all. Literally people just go there to give their buds free shit or tool up on an area that's not completely killed off from years of wear.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 6:54 pm
by Melvin3000
Maybe /world could go to the spawn, but set a map limit for that player? This makes trading, pvp, and interaction with new players possible while not making it any easier for people to find fresh resources.
Re: PvP World Ideas
Posted: Tue Feb 04, 2014 8:40 pm
by morl0ck
There should be more of a reason for being in /world. Maybe some kind of monument to fight over. It could work like this:
+1 point for every 10 minutes you survive in world.
+5 points for killing a player + whatever amount of points they had.
-100% of your points if you die in /world.
+50 points for capturing the monument.
+10 points every 10 minutes you are in control of the monument (and within 50 blocks of it)
At the end of the week, the players with points could "shop" and spend their points on some treasure, or something. I think a goal like this would make /world less pointless and more dangerous, something that a pvp world should be. Sure, people will still use it as their trading ground or whatever, but they'll have a lot more players out for blood.