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Re: PVP World Takes Away From the Game

Posted: Tue Jan 15, 2013 4:26 pm
by mitte90
but then it get useless for mining and getting other resources.. and will end up used only for pvp'ers and in time all together die, 500 by 500 would be a good middle way i think ( have had 2 random encounters in pvp and im most of the time at bedrock

Re: PVP World Takes Away From the Game

Posted: Tue Jan 15, 2013 7:01 pm
by RevStoningpot
100 is too small i'd say go for a 250 to 500 radius

Re: PVP World Takes Away From the Game

Posted: Tue Jan 15, 2013 9:00 pm
by FoSchnizzleTheSecond
I'm down for 250 radius.

Re: PVP World Takes Away From the Game

Posted: Tue Jan 15, 2013 10:13 pm
by LoneSoldier55
mitte90 wrote:but then it get useless for mining and getting other resources.. and will end up used only for pvp'ers and in time all together die, 500 by 500 would be a good middle way i think ( have had 2 random encounters in pvp and im most of the time at bedrock
I thought the point was for PvP only, not for resource gathering. If it is larger than 100, I would prefer minimal ocean biome as possible.

Re: PVP World Takes Away From the Game

Posted: Wed Jan 16, 2013 1:27 am
by worldruler086
Yeah, hence my "make it a barren wasteland" jab. The pvp world was simply a smaller world for pvp. To all you other cats who don't know why we added it, we had a compromise with the limit on the main map. We'd remove it but replace the "add-on" with a pvp world. The question is what we define a pvp world. Personally, I like the idea of it being an arena with traps, or a barren wasteland. The only resources you should be able to get would be useless shit, like dirt, cobble, and sand.

Re: PVP World Takes Away From the Game

Posted: Wed Jan 16, 2013 1:51 am
by skaterhan1
LoneSoldier55 wrote:I thought the point was for PvP only, not for resource gathering. If it is larger than 100, I would prefer minimal ocean biome as possible.
Who cares about your opinion again? :p

I agree with the very small boundaries, say 1-200 blocks. But like it was said, that is much too small for many people to gather sufficient resources. If you are going to make it smaller, something must be implemented in the world to attract more players..

Re: PVP World Takes Away From the Game

Posted: Wed Jan 16, 2013 1:53 am
by skaterhan1
worldruler086 wrote:Yeah, hence my "make it a barren wasteland" jab. The pvp world was simply a smaller world for pvp. To all you other cats who don't know why we added it, we had a compromise with the limit on the main map. We'd remove it but replace the "add-on" with a pvp world. The question is what we define a pvp world. Personally, I like the idea of it being an arena with traps, or a barren wasteland. The only resources you should be able to get would be useless shit, like dirt, cobble, and sand.
I like this idea a lot, but again, something needs to be added to influence players to go.

Re: PVP World Takes Away From the Game

Posted: Wed Jan 16, 2013 2:47 am
by worldruler086
The incentive for people to go to it is by its very design. We made it so people who want to pvp can just go there instead of fucking around at spawn. If you need an incentive for people to go there, then we need to re-design it to serve another purpose. But then people are going to another world that the main world should be able to supply.

Re: PVP World Takes Away From the Game

Posted: Wed Jan 16, 2013 3:50 am
by RevStoningpot
the point was to increase pvp by getting more players to frequent the same area. So if you make it a world that's only used for pvp then only people wanting pvp will go there. Alienating people is not the way to increase activity. But it seems to be the pvp booster's way "if you're not fighting with me get off the server"

I was thinking that eliminating the saved location, pvp side, would help stir things up. That way if you're going to your favorite pvp world mine you'll have to travel above ground a little each time you warp in. Could also foul up people using a sealed underground vault as a moving van. Since it's not a place for establishing a home there is no need for a saved location

Re: PVP World Takes Away From the Game

Posted: Wed Jan 16, 2013 3:59 am
by LoneSoldier55
RevStoningpot wrote:the point was to increase pvp by getting more players to frequent the same area. So if you make it a world that's only used for pvp then only people wanting pvp will go there. Alienating people is not the way to increase activity. But it seems to be the pvp booster's way "if you're not fighting with me get off the server"

I was thinking that eliminating the saved location, pvp side, would help stir things up. That way if you're going to your favorite pvp world mine you'll have to travel above ground a little each time you warp in. Could also foul up people using a sealed underground vault as a moving van. Since it's not a place for establishing a home there is no need for a saved location
This.

Also @ comment reguarding copypasta of what I posted. Here's how people imagine how I react.
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Everyone knows I'm too busy for that shit anyway.