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PvP World Ideas

Posted: Sun Feb 02, 2014 11:30 pm
by A. Pippenger
So I've been following Brentwoodbay's thread (http://simplicitypvp.net/forum/viewtopic.php?f=3&t=2029)about how to bring new people to the server and increase player interaction, and I've started to think that changing /world is the best way to solve these problems. I wanted to discuss the topic on its own thread though, to get more people's opinions.

Basically, my problem with /world is that it is too small to build safely or really do anything besides short PvP fights. I go there often, but only very briefly for fights and trades. I never spend time there, because I will get killed if I hang around and anything I build will be destroyed in two hours. I think that to be a server hub where people meet and work together, /world needs to be much bigger. It needs to be big enough to make semi-permanent underground bases, and even overground bases that might last a week or two. I want it to be like how spawn was before everyone moved 100K out. A genuine meeting place for players on the server.

For this to happen, I think it needs to be about 1K in each direction, but I am certainly willing to hear suggestions on the exact size. For reference, the current /world is 200 blocks in each direction.

The problem with this is that it will make it much more difficult for trades and small duels to happen. To solve this, I propose that we create two separate /worlds. One would be 1K blocks, and the other would be 150 blocks in each direction. This would be a small, constrained world for duels and risky fast trades. It could be called /arena.


This probably wouldn't immediately bring new players to the server, and that's fine. Total noobs couldn't figure out the commands or would die anyway, but experienced players could fill up a world of this size quickly. The server population reaches above 10 fairly often, and I think that's enough to get a world of this size full. Over time it would make the server more exciting and interconnected, making more regulars stick around, and bring up the overall server population in a slow, responsible way.

So to recap, here are my ideas:

1) Make /world 1K blocks in each direction, but otherwise the same.
2) Add a new world called /arena that is 150 blocks in each direction.


Thoughts?

Re: PvP World Ideas

Posted: Sun Feb 02, 2014 11:36 pm
by LoneSoldier55
We were over this before hand and we did have a 1K border in each direction previously. It ended up in people using it to move bases with little risk of losing anything and not having to compromise by leaving items behind. Nope, all you had to do was make a storeroom at bedrock and finish moving within a few days, then move it out. Unless there was an Xrayer, your total time in the PvP world would be around 15 minutes both sides, and you have zero material left behind.

Also, PvP world shouldn't just be for people who think the overworld is just 2 hard. You're making it sound like people who are sick of trying to live in the shitty overworld need a second AND a third world to try in. Why are we so hugbox all of the sudden?

Re: PvP World Ideas

Posted: Sun Feb 02, 2014 11:53 pm
by A. Pippenger
I don't understand either of your points.

1: Why is it such a problem if people use /world to move bases? You can use the current /world to do that, it's just a bit riskier. I guess it's a minor problem, but it doesn't outweigh the benefits in my opinion.

2: When did I ever say that this would make it easier for noobs? My prediction is that noobs couldn't figure out how to get here or survive unless they were reasonably competent and had some resources already anyway. Besides, it takes some intelligence and experience on the server to figure out what /world is and how to go there. Noobs probably wouldn't even try going there at first. I think this would have less noobs overall than a world border (where you're locked in a little box with noobs), or a /spawn command.

When I said on the other thread that noobs wouldn't get killed, I meant this as an alternative to how often they would be killed if we went with my /spawn command idea. It's not intended to make it easier than it currently is. People (such as you, I believe) criticized a /spawn command for these reasons.

Re: PvP World Ideas

Posted: Mon Feb 03, 2014 12:08 am
by LoneSoldier55
The difficulty of moving a base lies within the risk of transporting the materials by yourself. That's been diminished by Enderchests, but with /world you now have no risk and can travel practically unarmed.

"guys where r trees??"
"Do /world. You can also do /arena"
"okey thx"

No, I don't care how newfriends die. I care that it takes everyone zero effort to travel to and from their base to spawn. It makes the server just easy as fuck and no risk involved.

Re: PvP World Ideas

Posted: Mon Feb 03, 2014 12:25 am
by A. Pippenger
When you say it makes the server easy, do you mean in terms of moving, or in terms of noobs surviving? Or both? Whatever, I'll just respond to both.


I don't see what the big deal is if it's slightly easier to move with a new /world. You still have to take a ton of loads of stuff in your inventory, go to /world, find the spot you were last time, and dump it discretely without being attacked. Then you have to hope someone doesn't tunnel into it or X-Ray it while you're moving, then you have to come back and once again discretely find the spot and dig up your stuff. And if it's a bit easier than before, how exactly does that hurt the server? More moving = more new bases, more player interaction, and in general a more active server. How is that bad?


In terms of making it easier for noobs, I guess it sort of does in a way, but not really. This area will be 1K in each direction, visited by tons of people. Imagine how things look 1K around spawn. It won't be that much nicer. And then on top of that imagine all the experienced players running around with potions and enchanted diamond armor, who tend to kill noobs on sight. My guess is that noobs will be pretty scared of living in /world, and will set up bases a few thousand blocks from spawn before going there much. The idiots who don't know how to start a farm will still starve and die.

Re: PvP World Ideas

Posted: Mon Feb 03, 2014 1:11 am
by Elocphant
In my opinion we should have yet another waterworld at a larger scale with small islands dappling the map. No one will just tunnel below the surface to bedrock and place a chest since everything is made of either water and small islands could easily be scrounged below the surface for chests. It would also inspire some player freedom for building ideas and yet still maintain a hardcore feeling since trees would be scarce on islands (maybe 2 per island on average as that's the usual spawn rate) and be hard on noobs. Food would be pretty sparse in supply since mobs generally don't spawn well on islands. If players would want to, they could create intersecting junctions connecting islands together and large scale cobble bridges.

Re: PvP World Ideas

Posted: Mon Feb 03, 2014 7:09 am
by LoneSoldier55
A. Pippenger wrote:When you say it makes the server easy, do you mean in terms of moving, or in terms of noobs surviving? Or both? Whatever, I'll just respond to both.


I don't see what the big deal is if it's slightly easier to move with a new /world. You still have to take a ton of loads of stuff in your inventory, go to /world, find the spot you were last time, and dump it discretely without being attacked. Then you have to hope someone doesn't tunnel into it or X-Ray it while you're moving, then you have to come back and once again discretely find the spot and dig up your stuff. And if it's a bit easier than before, how exactly does that hurt the server? More moving = more new bases, more player interaction, and in general a more active server. How is that bad?


In terms of making it easier for noobs, I guess it sort of does in a way, but not really. This area will be 1K in each direction, visited by tons of people. Imagine how things look 1K around spawn. It won't be that much nicer. And then on top of that imagine all the experienced players running around with potions and enchanted diamond armor, who tend to kill noobs on sight. My guess is that noobs will be pretty scared of living in /world, and will set up bases a few thousand blocks from spawn before going there much. The idiots who don't know how to start a farm will still starve and die.
You're literally retarded.
Unless you're packing something like Eden up, or you spend your time stockpiling chestfulls of Protection IV armor, your total movement shouldn't take more then 4-6 trips on full inventory. The chances of someone tunneling into your storeroom, which will be probably something around 30 cubic meters or less, is astronomical, especially on a map that's 2000 meters squared. And if you want Xray prevention (Which ideally you shouldn't need to worry about because hackers should be taken care of beforehand), you can just take images of what's in the chests, or a video of it, as proof that you had such items. To boot, do this at 3AM Eastern time when nobody is on. More Moving = More people moving further because their stuff is at less of a risk = More destroyed bases because the old base they are moving from is abandoned/destroyed = Less player interaction because people are given the incentive to move further away from spawn to avoid being raided. You're overlooking critical points.

"It does in a way but not really", which translated from "I'm trying to make a point without sounding like the bad guy" to english is "This makes it easier for people". This spawn is from 1.7.3 Beta. No map becomes that destroyed over the course of a night, a week, or even a month. And that destruction is still from high points on the server when the 5K limit was installed. And if you're going to imply that tons of people are going to visit the area, there first needs to be tons of people in the server, which there is not. To add to that, experienced players are either being you, trying to run a country and build things, me, calling people niggers and the like, or sitting at a grinder. And to add, even more of the experienced playerbase are hugboxes that give out free armor and swords to the underlings. So rarely are they going to run into someone in /world. The only thing you need from /world is wood, saplings, some spare string, and crops which people tend to leave lying all over the place. Then you are good to go fish and survive in the normal world now that you have your crutch of free items and wood.

Everyone's so bad at playing this game that they have resorted to administrators adding crutches so they can skip the hard part and left click unarmed people at spawn.

Ectophant:
An Archipelago is what you're trying to build. Whilst this makes the illusion that bases are hard to build, it doesn't stop and actually encourages building bases there. Simply make an entrance point on an island. dig to bedrock or just below the ocean's surface level, then dig horizontally in any direction, plugging the hole behind you with stone and ect. Once you reach a remote part of the ocean, make a base with a single tile water door. You now have an even more undetectable base then previously.

Also, the "large scale cobble bridges" are going to be 1-3 block wide clusterfucks of broken flat water and cobblestone. It won't be pretty.

Re: PvP World Ideas

Posted: Mon Feb 03, 2014 8:56 am
by LGT
I like this idea.

As far as an arena is concerned, I would say that if that idea was going to be implemented, the area would need to be protected so you couldn't break blocks. Then there would be a bit of a different incentive to go there. I was envisioning something like this ...

Image (sorry I don't know how to resize)

In response to Lone's concerns that /world will become a moving van again, since we have implemented random /world teleporting it would take a lot longer to transfer your items now. Plus, traveling to the spot where you stashed your stuff over and over can definitely make it easier for players to follow you and take your stuff. This will be especially true if we keep the /pvplist command.

Anyway, I like the idea of enlarging /world. I had a lot of fun making a little base back when it was bigger. Tons of people visited me as well.

As of right now, I don't think that anyone really uses /world for interaction, aside from the occasional fight.

Re: PvP World Ideas

Posted: Mon Feb 03, 2014 9:01 am
by LoneSoldier55
holy fuck dude.
Just open the image in MS paint and use the resize option.

Re: PvP World Ideas

Posted: Mon Feb 03, 2014 9:07 am
by LGT
You can see what's going on, so no need to get upset.

Do you have anything to add or comment on that is relevant to the post?