• Max No Relax - The Revival [Whitelist]
    920 replies, posted
I'd supply some stuff if your rates weren't fit for a used car salesman
I was actually talking to someone on the server about rates and it was originally gonna be like 2 stacks for a diamond but he insisted it was way too low, and instead suggested like 50 stacks for a diamond. [editline]24th August 2016[/editline] In other words I'm willing to change prices or whatever as long as it gets done because I just can't be bothered.
it's a perfect rate for me. Logging in anytime soon? [editline]24th August 2016[/editline] what the fuck, I went to the nether, the server kicked me out, and when I try to rejoin it says I'm dead.
Just witnessed a bullshit bug death. [t]https://dl.dropboxusercontent.com/u/7333627/pics/Games/MC/MNR/2016-08-24_18.50.20.png[/t] [t]https://dl.dropboxusercontent.com/u/7333627/pics/Games/MC/MNR/2016-08-24_18.50.29.png[/t] Nether portal decided to trap him in the obsidian wall [editline]24th August 2016[/editline] I got your shit in a chest.
[QUOTE=SGTNAPALM;50942125]Just witnessed a bullshit bug death. [t]https://dl.dropboxusercontent.com/u/7333627/pics/Games/MC/MNR/2016-08-24_18.50.20.png[/t] [t]https://dl.dropboxusercontent.com/u/7333627/pics/Games/MC/MNR/2016-08-24_18.50.29.png[/t] Nether portal decided to trap him in the obsidian wall [editline]24th August 2016[/editline] I got your shit in a chest.[/QUOTE] man that sucks. thanks tho'
[QUOTE=SGTNAPALM;50937085]Hey guys, I'm starting a construction project. I'll need some materials. I'm paying a diamond for every 10 stacks of spruce. I'm also paying a diamond for every 10 stacks of sand, doubled if made into glass. I'm also willing to pay for movement of very large quantities of already-mined cobble from an arbitrary location, several double-chests worth, price negotiable. I'm thinking a diamond for every single chest filled.[/QUOTE] I might be able to get on and mine cobble and chop down some spruce this weekend.
[QUOTE=Adeptus;50942487]man that sucks. thanks tho'[/QUOTE] 1 sec, ill hop on an unban you [editline]24th August 2016[/editline] Okay, you are now unbanned and your bank account has been successfully charged. Thanks for playing!
what is the hollow space of the largest floating island (of Laputa) going to be used for? my first thought was to build small houses in it, but that'll probably be a little odd
[QUOTE=cynaraos;50953204]what is the hollow space of the largest floating island (of Laputa) going to be used for? my first thought was to build small houses in it, but that'll probably be a little odd[/QUOTE] Well in the movie it was ominous shiny blue stone crypts and hologram libraries and military shit. There's going to be a glass dome with a forest on the top.
a lake??
also robots [editline]26th August 2016[/editline] minecraft's golems were based off of laputa/castle in the sky's robots
[QUOTE=Ott;50953263]Well in the movie it was ominous shiny blue stone crypts and hologram libraries and military shit. There's going to be a glass dome with a forest on the top.[/QUOTE] ah, I had no idea it was based on something. by the way, I made a tavern out of the house I started building at the end of my very first day [t]http://i.imgur.com/6PoaCwZ.jpg[/t] and here's an album of a few screenshots instead of cluttering the thread [url]http://imgur.com/a/eme3N[/url] (the texture pack I use is Faithful x32)
I've unbanned Nitronik and Bubbee0. If anyone else is still banned please let either myself or Arc know as Prim is currently busy and we lack the ability to see who is banned. HardcoreBanOnDeath (the plugin we use) lacks a mass unban option, or even a way to see who is banned without having root access which neither of us have. We thank you for your patience and keep on dying! :goodjob:
Oops skeleton caused me to fall down while building. If anybody happens to be near Hogfort (east side of spawnville), my stuff should be by the left leg of the statue.
I started a fire that accidentally damaged the house next to mine in TCGN ville I fixed the damage, so in case you see weird shit in your admin logs this is why
Everyone who didn't die today is unbanned, again sorry for the lack of being around. First week is killer, when my scheduele stabilizes I'll be around more.
With the world developed a substantial amount, the challenges a player usually facing being destroyed and the rewards from generated structures being reaped through and through, what are you guys doing for fun? Do you have a goal in mind playing on the server? I've been building a small windmill next to arc's, but as I was doing so, this thought came into my head. I don't see many people playing on the server as much any more, probably because they filled all their demands and felt satisfied enough to quit. The only people here now are the ones who are still trying to build large structures, maybe a few other people sprinkled here and there developing the spawn town a little further. So, this brings a question that I'm curious about: To anyone still reading the thread that doesn't play as much, what kind of elements prevent you from playing that come from the server (not irl, where school is probably happening now and college kiddos are learning)? Personally, my problems come from the environment of the world. I can explain the entire world in a few words: Lots of mountains, lots of plains, lots of taiga, that giant desert in the top left of the dynmap. That's about it. There's only one or two deep oceans, and, from what I know, only one sea monument. Where's the snow-filled land? Where are the (albeit rare) mesas?
[QUOTE=DJswitch;50959344]With the world developed a substantial amount, the challenges a player usually facing being destroyed and the rewards from generated structures being reaped through and through, what are you guys doing for fun? Do you have a goal in mind playing on the server? I've been building a small windmill next to arc's, but as I was doing so, this thought came into my head. I don't see many people playing on the server as much any more, probably because they filled all their demands and felt satisfied enough to quit. The only people here now are the ones who are still trying to build large structures, maybe a few other people sprinkled here and there developing the spawn town a little further. So, this brings a question that I'm curious about: To anyone still reading the thread that doesn't play as much, what kind of elements prevent you from playing that come from the server (not irl, where school is probably happening now and college kiddos are learning)? Personally, my problems come from the environment of the world. I can explain the entire world in a few words: Lots of mountains, lots of plains, lots of taiga, that giant desert in the top left of the dynmap. That's about it. There's only one or two deep oceans, and, from what I know, only one sea monument. Where's the snow-filled land? Where are the (albeit rare) mesas?[/QUOTE] The only thing that's been stopping me is school and just forgetting to play.
There is at least 4 ocean monuments. Kali and I have cleared one in the bottom left of the map which I'm planning to turn into a museum of sorts, we've stripped out another which hadn't generated correctly or had been cleared before (missing lanterns/elder guardians) which is next to Arachni's and Nitronik's house) there is another two I know of but I don't know what their statuses are. If you look on the dynmap at night you can spot them fairly easy, there's on up the left side of the map right by the border in the ocean. In previous incarnations of MNR the real challenges were the bosses and staying alive. Since the combat update surviving has never been easier. Even in standard iron armour you can shrug off creepers, the only threats really come from getting caught at a bad time rather than constant risk of dying. It was this that prompted people to build close together, connect houses with tunnels to get around at night and it was this same cobbled together society that lead to things like poorly lit areas spawning mobs, people working together to take on security roles and then people built grand things for the challenge of it while relying on others to help them. The server started off like this but once the novelty of surviving wore off (there's no perks to surviving a long time any more) and everyone got their diamond armour most people seemed to have dropped off. Honestly Nitronik despite his frequent dying has shown more spirit than most oldies have. I think it might be worth considering giving mcmmo a bash again since that gave perks for not dying and having you stats wipe when you died made you try to avoid it because the subtle perks of mcmmo made you regret dying when you lost them. I can't count how many times I broke axes trying to fell jungle trees in one go.
[QUOTE=ViralHatred;50959715] In previous incarnations of MNR the real challenges were the bosses and staying alive. Since the combat update surviving has never been easier. Even in standard iron armour you can shrug off creepers, the only threats really come from getting caught at a bad time rather than constant risk of dying. It was this that prompted people to build close together, connect houses with tunnels to get around at night and it was this same cobbled together society that lead to things like poorly lit areas spawning mobs, people working together to take on security roles and then people built grand things for the challenge of it while relying on others to help them. The server started off like this but once the novelty of surviving wore off (there's no perks to surviving a long time any more) and everyone got their diamond armour most people seemed to have dropped off. Honestly Nitronik despite his frequent dying has shown more spirit than most oldies have. I think it might be worth considering giving mcmmo a bash again since that gave perks for not dying and having you stats wipe when you died made you try to avoid it because the subtle perks of mcmmo made you regret dying when you lost them. I can't count how many times I broke axes trying to fell jungle trees in one go.[/QUOTE] I was just discussing this with another player on the Server. What kept me coming back was the thrill of being able to actually overcome the challenge and finally survive for more than ten minutes at a time. Thing is, after finally being successful in my intent, I realized this was the end of me : Minecraft endgame makes it extremely hard for a player to die. The day I learned to use a shield I managed to survive a whole week. And right now the prospect is even more grim, with me having my own little comfy fortress of food, riches and diamond armor We need to up the difficulty of this. MCmmo seems like it'd be detrimental, as it gives you perks for surviving - making dying even harder in the long run EDIT: I'd really like to see Terry have a go at a balancing pass to fuck over players a little bit more. The idea was thrown around but never really materialized. Maybe now's a good time?
MCmmo gives perks based on actually doing things though- your skills don't just increase on their own. For example the combat skills won't increase without you actively fighting, acrobatics won't level up without you actually falling, repair is obvious it requires you to repair things- what do you most often repair? Armour, weapons, tools. MCmmo rewards perks for doing things, it's how Sgt. Napalm became the most OP motherfucker on previous versions of MNR. It was also incredibly satisfying watching him die and cry about his fishing skill for three days after and getting annoyed at taking lots of falling damage from even slight falls.
Difficulty in a game with scaling armor will always be hard to balance for new players versus old, seasoned players. Anyone with no armor and has enough knowledge can be just as successful as a person clad in diamond armor. How do you balance difficulty without fucking over the free exploring man and promoting hermit solitude until one receives diamond equipment? I have a few ideas: A monster fighting combo system. +Enemies that hit you apply a slow movement debuff on you for a second or two, making it harder to disengage or run away from being struck by an arrow. This will put immense usefulness into the shield, which allows you to parry attacks to begin with. If you're hit during this timeframe, monsters will start to gain damage stacks on you, leading to... +Enemies gain a damage buff against you for every attack that they land on you whilst afflicted with the debuff. The damage buff scales to a hard cap, but it prevents mindless recklessness with diamond armor whilst still keeping in that protective boundary it provides. This means that for every stack you take, you take increased damage from monster sources. +Being hit by a monster can interrupt drinking/eating. Whilst this buffs splash potions a bit, it makes them more situational. +Monsters take less knockback in general. It's easy to punch away something-- enforce on a player that if they want to knock an enemy a safe distance away, they must use actual force through sprinting. +If you're not at full hunger, you'll receive a attack damage/movement speed penalty for each tick you move down the hunger meter.
[QUOTE=DJswitch;50959930]Difficulty in a game with scaling armor will always be hard to balance for new players versus old, seasoned players. Anyone with no armor and has enough knowledge can be just as successful as a person clad in diamond armor. How do you balance difficulty without fucking over the free exploring man and promoting hermit solitude until one receives diamond equipment? I have a few ideas: A monster fighting combo system. +Enemies that hit you apply a slow movement debuff on you for a second or two, making it harder to disengage or run away from being struck by an arrow. This will put immense usefulness into the shield, which allows you to parry attacks to begin with. If you're hit during this timeframe, monsters will start to gain damage stacks on you, leading to... +Enemies gain a damage buff against you for every attack that they land on you whilst afflicted with the debuff. The damage buff scales to a hard cap, but it prevents mindless recklessness with diamond armor whilst still keeping in that protective boundary it provides. This means that for every stack you take, you take increased damage from monster sources. +Being hit by a monster can interrupt drinking/eating. Whilst this buffs splash potions a bit, it makes them more situational. +Monsters take less knockback in general. It's easy to punch away something-- enforce on a player that if they want to knock an enemy a safe distance away, they must use actual force through sprinting. +If you're not at full hunger, you'll receive a attack damage/movement speed penalty for each tick you move down the hunger meter.[/QUOTE] Most of this can be accomplished by a plugin, but I mean, if players want more of a challenge, you can't compete with a custom developed mod exclusively for the server that does some of those things more efficiently and additionally, with some aesthetic blocks for some more versatility. [editline]27th August 2016[/editline] Though I'm sure most are quite aware I'm very pro "custom mod for MNR to increase difficulty and improve building options." [editline]27th August 2016[/editline] But then again I've also been pro "custom map to ensure a variety of interesting biomes and locales that aren't guaranteed to naturally generate when playing in a limited map size."
I remember we had a radio plugin, that was pretty cool. The citadel was one of the radio stations but I can't remember for the life of me what it was for [editline]27th August 2016[/editline] If we do change the map around, i'd like to keep what is already on the server and just increase the map size a bit and edit in some cool biomes around the existing map. Figure that's a win-win situation for everybody.
Maybe making minerals like diamond way less common would make the game more difficult
[QUOTE=Adeptus;50960333]Maybe making minerals like diamond way less common would make the game more difficult[/QUOTE] It'd just make the process of getting them more tedious. Tedious doesn't equal difficulty in the slightest, but it does affect how long it takes for everyone to get out of their strip mines with full diamond armor.
Can we make lighting way more overpowered and make all skeleton horses spawn skeletons and more horses no matter what?
I feel like there are better ways to increase difficulty. Decreasing diamond rarity increases difficulty by making players go with lower tier armor for longer, but iron with decent enchantments is super easy to come by and is nearly as impenetrable. I'm not a big fan of how common end game gear is, in general, but I think that's more of an issue with how few mid tier gear there is.
I still want to see a server where ore veins are super rare but come in huge packs. People could build towns around veins, and then trade with other towns for theirs. Maybe it ends up being much less exciting but I love the idea of coaltown and steelforge banding together to build a railway between their settlements, and then forming a lynch mob to kill that one player who found a diamond vein and keeps it all to themself.
[QUOTE=Rammlied;50960758]I still want to see a server where ore veins are super rare but come in huge packs. People could build towns around veins, and then trade with other towns for theirs. Maybe it ends up being much less exciting but I love the idea of coaltown and steelforge banding together to build a railway between their settlements, and then forming a lynch mob to kill that one player who found a diamond vein and keeps it all to themself.[/QUOTE] Can be done quite easily, and it's a nice idea for the most part, but because of how communal the server is, once iron is found, it would theoretically be enough for the whole server and everyone shares everything anyway, so it would result in the same issue. Minecraft is too easy for an entire server of people working together to have any issues, even if there is more ore rarity. I had made a Witcher inspired mod that introduced nests that required potions specific to the mob to destroy them, and would continuously produce mobs until destroyed, increasing mob difficulty over time. I feel like mods like that fit well with what MNR is about.
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