Survival Future Planning: Difference between revisions
Jump to navigation
Jump to search
(Undo revision 4611 by Kaldgeronstudios (talk)) |
No edit summary |
||
Line 13: | Line 13: | ||
** Too many creeper nerfers, IMO. Also, it makes anything near the PVE zones around spawn and the road look like swiss cheese, and almost impossible to walk through. [[User:Toastthemost|Toastthemost]] 14:09, 26 March 2011 (CDT) | ** Too many creeper nerfers, IMO. Also, it makes anything near the PVE zones around spawn and the road look like swiss cheese, and almost impossible to walk through. [[User:Toastthemost|Toastthemost]] 14:09, 26 March 2011 (CDT) | ||
== Spawn Ideas == | |||
Here's a basic sketch of a possible spawn for the next survival map: | |||
[http://i.imgur.com/d3kH5.jpg Survival Layout] | |||
Design Concepts: | |||
* Small amount of staff built structures | |||
* Roads leading to map border in each direction | |||
* PvP forest directly outside of pve spawn flagged as nobuild | |||
--[[User:AwakenedPotato|AwakenedPotato]] 17:22, 27 March 2011 (CDT) | |||
** Can we leave the roads off? I think it made it too easy to get to far off bases, and encouraged griefing of structures nearby. More roads would increase this problem. [[User:Toastthemost|Toastthemost]] 00:22, 30 March 2011 (CDT) | |||
** Also, PVP no-build should be quite a decent distance. I would say at least 75 blocks outside of PVE. [[User:Toastthemost|Toastthemost]] 00:22, 30 March 2011 (CDT) | |||
* Make the Spawn small. There is no reason to have lots of buildings or a massive space. Revision 4 was small and good, but maybe even smaller would be better. [[User:Toastthemost|Toastthemost]] 00:22, 30 March 2011 (CDT) | |||
*Spawn Chest House. 1 Small protected chest per user, which can be deleted upon mod discretion for whatever reason (spawn camping, inactivity, etc) [[User:Toastthemost|Toastthemost]] 00:14, 30 March 2011 (CDT) | |||
== Rules Ideas == | |||
Note: this does not mean rules would change. This is the discussion about possibly changing rules for the new map. | |||
* Tolgar's Ideas: | |||
**"1. Large redstone circuits and circuits that don't turn off.We already go after circuits that don't turn off but its not actually listed. Larger mechanisms are not needed because all they do is lag us out as soon as they turn on, sometimes even when they aren't online, as we've found out recently near spawn. I would say its not necessarily bannable unless its a circuit that continually runs with repeaters that goes underground through all visable chunks... lol. But we should reserve the right to remove them without question and leave a warning sign on the site when done." | |||
*** I disagree on the basis that only loaded chunks lag the server. Sure, infinite loop redstone circuits are not necessary, but large circuits are necessary for traps and alarms.[[User:Toastthemost|Toastthemost]] 14:15, 26 March 2011 (CDT) | |||
**"2. Anything automatic that involves cactus that isn't a cacturator (throw items into a pit with a cactus in it, only when you visit it). We had a bedrock to skylimit automatic cactus farm on pve. It was pretty much always loaded so was always calculating. Once we got rid of it, we didn't crash for like the rest of the day lol." | |||
*** I disagree on the basis that only loaded chunks lag the server. Maybe keeping cactus farms away from spawn would help. [[User:Toastthemost|Toastthemost]] 14:15, 26 March 2011 (CDT) |
Revision as of 04:27, 31 May 2011
With each reset of the server, we find new things to refine about how the server is run. The purpose of this page is to collect together all the ideas and issues that come up during the current Survival map in preparation for the next map.
Sign your comments with ~~~~
!
New Ideas
- Have the building area farther out (at least 50 blocks) from the PVE section. This way, there are no ugly patches of spawn chests, and there aren't too many things cluttering spawn.Toastthemost 17:27, 23 March 2011 (CDT)
- Build a chest house in PVE near spawn. This way, people can leave their gear (or get it) if spawn campers are bugging them. Only allow 1 chest (not double chest) per user in the chest "locker room/skyscraper".Toastthemost 17:27, 23 March 2011 (CDT)
- I like this idea. People are going to place spawn chests either way. Lets make it look nice, rather than all random around spawn like it is now. (unsigned comment by 70.225.178.5)
- Turn creeper damage back on! Skuld 00:05, 26 March 2011 (CDT)
- Too many creeper nerfers, IMO. Also, it makes anything near the PVE zones around spawn and the road look like swiss cheese, and almost impossible to walk through. Toastthemost 14:09, 26 March 2011 (CDT)
Spawn Ideas
Here's a basic sketch of a possible spawn for the next survival map: Survival Layout
Design Concepts:
- Small amount of staff built structures
- Roads leading to map border in each direction
- PvP forest directly outside of pve spawn flagged as nobuild
--AwakenedPotato 17:22, 27 March 2011 (CDT)
- Can we leave the roads off? I think it made it too easy to get to far off bases, and encouraged griefing of structures nearby. More roads would increase this problem. Toastthemost 00:22, 30 March 2011 (CDT)
- Also, PVP no-build should be quite a decent distance. I would say at least 75 blocks outside of PVE. Toastthemost 00:22, 30 March 2011 (CDT)
- Make the Spawn small. There is no reason to have lots of buildings or a massive space. Revision 4 was small and good, but maybe even smaller would be better. Toastthemost 00:22, 30 March 2011 (CDT)
- Spawn Chest House. 1 Small protected chest per user, which can be deleted upon mod discretion for whatever reason (spawn camping, inactivity, etc) Toastthemost 00:14, 30 March 2011 (CDT)
Rules Ideas
Note: this does not mean rules would change. This is the discussion about possibly changing rules for the new map.
- Tolgar's Ideas:
- "1. Large redstone circuits and circuits that don't turn off.We already go after circuits that don't turn off but its not actually listed. Larger mechanisms are not needed because all they do is lag us out as soon as they turn on, sometimes even when they aren't online, as we've found out recently near spawn. I would say its not necessarily bannable unless its a circuit that continually runs with repeaters that goes underground through all visable chunks... lol. But we should reserve the right to remove them without question and leave a warning sign on the site when done."
- I disagree on the basis that only loaded chunks lag the server. Sure, infinite loop redstone circuits are not necessary, but large circuits are necessary for traps and alarms.Toastthemost 14:15, 26 March 2011 (CDT)
- "2. Anything automatic that involves cactus that isn't a cacturator (throw items into a pit with a cactus in it, only when you visit it). We had a bedrock to skylimit automatic cactus farm on pve. It was pretty much always loaded so was always calculating. Once we got rid of it, we didn't crash for like the rest of the day lol."
- I disagree on the basis that only loaded chunks lag the server. Maybe keeping cactus farms away from spawn would help. Toastthemost 14:15, 26 March 2011 (CDT)
- "1. Large redstone circuits and circuits that don't turn off.We already go after circuits that don't turn off but its not actually listed. Larger mechanisms are not needed because all they do is lag us out as soon as they turn on, sometimes even when they aren't online, as we've found out recently near spawn. I would say its not necessarily bannable unless its a circuit that continually runs with repeaters that goes underground through all visable chunks... lol. But we should reserve the right to remove them without question and leave a warning sign on the site when done."