PVE Future Planning

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Revision as of 09:09, 24 March 2011 by Schererererer (talk | contribs)
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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 PVE map in preparation for the next map.

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New Ideas

  • Try bringing back the last PVE map, with the automatic cactus farms removed and mob towers strictly controlled.
  • More ore! The settings MBoffin created that were intended for the current map are actually quite nice to have, but alas the settings were changed back to default settings.
  • Ban automated cactus farms. Cactus grow at a fast rate already and the drops lag the server. They're a luxury that need not exist. Travismaybe 12:09, 23 March 2011 (CDT)
    • Also put in a requirement that mobtowers have an off switch. Just a general "don't leave shit all over the ground" rule. Schererererer 14:58, 23 March 2011 (CDT)
      • I think mobtowers need three features going forward:
        • 1 - Redstone-controlled doors prior to the kill mechanism.
        • 2 - Stone pressure plate controls for the doors, positioned at the collection point. In order to keep the tower running, a player -must- be standing at the collector.
        • 3 - Lava disposal just beyond the collection point, getting rid of any drops that weren't taken.
      • I really like seeing epic-scale farms, and have even planned and built a few myself. However, I don't want to see another map wiped out because we made it unplayable. - Disapproval.
  • Turn off Creeper spawning. Instead, spawn a Creeper somewhere in the world every time a player dies.
  • Let some folk who are interested in creating a new Creeperville know of the location of a Creeper Spawning Block, so they can build a temple around it. 131.151.115.70 13:19, 23 March 2011 (CDT)
    • Dont think there are any such creeper spawners. Schererererer 14:58, 23 March 2011 (CDT)
    • It would be a cool thing to do if there was a creeper spawner mod. It would make finding creeper populated area much easier for the next creeperville that is built by me, Eric922 and possibly Computermatt
      • New creeperville needs a huge creeper statue as centrepiece :) Skuld 17:14, 23 March 2011 (CDT)

Metropolis Planning

  • I'd like to have a single grand city to unify our community and ethos. Something far enough from spawn to evade mass griefing, yet close enough for easy transportation to and fro. One thing that some have expressed interest in is the idea of a homeowners' agreement to prevent the construction of cobble blocks or monoliths. My new suggestion is this with a twist; th city would be divided into districts with architectural themes, ie. residential or financial or monumental, with a well orchestrated city plan. Everything would be planned out before building, and would be like a true city. Those who want nothing to do with this affront to their freedoms can build elsewhere on the map; those who want the social contact of the city but none of the 'hassle' of HOA can live on the outskirts. Honestly, I think this could be handled rationally and well. 15:08, 23 March 2011 (CDT)
    • I would be all for doing this. I have been looking for a big project to work on. Eric922
      • Isn't this already happening with Woodville, Cloudsdale, Cobble etc? Varj
        • The key difference here is the social contract and very careful planning. Schererererer 04:09, 24 March 2011 (CDT)
    • Suggest plotting out a large protection region, say 200x200, with the subregions added as children via 'setparent'. This would facilitate ensuring anyone involved agreed to the 'social contract'. Also, it'd protect against external griefing. Disapproval

Spawn Ideas

I want to see some cool spawn ideas for future maps! (Not just for the next map, but any future maps.)

  • A crashed spaceship in a crater. This would give kind of a cool backstory feel to PVE. :) MBoffin 16:56, 23 March 2011 (CDT)
  • An underwater city spawn. (It'd have to be cleverly built in order to work with the spawning requirements.) MBoffin 16:57, 23 March 2011 (CDT)
  • An old-west town. With dirt roads. (Have to be clever on keeping grass out.) MBoffin 17:01, 23 March 2011 (CDT)
    • Why not just make it on sand? That would be much easier to prevent grass and allows for cacti as well. Travismaybe 18:50, 23 March 2011 (CDT)
  • Cavern spawn! Flowing lava, partially exposed dungeons w/ mob spawners behind glass, exposed ore blocks, lit redstone, mushrooms. Tunnels leading to the surface, and places for underground railways to connect. Protected forest on the surface, fissure all the way down to the spawn cavern to let light in. Skuld 17:03, 23 March 2011 (CDT)
    • This type of thing would be awesome! Even better, what about a massive hollow mountain that goes from bedrock to 128y, with a valley around it. On the outside you could have bridges over this valley-moat, and on the inside you could have massive dwarvish architecture, something like Khazad-dum. Downside would be that it would take a bit of time to make it, but could be done collaboratively, or if you could voxelize a terrain file... Schererererer 04:09, 24 March 2011 (CDT)
  • Puzzle Spawn? By this I mean a spawn that forces new players to read the rules bfore they know the password to a door to get out of the spawn, but existing players can either /home or quickly put the password in too. I can imagine this will be too hard to implement, and I can think of many flaws in it off the top of my head (people who do not speak English for example), but it would be nice! Ooer 22:53, 23 March 2011 (GMT)
  • Aztec/Mayan-style Temple, for that good ol' South American jungle kind of feel. Travismaybe 18:50, 23 March 2011 (CDT)
  • Boat spawn with Mod quarters below deck! Travismaybe 20:26, 23 March 2011 (CDT)