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Mr. Green Gaming

Arild_

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Posts posted by Arild_

  1. 1. MC Username: Arild_
    2. Are you willing to help out gather materials and build initial buildings for the spawn area? Is that still necessary? If so, yes
    3. Do you agree to abide by the rules? (see below) Of course
    4. After the whitelist is removed, will you be a contributing community member? (ie. Be active, don't be toxic) I was planning to only play now and then, when I feel like it (due to other games and limited time), but I can contribute if there is a need for it. And no, toxic behavior is not my thing, so no worries there.
    5. What do you plan to do on the survival server in the long run? Build myself a base of operations (Primarily a main building from where I can operate, but multiple buildings, walls, underground areas, towers etc. may be included in the future), and playing around with some redstone to do some practice with electronic-like logic.

  2. It's easy to see that there's a new plugin on the server as chests looks like stone blocks until you get somewhat close to them. Also, serverlag used to be non-existent until I came back from vacation yesterday. Everything lags now, even the chat, and I don't want the situation to become like it was earlier where you could get stuck in a lagspike and die because of it. I've not done any PvP so far today, but even outside PvP the lag is quite noticable. If this is caused by the new anti-xray plugin, I'd prefer to keep the old one and have the server free of lag than having to relive the lag we had some maps ago.

  3. I remember asking about that in the hacker reporting forums once. I don't remember what the response was, but if it was allowed then it must have been in a small scale. Making a big mountain like the one of the property of Demacia or like the one on my base is something entirely different.

  4. Map will reset once Minecraft 1.5 releases, which is next week on Wednesday. The server will remain running the old version until I have a stable Bukkit version for MC 1.5.

    Yay Wednesday!! Bye old map?

     

    We'll have to wait for the plugins to get updated to 1.5, so you'll have to wait at least a few more days for the map reset.

  5. I know I shouldn't participate in this disscusion since I am not involved, so I apologise for that, but if you look closely you can see that Bricanyl jumps a lot to do extra critical damage, and therefore making his attacks deal more than 3 hearts of damage if he gets a crit. I'm not completly sure how the crit damage works and how much is it, but it surely makes you capable of doing more than the 3 hearts of damage an iron sword would normally do.

  6. I'm not sure if it's fixed, but earlier you could glitch through 1 block thick roofs if they had water ontop. Your roof apparently is both covered with water and being one block thick due to the dripping, and you can clearly see the person on the roof trying to break blocks to glitch through. Therefore I assume he's just trying to use that glitch to get through, and if he did get through and the glitch is still working, that's how he did it.

  7. Why won't people leave their bases to fight?

    People are afraid of losing their hard earned armor and swords.

    Want more people to fight?

    Make it easier to cap out armor and swords

    Make it easier to get diamonds

    If it becomes no big deal to lose gear, then why not try fighting that guy you think is too hard to kill, yet never fought him?

    If you remove enchants, then you make it harder to get diamonds, harder to mine faster, harder to swim faster, harder to dig faster etc.

    If you make it harder to get and do things, less people will leave their bases

    We have seen this in the last 2 attempts of brewing island and enchanting island.

    Those maps had a HUGE proportion of peaceful factions.

    making things harder to get isn't the answer.

    Make getting diamonds easier.

    Make getting XP easier.

    Make getting Potions easier.

    The problem with enchanting is not the enchants on tools, but on armor and weapons. If the enchanting on this server is going to get modified, it's likely the weapon and armor enchants that is going to either get removed or nerfed, rather than removing enchanting completly. If we don't touch the enchanting on tools, getting diamonds won't get any harder, and we also won't need to remove/modify the way spawners work because good tools are the only thing you can get from farming xp and spending a lot of extra time on the server. Potions are quite easy to get a lot of without too much effort, and I doubt they'll add the public enchanting and brewing places back again due to their unpopularity. If you want people to get out of their bases and being able to fight anyone, removing the armor and weapon enchants or just strongly nerfing them will make it much quicker for everyone to max out their gear, and therefore increasing the chances for people to actually try to defend themselves instead of just running away or hiding in their bases.

  8. I thought about removing potions, but they provide a lot more gameplay and a genuine reason to head to the nether. If people aren't hiding behind such OP'ed armour combat will be easier and potions won't necessarily help as much as they do now.

    I think the thing to remember is, besides the older players everyone's going to expect a server with full MC features. Removing enchanting is easy and clean - An MOTD can simply cycle saying no armour/weapon enchants. But when you start selectively removing potions it becomes a little trickier. If we were going to remove potions the only way I'd personally want to see it implemented is removing splash potions only. That way maybe people would use their gunpowder for TNT and revert back to using tnt canons instead of enderpearl glitches to gain entry to people's bases.

    On that topic, you can make an extremely effective tnt canon with only 2 blocks. Rangers used the tactic almost exclusively (unless someone really pissed us off) to get entry. Just put two blocks adjacent, light the back one with a torch first and then the second a little after (length of time depending on the distance you want it to travel). Try it out in SP to get your aim and timing right so as not to waste any blocks.

    I can guarantee you 95% of dungeons/spawners are found with x-ray. Especially those that miraculously decide to set up base around 4 spawners in close proximity. You can world edit out a block ID so perhaps replacing them before the map starts would help out a bit too.

    Perhaps remove any and all spawners, but keep all enchants? This would make getting xp much more harder than it is right now. People would automatically have more basic enchants versus high level enchants, as it takes AGES to get level 30 xp without a grinder.

    Nah, people could still get lv 30 without too much work through mining and smelting. It is certaintly slower than afking near some spawners and it'll probably reduce the amount of "god-gear", but not so slow that people won't be able to do it to get a few lv 30 enchants. This is at least how I'm used to do it, and it's not too slow to get to lv 30 if you're branchmining for ores at the same time. Another thing is that blaze rods will get way slower to get without spawners if you were to remove them (I think they can spawn naturally too, but ain't sure about that), but removing the spawners would make blaze rods unecessarily timeconsuming to get imo. Blazes gives twice the experience compared to the normal mobs, so just staying at a blaze spawner and farming blaze rods to get to lv 30 won't take that much time if you were to remove all spawners except the blaze ones. Also, if you're going to use the end to farm xp, there's several ways to kill a lot of endermen in a short amount of time without getting hurt back and without making a grinder, so if we're still going to keep the end public and we were to remove the spawners, that would still be a possible way to get to lv 30 quickly.

  9. Said it before, might as well say it again. What about removing enchantments on armour and weapons?

    That would be great. Potionspamming would still be possible, but removing the good enchants would at least be way better than it is now and make PvPing against big factions possible without afking for hours to get OP enchants. After all, games are supposed to be played, not afked.

    I just realised that removing prot IV would make instant damages OP, since 3 instant damages means an instant death. We really should think this true before adding something which will ruin the game even more, don't get me wrong I would love to see enchants removed, but maybe damage potions should be removed aswell ?

    I was thinking of this myself, and I've been wanting potions like poison II and Insta damage II to get removed for quite some time given that the most powerful enchants gets removed as well. Instant damage does 6 hearts of damage against non-enchanted armor, so it actually takes 2 such potions to kill a player, not 3. If all or at least the most powerful combat enchants gets removed, there's probably other potions that needs to be adjusted/removed as well for balance, like strenght or poison. I've never used full prot III or IV armor before, so those potions (poison II and Harming) have always been a pain in the ass to me when the enemy chooses to use them. I suppose that goes for all other non-god-armor-users too as the usage of such potions doesn't exactly require tactics or skills.

  10. Said it before, might as well say it again. What about removing enchantments on armour and weapons?

    That would be great. Potionspamming would still be possible, but removing the good enchants would at least be way better than it is now and make PvPing against big factions possible without afking for hours to get OP enchants. After all, games are supposed to be played, not afked.

  11. Hey can we move the public end the next map? It's really enoying becusa everyone got enderpearls.

    Aren't you banned?

    He is, but he was banned for xray so he will get unbanned next map.

  12. People got bored of the game.

    I heard alot of people left because the enchantment system made PVP shit and that was what made the server so popular.

    I agree, the current enchantingsystem is redicilous. Just spend some hours more or less afking in the an xpfarm and the armor you get is way too powerful. Doing well in PvP should ideally come from partly gear, partly skills, and not mostly on having the best enchants and potions as it is now. What is the point in fighting if you have to wear out the enemies prot IV armor to kill him because he can just heal up with healing potions or escape with an enderpearl once he finally gets low on health?

  13. Not sure how much it lags the server, but I can recall crashing the server once when I was going to empty my zombiefarm a few maps ago. I walked from the afkroom to the zombieroom, and once I got a couple of blocks away from the zombies that had been gathering for an hour or so, the server crashed. I suppose it's the source of much of the lag as it's the server that keeps track of all the mobs and all the information about them, which demands resources. Some hundred mobs might not affect the server that much, but when you get thousands upon thousands of mobs that the server has to keep track of and deal with 20-30 times a second, that has to demand quite a bit of resources when it gets many enough of them. The tickrate aka lag on the server varies through the day, so could there be any big factors other than the amount of players and present mobs that can be heavily impacting the variation in tickrate/lag?

    Are you sure it wasn't your internet/client? Alot of times your client gets overloaded and it crashes

    It was a while ago so I'm not 100% sure, but I'm pretty sure that I saw on the livemap that the server had crashed.

  14. Not sure how much it lags the server, but I can recall crashing the server once when I was going to empty my zombiefarm a few maps ago. I walked from the afkroom to the zombieroom, and once I got a couple of blocks away from the zombies that had been gathering for an hour or so, the server crashed. I suppose it's the source of much of the lag as it's the server that keeps track of all the mobs and all the information about them, which demands resources. Some hundred mobs might not affect the server that much, but when you get thousands upon thousands of mobs that the server has to keep track of and deal with 20-30 times a second, that has to demand quite a bit of resources when it gets many enough of them. The tickrate aka lag on the server varies through the day, so could there be any big factors other than the amount of players and present mobs that can be heavily impacting the variation in tickrate/lag?

  15. As the invisiblity potion is finally here, I think it needs to get some attention again unless it's already decided that it's going to be removed once the plugins for 1.4 is ready. I got attacked by some guys from Equalists with invisiblity potion earlier today, and I had a hard time fighting back as I couldn't see them. The potionbubbles were visible, but that's not enough to be able to fight them back properly imo as it's still hard to know exactly where they were and to actually hit them. I survived the ambush or whatever you want to call it, but if they had had a high Sharp sword or were spamming potions, it would've been hopeless. Also, hackers using the potion would be impossible to get banned as earlier mentioned as you can neither see the player nor the nameplate. I suppose you could light them on fire to see them or kill them with Harming or poison potion, but then you still have the problem of hackers using it to hide their hacks.

    Video of how it looks to get attacked by invisible players:

    http://youtu.be/CPicevrBx2k

    WELL It was really only a test of the invisibility potions. From what my factionmates told me, they only brought iron swords :P....

    I saw those swords eventually, and it looked a bit ridiculous to be honest :P

    But still, the potential for misuse and considering what it can do to PvP, it should get stopped. It kind of encourages hacking, and that's a big enough problem as it is, at least considering how so many players get accused of hacking for nearly nothing

  16. As the invisiblity potion is finally here, I think it needs to get some attention again unless it's already decided that it's going to be removed once the plugins for 1.4 is ready. I got attacked by some guys from Equalists with invisiblity potion earlier today, and I had a hard time fighting back as I couldn't see them. The potionbubbles were visible, but that's not enough to be able to fight them back properly imo as it's still hard to know exactly where they were and to actually hit them. I survived the ambush or whatever you want to call it, but if they had had a high Sharp sword or were spamming potions, it would've been hopeless. Also, hackers using the potion would be impossible to get banned as earlier mentioned as you can neither see the player nor the nameplate. I suppose you could light them on fire to see them or kill them with Harming or poison potion, but then you still have the problem of hackers using it to hide their hacks.

    Video of how it looks to get attacked by invisible players:

    http://youtu.be/CPicevrBx2k

  17. They used to throw them right in front of their feets right in front of a door, and then they got teleported into the door so that they could walk through it. There might have been other ways to use them too, but that's the way I used to use them.

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