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    posted a message on Invasion mod server
    Looking to join a fun invasion mod multiplayer game. Something good for a first timer to multiplayer. Preferably a server where teamwork is encouraged and mature players are many.

    kagerou313
    Posted in: Server Recruitment
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    posted a message on Capture the Testificate
    I had an idea for a server... a sort of simple capture the flag kind of multiplayer map. Understanding that testificates have rather low health, it would be hard to 'capture' a testificate. It would likely die in the process, so I came up with a slightly different idea.

    If anyone is running this type of map, I'd love to join. If anyone is interested in running this kind of map, that would be nice too. Ultimately, I'd love to create this kind of map as well. Contact me if you like this idea.
    So with haste-----

    A few things about this game
    The game is by design a long game. It cannot be won in an hour, and it probably won't be easy with less than 8 players. However, anything is possible,


    The Objective

    This kind of map would support two teams of 3 to 12 (6 to 24) people. The objective is for the opposing team to kill the other teams testificates. Rules about killing testificates and other players will be noted further. The teams that kills the opposing teams testificates wins.
    At the start of the match, each team gets a number of villages to occupy relative to how many people play and log in. Each team will be colored (red, blue, cocoa, lime, makes no difference to me), and will reside in an equal number of testificate villages. Each village will have a flag on the top (three blocks of colored wool) that are the color of their team, and each village will contain 1/2 a chest full of their colored wool blocks. Testificate houses can be updated. Walls can be built around villages, and any other protection measures are acceptable and encouraged.

    Basic Rules of the game

    Mode Difficulty - The difficult can be set on easy, normal, or hard, depending on how many players are in the game. A small game (no more than 8 players) can be set on easy, normal or hard, and a medium or large game can be set on normal or hard.

    Moderators - Thinking about this. A moderator will decide what seed to use, and will evenly distribute any loot from blacksmith chests to each team. If diamonds, obsidian, or other potent valuables are found, they will be evenly distributed, and the remainder will be hidden in a secret chest somewhere.

    A Few Basic Rules - More on this later, but teleporting will not be allowed, except by moderators who send people to their respective teams and villages at the start of the game.

    THREE DAY CYCLE - Each time is given two days to gather resources and one day to fight defend or sabotage their opposing villages. Basically, everything operates on a three day cycle, with the first two days being devoted for mining and the third day for attacking. The fourth day reverts back to resource gathering and repeats the cycle. Players can battle along a 'line of demarcation' on any day, but cannot venture into enemy territory unless it is a battle day.

    DAY - Players are allowed to gather resources and build structures on their villages and in their territory. They may venture into the line of demarkation and fight, but this may be a critical waste of time. Players are not allowed to venture into enemy territory.

    Night - Players are required to return to their respective villages, and controlled villages (with flags on them) cannot be left unoccupied at night. If a team has more than one village, then a minimum of two players must reside in each village. Therefore, each village must have beds and each player must have their beds in their village. Players must protect their villages from zombies, and cannot let their villages succumb to the forces of the night. Because of this, players are recommended to sleep on the first night to avoid any zombie carnage. A careful reminder: If each team controls two villages and only one person is awake, all four villages are at risk for attack. An empty testificate village is a failed village, and must be resettled. If a village becomes failed, all flags must be taken off, and players must retreat to another village (abandoning it). Players are required to sleep on the second night. If both teams sleep within a minute, nothing happens, but if a player on any one team is late to sleep for over a minute, the opposing team gets initiative. If a player on both teams are unable to sleep, then no initiative will be granted (but good luck clearing out the zombies).



    Battle Day - At dawn on the third day, the teams are allowed to battle. The battles resemble soccer a bit. Here's a basic example of how a battle works. If each team has two villages, then the villages of each team close to the line of demarcation can be seiged. One player must remain in each of their own village. No other vilages can be seiged until those key villages are captured. Testificates can be killed, houses can be set on fire, and battles can be taken place pretty much everywhere.

    A note about spawn points - Players will have spawn points relative to the village they reside in. If they die, their spawn point must be at that village. They are allowed to return to the battle however.

    By dusk, players must return to their respective villages. (Remember, each village MUST have at least one player near the village, so monsters will (and must) spawn. A moderator will allow 3 minutes to travel back (effectively turning time back to three minutes before dusk).

    If a team kills off all of their testificates, the battle is over and the village is neutral (not captured!). Moderators will ask for the winning team to return to their village and will ask for the other team to retreat to the other village they have (or hidey holes if it was their only village).

    Over the next three days, the losing team will have to move testificates back to the abandoned village in order to repopulate it. If it can be repopulated before the night of the battle day at least 3 villages (and flags), then they win back control of the village.

    If they are unable to repopulate it, then a new line of demarkation is set. The previous winner must claim that village with 3 testificates and flags before the next battle, or the village will fall neutral and the line of demarkation will be set to it's previous location.

    This will go on until the last village is taken over and all the testificates are dead on the last village.

    Clear enough?
    Posted in: Server Recruitment
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    posted a message on talking in 20 blocks
    I can't understand the use for this in minecraft, however, a /say option would be wonderful
    Posted in: Suggestions
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    posted a message on Proposal: Eliminate mob grinders
    Here's one of the quotes your looking for, whether it aids your suggestion is another story.

    "You can grind away and level up fast if you want to, or you can just play as normal and level up that way. The longer you play, the bigger the risk of dying becomes. It's the part that really works."
    http://www.pcgamer.com/2011/07/20/first-details-on-minecrafts-xp-system-notch-when-you-die-you-lose-all-levels-you-lose-all-xp/

    Again, it's rather vague. The only thing that I would give attention to is the part about risk
    Posted in: Suggestions
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    posted a message on Proposal: Eliminate mob grinders
    Quote from Blablah99

    Well, no one seems to have seen this, which I posted a few pages ago:

    Here's a proposal. Mobs give experience based on how much damage the player dealt to them, and how much damage they dealt to the player, and how many blocks they moved after becoming aggressive to the player. Mobs from mob grinders will still give experience, but it will be the minimum experience. It saves on frame rate, as each variable is only recorded when a mob is aggressive towards the player. To get maximum efficiency from a mob grinder, you would have to be constantly at the mob grinder, and you would have to risk something going wrong and the mobs killing you. Not to mention, you'd have to find the perfect balance of mob density within the killing chamber itself, so that the mobs are close enough to be killed easily, but not so compact as to limit movement.

    Quite frankly, with this new system, the most efficient mob system would be one that spawns mobs and then drops them into an arena. It would be no different from fighting the mobs yourself, but the number of mobs produces would be higher.

    This system gives a balance of risk versus reward, whereas the current system is any amount of risk gives you the same reward.

    I don't think mob grinders should be eliminated, but I think they should be limited.



    This proposal does not interfere with such maps, and could also extend to rare drops, if that's what one is worried about.


    I don't think it's a bad proposal, but it needs work. The damage dealing side is fine, it's been mentioned before. I think some people would have an outrage, but as a proposal, I understand it. But if the mob is at 80~90% health from a mob grinder, then the risk of taking damage is reduced to 80%~100% (for all those one hit kills).

    This is the kind of proposal I've seen; its not my proposal, but I edited it with some of my ideas...

    Let's assume that making xp relative to the amount of damage dealt + the remaining 5 seconds after the last shot (This is a current in game mechanism, if you hit it, and it dies from environmental damage within 5 seconds, you still get xp).
    Skeleton falls in mob grinder, takes 12 points of health
    Player Slashes Skeleton, dealing 6 damage and causing it to fall off a cliff
    Skeleton falls off cliff, dealing 2 more damage

    Damage player is accountable for = 8/20 (40%)
    Penalty to xp : -60%


    So this is one idea, I'm sure its been floating around for a while. This one might be rather unpopular for two reasons. It does not yield 100% xp (for which some people feel they are entitled to). It also does not add any risk to the player. All the player does is sit there, one hit punching everything that falls from the sky. Only a fool would die while being near a mob grinder.

    Thus it's not my favorite proposal. It has merit, but not my favorite.

    I don't have time to list some of my other ideas now, but I have a few ;)
    Posted in: Suggestions
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    posted a message on Proposal: Eliminate mob grinders
    Quote from Hybran

    As you can see there are so many arguments for and against mob grinders that there is no medium.


    I don't agree with this statement. The absence of a medium is not due to the amount of arguments, but due to the bias of the people supporting one side or the other. There is no medium because there are very few unbiased critics replying to the OP.

    This is what I understand. Let's take Super Hostile for an example. Most of the arguments for eliminating mob grinders will in fact negatively effect Super Hostile. This is bad for people who:
    (obviously) make mob grinders
    play Super Hostile
    and
    play adventure maps that rely on some sort of mob spawner, not for grinding, but to have mobs in places where they would otherwise not propogate.

    Most of the arguments for what is the status quo maintain that they need the grinders for various reasons.

    It is extremely difficult to make it to level 50. How hard? Well, I suppose if you got to level 48 and died, the road to level 50 would be much longer, even if you're able to get your xp orbs back, you'll only have enough xp to be at level 6. Mob grinders take this risk out of the equation.

    As far as I'm concerned, a happy medium would not / should not impact super hostile or adventure maps. That would be most important.
    Posted in: Suggestions
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    posted a message on Ender Arrows
    Quote from Buzeebuzeesmap

    Waaaaaaay too expensive.

    so shut up and cry


    Who's complaining? it's expensive for a reason, both in terms of the raw ingredients and the negative effects on the bow

    Quote from Geartooth

    Ender Chests?

    ENDER EVERYTHING.......

    No thanks.


    So if I named them sure fire arrows, how would it be any different?
    Posted in: Suggestions
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    posted a message on Proposal: Eliminate mob grinders
    Forgive me for this noobish comment, but as I understand, mob grinders only work when you're a specific distance from the grinder correct? This means that you need to be in the vicinity of the grinder, and if they're set up correctly, no mobs should spawn near you.

    If the mobs die from [insert environmental damage here], you get no xp and normal loot. Your weapons and armor don't get worn from fighting and the chance to die is very negligable. If this kind of grinder was foolproof, I suppose one could just turn on minecraft and idle it... though if it's a PVP multiplayer server, then that might not be the greatest idea.

    If the mobs take 9.5 damage, and you kill it for half a heart using your fist (possible), you get xp, normal and rare loot, and your armor will take minimal damage. Your chance to die is minimal...

    One question that is looming in my head is this: How long are most people idling while their mob grinders are at work (both for item only and for xp grinders.
    Posted in: Suggestions
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    posted a message on Ender Arrows
    It's a simple suggestion, considering that endermen are currently imunne to arrows shot from bows. Make a new form of ammunition called ender arrows

    Crafting recipe would be like this...

    [ ] [E] [ ] Ender Pearl

    [ ] [B] [ ] Blaze Rod

    [ ] [F] [ ] Feather

    This creates ONE ender arrow. Ender arrows are returning missles, but have a durability that is 1/4 the durability of a bow. In addition, firing ender arrows adds a decreased durability to the bow being used.

    Ender arrows can hit endermen. and causes them to stop teleporting for 3 seconds. This effect does not stack, but will reapply on each hit.

    Ender arrows will be fired so long as the arrow is before any other arrows in the inventory (on the top left corner). In addition, bows with the infinity enchantment will not fire ender arrows at all.
    Posted in: Suggestions
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    posted a message on Proposal: Complete rebalance of XP system
    Sounds good, but what about adventure mode?
    Posted in: Suggestions
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    posted a message on Proposal: Eliminate mob grinders
    I'm trying to wrestle with the question: Are Mob Grinders Exploitive, more than whether they should be eliminated or not. This is what I know:

    Mobs killed via mob grinding or environmental damage (and without player damage within 5 seconds upon death) will not produce xp, rare drops, or 'uncommon drops'. That means, zombies won't drop iron ingots, helmets, shovels or iron swords, skeletons won't drop bows or enchanted bows, and zombie pigmen won't drop gold ingots, golden helms or golden swords. In addition, blaze rods and spider eyes are only dropped if killed by player.

    Mobs that die within 5 seconds on the player hitting them will drop xp, and rare drop or 'uncommon drops'.

    So without dealing damage to a mob, you won't get xp, rares, or uncommon drops (ie, blaze rods and spider eyes). I'm sure there's a reason for why this is.

    Most people who are for the mob grinders for xp will say that they deserve the xp, and I get that. This notion is based on the fact that they built it (no matter how long it took to build), along with the whole sandbox arguement.

    On the opposite end are people who are not supportive of mob grinders for xp. The simple fact is that the player is safe from harm, death, and xp loss while gaining continuous xp (along with rare loot).

    Is there any middle ground here?

    edit----
    Also I want to point out, the fact alone that rare drops don't prop when mobs are killed completely by environmental damage should at least partially give a vibe for how Mojang feels about grinders.
    Posted in: Suggestions
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    posted a message on Proposal: Eliminate mob grinders
    Can the game even detect "mob grinders"?
    As far as xp is concerned, mob grinders allow the player to get xp with little to no threat to damage. I could go out at night and kill mobs, or lose my xp and die trying. And it's true, you may die trying to build your grinder, but that's likely before you've accumlated any xp.

    I'm not gonna weigh in on whether I think they should be in the game or not, but what can be done?
    Posted in: Suggestions
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    posted a message on Issues with Villages in Servers.. Clipping and such
    I've been having a slight problem with villages spawning irregularly. I'm using seed -1790993718

    The village that is near the spawn point and the one north and south of it are fine, but as I go further north, the villages be come clipped. In fact, I think all the blocks are clipped.

    Any recommendations to fix / remedy this? I use the server over a LAN, but I suppose checking all connection issues would be helpful (but it's likely not the issue)

    So,

    Any recommendation for server.properties / Win 7 settings / additional things?

    I'm not using any mods ... at least not atm.

    Let me know if you have any ideas
    Thanks
    Posted in: Legacy Support
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    posted a message on Creepers should eat cocoa beans because Minecraft Logic
    Why not a creeper disk. Use the disk on it and it starts dancing and singing

    We know what it would sing...
    Posted in: Suggestions
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    posted a message on Any 1.2.5. NPC Village Seeds?
    I tried -1790993718 just to see how many NPC villages I could find within 3 days (less than one hour)....
    I believe I found 6! (not super flat)

    First Village spawns directly east
    Coord x:237 z 268
    Loot: Iron Boots, 3 Iron Bars, 4 Diamonds, 2 Bread, Iron Sword

    Next Village, go south Not much of interest here...
    Coord x:253 z:562

    Third Village, Go North, past the first village, and over the desert.
    Coord x217 z -464
    Loot: diamond, iron leggings, 7 saplings, 2 bread

    If you make a map between the second and third village, you'll have three villages on your map... There are more than likely no villages south east or south west of the third village.

    Fourth Village
    Coord x217 z:-942
    Literally due north... keep going, nothing here really

    Fifth Vilage
    Coord: x160 z -1522
    Loot: 3 Apples, 2 iron chestplates, 1 iron leggings, 1 iron pickaxe
    Again, almost directly north
    After this, start back tracking, heading here

    Sixth Village
    x:-800, z:-1265
    Loot: 6 bread, Iron Sword, 4 iron bars, iron leggings
    Basically South and west of the last village.


    Other villages far far away
    x1157 z-2301
    Nothing to note, desert village

    Thanks for the seed!
    Posted in: Seeds
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