The major reason is to make it more social, explore-rewarding, in resume more FUN.
1) Each individual minecraft player (login) would be allowed to create and host ONE server (world). Those would be special servers, which wouldn't allow any server-side mod (for balance) or maybe only mods approved by Mojang itself.
2) Portals between these servers. Optional: it would be cool to be somehow like Stargate where you have to know (or guess right) the "world-address".
3) Each multiplayer world created would be a lot different than the other. The differences being:
i) Size. When creating a world you could end up with a very small world or maybe the biggest ever. Completelly random.
ii) Resources. Make it so you actually have to visit another worlds to mine or trade resources.
iii) Mobs/Races. Just for the fun of exploring. Here you could players to create custom mobs, plants, npcs etc. Although it drops would be controlled by the game (for balance).
iv) Misc. Things to make the world more unique, like: worlds with a single biome (like a frozen planet); more than one moon/sun on the sky/no moon at all (no sun = forever night);
4) The played would be allowed to filter the portal, so he could block everyone from entering his world or only allow some people (friends).
5) Also, players could put different permissions on their worlds:
i) Not allow items: Players from other worlds would have their items locked in the portal.
ii) Players without tools would have a really hard time even to break a sand block. REALLY hard time. This with the first option would make griefing very hard.
iii) No killing. If someone kill another person/mob they would be expelled and blocked from this world, until they paid some kind of price, defined by the world manager.
6) Allow player to delete the world. And so create a new one.
7) Allow players to trade worlds. Two reasons I can imagine for that:
i) Architect players. Like you create a new world, design it, build cities and everything else, and than you sell it. After selling it you can start again and create a new world.
ii) If you created a world and it's too big, you can trade it for a smaller world. Instead of trying again and again.
*The buyer would need to delete his current world first.
PS.: A bit obvious, but the player-character would be persistent in all worlds.
PS2.: No "special-servers" would be connected to these worlds, since it would break the balance. These special-servers would be like official ones. It would also be cool if Mojang had one free world, like the main one. A really big one, of course.
This idea's been bouncing around for awhile, but I think it would be really neat to have, say, a resource world that you harvested into oblivion, and a building world.
This was tried on the server Ph3llTopia and worked well.
(back to topic) I think you could x-ray or spawn a load of diamonds on your server then sell them on another. So it just wouldnt work out im afraid.
In order to play this game-mode, the player would need to be online and any modifications to break the balance would be blocked.
The major reason is to make it more social, explore-rewarding, in resume more FUN.
1) Each individual minecraft player (login) would be allowed to create and host ONE server (world). Those would be special servers, which wouldn't allow any server-side mod (for balance) or maybe only mods approved by Mojang itself.
You seem to misunderstand the tenacity of hackers/modders/etc. Mojang can do whatever they want to the game code; people will still find a way around such blocks. I'm afraid you literally ask the impossible.
There are also countless mods out there. It would be far too costly for Mojang to review every single mod for such a system. You stated in a later point that you would like to see restrictions as to whom was allowed entry to this or that world depending on what the owner wished. What would be the point of restricting mods if someone consented to going to a friend's server? Presumably they would know their friend had mods, and if they wanted to play with them in the first place but were barred from it then they would need to track down some sort of hack to get around the aforementioned inconvenient mod restrictions.
Even still, why restrict people so? If someone consents to going to another server, or consents to allowing others to come to theirs, then they should be fully aware of the consequences of doing so (mods, hacks, shitty seeds, annoying people, etc.).
2) Portals between these servers. Optional: it would be cool to be somehow like Stargate where you have to know (or guess right) the "world-address".
Mods have already been released that allow for players of a server to travel between several concurrently-running maps. This sort of thing wouldn't be impossible based on what's already out there; only minor tweaks of the system would be required.
3) Each multiplayer world created would be a lot different than the other. The differences being:
i) Size. When creating a world you could end up with a very small world or maybe the biggest ever. Completelly random.
ii) Resources. Make it so you actually have to visit another worlds to mine or trade resources.
iii) Mobs/Races. Just for the fun of exploring. Here you could players to create custom mobs, plants, npcs etc. Although it drops would be controlled by the game (for balance).
iv) Misc. Things to make the world more unique, like: worlds with a single biome (like a frozen planet); more than one moon/sun on the sky/no moon at all (no sun = forever night);
i) People would just continuously delete/create worlds until they got a "good" seed (good depending on what they were aiming for, be it materials, terrain, or otherwise). Inevitably any restrictions placed on this would be easily circumvented.
ii) Why? What would stop me from mining stuff in my own world? Why would I care to trade? Nothing happens when there is no incentive. How would mob grinders factor into this? They would break systems like this quite thoroughly (for their particular market of goods). There is also no limits on what we can and cannot obtain in minecraft. Restrictions would just frustrate players, and inevitably hacks/mods would be written/distributed to circumvent this.
iii) A decent idea, but Mojang would need more staff members to sift through the gigabytes upon gigabytes of inevitable penis monsters. This is not to say such a thing could not be done.
iv) Again, any inconveniences would be easily circumvented by coders in a short amount of time or by creating/deleting/creating worlds until one got a "good" seed. There is nothing that can be done to stop this. Nothing.
5) Also, players could put different permissions on their worlds:
i) Not allow items: Players from other worlds would have their items locked in the portal.
ii) Players without tools would have a really hard time even to break a sand block. REALLY hard time. This with the first option would make griefing very hard.
iii) No killing. If someone kill another person/mob they would be expelled and blocked from this world, until they paid some kind of price, defined by the world manager.
i) It has been done with portal systems between concurrent maps running on a server. Players have a different inventory for each map, and items cannot be transferred between inventories unless admins allow it. Also, this would kill your trading idea.
ii) You clearly don't understand the mind of griefers. It doesn't matter how LONG it would take. The method doesn't matter either. All that matters is that it can still happen. Besides, the "good" ones would have hacks to get around this sort of system. To combat this you would need more server-esque anti-grief plugins. This would slow down people's computers and bogg down the game and the experience of it all. (let's face it, half the people here on this website play the game on comodore64's based on the amount of complaining they do when the graphics get tweaked or the game requires more memory).
6) Allow player to delete the world. And so create a new one.
I've reiterated this point numerous times above... but.... What is the point of all the other restrictions if you allow for this? Not that you could really restrict this anyway.
7) Allow players to trade worlds. Two reasons I can imagine for that:
i) Architect players. Like you create a new world, design it, build cities and everything else, and than you sell it. After selling it you can start again and create a new world.
ii) If you created a world and it's too big, you can trade it for a smaller world. Instead of trying again and again.
*The buyer would need to delete his current world first.
i) People already freely distribute maps full of player-made structures worthy of mention. Also, you do know how copy/paste works on a computer right?
ii) Can't say it enough. Delete/recreate/delete/recreate until you've found a good one. Can't stop people from doing it.
*Again, copy and paste.
PS.: A bit obvious, but the player-character would be persistent in all worlds.
PS2.: No "special-servers" would be connected to these worlds, since it would break the balance. These special-servers would be like official ones. It would also be cool if Mojang had one free world, like the main one. A really big one, of course.
PS: Why? You already stated filters on items. How would persistence work if items could not be brought between worlds? Nothing can be said of the experience system yet since its still too underdeveloped for much to be said in the first place, but that's the only conceivable thing you could be referring to.
PS2: (actually PPS) What balance is there? This is minecraft; the word "balance" is meaningless. This is not an MMORPG. There is no online economy to speak of. (I'm not referring to server-specific economies.) Also its best that Mojang, for the sake of their internal resources, leave the online server stuff to the people who want to run them themselves.
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1) Each individual minecraft player (login) would be allowed to create and host ONE server (world). Those would be special servers, which wouldn't allow any server-side mod (for balance) or maybe only mods approved by Mojang itself.
2) Portals between these servers. Optional: it would be cool to be somehow like Stargate where you have to know (or guess right) the "world-address".
3) Each multiplayer world created would be a lot different than the other. The differences being:
i) Size. When creating a world you could end up with a very small world or maybe the biggest ever. Completelly random.
ii) Resources. Make it so you actually have to visit another worlds to mine or trade resources.
iii) Mobs/Races. Just for the fun of exploring. Here you could players to create custom mobs, plants, npcs etc. Although it drops would be controlled by the game (for balance).
iv) Misc. Things to make the world more unique, like: worlds with a single biome (like a frozen planet); more than one moon/sun on the sky/no moon at all (no sun = forever night);
4) The played would be allowed to filter the portal, so he could block everyone from entering his world or only allow some people (friends).
5) Also, players could put different permissions on their worlds:
i) Not allow items: Players from other worlds would have their items locked in the portal.
ii) Players without tools would have a really hard time even to break a sand block. REALLY hard time. This with the first option would make griefing very hard.
iii) No killing. If someone kill another person/mob they would be expelled and blocked from this world, until they paid some kind of price, defined by the world manager.
6) Allow player to delete the world. And so create a new one.
7) Allow players to trade worlds. Two reasons I can imagine for that:
i) Architect players. Like you create a new world, design it, build cities and everything else, and than you sell it. After selling it you can start again and create a new world.
ii) If you created a world and it's too big, you can trade it for a smaller world. Instead of trying again and again.
*The buyer would need to delete his current world first.
PS.: A bit obvious, but the player-character would be persistent in all worlds.
PS2.: No "special-servers" would be connected to these worlds, since it would break the balance. These special-servers would be like official ones. It would also be cool if Mojang had one free world, like the main one. A really big one, of course.
In order to play this game-mode, the player would need to be online and any modifications to break the balance would be blocked.
You seem to misunderstand the tenacity of hackers/modders/etc. Mojang can do whatever they want to the game code; people will still find a way around such blocks. I'm afraid you literally ask the impossible.
There are also countless mods out there. It would be far too costly for Mojang to review every single mod for such a system. You stated in a later point that you would like to see restrictions as to whom was allowed entry to this or that world depending on what the owner wished. What would be the point of restricting mods if someone consented to going to a friend's server? Presumably they would know their friend had mods, and if they wanted to play with them in the first place but were barred from it then they would need to track down some sort of hack to get around the aforementioned inconvenient mod restrictions.
Even still, why restrict people so? If someone consents to going to another server, or consents to allowing others to come to theirs, then they should be fully aware of the consequences of doing so (mods, hacks, shitty seeds, annoying people, etc.).
Mods have already been released that allow for players of a server to travel between several concurrently-running maps. This sort of thing wouldn't be impossible based on what's already out there; only minor tweaks of the system would be required.
i) People would just continuously delete/create worlds until they got a "good" seed (good depending on what they were aiming for, be it materials, terrain, or otherwise). Inevitably any restrictions placed on this would be easily circumvented.
ii) Why? What would stop me from mining stuff in my own world? Why would I care to trade? Nothing happens when there is no incentive. How would mob grinders factor into this? They would break systems like this quite thoroughly (for their particular market of goods). There is also no limits on what we can and cannot obtain in minecraft. Restrictions would just frustrate players, and inevitably hacks/mods would be written/distributed to circumvent this.
iii) A decent idea, but Mojang would need more staff members to sift through the gigabytes upon gigabytes of inevitable penis monsters. This is not to say such a thing could not be done.
iv) Again, any inconveniences would be easily circumvented by coders in a short amount of time or by creating/deleting/creating worlds until one got a "good" seed. There is nothing that can be done to stop this. Nothing.
Whitelist for servers. Easily doable.
i) It has been done with portal systems between concurrent maps running on a server. Players have a different inventory for each map, and items cannot be transferred between inventories unless admins allow it. Also, this would kill your trading idea.
ii) You clearly don't understand the mind of griefers. It doesn't matter how LONG it would take. The method doesn't matter either. All that matters is that it can still happen. Besides, the "good" ones would have hacks to get around this sort of system. To combat this you would need more server-esque anti-grief plugins. This would slow down people's computers and bogg down the game and the experience of it all. (let's face it, half the people here on this website play the game on comodore64's based on the amount of complaining they do when the graphics get tweaked or the game requires more memory).
I've reiterated this point numerous times above... but.... What is the point of all the other restrictions if you allow for this? Not that you could really restrict this anyway.
i) People already freely distribute maps full of player-made structures worthy of mention. Also, you do know how copy/paste works on a computer right?
ii) Can't say it enough. Delete/recreate/delete/recreate until you've found a good one. Can't stop people from doing it.
*Again, copy and paste.
PS: Why? You already stated filters on items. How would persistence work if items could not be brought between worlds? Nothing can be said of the experience system yet since its still too underdeveloped for much to be said in the first place, but that's the only conceivable thing you could be referring to.
PS2: (actually PPS) What balance is there? This is minecraft; the word "balance" is meaningless. This is not an MMORPG. There is no online economy to speak of. (I'm not referring to server-specific economies.) Also its best that Mojang, for the sake of their internal resources, leave the online server stuff to the people who want to run them themselves.