A server can either be innovative, which is risky and may not work, or it can throw together a collection of mods that they like to gather a certain audience. I like server with Factions and Mcmmo, so that's what I look for. You say servers are infinite copy-pastes? What do you want? A server is usually just a multiplayer Minecraft world with a handful of mods and maybe a starting zone. Do you want a revolutionary new combination of mods? Is that originality to you? Is it seeing the same modset over and over that annoys you so much? Or do you not like the setup? The central starting areas? Because if just having a starting area makes you this angry, I think you're angry at something deeper. What exactly is so unoriginal about servers in general that you can't stand? Because there really isn't all that much that can be different in the first place.
Well, I won't repeat the whole no new tools thing, since everybody else has already said it. Instead, might I recommend a better format for your posts? Currently they are rather difficult to read, and could at the very least use a paragraph or two. Welcome to the forum, by the way.
This sounds like it's trying to pander to the tastes of everybody. While it may be technically possible, trying to please everybody is generally a very easy way to please nobody. It's one thing to make a server, but to try making the server is a little too much to handle, not to mention a likely self-contradiction.
In any case, underwater dungeons could be a great asset to this game if handled properly, and I see absolutely no reason to discontinue them under the logic of "It's too HARD to make potions and enchantments!". If you have a legitimate argument about how they will subtract from gameplay value, fail to contribute to the game, or that they are going to be enormous eyesores, go on ahead and voice it. However, as things stand, you really don't have a lot going for you.
Um.....Nether Fortresses can be found fairly easily if you just know a good search pattern. Dig straight east, or find an open area, it's not really that hard, or even all that time-consuming. Once you have some netherwart, just pop back home and farm the stuff. Make some underwater breathing potions at basically no cost to yourself and go explore the underwater ruins. Your entire argument basically boils down to "It's too deep and you'll drown and it's so hard to mine blocks underwater", the first of which is easily overcome by either using basic potions or the torch glitch, and the last of which is barely relevant and could be countered with Aqua Affinity if it ever mattered. As long as the loot inside is on-par with its advancement level, I don't really see the problem.
EDIT: And my apologies if this sounds rude and/or english isn't your native language, but could you please add some basic formatting, grammar, and punctuation to your posts? They're borderline incomprehensible like this.
Post number one-thousand whatever waiting to probably not be read Your IGN: Deathguardian92
Where did you hear about the server: My friend told me about it a ways back, but I never bothered to look. Lo and behold it's on the front page, so I figured I'd give it a try.
Do you understand and accept the rules: Understood and accepted.
What's our policy on raging: Grow up and destroy whatever did it. Negotiate with it. Leave the server. Anything but actually raging.
This would be great if I actually had backups of all my tools, but since there isn't space I don't.
Really a question has to be asked here: How often would this be useful, and how often would it be annoying? Yes, sometimes you'll have that moment where your sword will break and you'll magically get a new one. But much more often, provided you like to have open inventory space and don't have room for tons of spares, you'll find yourself suddenly firing off a fishing pole or holding an unwanted stack of cobble every time something breaks, which just creates another problem alongside the one we just fixed. It's an honest idea and a nice one, but for now I really do think that having to stop and grab the spare would be a better option for gameplay, if only to avoid complications.
If we're going to look for endgame-type items to put into the potion instead of diamonds or lapis, we could always use some kind of ore or plant that could grow in The End. The place could use the extra variety.
I could maybe agree to a lower gravity potion, but full on flying is simply too powerful. It wrecks the point of walls and floating cities, blows up the critical hit system's functions, and would really just cause more problems than it would solve. Bat wings can still be useful, but this isn't really the way to do it.
Not Conflux, the only thing it's good against is other conflux towns, and sucks everywhere else.
Castle is supposedly the best town, which is fairly accurate. Tower and Dungeon are also very powerful. Inferno and Necropolis are good choices too. Really it comes down to playstyle. I like the feeling of entering a battle and leaving with more units than I started with, so I'm a Necropolis player. It's really up to you.
But, what if that butterfly was the one that bumped against the apple that fell on Newton's head! Then, we wouldn't have physics, and it would be all your fault.
I may just be bad at sarcasm, but I think you're missing the joke. It's a reference to the Butterfly of Doom from A Sound of Thunder.
Personally I find it more logical to believe that whatever you do in the past has, obviously, already been done, and therefore no amount of time travel will ever change anything. All it will do is make stable time loops and be the cause of certain events, nothing more. But oh well, to every man his own theory.
I'll only like this if Endermen go hostil once you get within 10 blocks of them. Otherwise you can put on a pumpkin and shoot them to death. Or keep your mouse on them, walk up to them, and then wack them to death before they can fight you.
In short: If you get too close, they attack anyways.
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It was a reference I didn't think my postcount would make, so it was a pleasantly surprising shock when it did.
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EDIT: And my apologies if this sounds rude and/or english isn't your native language, but could you please add some basic formatting, grammar, and punctuation to your posts? They're borderline incomprehensible like this.
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Your IGN: Deathguardian92
Where did you hear about the server: My friend told me about it a ways back, but I never bothered to look. Lo and behold it's on the front page, so I figured I'd give it a try.
Do you understand and accept the rules: Understood and accepted.
What's our policy on raging: Grow up and destroy whatever did it. Negotiate with it. Leave the server. Anything but actually raging.
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Really a question has to be asked here: How often would this be useful, and how often would it be annoying? Yes, sometimes you'll have that moment where your sword will break and you'll magically get a new one. But much more often, provided you like to have open inventory space and don't have room for tons of spares, you'll find yourself suddenly firing off a fishing pole or holding an unwanted stack of cobble every time something breaks, which just creates another problem alongside the one we just fixed. It's an honest idea and a nice one, but for now I really do think that having to stop and grab the spare would be a better option for gameplay, if only to avoid complications.
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Castle is supposedly the best town, which is fairly accurate. Tower and Dungeon are also very powerful. Inferno and Necropolis are good choices too. Really it comes down to playstyle. I like the feeling of entering a battle and leaving with more units than I started with, so I'm a Necropolis player. It's really up to you.
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I may just be bad at sarcasm, but I think you're missing the joke. It's a reference to the Butterfly of Doom from A Sound of Thunder.
Personally I find it more logical to believe that whatever you do in the past has, obviously, already been done, and therefore no amount of time travel will ever change anything. All it will do is make stable time loops and be the cause of certain events, nothing more. But oh well, to every man his own theory.
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It made one of my best mob farms ever.