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Some thoughts on where we are going...
12-04-2012, 00:46, (This post was last modified: 12-04-2012, 00:51 by Dr_Vesalius.)
Post: #6
RE: Some thoughts on where we are going...
(12-04-2012, 00:19)Gira Wrote: This is genius. - But to have resource generation in places we need to reset the map.

Thanks. I agree would need a map reset - but if we all agreed to this - we could use the same seed so the topography should remain, and Yotto could cut and paste in our main builds and items.


(12-04-2012, 00:31)yottabyte Wrote: Most of your proposed solutions include using client mods like IndustrialCraft, Buildcraft, Forcefield etc. This is something we try to stay away from. Requiring people to install mods to join the server is a bit of a hassle and I'm sure it would cause us to lose a lot of potential new and old players.

I think client side mods are not necessarily a problem - look at Tekkit success!!? And how many people have been caught having modded their client to X-ray and such.

I think limiting yourself to only server side is going to kill any hope you have of making the server special.

The main problem that you touched on is asking people to install their own client mods could dissuade some people. Given many other servers don't seem to have problems with this, I don't think this a total no no. But, I agree it can be a real pain in the buttocks and can dissuade those less nerdy.

However, you ALREADY have an application process to join the whitelist. As part of that, you could provide a download to a modded .jar file for them to just drop in - I really don't think it would be an obstacle.


(12-04-2012, 00:31)yottabyte Wrote: I believe that the emeralds economy will be of great use once we get a better NPC trading system and player shops. We still only have vague ideas on how we're dealing with this so unfortunately the economy is pretty stale at the moment.

I think my suggestions above would create an economy. NPC trading will just be another step in crafting / grind. Zero appeal to me.


(12-04-2012, 00:31)yottabyte Wrote: One idea that we discussed was that we let towns (factions) battle to control this huge fort somewhere in the map. The fort would have a constant flow of supplies and therefore the faction that controls it would have an advantage in defending it.

It's a neat idea. But, the problem is again it concentrates all the players into only one tiny part of the map. We need a solution where the WHOLE world become relevant, or people can selectively decide where to pick their battles and make their stands etc.

Plus, during quiet periods, one player could amass a fortune... Not necessarily, a team / faction effort.


(12-04-2012, 00:31)yottabyte Wrote: A problem with using player built towns instead of a special area for the battles is that players have to risk getting their hard work destroyed so no one really wants to have a battle in their own town.

True about protecting your work.

But then, what reason is there for building things? The fun of building defences, is making ones that work etc. If its just to look pretty, that gets old real fast - and best done on creative mode.
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RE: Some thoughts on where we are going... - by Dr_Vesalius - 12-04-2012, 00:46

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