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Some thoughts on where we are going...
12-04-2012, 01:42, (This post was last modified: 12-04-2012, 01:48 by Dr_Vesalius.)
Post: #8
RE: Some thoughts on where we are going...
(12-04-2012, 01:19)yottabyte Wrote: Tekkit doesn't build a stable community. If you look at the large Tekkit servers there are, it's pretty much just people new to the modpack who want to try everything out. Once they have the best armor, stacks of diamond blocks etc they get bored really quickly (quicker than vanilla I'm sure) and quit the server. By that time, new players have joined due to the server's popularity.

You missed the point. I was not singing the virtues of Tekkit per se - as it has many flaws, as you pointed out. I was only using it as an example of non-vanilla style of server and that MANY people DO make the effort to TRY custom clients.

I do NOT propose Tekkit, or anything of the sort. Enabling mass quarry's will remove all harvest requirements, and everyone would be super rich too fast, at least without careful implementation and customisation. I built my own custom bukkit in 1.2.5 - you can be very selective.


(12-04-2012, 01:19)yottabyte Wrote: It's not as simple as to just include a .jar file as you're not allowed to give out any client files. That's why client mods are often a mess for people to install.

Not allowed by whom? I don't think this is true, but even if it is, I REALLY can't see anybody stopping you giving out a .jar in practice if you did it - especially if you give the instructions to self mod, and a link for lazy / inept people.

However, there are tons of pre-tweaked .jar files out there. That's what Tekkit is!? And Bukkit?! And Forge!? etc etc

But clearly that is a route you are ideologically opposed to, and these are more just excuses to not do it. Which I think is the killer point, and kills most options for making the server succeed.


(12-04-2012, 01:19)yottabyte Wrote: The problem isn't the fact that we stay with server sided mods. Have a look around at a lot of successful servers today like GhostCraft, MineZ, Project Ares just to name a few. They all make large changes to how the game works and create a unique experience without any client mods.

For me, I think any drastic changes you do with the server side only, as the examples you have cited, will skew the server strongly in one method of playing, rather than an enhanced balanced experience. I don't think I would want to stick around for such a server.


(12-04-2012, 01:19)yottabyte Wrote: The fort idea wouldn't concentrate all the people around one area. People could still build their towns peacefully or gather resources far away from the fort area. I agree that it has flaws but I believe they can be worked out.

This really isn't thought through. Either the fort is a real advantage and worth fighting for. Or if it's so little of an advantage that its fine just to carry on out in the wild, then there would be little point in fighting for it. I think concentrating certain ores in certain areas and controlling them would be better.


(12-04-2012, 01:19)yottabyte Wrote: Not all buildings are traps and defences. Traps and such are fun but if you face it, they're pretty worthless. One could build a huge lava moat with big obsidian walls and guard posts but people could just enderball over the defenses.

With the vanilla tool set, correct. That was why I suggested technological and weaponised defences!

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I will come and check the post later. But I think for now, I am going to cancel my town building plans (which were awesome and invincible) and give up on Kiwike. I think I have wasted enough time, far too much, and I don't really see it going anywhere worthwhile or interesting for my personal perspective. The server is too limited by vanilla and the current custom server mods, and it is a ghost server nowadays (I think there are only 2 others voting..), and I am yet to be convinced that any new in-house server mods are going to be thought out or created in a timely manner.
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RE: Some thoughts on where we are going... - by Dr_Vesalius - 12-04-2012, 01:42

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