Insomniac Servers

Insomniac Forums => Server Info/Rules => Topic started by: Juwayyid on October 09, 2013, 04:39:05 PM

Title: A survival server revamp!?!
Post by: Juwayyid on October 09, 2013, 04:39:05 PM
From our dear Pusur

QuoteThe survival server's activity has dropped and I think we need to introduce some new stuff, but we have to figure out what. When the survival server 2.0 was first introduced it got a lot of actitvity both from new players, and old players, but after a few months, it began to slow down a bit. Then we sold the shops in spawn town and the pier
was buildt. This allowed for creative ways to sell things and start making money.

But now it seems the survival server is a bit boring to some players, and the trick is to always have that little extra, which is difficult at times.

So there have been some ideas going around but nothing strong enough to motivate players to return or stick around.

I believe we need a new style of gameplay other than just the typical survival.  Build a house, build farms for everything, the end.  We need to avoid that style of gameplay and create something far more dynamic and on going.



So what are some of your thoughts?
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 09, 2013, 05:50:07 PM
Personally I believe the game needs to be hard, but there really isn't much we can do to make it so.

There were many ideas brought up and a few of mine were

A monthly quest server - we would play survival as usual, but each month some mystery would unfold and engage the players on a quest that would force them to travel and explore, solve puzzles, make sacrifices, yadda yadda...

A fight for the crown server - there is an all controlling crown on the server.  He who has the crown makes the rules.  If you do not like the rules in place or feel you would be a better king, overthrow him, raise yourself an army, kingdom vs kingdom. 

These ideas lead to another group idea that we set up a "MMO?" server with a backstory and quests and such, bit not much was developed fr there other than making it based off of ROTC (Reign of the Creeper)



So, thoughts on these?  Would they work?  Are they too much work?  Remember, this is to appeal to new members as well as old ones!
Title: Re: A survival server revamp!?!
Post by: Skitty on October 09, 2013, 06:59:02 PM
COUGH COUGH HINT HINT YOUR FIRST IDEA COUGH COUGH HINT HINT SOMETHING I HAD IN MIND COUGH MOTHERFUCKING COUGH
Title: Re: A survival server revamp!?!
Post by: Thrash393 on October 10, 2013, 01:13:04 AM
I've tryed to compiled a list of plugins that i think will be fun and give our server a very unique twist to other survival servers around.  I might of gotten some of the specific information wrong I just glanced at these not extensive research. I would really like to hear peoples opinions on this idea I think it will be a lot of fun.

Gameplay
[spoiler]
Health Bar
http://dev.bukkit.org/bukkit-plugins/health-bar/ (http://dev.bukkit.org/bukkit-plugins/health-bar/)
Adds a heath bar to players and mobs

Quester
http://dev.bukkit.org/bukkit-plugins/quester/ (http://dev.bukkit.org/bukkit-plugins/quester/)
Quester is highly customizable plugin handling all kinds of quests. From simple "gather to get reward" quests, to complicated forked story-telling quests.

LokiDungeons
http://dev.bukkit.org/bukkit-plugins/lokidungeons/ (http://dev.bukkit.org/bukkit-plugins/lokidungeons/)
Gives admins the ability to create portals to randomly generated dungeons with boss mobs and boss loots with alot of customization on how big and hard the dungeons are

Dungeon8r
http://dev.bukkit.org/bukkit-plugins/dungeon8r/ (http://dev.bukkit.org/bukkit-plugins/dungeon8r/)
Spawns in bigger randomly generated dungeons with 2/6 spawners and loot chest
    the dungeons spawn in once on the first generation of the world just like normal MC

Treasure Hunt
http://dev.bukkit.org/bukkit-plugins/treasurehunt/pages/plugin-tutorial/ (http://dev.bukkit.org/bukkit-plugins/treasurehunt/pages/plugin-tutorial/)
Adds a Treasure hunt! the chest can be located with /hunt and it will tell you how close you are horizontally to the chest. the chest themselves have uncommon-rare loot like the loot chest in dungeons.
   the chest will also move if you don't get to it quick enough

Stats
http://dev.bukkit.org/bukkit-plugins/lolmewnstats/ (http://dev.bukkit.org/bukkit-plugins/lolmewnstats/)
Records and allows players to view stats in-game and through a website if configured to see almost everything

Skill Api [Beta]
http://dev.bukkit.org/bukkit-plugins/skillapi/ (http://dev.bukkit.org/bukkit-plugins/skillapi/)
Adds a diverse range of skills to improve your player sort of like Mcmmo but more selective
    I really like this plugin because it doesn't give players the ability get overpowered it just enhances the base stats with cool effects.
[/spoiler]

Donator Fun Stuff
[spoiler]
Disco Armor
http://dev.bukkit.org/bukkit-plugins/discoarmor/ (http://dev.bukkit.org/bukkit-plugins/discoarmor/)
Allows players to change the color of there leather armor every few ticks.

Death Shriek
http://dev.bukkit.org/bukkit-plugins/deathshriek/ (http://dev.bukkit.org/bukkit-plugins/deathshriek/)
Is a spooky styled plugin, in which when a player dies, their death shriek will be heard!

Cookie Counter
http://dev.bukkit.org/bukkit-plugins/cookiecounter/ (http://dev.bukkit.org/bukkit-plugins/cookiecounter/)
Counts the number of cookies you've eaten more of a easter egg than a useful thing
[/spoiler]
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 10, 2013, 06:42:14 AM
well I still have those levels to Skymore to use.

I stopped the project bescause I needed command blocks, but they are ready to play on! (as soon we get the commands done.)

Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 10, 2013, 08:10:28 AM
Skymore would be a great way to introduce players to the server or even just be an amazing quest to do of we went on some sort of quest based route!  We have deffinately not given up on Skymore!

To address thrash's recommended pluggins:

These are all things that add a bit of fun to a normal minecraft server, but after another month of play on a sever with all these pluggins, won't they all just become tiresome and boring as both our survival servers have before?  They don't add a new way to play the game, only add more to do in the game.

These may be fun to play, but I still don't think they are enough to hold player's interest in a server.  That's why I suggest we find a new way to set up gameplay.  A way that drives the player away from just building a house, making farms, and being done.  With these pluggins and more available rare loot, I'm afraid they will only quicken the pace at which the player reaches their "endgame" (boredom)
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 10, 2013, 04:59:49 PM
Quote from: Juwayyid on October 10, 2013, 08:10:28 AM
That's why I suggest we find a new way to set up gameplay.  A way that drives the player away from just building a house, making farms, and being done.

I have an idea.

Before we go any further, I should point out that it is most likely a Bad idea.

But I will still mention it because maybe it can inspire a good idea.

Vanilla minecraft supports an effect called "mining fatigue" which causes the player to break blocks slower. This effect can be adjusted to make block breaking as slow or as fast as desired. It would be possible (and somewhat easy) to make a small command block setup in spawn chunks that could apply a strong mining fatigue effect to every player on the server at all times. If set correctly, this could alter the overall gameplay to make survival harder and somewhat more "realistic" in the way resources are valued and builds are constructed. A good suit of armor would be considered a prized commodity, rather than a piece of junk that could be replaced with a few minutes of mining. A castle would actually require large sums of labor and resources to construct, instead of being something a player builds because they have too much cobblestone. Mobs would even be more of a threat when even a simple shelter is comparatively expensive.

Like I said, not a very good idea, but it's food for thought.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 10, 2013, 05:32:59 PM
That honestly would just annoy players.  It's bad enough ever having to mine obsidian.


Again, this is only one element that still does nothing to change gameplay.  It will only annoy people to quit or take longer for people to quit.  Either way, they will still reach an "end game" and be bored.

In fact, I think increasing mine speed would be far more interesting as we would all have lots more to build and do.  It wouldn't be such a drag to have to go out and collect blocks to build something other than a primary home.  Most people build a home and stop as they don't want to go resource hunting to build anything further.


But even that is only am element that doesn't change the gameplay.


We need to think outside if the box here folks.  Refer to an idea like Quimby's Skymore.  It's a short yet dynamic adventure that is fun to play and explore.  Imagine maybe starting the server, as in spawning in for the first time, having to choose some sort of "class" and then proceeding to a mini adventure map that takes you to your designated area to start your game and await the next adventure that calls!

Something like this, that changes the point of the game, and gives reason for people to return.
Title: Re: A survival server revamp!?!
Post by: Thrash393 on October 10, 2013, 10:57:48 PM
Quotespawning in for the first time, having to choose some sort of "class" and then proceeding to a mini adventure map that takes you to your designated area to start your game and await the next adventure that calls!

I don't understand how that relates to survival at all that sounds more like a RP server, could you elaborate how you would add survival aspects other than having a health and hunger bar.
Title: Re: A survival server revamp!?!
Post by: thealex447 on October 10, 2013, 11:13:11 PM
We could just start over every couple of months, allowing players to keep an enderchest or something. We could host fun maps like this (http://www.planetminecraft.com/project/the-recreation-of-the-earth-11500-scale/), or this (http://www.planetminecraft.com/project/survival-map-underground---youll-never-see-the-sunlight-again/), instead of just regular worlds that get boring quickly.

We could even try those mods that use previous version world generation with current version blocks and features.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 11, 2013, 12:26:17 AM
The idea of an interesting new map every two months is pretty good actually.  Though restarting again and again may get repetitive, a new world to explore is pretty engaging I'd say.

Thrash, I was just suggesting an idea.  I haven't broken things down yet.

I guess as a class you could choose like fisherman which would spawn you in the oceans/watery section of the map.  Or the class scorpion which would start you off in a vast desert.  These would really only be used to spread players out.  If we wanted, we could use the class as a title to be cool like that.  Overall the class wouldn't change anything other than where you spawn, though the idea of having a class could attract players.

Just an idea.
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 11, 2013, 03:13:35 AM
So you saying like, start kits?
If you want to fisherman you get a kit with a fisher rod, and miner get's a iron pickaxe?

Well could be easy to make, I mean, if we not going to create ranks for it.

Also yeah, vote for a map every secound month! But should you get teleported there? or should it be a special place near the spawn or far away?


Title: Re: A survival server revamp!?!
Post by: bren4q on October 11, 2013, 04:30:36 AM
Just to steer the conversation a little, the title of the topic says survival server revamp, but it doesn't have to be a survival server. It really means "a replacement for what is currently the survival server". Think clean slate - a new Minecraft server: what should it be? Do you want to stick with a survival server or go with something completely different?
Title: Re: A survival server revamp!?!
Post by: Jaysers on October 11, 2013, 05:14:39 AM
Please note that what I am going to post will most likely be very difficult and/or time-consuming to do. Without further ado, let's dive in.

[spoiler]
You are... a knight on an adventure to search for the best quality of milk there is. While making camp one night, you were ambushed by a local group of notorious bandits. You somehow ended up on a small bed, covered in stitches and bandages. You suddenly wake and realize you're still alive and look around. You notice a chest in the far right corner of the room, most likely containing your items. You hear a knock on your door, and a moderately old man enters. He explains to you what had transpired and before you know it, he tells you of the village you're nearby, about how the locals are and how they are a small but cordial community. He briefly mentions the bandits you encountered before and how they're on a murderous rampage about the village, but details aren't important. Nodding, you head for the chest containing the remains of your equipment. Unfortunately, your special suit of armor that was made in the fiery pits of (insert mountain name) by the very hands of (insert character/player name) had been stolen, along with the majority of your items. All that's left is your spare sword, your journal, leather hat, and some old samples of cheese. Donning your leather cap, you set out into the unfamiliar world in hopes to regain what was lost, determine the fate of the nearby village and the surrounding population, and by jove, find the best darn milk that exists.
Your adventure begins here, player. Good luck, and may you not regret the path that you set.
[/spoiler]


So if you read through what I posted, hopefully you get the idea that what I was thinking of was some form of adventure that is somewhat set beforehand for players. However, that's merely the introduction, and the players may choose whatever they want to do next in their own free will. More choices will most likely be needed to have a broad sense of selection. Again, this is just merely to catch the interest of the player who just might want to see how this story goes.

TL;DR (long story short), make new players have a slice of adventure to surviving. There's nothing that forces the player to go along with the story, since the server IS a survival server.

EDIT: er... seems I posted this before reading what Juwayyid said earlier, so I might've just added some spice to his idea. Nonetheless, the post is still a suggestion.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 11, 2013, 08:21:07 AM
Thanks for helping to clarify Bren, and I like what you've got their Jay.  That is pretty much the idea I had.  Give them some adventure to grasp at the start and keep them interested for the next adventure.



Is this quest/story type if server something everyone would be interested in or do you guys have other ideas?  I do like Thealex's idea of a more dynamic map and that could easily be incorporated into a quest server.  Designated areas or regions.
Title: Re: A survival server revamp!?!
Post by: bren4q on October 11, 2013, 09:46:01 AM
Having new maps and adventures on a regular basis would mean a lot of admin effort and probably require having file level access to the server. It sounds like a lot to expect one person to keep doing so Darth would have to be willing to open up his machine to other people in order to spread the work load.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 11, 2013, 11:13:07 AM
I don't know that it's too much if a problem to give Darth the maps to upload.  We similar things now when making movies and there is never a problem.

The problem would be that many of out current members would be expected to help create the adventures and therefore would not be able to take part in the server as an adventurerer.

We can discuss possible approaches to this style of server to see if any of these ideas are remotely doable.
Title: Re: A survival server revamp!?!
Post by: pusur44017 on October 11, 2013, 11:58:12 AM
It seems that whatever way we do it, it's going to take a lot of time, and somehow we have to figure a genius way to stop players from reaching "endgame" I think what we are looking for are:

-A brand new gameplay that will circle around and around, thus preventing players from reaching "endgame"

-Something that doesn't require too much of admin attention. (meaning not having to reset everything on a regular basis, or having to watch out all the time)

-Something that gives a "wow" effect

I have been thinking of a game server, like blocktopia or anni, with maps going around and around, and possibility to add new maps all the time. (But offcoarse not one single idea of the games I've mentioned can be used, and if we decide to make a game, it would have to be completely Insommniac servers community's idea(someone would also be willing to code it))

-pusur
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 11, 2013, 01:29:57 PM
Blocktopia does have some sort of role playing sever or something called "journey to Elysium."  It seems well received and its a quest, ranking up, dynamic type server.


If we want to ditch survival and come up with a gaming server, that's something different all together.  A server full if mini games is not a survival server.  It would also be quite difficult if not impossible without any coders.  We don't have any coders.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 11, 2013, 02:14:36 PM
Based off what Jay and I are thinking up, along with Thealex's more dynamic maps idea, we can work up something like this.

In the land of Insomnia there are 7 regions.  The Endless Islands, The Forgotten Forests, the Tall jungles, the deadly mountains, the Dark Depths, the White Desert, and the shrooms mushrooms. (These are examples.  We can add more and change names or whatever)

I think that if we really want to make the server as such, we should start here, lay down the lands, come up with the "classes" and see what we can do with that.


But again, if anyone is opposed to this idea, please let us know so we don't waste too much time!
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 11, 2013, 04:57:20 PM
Quite a few of the ideas being thrown around seem to be edging towards an RPG style server. I'm not opposed to the idea, but we need to decide if that's what we want. If it is, we should probably be working around the idea.


Quote from: Juwayyid on October 11, 2013, 02:14:36 PM
In the land of Insomnia there are 7 regions.  The Endless Islands, The Forgotten Forests, the Tall jungles, the deadly mountains, the Dark Depths, the White Desert, and the shrooms mushrooms. (These are examples.  We can add more and change names or whatever)

How would we go about making this map? Sounds like the order calls for something a bit bigger than we can hope to terraform, so we'll probably need a world generating mod or plugin.

The only one I have come up with so far is:
http://www.curse.com/bukkit-plugins/minecraft/terrain-control (http://www.curse.com/bukkit-plugins/minecraft/terrain-control)

But if anyone has any better world generators, mention them.

As I said, I don't mind the idea of an RPG server, but we do need to come to a decision on whether or not that's what we really want.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 11, 2013, 05:11:20 PM
It seems to be the only idea making any progress.

I was willing to terraform the map as well, but if there's a mod to do it then lets roll with that!



Are we decided on an RPG style server then?
Title: Re: A survival server revamp!?!
Post by: pusur44017 on October 11, 2013, 07:25:52 PM
Best might be to start up a poll to clarify options and results.

-pusur
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 11, 2013, 07:49:31 PM
The problem is there are only a select few of us actually participating in this subject.  A poll will probably take weeks to get to a good amount of votes.


And other than when we've got going are there really any other suggested options?

If no one here disagrees with the idea, we should begin work on it.
Title: Re: A survival server revamp!?!
Post by: bren4q on October 12, 2013, 07:34:03 AM
Some research into the suggestions would be a help too. Since nobody here will be coding the plugins or server software it means something will need to be downloaded and configured to suit the needs. Try to find out what plugins/software needs to be used and check that it is available to the public. No point rallying support for an idea if the software for it is not freely available to download.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 12, 2013, 10:33:03 AM
I'm not seeing any software needed.  Just command blocks and redstone.  Ingame fun.  If you guys want to add exterior elements to the game let's hear it because otherwise I'm not planning on any at the moment.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 13, 2013, 01:17:41 PM
A weekend has gone by now and no objections.  Let's dive into this thing.

We will determine the need for any plugins as the need for them comes up.  Let's start at the basics.  If this world we are creating is going to have a story and a history, let's start there.


There are many new biomes being added in the next update.  I am not familiar with them all.  I feel like knowing the land we are working with will help with the history as history revolves a lot around land and expansion and yadda yadda.

We will call each biome a region and each region can have its own history where needed.  Let's decide on the number if regions and what types of biomes each region will be.

I believe we need a nice big Forrest, desert, jungle, and oceans/islands.  I also believe there does not need to be a specified mountain biome as mountains can run throuout all regions.  Perhaps a need ravine like, canyon region.

What more would you guys like to see?  A region for all biomes?  That works too.  Just list the regions you want to see.  Name them as well if you can.  Names can always be improved on later if need be.
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 13, 2013, 04:32:04 PM
I think it may be easier to get a world generated and mapped first, and then worry about naming the various regions. Our simplest and most effective option would be to generate a large world with the "large biomes" world option, then generate a map of it so that we can set to work naming the regions and giving them their own character and lore.

As for plugins: Most of what we have on survival seems to be working fairly well. The protection stones are a good way to give people limited protection. The economic plugins seem fairly well balanced, though we may want to take the prices of the servers spawn shop into serious consideration before going live. Even the horse tools plugin seems like a good way to allow players who aren't master dungeon raiders to have horses.
However, there are a few aspects of the current survival plugins that may need to be nerfed. One example may be the number of homes and warps available to players. Personally, I don't think any player (except perhaps donators) should have more than one teleportation location available to them. With multiple homes, warps, and /spawn, exploration and travel is reduced to almost none when players can just jump across the world at will. The easiest way to solve this is to remove all teleports except for their one home, or /spawn. If they have both a home and /spawn, most travel will again be rendered useless because they can simply jump between their farms and the markets to sell their products.

The only other suggestion I have for the server at this time is: Limited Ultra Hardcore mode.

Ultra hardcore mode is when players do not naturally regenerate health (meaning they need potions or other unnatural means of healing), and they receive a temporary ban on death (often about a day).

Hardcore mode can really be fun, because it adds a new sense of danger that isn't limited to just inconvenience and the (often temporary) loss of a few items. However, hardcore mode also has the major disadvantage of being rather scary and a real turnoff for new guests. That is why I suggest we use a plugin like http://dev.bukkit.org/bukkit-plugins/hardcoredeathban/ (http://dev.bukkit.org/bukkit-plugins/hardcoredeathban/), so that we can give new guests a few free passes on their first deaths, and easy control of the time for which players are death-banned.
Title: Re: A survival server revamp!?!
Post by: pusur44017 on October 13, 2013, 04:35:04 PM
How about waiting for the next update for the biomes part, and focus on other stuff for now? As for the Ultra hardcore mode, I don't think we should put this on the normal survival server, or any of this for that sake...some people might want to play survival, and if the new server gets enough attention, then we might begin to talk about replacing it with the survival server.

-pusur
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 13, 2013, 05:02:23 PM
@pusur;
I should have made myself clearer, I was suggesting that we use the biomes and hardcore plugin if and only if we update to a completely new map.


@Darthjahona
Speaking of biomes and maps: how large of a map is the survival server capable of holding and using? If we use the large biomes of 1.7 when the update rolls around, the map would need to be significantly larger than the one we're using now. Does it strain the server to have a large map if only small areas of it are being loaded at a time? Or does the file size of a large map cause issues with the servers performance? The current map is roughly 5 kilometers in diameter, but the individual "Large Biomes" of 1.7 can be over a kilometer in rough diameter each, so we would likely require a larger map. Is this going to cause a problem in the servers daily performance, or will it just be a pain to set up and render initially?
If it would cause too much issue, let us know and we'll think of other options.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 13, 2013, 05:45:24 PM
Once again, (lets not get off topic guys)

A weekend has gone by now and no objections.  Let's dive into this thing.

We will determine the need for any plugins as the need for them comes up.  Let's start at the basics.  If this world we are creating is going to have a story and a history, let's start there.


There are many new biomes being added in the next update.  I am not familiar with them all.  I feel like knowing the land we are working with will help with the history as history revolves a lot around land and expansion and yadda yadda.

We will call each biome a region and each region can have its own history where needed.  Let's decide on the number if regions and what types of biomes each region will be.

I believe we need a nice big Forrest, desert, jungle, and oceans/islands.  I also believe there does not need to be a specified mountain biome as mountains can run throuout all regions.  Perhaps a need ravine like, canyon region.

What more would you guys like to see?  A region for all biomes?  That works too.  Just list the regions you want to see.  Name them as well if you can.  Names can always be improved on later if need be.
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 13, 2013, 09:51:56 PM
Quote from: Juwayyid on October 13, 2013, 05:45:24 PM
There are many new biomes being added in the next update.  I am not familiar with them all.  I feel like knowing the land we are working with will help with the history as history revolves a lot around land and expansion and yadda yadda.

We won't know anything about the land untill we have a world and a map generated. If we don't know anything about the land, we can't do much about the history. If we havn't got a history, we havn't got much of a story.

This means that the first order of business is the world. How will we be obtaining it?

Will we be using the vanilla generation of the 1.7 release?

Will we use a world generating plugin to make it more suitable to our needs?

Will we attemp to terraform the entire thing?
(^Not in favor of this: anything we can terraform can't be big enough.)
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 14, 2013, 12:15:04 AM
This is going to be a very controlled server so we will be creating the land the way we need it.  Lets stop getting off topic and get started.

What regions are we looking to include?  Forrest, Jungle, Desert, Islands.  What more?  Names for these?  Be creative.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 17, 2013, 01:30:36 PM
So we need some new and fun landscapes, divided up into what I'll call regions.  Each region needs it own backstory, short or long.  The regions can also be 1 biome (easiest to organize), or a few biomes.

Example - we decided we want a sky lands region.  This was the most valuable land in the world.  Heaven on earth.  Unfortunately it was not protected from the mobs, and because so many people flocked to this land, so did creepers, causing heavy damage.  The land could not suffer anymore damage and so it removed itself from the world and now floats safely above it.

We need other interesting regions and stories like this.  The story can be motivated by a simple little thing or more complex.  Whatever works and is fun.

Some other regions that we can think about might be a massive jungle, a Great Plains, a desert, islands, anything! 

Some ideas or suggestions?
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 17, 2013, 05:48:55 PM
We still never actually answered the question of "Where is the map coming from?"

Perhaps we could be a bit more specific?


As for biomes, I would personally like to see (regardless of how we produce the map) a massive forested area, perhaps one that uses multiple forest-ey biomes, such as normal forests, pine forests and the new "roofed forests".

The lore: "For hundreds of years, these forests have been a haven for folks fleeing wars and disease, taking refuge and building settlements and farms along the forest's edge. But the further you go into the forest, the darker and more dangerous it becomes. Travelers and settlers used to push into the woods in droves, hoping to carve out new land for themselves. Those that returned brought with them tales of deep, dark forests, and the bandits and terrifying monsters that hide within."
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 17, 2013, 05:56:20 PM
Love it.

(We are making the map)
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 17, 2013, 07:47:03 PM
You mean terraforming?
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 17, 2013, 09:28:43 PM
Terra forming, world painting, biome copying, and things as such.

It will take work, but that's not the concern right now.  We need to continue developing what we want this world to be.

Some of us have talked and we came up with a few fun things.

The Skylands

An area of the world that, in its prime, was heaven on earth.  People flocked and flourished in this place.  There was peace and happiness.  Though this world is not a peaceful one.  With a horde of players came a horde of mobs that followed.  The creeper damage upon this beautiful land was devastating, and so the land simply removed itself from the world and from the reach of creepers.  A massive and evil canyon remains below.  Above, the floating chunks of land that managed to escape.  Varrying sizes.

And also

The ocean(s)

Along the coastal lands is a lovely beachfront mountain range full I've water caverns and the like.  But go too deep into these mountains and you'll end up in some shady places.  It's said the old pirates still live in their someplace, so it's best to avoid going too far into those caverns.  But on the bright side there are plenty of tropical islands scattered off shore and into the great blue.  Just keep an eye out for any serpents or pirates while you're out there!

And lastly

The mines

(Somewhat like taverni) the mines are a wonderful world underground where giant mushrooms thrive and caverns are wide and vast.  It's gloomy down there, but if you like your shrooms, it's paradise.


(My goal is to create some very fun landscapes that are very big, leaving out pre built structures and leaving the land for the players to use and abuse.  Yeah, alot of this could get griefed, but we are in control of this game.  If the shroom gods are upset that their shrooms are going to waste, let them have their furry!)
Title: Re: A survival server revamp!?!
Post by: TheAlmightyVance on October 17, 2013, 10:42:20 PM
Maybe you should add some stuff like temples or churches that have rare items, kind of like something you see in big dig.

It would be fun! :D
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 17, 2013, 11:22:14 PM
Yes, that could be fun, but you should read the rest of this thread before you give input that's already been said!
Title: Re: A survival server revamp!?!
Post by: bren4q on October 18, 2013, 04:09:42 AM
Will you be doing the terraforming using 1.7 biomes? Planned release is date is soon.
Title: Re: A survival server revamp!?!
Post by: Jaysers on October 18, 2013, 05:09:15 AM
Quote from: Butlerbandit on October 17, 2013, 05:48:55 PM
As for biomes, I would personally like to see (regardless of how we produce the map) a massive forested area, perhaps one that uses multiple forest-ey biomes, such as normal forests, pine forests and the new "roofed forests"....

This reminds me of something I saw on Avatar: The Last Airbender where the group is at the swamp. It's a huge forest, but somehow all the trees are connected to one big-ass tree. Or something like that.

As for the ideas mentioned for locations, they seem like fun ideas to work with to create an unnecessary story plot with.

Following the previous statement, the villages that surround the Big-ass tree are happy and sufficient. But every now and then, they give up offerings and sacrifices to the people that live way up in the Big-ass tree in hopes that they continue to prosper. So far, nothing's gone wrong, until the communications between the two sides stopped. Worried, people have been attempting to scale the Big-ass tree, but to no avail. And to make matters worse, the surrounding forests have become much darker than usual... What could have brought this sudden change?

What about a city that is flourishing in business due to its most successful exports: items that can only be acquired with creative/power or items that can't be crafted, like name tags or cobwebs or nether portal blocks (can't use them, of course, but you get the idea that these items are not gained from normal play). Everyone knows that the way the city gets these items is illegal, but they turn a blind eye to it. Soon, wars are fought with these implemented items, and each side constantly tries to get the newest/most dangerous items the city has. The city happily sells these items to either side, without bias. Note that the city has no affiliation with any of the staff/OP's/creative powers. The people just seem to get these items from their own means.

What about an underground city based on enchanting? The local population has a reputation of being the world's best enchanters. They've expanded further and further into the depths to create more room for pretty much everything. They've proved time and time again that they create the best enchantment possible. It's as if they're willing the enchantments to become what they want. But for every enchantment they make, something is lost. These "lost" then haunt and curse the locals for damning them for the local's selfishness. As of now, the locals were finally able to set a barrier between the "lost" and them, but at a great cost (for the locals that is). Almost a third of their vast empire is now lost and is wandered by the "lost". Every so often, they decide to send a team in attempt to recover little by little, but always end up in failure. They either return literally empty handed, or bloodied. The locals have for a long time tried to remain peaceful and not instigate any violence towards the "lost", but the "lost" didn't seem to care if the locals wanted peace or not. Now, rumor has it that the locals are at their breaking point and turned to desperate measures...

What about an area that literally has bits and pieces of every biome? That could have interesting results.


EDIT: .... Hm. It seems most of the things I've posted here tend to have more of an idea of stories, rather than ideas about what we could add to the servers. idk. This is just my addition as a piece to the cake we're trying to bake.
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 18, 2013, 08:05:25 AM
Quote from: Jaysers on October 18, 2013, 05:09:15 AM
What about an underground city based on enchanting? The local population has a reputation of being the world's best enchanters. They've expanded further and further into the depths to create more room for pretty much everything. They've proved time and time again that they create the best enchantment possible. It's as if they're willing the enchantments to become what they want. But for every enchantment they make, something is lost. These "lost" then haunt and curse the locals for damning them for the local's selfishness. As of now, the locals were finally able to set a barrier between the "lost" and them, but at a great cost (for the locals that is). Almost a third of their vast empire is now lost and is wandered by the "lost". Every so often, they decide to send a team in attempt to recover little by little, but always end up in failure. They either return literally empty handed, or bloodied. The locals have for a long time tried to remain peaceful and not instigate any violence towards the "lost", but the "lost" didn't seem to care if the locals wanted peace or not. Now, rumor has it that the locals are at their breaking point and turned to desperate measures...

What about an area that literally has bits and pieces of every biome? That could have interesting results.


EDIT: .... Hm. It seems most of the things I've posted here tend to have more of an idea of stories, rather than ideas about what we could add to the servers. idk. This is just my addition as a piece to the cake we're trying to bake.

Okay so we gonna make ghosts as "The losts"? What plugin does that?

Also for the area of everything of the biomes, I wonder, can we change the biomes? Like there is already temples and pyramids in the world generator, is it possible to spawn buildings like that? could make the work lot easier.
Title: Re: A survival server revamp!?!
Post by: Butlerbandit on October 18, 2013, 04:40:35 PM
Quote from: bren4q on October 18, 2013, 04:09:42 AM
Will you be doing the terraforming using 1.7 biomes? Planned release is date is soon.

I've been somewhat concerned about how exactly we're going to be making this. The problem is that we'd need to terraform gigantic areas of land, and we'd somehow have to manage to do so without losing quality of land terraformed.

The problem with traditional terraforming methods (like worldedit and voxel sniper) is that they're only skin deep; you can turn a desert into a forest, but there's still residual sand and sandstone a few blocks down. This isn't a problem when you're terraforming for aesthetic purposes, but in a survival world people are going to be tearing the world apart block by block and examining each bit of it, meaning that we'd need to spend a lot of time working on even a small area to make it good enough for a survival world.
We'd absolutely need to figure out how to maintain the quality of the map consistently through all it's parts, because the fact that it's a survival world means that large parts of it will be under intense scrutiny.


Another important question we'll have to answer is who will be allowed to work on the map? If I recall correctly, we had some issues with item smuggling when we allowed the entire community to work on the first map.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 18, 2013, 05:11:49 PM
I do plan to use 1.7 biomes and I know when we typically terraform it leaves a mess down below.  But we won't be doing our usual terraforming.  Things will be much more controlled.


And I mentioned this earlier.  This new server is going to be mostly for new players.  We are relying on many of our current members to be behind the scenes making this server work.  That means that those who are helping will not be able to participate in most aspects of the map.  The "makers" can play the survival aspect, build a house, play with friends, but when it comes to the story and the quest, they will have made these up.

To clear all that up, the map makers are in charge of keeping the game going.  They won't have time to play on the server nor a real point to play on the server as their job is to make the server for others.


This still isn't sounding like its being told clearly, so it's pretty much this.  If you are making the map you won't be playing the map.  If you want to use the server as a sole survival server, build a house and such, that would be fine. 


If ever this project ever goes live, the map will never be "completed."  Each month we are adding and changing things on it, so the map is always providing something new.
Title: Re: A survival server revamp!?!
Post by: bren4q on October 18, 2013, 06:10:10 PM
For a totally custom world I would have thought that a new plugin or utility would be required. Something that can terraform much larger areas of land than the traditional methods you have used with WE/VS. Perhaps a tool that allows you to modify biomes and alter the landscape over wider areas using some clever noise algorithms or height maps. Having to terraform small areas by hand in game will be a huge undertaking and people might give up on it if there's too much to be done.

Look into something like WorldPainter (http://www.minecraftforum.net/topic/231255-worldpainter-v164-graphical-interactive-map-creatorgenerator/) for getting a skeleton layout for a world created quickly outside of Minecraft and then perform touchups in game using WE/VS or something like the Terrain Control (http://dev.bukkit.org/bukkit-plugins/terrain-control/) plugin.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 18, 2013, 06:17:54 PM
Yup, that's the idea I was having.  I've been trying to avoid the topic of "how" to get back into the subject of "what."  We plan to use World Painter to get the overall layout down and then go in and do whatever is left to be done.  That's the "how."

The "what" is what we are going to put into the map and what the story and history behind the world is.  The fun stuff.  We have a good number of regions selected now.  Want anymore?  Want to change any of the current,  I'll compile a list of them when I get the time.

How about some historic figures or events?  We need some inciting incident to start off the story.  We can pull out the ol "the world is falling into the void" idea or we can use something new.  Any ideas on any of this?
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 18, 2013, 10:02:09 PM
Instead of the void, why not the splitting of the world? Make an enormous canyon down through bedrock, and apon every person entering the server have them choose between the two sides.

Spawn could be in a protected area somewhere hidden that people can't find accidentally, and there are two buttons, one for each side. The buttons would teleport them to the "spawn" of their chosen side, and set their spawnpoint there. If there are any modders here, (Which there may be even though I have no idea... I've been gone a while...) a way to randomly or procedurally split new people between sides without having such an OOC thing like choosing would be great.

Sides would be more like factions, and everyone on one side is a friend. Relations between sides would be non-existant at first because there will be no way across for a while. Ambitious people, however,  can start building over the void. This would require some monitoring... 1 block wide cobble paths ain't gonna cut it. To build over the void will require a structurally sound (Minecraft Style anyway...) and solid bridge. Anyone who builds something skimpy will log back in to see that their path has crumbled under it's own weight at a distance suitable for the structure. (AKA blown up by mods)

The crack in the earth is also not a straight line, because that doesn't sound very realistic. It would be a jagged crevice, that's way too wide for the other side to be seen. (Thinking about 64 chunks... About four times what far rendering will show) Good luck building your way across! Using your own resources for this will mean a bit of time and peace before people actually get serious about bridge building.

Now, even if this is a survival server, it adds a bit extra to the game in terms of story. I expect that about 2-4 players will actually make it to the other side on their own or with others, and what they do on that other side will probably be pillaging to make their own side stronger. Bridges used in this fashion will probably be bombed, while peaceful bridges left alone or used by the other side. Or you could choose to get away from the crack and go build on your own, like I probably would. But this way there's a choice of pvp for those who want it, and an ordinary roleplaying-less building world for those who don't care for it.

Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 18, 2013, 10:42:45 PM
(Nice to see yah Tak!). I love that idea!  It would be tons of fun to play had we the numbed to keep a server like that alive.  Hopefully what we are doing with survival now will attract many players and eventually give us the number to make a faction-ish server designed the way you explained.  I really love the idea.

Maybe we throw a dividing crack into our current idea?  It's something mighty large to explore and live in and could help with story.  Perhaps the crack forming and ripping apart the land is what starts out story!
Title: Re: A survival server revamp!?!
Post by: Skloosh on October 18, 2013, 11:41:57 PM
This sounds like its turning into a faction server with 2 main factions(each side of the canyon) and an infinite amount of sub factions am I close with this guess?
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 19, 2013, 12:37:04 AM
The problem with that is that someone would have to find a place to start the crack that either doesn't mess up any one's build, or doesn't care about flamers raging about destroyed builds. Alternately, you could offer to move their house with WE in order to keep raging to a minimum. Of course, if the canyon starts slowly, people would have time to move before they get swallowed up. Some stylizing of the edges would be required, to make it scenic.

Quote from: Skloosh on October 18, 2013, 11:41:57 PM
This sounds like its turning into a faction server with 2 main factions(each side of the canyon) and an infinite amount of sub factions am I close with this guess?
I'm thinking more like two optional factions, and then those who don't care for them and don't join. Does that make them sub-factions? :(
Title: Re: A survival server revamp!?!
Post by: Skloosh on October 19, 2013, 04:16:13 AM
Quote from: Takinomfan on October 19, 2013, 12:37:04 AM
I'm thinking more like two optional factions, and then those who don't care for them and don't join. Does that make them sub-factions? :(

Nope.
What I was saying about the infinite sub-factions, is that once you join one of the factions(or you choose not to) you can create your own sub-faction or "clan" this would enable a sort of civil war mechanism where a sub-faction can attack its own faction to gain more power and control over other sub-faction, this would also allow governments to be put into place examples: monarchy(single ruler), anarchy(no ruler),republic(council of players to make decisions),democracy(elected leader).
:Edit:
The default position for each faction would be anarchy.
Title: Re: A survival server revamp!?!
Post by: sifitis on October 19, 2013, 11:48:34 AM
Its all sounding like a fun idea, but it does sound like a LOT of monitoring from moderators, of which we have very few (if any) on the survival server. Destroying crap-bridges, for example, means monitoring the ENTIRE canyon. Perhaps we can think of a way to make it less demanding.

perhaps we could try adding in other features, like special map areas. I know that 1.7 includes a world generator type called "Amplified", which spawns MASSIVELY tall mountains and SUPER deep oceans. Some mountains are even up to the top of the map. The problem is that its taxing on computer resources. But things like that, where the landscape is...different.
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 19, 2013, 07:55:52 PM
Quote from: Skloosh on October 19, 2013, 04:16:13 AMNope.

What I was saying about the infinite sub-factions, is that once you join one of the factions(or you choose not to) you can create your own sub-faction or "clan" this would enable a sort of civil war mechanism where a sub-faction can attack its own faction to gain more power and control over other sub-faction, this would also allow governments to be put into place examples: monarchy(single ruler), anarchy(no ruler),republic(council of players to make decisions),democracy(elected leader).
:Edit:
The default position for each faction would be anarchy.
My head cracked upon reading this... When I said Factions in the first place, I meant like... Neighbors... I have no idea if plugins like Factions would be used, so I was ignoring that possibility.

Generally though, people close to you would be friends, because to attack/raid/loot them would anger people who are in a good position to counter-attack, if nothing else.

People across the void however would probably have no qualms about looting anything they find on the other side. If people on one side band together by themselves in order to protect themselves, that's great! Every government situation would be completely player-made and un-monitored.

If I misunderstood, please explain it in some more detail.

Quote from: sifitis on October 19, 2013, 11:48:34 AM
Its all sounding like a fun idea, but it does sound like a LOT of monitoring from moderators, of which we have very few (if any) on the survival server. Destroying crap-bridges, for example, means monitoring the ENTIRE canyon. Perhaps we can think of a way to make it less demanding.

I don't know, it would take like 10 minutes with a super-overpowered speed potion to fly on each side of the explored canyon and check each bridge they encounter. For this I would suggest using say MCEdit to generate and load a 2x2 chunk incredibly far away from both "Spawns", like a couple thousand chunks. In these four distant chunks, which ops will have the teleport coords for, there can be set up some buttons and command blocks that can help. A combination speed boost 10 and teleport to one edge of the canyon, for example, would mean a quick check from these admin chunks. You could either stop looking when you notice you're generating new land, or have a scoreboard timer that counts down the distance in seconds for the width of the player-known territory.

One other thing ops could do while performing this daily sweep is mark the coords of any bridges they do see in progress, weather they need pruning or not, and put a new command block button in the admin chunks to go there. These would most likely be used for checking on people who are on more often than others, and could be helpful in cutting down the amount of full length sweeps needed as well.

Quote from: sifitis on October 19, 2013, 11:48:34 AMperhaps we could try adding in other features, like special map areas. I know that 1.7 includes a world generator type called "Amplified", which spawns MASSIVELY tall mountains and SUPER deep oceans. Some mountains are even up to the top of the map. The problem is that its taxing on computer resources. But things like that, where the landscape is...different.
Now this I can get behind. Small sections of an Amplified map, copied and pasted onto existing, uninhabited landscape on the survival map. That would be very cool, and allow for some terrain that wouldn't appear in either by mixing the two!
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 20, 2013, 07:52:44 PM
 We don't have very many people to play with for fractions to be an enthralling plugin. Also, factions last server has spiraled the server into chaos for a few weeks. Doesn't mean we can't group up, I just don't see a plug-in to be necessary. Kinda like marriage, you can do the same things with or without it.

   The crack canyon (Not to be confused with Arizona's cocaine gang) is an interesting idea. This could be the most risk taking venture as well as the most profitable. Thinking of a back story is almost as exciting as envisioning the looks of it.

   This is gonna be long as hell so make sure you pissed before reading this, else you'll lose were you left off.

   So, for the back story, I was thinking that this is set around the age of the 1700's-1800's. All of know civilization is in a valley on the coast of the Effa sea. Protecting the colonies from the salty shore is a belt of mountainous terrain. Only the long extinct dwarves have dared to trench through the base of the rockies. Taking thier place is a pirate clan that has claimed their technology and excavation sites. Here, you can fence rare and exotic items not found anywhere else. You may also hide here. You can as well venture through the water filled tunnels and seek your way to the seas. There, it's said you'll find legends true and dreams proven.

  That was just the north. As for the  biomes being hugged by the snow capped rockies, there'll be a desert in the west, a prairie in the middle and a forest to complete the sandwich. Now, each biome will have 1 city 2 towns and 1 fort. The cities will include a bank, houses for sell and businesses to begin, city halls (This will be where you spawn after teleporting from one established area to another. (It will also cost money to teleport)). The towns are just kinda filler with shops and protection. The forts are hostile to stragglers, they have allot of loot but it's difficult to get since 1. hostiles-and 2. it's in a vault under ground.

   The desert will have the rockies north and west of it. the crack is south and the prairie is east. The prairie has the rockies north, the desert west, the crack south and the forest east. The forest has the rockies north the prairie west and the crack south and east. Notice the trend? The crack was caused by a massive flower pandemic. "What's the flower pandemic you ask, kraw?"  Well you see, there was this crazy professer that thought he could create gold (The state standard for the economy) by mixing 1 red flower and 1 slime ball. But you see, this started and evolutionary cycle that could not be stopped. It's kinda like taking 5 Viagra even though you were a woman 20 minutes ago. Yeah, that kind of unstoppable force. The super duper flowers as they would have called it (since their creativity was malnourished during this crisis) took the valley by storm. Half the valley was enveloped in the super duper flowers. 4/5's of the population kinda died too. Real shame. Anyways there was this brave (or stupid, I always mix that up) miner called Haze. He did the only thing any rational person wouldn't do and lit 10^658245656875 Tnt on one super duper flower. This destroyed the flower which weakened all the other flowers. Kinda like that crappy reboot of War of the Worlds were the main character destroyed 1 tri-pod thing that apparently lowered all the shields of the other camera tri-pods. Very stupid idea. Anyways, the blast radius was enough to wipe out all of the super duper flowers aswell as haze. The survivors remembered haze as the greatest person like ever, and them quickly forgot because they noticed a giant ass crack between the valley. Not to be confused with the ass crack that hinders your left and right butt cheek to become butt cheek supreme and rule the world. No, this crack had evil shit in it. Again, not a euphemism. As it had turned out from our brilliant professor that had made the flowers discovered that all the fallout from the flowered fell down into the crack canyon and formed baddies. The baddies also contained parts of haze which would explain the AI's. So, in the canyon theirs lots of mobs, (like hard difficulty times 5) and theres loot. There's also a cave system that includes a butt crack ton of dead ends and 3 escapes. 1 escape is behind you back to the safe towns and cities. The other is death. The last one is to the other side of the valley that beholds wilderness. No rules. All badlands. Here people can thrive and die. You can build and dig and shiz in the other side, but there's protection from the cities and you can't claim land there.

   Now, if you haven't figured out my lay out for the map yet then I explain it to you like the valley of California. Imagine that place with a giant crack in the middle, less gang violence, smog, a little bit blocky-er and 98% less impotence and you have yourself the map!

  If I missed anything (Which I'm sure of-There's only so much a man can do on the can) then reply back to me.
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 20, 2013, 08:54:43 PM
Quote from: Kidd2000 on October 20, 2013, 07:52:44 PMHere, you can fence rare and exotic items not found anywhere else. You may also hide here. You can as well venture through the water filled tunnels and seek your way to the seas. There, it's said you'll find legends true and dreams proven.

So you're saying you want cool dungeons around the bottom of the trench? Sounds easy enough.

Just so you know, there would be no bedrock on the bottom for people to build or save themselves on, it would lead straight to the void. Moar danger!

Hmm... After reading a bit more, it sounds like you want people to start out in the canyon, and have the Highlands around filled with dangers, and only accessible through a giant under-mountain maze with only one way through? >:) Sounds like fun!

I kinda tuned out the Flower Lore, sorry Kidd. :3
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 20, 2013, 09:53:38 PM
Quote from: Takinomfan on October 20, 2013, 08:54:43 PM
Quote from: Kidd2000 on October 20, 2013, 07:52:44 PMHere, you can fence rare and exotic items not found anywhere else. You may also hide here. You can as well venture through the water filled tunnels and seek your way to the seas. There, it's said you'll find legends true and dreams proven.

So you're saying you want cool dungeons around the bottom of the trench? Sounds easy enough.

Just so you know, there would be no bedrock on the bottom for people to build or save themselves on, it would lead straight to the void. Moar danger!

Hmm... After reading a bit more, it sounds like you want people to start out in the canyon, and have the Highlands around filled with dangers, and only accessible through a giant under-mountain maze with only one way through? >:) Sounds like fun!

I kinda tuned out the Flower Lore, sorry Kidd. :3

Huh? Flower lore? I wrote that? lol
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 20, 2013, 09:56:15 PM
Quote from: Kidd2000 on October 20, 2013, 07:52:44 PMThe crack was caused by a massive flower pandemic. "What's the flower pandemic you ask, kraw?"  Well you see, there was this crazy professer that thought he could create gold (The state standard for the economy) by mixing 1 red flower and 1 slime ball. But you see, this started and evolutionary cycle that could not be stopped. It's kinda like taking 5 Viagra even though you were a woman 20 minutes ago. Yeah, that kind of unstoppable force. The super duper flowers as they would have called it (since their creativity was malnourished during this crisis) took the valley by storm. Half the valley was enveloped in the super duper flowers. 4/5's of the population kinda died too. Real shame. Anyways there was this brave (or stupid, I always mix that up) miner called Haze. He did the only thing any rational person wouldn't do and lit 10^658245656875 Tnt on one super duper flower. This destroyed the flower which weakened all the other flowers.
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 21, 2013, 07:21:08 AM
First of all kid, we should't have a age on when this happens. Then we relate to the real world and a historical correction will be lignificated (At least if you Danish.) I like the town, city and fort idea, maybe like mineZ towns, were strongest survive.  They could also have shops or generating loot like in dungeons, tempels and strongholds. And the so called flower lore got unserious, i'm speaking of the death of haze and the California part.

And I agree in all what you said Sif btw.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 21, 2013, 12:09:11 PM
Well it's great to see this huge change and sudden interest in the idea here!  Lots of good things coming from everyone.  We need to compile these ideas into one and prepare some finalized thoughts so we can begin work on the map!

We like the giant crack through the world idea, though what caused it may need some further developing.  We have some good regions to create with some good history behind them.

Do we want to include "shops?"  These would be pre built strictures selling items with no limit of quantity. Or do we want to keep things player based trading and keep things balanced in that respect?  I'm for player trading and keeping any sort of economy mods far away from this server.
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 21, 2013, 01:23:35 PM
Quote from: Emperor_Quimby on October 21, 2013, 07:21:08 AM
First of all kid, we should't have a age on when this happens. Then we relate to the real world and a historical correction will be lignificated (At least if you're Danish.) I like the town, city and fort idea, maybe like mineZ towns, were strongest survive.  They could also have shops or generating loot like in dungeons, tempels and strongholds. And the so called flower lore got unserious, i'm speaking of the death of haze and the California part.

And I agree in all what you said Sif btw.

MineZ towns would be interesting, pre-made towns/cities that pop up when you least expect it. But unless we make this into a MineZ server, (Which could be a thing, but maybe next time), perhaps we better skip on making anything too much larger than a Minecraft Village.

I think shop wise, Villager trading is the way to go. Put a couple different kinds of villagers in each town and spawn some really worthwhile trade Villagers with MCEdit. One or two of these per Village would suffice for exploration purposes, if people want to find really good trades, they have to find the villager. Perhaps getting more and more worth it the farther you go away from the Canyon?

Then we would have an economy where you have to trade with players unless you can find these special Villagers, which will be few and far between. Maybe hidden in a tiny mountain fortress with no exit to the outside world? :3 We can make sure every special villager ops create don't despawn by takking them with a name tag, so the only way to lose one is have a player assassinate it to deny you the sweet trades, or have them steal it.
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 21, 2013, 04:47:17 PM
Quote from: Takinomfan on October 21, 2013, 01:23:35 PM
MineZ towns would be interesting, pre-made towns/cities that pop up when you least expect it. But unless we make this into a MineZ server, (Which could be a thing, but maybe next time), perhaps we better skip on making anything too much larger than a Minecraft Village.

I think shop wise, Villager trading is the way to go. Put a couple different kinds of villagers in each town and spawn some really worthwhile trade Villagers with MCEdit. One or two of these per Village would suffice for exploration purposes, if people want to find really good trades, they have to find the villager. Perhaps getting more and more worth it the farther you go away from the Canyon?

Then we would have an economy where you have to trade with players unless you can find these special Villagers, which will be few and far between. Maybe hidden in a tiny mountain fortress with no exit to the outside world? :3 We can make sure every special villager ops create don't despawn by takking them with a name tag, so the only way to lose one is have a player assassinate it to deny you the sweet trades, or have them steal it.

Well don't you worry about shop. We already have shops on the original survival server, where every player get's a balance which you could sell items to signs or buy from them. It's a plugin we can use again as before.

You can go on survival and see them in the nearest buildings at spawn.
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 21, 2013, 08:37:28 PM
Quote from: Emperor_Quimby on October 21, 2013, 04:47:17 PMYou can go on survival and see them in the nearest buildings at spawn.

WAAAAA

I can't actually, no computer atm... It will be another 3 weeks at the least...
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 22, 2013, 12:13:56 AM
As we develop further and further into this server we need begin to keep a clear line between those who will want to participate in the server and those who will be controlling the server (keeping it running, developing new material, providing experience for others)

Ideas from anywhere are always welcome, but soon we will get into discussing quests and story elements that we do not want to spoil for those who wish to play it!
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 22, 2013, 01:51:42 AM
Right, sorry.

so how many stories do we need so far?
Title: Re: A survival server revamp!?!
Post by: Jahona on October 22, 2013, 09:52:35 AM
In the meantime would anyone like me to set up a Hexxit server?  There is no traffic to survival just about anymore.
Title: Re: A survival server revamp!?!
Post by: pusur44017 on October 22, 2013, 09:55:44 AM
A hexxit server might be a really good idea in the meantime! I'm saying yes.

-pusur
Title: Re: A survival server revamp!?!
Post by: bren4q on October 22, 2013, 10:41:03 AM
Quote from: darthjahona on October 22, 2013, 09:52:35 AM
There is no traffic to survival just about anymore.
Update it to 1.6.4
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 22, 2013, 12:26:21 PM
Quote from: Emperor_Quimby on October 22, 2013, 01:51:42 AM
Right, sorry.

so how many stories do we need so far?

   Let's start with the player story and why they are there.

Idea 1:  Ubermacht-A global mining company has used it's resources on this new fertile land just recently found. This land know as Beotoni had lush rain forest, nourished land so that melons and pumpkin may grow twice as big! People thrived and soon colonized into 3 separate kingdoms/states/nations/undecided. Each kingdom offered its own benefits. One kingdom was a totalitarian state controlled by the Ubermacht corporation. With little freedom here, those who persevered became rich and successful in the mining industry. Then we have an oligarchy nation who focuses on building rather than becoming rich. They are known as New Light Masons. Then we have the Qwuries. They are exceptional farmers and crafters which holds true noting that they offer the best equipment in all of Beotoni.

   There was a high demand for gold and the land supplied. The Ubermacht corporation got carried away and mined all too much. This made the ground timid fragile. Oblivious to this, they kept mining for gold. But now with all this gold in the economy, it caused inflation. This led to low tech ideas for mining since the corporation could now longer sustain its 800 miner employment. A common use of Tnt was present, since Tnt was as valuable as 9 bars of gold at the time. This led to a giant fissure splitting the once rich valley. On one side were the 3 kingdoms. On the other was the now folly Ubermacht corporation head state. Over the course of 50 in-game years. The corporation dried up its value. Administers that had stayed at the police state during the split kept the name alive in the kingdom. With that they are still successful in the kingdoms. The New light Masons held on to tradition and are still the premier builders in all of Beo. The qwuries on the other hand were not so lucky. The water reseviors had quickly vanish into the depths of the fissure. Offering little to no crops in this state. They are however still the best off with equipment and tools. The state turned into anarchy during the drought. With the head Qwuries out of power, a band of bandits called The Zaphod took it and ruled the kingdom. Many of the residual Qwuries had headed north to the rockies and find water there. No one has heard of them since.


So basically:

Uber Kingdom-Best at mining, port, offers high price on minerals, can't buy houses, can't have shops, police state

NLM Kingdom- Offers cheap price for building materials, own plots of land, making a shop, priciest in buying land though, Oligarchy

Zaph Kingdom- You start out with better tools and better equipment with more money, lots of baddies here, you can build houses but people can destroy it, you can sell as well but people can destroy it, Anarchy

Toni- Other side not controlled by the kingdoms: Explore the ruins of the prosperous Ubermacht corporation with your friends...or kill them for all the loot. Includes huge quests set by the kingdoms and is also the hardest are to get to since you need to explore the fissure and find your way to the top.

Fissure- Yeah I like this idea but I cant figure out how I can stop people from crossing the fissure with a dirt bridge. The fissure will be 500 blocks long so ender pearls wont work. Maybe there can be a bridge that can be built by completing a quest. Whoever finishes that quest first can profit from the bridge by offering a toll tax (A steep one too). Enough for rich people to be like "Meeh what eves" and Newcomers to be all like "I'll have to find a better way through the fissure".

   As for teleportation, we would want to make sure that people don't have just one person making there way to the Toni side and having everyone tele there and setting a home. No. Bad. I was thinking we could have a /home at our bought homes. No /back. <THIS IS EVIIIL! Also, /tpa should not be allowed on the toni side. We can decide whether or not it's okay on Beo but not toni. Also, each city will have a spawn and portal. The spawn is used when you die closest to a city. Say you die in NLW Territory, you spawn at their city instead of Ubermacht dominion. The uber dominion is also where all the new comers spawn since it's a port.The portals and teleport you from one city to the other at a price. This sounds rough to some of you but in the last server when i died, I wasn't scared or horrified that I lost my incredibly powerful armor cause I was all like /back. I want to feel scared and cautious in this server.

So Idea one offers 3 factions with different perks in mind. It also includes a barrier (fissure) to unexplored land and more...

 
Quote from: Juwayyid on October 22, 2013, 12:13:56 AM
As we develop further and further into this server we need begin to keep a clear line between those who will want to participate in the server and those who will be controlling the server (keeping it running, developing new material, providing experience for others)

Ideas from anywhere are always welcome, but soon we will get into discussing quests and story elements that we do not want to spoil for those who wish to play it!

I honestly would LOOOOVE to take part in making the server. Making the map, lore, economy, and factions ooh i would just enjoy :3 Moderate-Meeh probably so as long as I can still play.


   
Quote from: Takinomfan on October 20, 2013, 09:56:15 PM
Quote from: Kidd2000 on October 20, 2013, 07:52:44 PMThe crack was caused by a massive flower pandemic. "What's the flower pandemic you ask, kraw?"  Well you see, there was this crazy professer that thought he could create gold (The state standard for the economy) by mixing 1 red flower and 1 slime ball. But you see, this started and evolutionary cycle that could not be stopped. It's kinda like taking 5 Viagra even though you were a woman 20 minutes ago. Yeah, that kind of unstoppable force. The super duper flowers as they would have called it (since their creativity was malnourished during this crisis) took the valley by storm. Half the valley was enveloped in the super duper flowers. 4/5's of the population kinda died too. Real shame. Anyways there was this brave (or stupid, I always mix that up) miner called Haze. He did the only thing any rational person wouldn't do and lit 10^658245656875 Tnt on one super duper flower. This destroyed the flower which weakened all the other flowers.

So you did read it lol.


Quote from: Emperor_Quimby on October 21, 2013, 07:21:08 AM
First of all kid, we should't have a age on when this happens. Then we relate to the real world and a historical correction will be lignificated (At least if you Danish.) I like the town, city and fort idea, maybe like mineZ towns, were strongest survive.  They could also have shops or generating loot like in dungeons, tempels and strongholds. And the so called flower lore got unserious, i'm speaking of the death of haze and the California part.

And I agree in all what you said Sif btw.

About that age thing. I was only pertaining to the architure used in the cities and towns and forts. This was the age of exploring and guess what we're hopefully going to do on this server? Damn straight. I just want a set theme ya know? Anyone can build whatever they want when they're playing but a mono theme for the map establishments would be great. Also with set variations on different biomes. Kinda like the NPC villages. It's just that I don't want New england villages mixed with contemporary skyscrapers lol.
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 22, 2013, 01:11:56 PM
Quote from: Emperor_Quimby on October 21, 2013, 07:21:08 AM
First of all kid, we should't have a age on when this happens. Then we relate to the real world and a historical correction will be lignificated (At least if you Danish.) I like the town, city and fort idea, maybe like mineZ towns, were strongest survive.  They could also have shops or generating loot like in dungeons, tempels and strongholds. And the so called flower lore got unserious, i'm speaking of the death of haze and the California part.

And I agree in all what you said Sif btw.

About that age thing. I was only pertaining to the architure used in the cities and towns and forts. This was the age of exploring and guess what we're hopefully going to do on this server? Damn straight. I just want a set theme ya know? Anyone can build whatever they want when they're playing but a mono theme for the map establishments would be great. Also with set variations on different biomes. Kinda like the NPC villages. It's just that I don't want New england villages mixed with contemporary skyscrapers lol.
[/quote]

I just say we should make our own time age, like a modern, medieval and stone age in one fantasy age, or something like that. We should't have new England villages, we should have Gorgemoniunion villages, something we make self up. Sure take some inspiration from the real world, but don't copy the exact same.
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 22, 2013, 03:06:56 PM
   A modern, medieval stone age? Isn't that-like-all time periods combined into one? That new England village was just an example of how skyscrapers wouldn't be ideal. Sure, we could think of our own architecture idea, but I'm pretty sure anything in scale of real life architecture is of itself original since minecraft is hella-blocky. Try making a New England house, it's quite difficult. Also, all the builders will have to know how to build with that sort of architecture which would mean the head architect will need to teach it to them. A few hours on the creative server can fulfill that. Of course this would mean city layout as well. So if we have the diameter of the map be 10000 blocks, each city would be around 400-500 blocks squared. Each city will need a bank, a hotel, a city hall (spawn/portal), 2 Entry ways, City walls, Farms, mine shafts, roads, sewers, Market, Barracks, and much more.

   Soo, Emp how about I set up the layout of the cities and you come up with an idea of architecture we can use? What would be cool is that you can mix the Industrial age with the exploring age of architecture. WHICH can be original! Oh and add a hint of fantasy since minecraft has bits and bobs of it here and there.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 22, 2013, 03:36:20 PM
I don't think we need to stay in any particular time period.  I think it would be awesome to travel from the medieval castles of the south up to the central modern city and then head north to the space station, which happens to be neighbors to the old wizard family on the left and the tenant houses on the right.


Yeah, that sounds lame, but the point is that it's our own world we are creating.  Have fun with it!
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 22, 2013, 04:53:58 PM
What I mean by time period is the time most relative to the things in minecraft. Like contemporary can't work since it revolves around electricity. Minecraft doesn't have that but it has marble, wood, brick, stone, wool and other such basic resources. The cities we had in the other server is a great example to that. I dont think any were contemporary except Eon unless you were to say it was an iron city then whatever. But the spawn city is what would work. Great buildings that offered use and were used.

Also, do we want factions? I can arrange Idea 2 or 1 for that.
Title: Re: A survival server revamp!?!
Post by: Glenn on October 22, 2013, 05:45:44 PM
I don't think we should get factions on here, the way it looks right now, it'd be based around PvE rather then PvP...


btw. writing this from my 2DS :)
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 22, 2013, 06:13:47 PM
   What if we have guilds instead of factions? Say I'm in the miner guild, I would get a decent buff in selling ore and a cheaper price on mining equipment than people who weren't in it. Oh! If I was then a smelter, I would buy ores at a cheaper price and selling ingots/tools/weapons at a higher price! Then if I was a hunter, I'd get equipment cheaper and sell mob loot for so much more! Oh think of the possibilities! People in other guilds aren't enemies either. Then, if that was some how possible, we could then have a weekly challenge of getting the most activity in your guild. In a playtime/number of people ratio so that less popular guilds still have a chance. Then winner guild then receives special loot or plots of land or money. Great incentive to collaborate with your buddies.

   This of course, I doubt will happen. We'd have to make a plug-in and shiz so I doubt this would ever happen.
Title: Re: A survival server revamp!?!
Post by: Jahona on October 22, 2013, 11:15:28 PM
Quote from: bren4q on October 22, 2013, 10:41:03 AM
Quote from: darthjahona on October 22, 2013, 09:52:35 AM
There is no traffic to survival just about anymore.
Update it to 1.6.4

What you talking about Willis?

pst.  Survival is 1.6.4
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 23, 2013, 01:06:15 AM
Of course I read it, Kidd. I read everything... including that wall of text...

One of the points I had for this map was that you could choose if you wanted PvP (You go for building a bridge/Finding a bridge/ Fighting the other side), or PvE (Run away from the Canyon and never look back)

I'm assuming that by "Building Styles", you mean the random villages/castles/fortress'/huts/forts/loner's huts that will be build in the wild with loot and sometimes trading villagers? Because of course, any player can build whatever they want, no restrictions. (Unless it's super inappropriate, or it's an unstable bridge :3) Wild buildings will be built in any style from about 200 years ago backwards, or Fictional. You might find a giant village of hives that ends up being a maze, you might find a European castle, you might (not) find a tiny wooden entrance to a tiny mountain hut that holds a villager. The random Vanilla villages would probably be torn down as well, and rebuilt into different styles of buildings, though the layout would stay the same.

About plugins, Factions could be cool if you can have some custom options... Four factions: 2 PvP, one for each side, and 2 Untouchable, one for both sides again. The untouchable sides can not hurt or get hurt from the PvP'ers, but can from everything else. PvP players can not get hurt from Untouchables, or their own faction, but can get hurt from the other faction. Other than that, I don't think Mini factions would be necessary at all. This is just a way to keep people from interfering with other peoples preferred experience.

Any Economy plugins, on the other hand, irk me to no end. They are too easily exploited by anyone. I prefer having just villagers and their horrible trades, because it keeps trading as a last resort. You really should find a way to get the resources you need by yourself first, and only trade your five diamonds for an emerald if you really need it.

I'm kind of curious what the numbers are for visitations on the current Survival server; how many people would have to be entertained?

In case it wasn't clear, I'd really like to be on the content-creating side of this project. I was an admin on the Survival and Creative servers before I left about... Has it really been three years? Anyway, about that long ago. I am willing to re-apply if needed, though content for consideration will have to be text based, seeing as how I have no computer for a while longer.

P.S. And now my major annoyance has disappeared/been BANNED! :D
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 23, 2013, 04:33:09 AM
Quote from: Kidd2000 on October 22, 2013, 06:13:47 PM
   What if we have guilds instead of factions? Say I'm in the miner guild, I would get a decent buff in selling ore and a cheaper price on mining equipment than people who weren't in it. Oh! If I was then a smelter, I would buy ores at a cheaper price and selling ingots/tools/weapons at a higher price! Then if I was a hunter, I'd get equipment cheaper and sell mob loot for so much more! Oh think of the possibilities! People in other guilds aren't enemies either. Then, if that was some how possible, we could then have a weekly challenge of getting the most activity in your guild. In a playtime/number of people ratio so that less popular guilds still have a chance. Then winner guild then receives special loot or plots of land or money. Great incentive to collaborate with your buddies.

   This of course, I doubt will happen. We'd have to make a plug-in and shiz so I doubt this would ever happen.

Yeah, there are fantastic possibilities :) But I feel like guilds are something you add when you have enough players on the server. Well my idea of a guild is more of a community than a faction (which a faction is more a war group/raiders.) I don't know, we can interpret it as we want. By the way, it sounds like more of those class kits we were talking about before. And what do you talk about a winner guild, how would that work?

Anyway off on topic, could you add a list of stories we need Juw?
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 23, 2013, 12:21:56 PM
Ok, I know this looks like crap, but I threw together a quick sketch of the way I see the server looking.  I did this on my iPhone, so it's terrible, and I'll have a more in detail version out soon.

Here it is

(http://i.imgur.com/hmfBA5t.jpg)

Yeah I know, crap.  But the overall plan is there.

Key:
Brown triangles = mountains
Green dots = forests
Blue = ocean
Beige = desert
Black with orange = volcano
Red dot = town or city or some civilized structure where the player can choose to spawn into.

Now again, I stress that this is a very rough sketch.  I have a more detailed one on paper, but wanted to get this to you guys.  Think it works?  Like the potential?
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 23, 2013, 03:59:36 PM
Quote from: Emperor_Quimby on October 23, 2013, 04:33:09 AM
Quote from: Kidd2000 on October 22, 2013, 06:13:47 PM
   What if we have guilds instead of factions? Say I'm in the miner guild, I would get a decent buff in selling ore and a cheaper price on mining equipment than people who weren't in it. Oh! If I was then a smelter, I would buy ores at a cheaper price and selling ingots/tools/weapons at a higher price! Then if I was a hunter, I'd get equipment cheaper and sell mob loot for so much more! Oh think of the possibilities! People in other guilds aren't enemies either. Then, if that was some how possible, we could then have a weekly challenge of getting the most activity in your guild. In a playtime/number of people ratio so that less popular guilds still have a chance. Then winner guild then receives special loot or plots of land or money. Great incentive to collaborate with your buddies.

   This of course, I doubt will happen. We'd have to make a plug-in and shiz so I doubt this would ever happen.

Yeah, there are fantastic possibilities :) But I feel like guilds are something you add when you have enough players on the server. Well my idea of a guild is more of a community than a faction (which a faction is more a war group/raiders.) I don't know, we can interpret it as we want. By the way, it sounds like more of those class kits we were talking about before. And what do you talk about a winner guild, how would that work?

Anyway off on topic, could you add a list of stories we need Juw?

They don't fight, that's why I called it a guild. Each week they get points n' shit as stated above. The winning profession receives a boost in their perks for the week.

   As for stories, (Reason why players are there, back-story, reason for searching n' shit)
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 23, 2013, 04:01:46 PM
Quote from: Juwayyid on October 23, 2013, 12:21:56 PM
Ok, I know this looks like crap, but I threw together a quick sketch of the way I see the server looking.  I did this on my iPhone, so it's terrible, and I'll have a more in detail version out soon.

Here it is

(http://i.imgur.com/hmfBA5t.jpg)

Yeah I know, crap.  But the overall plan is there.

Key:
Brown triangles = mountains
Green dots = forests
Blue = ocean
Beige = desert
Black with orange = volcano
Red dot = town or city or some civilized structure where the player can choose to spawn into.

Now again, I stress that this is a very rough sketch.  I have a more detailed one on paper, but wanted to get this to you guys.  Think it works?  Like the potential?

I don't see any indication of the new biomes set forth for this map. Unless it is to be added later. The placement of the mountains look odd to my, I geuss because they're in an S formation?
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 23, 2013, 09:20:14 PM
Oh... I was thinking just a Vanilla 1.7 Map, with some spots pasted over with some Amplified world-gen. Yours makes it seem more like a limited area. If you were going to use World Painter, that would be one thing, but wouldn't be very feasible to those like myself who like to travel for days to find the perfect spot to build.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 23, 2013, 09:43:33 PM
Like I said, that map I posted was a quick iPhone sketch.  The map makes everything look small and compact.  It wouldn't be like that.

But

The world terrain wouldn't be your typical minecraft terrain.  As we all know by this point, we are trying to set up a new style of server.  We may not get those awesome, impossibly standing mountains or things like that, but we will have beautiful and fluid landscape that creates a more realistically formed world while at the same time being something if fantasy.

I'll get a more detailed map up soon.
Title: Re: A survival server revamp!?!
Post by: Takinomfan on October 23, 2013, 11:58:02 PM
Quote from: Juwayyid on October 23, 2013, 09:43:33 PMWe will have beautiful and fluid landscape that creates a more realistically formed world while at the same time being something if fantasy.

Hmm... If I may, I would recommend going to look at the mod ATG or Alternate Terrain Generation...

http://www.minecraftforum.net/topic/1932156-16x-atg-alternate-terrain-generation/ (http://www.minecraftforum.net/topic/1932156-16x-atg-alternate-terrain-generation/)
Title: Re: A survival server revamp!?!
Post by: Skloosh on October 24, 2013, 05:15:12 AM
For the building of the map would this be useful?
http://www.minecraftforum.net/topic/231255-worldpainter-v164-graphical-interactive-map-creatorgenerator/ (http://www.minecraftforum.net/topic/231255-worldpainter-v164-graphical-interactive-map-creatorgenerator/)
Title: Re: A survival server revamp!?!
Post by: bren4q on October 24, 2013, 06:01:18 AM
Quote from: Skloosh on October 24, 2013, 05:15:12 AM
For the building of the map would this be useful?
http://www.minecraftforum.net/topic/231255-worldpainter-v164-graphical-interactive-map-creatorgenerator/ (http://www.minecraftforum.net/topic/231255-worldpainter-v164-graphical-interactive-map-creatorgenerator/)
Was already suggested.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 24, 2013, 08:14:40 AM
Ok, we are all over the place in this topic.  Many if you guys joined in in the idea making after we had decided to move forward and start developing the actual server.  The ideas are great, but we need to get into some development.

As stated before, knowing our landscape and knowing out story will help bring on everything else.  As for the landscape, we know we want to include:

Regions
- A thick, dark forest (little sunlight seeps through)
- a mushroomy underground mines and caverns area (think LOTR Moria)
- a Skylands area
- a vast, flat desert
- a vast, flat plains
- a nice long coastal land that runs into the mountains
- chains and scattered islands in the ocean
- a large jungle (perhaps within the desert somewhere as a massive oasis)

These are the regions we have come up with.  Again, we have decided how we plan to make them, thank you for your suggestions!

So before anyone goes suggesting any more pluggins or story elements at anything else, lets decide;

Are these regions good?  Do any of them need tweaking and are there any others that you would like to see?
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 24, 2013, 09:56:52 AM
1.7 biomes Juwayyid. I know people aren't telling you about them on the forums but everyone I've talked to on teamspeak wants them.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 24, 2013, 10:12:45 AM
We are not working with biomes, we are working with "regions."  Do you want a swamp region?  A canyon region?  Be more specific.
Title: Re: A survival server revamp!?!
Post by: bren4q on October 24, 2013, 11:12:24 AM
I think it is safe to assume that players will want to see all available biomes featured somewhere on this new world. Call the regions anything you want, but the server should make use of these new features.

In related news, rumour has it 1.7 will be released tomorrow (Friday).
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 25, 2013, 02:26:31 PM
Bren spoke the truth!

we have rose bushes, sunflowers, coloured glass pane, new trees, lots of new biomes and fishes!

This is what I been waiting for to the adventure map! Finally i can finish it! UPDATE THE SERVER AS FAST AS POSSIBLE!
Title: Re: A survival server revamp!?!
Post by: Jahona on October 25, 2013, 02:51:53 PM
For you Quimby..... Never  8)
Title: Re: A survival server revamp!?!
Post by: Emperor_Quimby on October 25, 2013, 04:31:18 PM
Quote from: darthjahona on October 25, 2013, 02:51:53 PM
For you Quimby..... Never  8)
'

Oh you! :D Best pals!
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 27, 2013, 07:43:18 PM
Alrighty, who wants to help make the server become one? This would include making the map setting up towns, finding plug-ins we can use, programming code and such and such. Right now, the amount of people  that want to help is fuzzy.

   So far I have Juwayid, Glenn, Emp, Skitty, Darth, Dupple, Jay, and I. Does anyone else want to help? This is not to be confused with people giving input. We would want everyone to put thier input on here and so far a minority of the group has. So please, put every idea you have here so we know what the majority wants.

   And no, Bren won't bite.  ;)
Title: Re: A survival server revamp!?!
Post by: Kidd2000 on October 27, 2013, 10:12:48 PM
On a different note, I went ahead and categorized all of Minecrafts' 1.7.2 main biomes into 5 groups. The groups are:

   Aquatic- Ocean, Deep Ocean and Swampland

   Forests- Forest, Jungle, Birch Forest, Roofed Forest, Taiga and Mega Taiga

   Tundra- Extreme Hills, Extreme Hills+ and Ice Plains (Tundra)

   Grasslands- Plains and Savannah

   Miscellaneous - Hell (Nether), Sky (The End) and Mushroom Island

   Beyond these 19 main biomes are 19 other "sub" biomes that basically just add more variety. If you guys would like to know more about these biomes or are curious as to why I ordered them like this then please follow this link: http://minecraft.gamepedia.com/Biome (http://minecraft.gamepedia.com/Biome)
Title: Re: A survival server revamp!?!
Post by: Juwayyid on October 27, 2013, 11:42:08 PM
Here is an updated version of the quick sketch map I did earlier on.

(http://i.imgur.com/OfFC18B.jpg)

Parts of the map are pretty empty in places.  Let's think up some more regions to fill the space.  You are all saying you want 1.7 biomes included but again, in this idea, we are not using the typical biomes.  We are making our own.  Come up with a region that will incorporate whatever biomes you would like to see and we can throw it into the map.  This map is only version 1.

I also believe that we are all shooting out ideas for very different survival servers.  We are pretty much stuck were we are at and need to do something about this.

Dupple went ahead and made a separate thread about his thoughts and ideas and perhaps its best for us to do the same, so that our individual ideas can be shared more clearly without all these other ideas interrupting.

From there, after we have a better understanding of the proposed ideas, we can work to combine as much of each as we can in order to get a real dynamic server working!
Title: Re: A survival server revamp!?!
Post by: Jaysers on October 28, 2013, 12:16:45 AM
Quote from: Kidd2000 on October 27, 2013, 07:43:18 PM
   And no, Bren won't bite.  ;)

Guess you can say it's hard to form a...

BRENSHIP
Title: Re: A survival server revamp!?!
Post by: bren4q on October 28, 2013, 06:52:18 AM
Quote from: Jaysers on October 28, 2013, 12:16:45 AM
Quote from: Kidd2000 on October 27, 2013, 07:43:18 PM
   And no, Bren won't bite.  ;)
Guess you can say it's hard to form a...

BRENSHIP
(http://narwhaler.com/original/s6/6/crazy-face-derp-S66c9T.jpg)


This topic is tl;dr from page 4 onwards. There seems to be lots of ideas anyway. Best of luck with it.
Title: Re: A survival server revamp!?!
Post by: thealex447 on October 28, 2013, 06:39:05 PM
Oh I will help. Add me to the list!
Title: Re: A survival server revamp!?!
Post by: Juwayyid on November 06, 2013, 02:12:27 PM
POKEMONCRAFT
Well while development continues and the survival server continues to be neglected,  there has been talk of throwing together a "pixelmon" server.  (Pixelmon is a mod for minecraft that pretty much brings all the best aspects of the handheld Pokemon games to minecraft!  Catch, battle, and trade them all!)

There are some things we should decide before along this server active. 

- Will this server be a survival minecraft server with mobs and hunger?  Do we want no mobs, no dying, and keep things working th way they do in the handheld games?  PVP?  Any crafting in general?

- How will we work in gyms and deciding who gets to be the gym leaders as well as how these gyms get built.

- Will the map be a fresh world or do we want a nice spawn/spawn town?  Do we want further pre built towns across the map?  Do we want to build towns as we go?

- How much money should be paid to Juwayyid each day?  $100?  $100?  $100???

I'll post my thoughts on these points as well.  (This server could very easily go live this week/weekend if you all participate here clearly and organized!)
Title: Re: A survival server revamp!?!
Post by: Jahona on November 06, 2013, 03:22:26 PM
Quote- Will this server be a survival minecraft server with mobs and hunger?  Do we want no mobs, no dying, and keep things working th way they do in the handheld games?  PVP?  Any crafting in general?

PVE with PVP option (Arenas)

Quote- How will we work in gyms and deciding who gets to be the gym leaders as well as how these gyms get built.

Gym Leaders are awarded to those who give me the most money.  Capitalism at it's greatest.  Elite 5 members will be chosen from a tournament.

Quote- Will the map be a fresh world or do we want a nice spawn/spawn town?  Do we want further pre built towns across the map?  Do we want to build towns as we go?

I require a 1:1 recreation of the Kanto Region.  If a recreation is to hard I'll settle for a fresh map.

Quote- How much money should be paid to Juwayyid each day?  $100?  $100?  $100???

None all donations, taxes, levies, leans, and depts should be paid to your glorious Chief Warlord of the Brothers of Darkness, Lord of the Thirteen Hells, Master of the Bones, Emperor of the Black, Lord of the Undead, Lord of the Dance (nominated by himself on a whim), Mistress of Magma (gained by killing the former holder of the title), King of the world (also nominated by himself on a whim) and mayor of a little village up the coast.
Title: Re: A survival server revamp!?!
Post by: Skitty on November 06, 2013, 03:27:56 PM
Quote from: darthjahona on November 06, 2013, 03:22:26 PM
None all donations, taxes, levies, leans, and depts should be paid to your glorious Chief Warlord of the Brothers of Darkness, Lord of the Thirteen Hells, Master of the Bones, Emperor of the Black, Lord of the Undead, Lord of the Dance (nominated by himself on a whim), Mistress of Magma (gained by killing the former holder of the title), King of the world (also nominated by himself on a whim) and mayor of a little village up the coast.

aka me and darth
Title: Re: A survival server revamp!?!
Post by: Juwayyid on November 06, 2013, 06:38:39 PM
I think Darth had a good idea here.

I can't really see us ever being able to play PVP on a Pokemon server.  (1 person defeats another in battle, so the loser charges at him with a sword...  Probably not a good idea to have PVP)

So I would say lets just keep things peaceful.

Gameplay

As for the map and gym leaders, we do need a way to assign players gym leader roles.  I was thinking we would start on a fresh map in a spawn town (similar to a town from the games, simple) and a player trains from there.
Then, every X amount of days (probably 5 to 7 days) a "new fun leader is rising in blahblah town!  Have what it takes to defeat him?" 
What I mean by that is, a new town will appear on the map, with a road or trail leading to it.  In that town will be a gym with a leader.  The gym leader will be [played] by an op of the server.  If ever an op is around and a player wishes to battle a gym leader, the op can grab his pre assigned team of pokemens and battle (as the gym leader). These battles will not be easily won and when the gym leader is beaten, the player earns a badge. 
From there on out, when a player reaches X amount of badges, he can, either, become a gym leader, or, go to the elite four where, after beating all 4, he then gets gym leader rank.

We can decide here at which point a player gets gym leader rank and what exactly he can do with that rank.  Will we give leaders permission to build their own town and gym or would we assign them to the towns already made?

Also, I think we should keep the Elite four as the top for trainers on the server at all times, so if a player beats any of the four, they take their position and the order shifts down.  (Example - elite four=skitty, Darth, Bren, Juwayyid.  Krawkyz beats Juwayyid, Bren, but not Darth.  The new elite four becomes - skitty, Darth, krawkyz, Bren.)

All these ideas are open for change and editing.  If you don't like any of these as well, voice that!  Lets get this server working in the most fun way possible!
Title: Re: A survival server revamp!?!
Post by: MissVixiy on November 06, 2013, 08:20:03 PM
Quote from: Juwayyid on November 06, 2013, 02:12:27 PM
"Will this server be a survival minecraft server with mobs and hunger?  Do we want no mobs, no dying, and keep things working the way they do in the handheld games?  PVP?  Any crafting in general?"

I think we should have no pvp, no hunger, and no hostile mobs. We should could also include pokeloot mod and pokecycle mod with the pixelmon mod.

Quote from: Juwayyid
"How will we work in gyms and deciding who gets to be the gym leaders as well as how these gyms get built."

Gyms should have a max level of pokemon and only one type of pokemon for that gym. Gym leaders need to pass a test like a battle tournament to become a gym leader. For the building of the gyms, we should offer if the player, who wants to be gym leader, wants to build their own gym and if he/she wants their gym built by someone else.

Quote from: Juwayyid
"Will the map be a fresh world or do we want a nice spawn/spawn town?  Do we want further pre built towns across the map?  Do we want to build towns as we go?"

A fresh new world with a spawn town. Have the towns made for the map but not the gyms because we should wait until there is a gym leader for that particular town. Maybe if we cannot build all the towns that we want included in the map.
Title: Re: A survival server revamp!?!
Post by: Krawkyz on November 13, 2013, 08:35:07 PM
In response to Juwayyid's PM to Vixiy:

This is not the place to be discussing a Pixelmon server. The proper place would be in a Pixelmon Thread.
Title: Re: A survival server revamp!?!
Post by: Juwayyid on November 13, 2013, 09:18:38 PM
Good thought!  Too bad you didn't have any input on the server though, woulda helped!