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Havok40kParticipant
Many of these ideas such as a place for builders who dont like gathering blocks can be best handeled by in game interaction with other players. While I agree it may provide an alternate source of revenue for the devs, it hurts other players who may depend on providing those items in game for gold, or cause them to quit playing entirely!
The most favorable real money shop options for both the devs and player base is goods and services that have no significant effect on player interaction or economy. Goods like vanity items or titles or non-combat pets/npc are an excellent example (spooky skeletons!)Services could be sold from a real money shop as well, such as paid land regeneration* or temporary passive racial ability boosts (maybe gain +_% to your races passive ability to jump higher, as an example)
*assuming they impliment resource regeneration in the first place, and assuming they only respawn resources every few days. This service would allow a player to regen the resources within a few chunks only once per regen period and dissallow regeneration of artifacts like oort temples or dungeon chests. This should be safe on the economy as it still requires the player to gather the resources, just like they would if they visited a new mine or waited for resources to regen automatically. Naturally, if something is not naurally regened to begin with, this service should not affect that thing.
Havok40kParticipantOooh this gives me some exciting ideas to share and see what yall think, but im at work and browsing from a phone. Ill edit this post with some thoughts tonight! Excellent ideas and possibilities here, possibly the best I’ve seen yet!
Havok40kParticipant1) I didn’t ask if you could, I asked why WOULD you? Just mine that up and move to the next zone. No point in spending resources to claim something you’ll remove soon anyway.
2) Even if portals, as in the brief-subject-to-change lore are naturally occurring in addition to player crafted, they would be in Oort temples and likely unclaimable.
3) Your third point actually ignores my point of over crowded claims and supports my point on beacon control. If you can’t find a place you like, go to another world! If you ALREADY found a place you like on one world and used your beacon, go to ANOTHER world and find more places you like! No need to have multiple beacons per world when there will be hundreds (NOT infinite) worlds to explore! Why do you need multiple beacons per world when you can explore so many worlds?!?
“Beacons may work wonderfully to keep towns farther apart, as each player will only get a limited number of beacons to use. (I hope they limit a player to one per world, up to 5 worlds)”
Havok40kParticipantKnow what, fine, if you want your guards to be animals instead of humanoid npc, go for it. Still, it’s an NPC filling a roll so your point is moot.
Secondly, there IS no lore defining npc’s or even animals for that matter, so your point of it being counter to lore is unfounded.
Thirdly, you repeatedly assume that no limits or caps would be implemented in the creation of something like this and it’s incredibly short sighted. Every entity that a player can make would have to be caped or limited to prevent server lag from spammed entities, be it dropped blocks, npc, beacons, what ever. I keep saying “well balanced” and you nit pick super fine points that are either moot or insignificant or just needing to be fleshed out.
Imagine if say, World of Warcraft had no neutral npc to fill out cities or villages, how lively would that world be? even with 8-10 MILLION players, there are still tens of thousands of aimless npc that only fill one purpose; to give the game life in sparsely visited locations. Perhaps, you would suggest they make WoW single player as well?
Havok40kParticipantThanks TEO, I’ve been meaning to do the same thing when I get the free time to play again, you beat me to it!
Havok40kParticipantQuickest route to fix this is to email the devs (email at bottom of the home page) and give them your account info. They handle forum titles manually, so it may be they have just not got around to setting your title up yet.
Havok40kParticipantAdditional permissions should include chest access, door access and drop/pickup permissions.
Additionally, a beacon should control if a player drops inventory on death or not, useful for pvp beacon zones.
Havok40kParticipant1) Why beacon a mine?
2) Portals are to be player built, so if you beacon one you find, that’s theft.
3) Too many beacons per world = over crowding issues on high population worlds.Even if everybody only gets 2 beacons per world, a world with 100 players now has double the number of beacons compared to people. If you come late to a world, good luck building anywhere.
Havok40kParticipantNpc’s simply suppliment player population and interactions, they dont replace them. If you dont like them, dont use them. A well balanced npc set only offers only items that players either cant do or dont want to do. Jobs like sell the most basic services or stand guard at a position all day, or even just wander around in a village interacting with other npc all day and nothing else. We do not want npc that play the game for you. I think that is where many people are getting confused here.
As for summoning an npc to fill a habitat or a role, i have an idea using the crafting system the devs have discussed briefly.
My idea is to summon npc by building and placing hearths. A basic hearth summons a basic villager (jobless). Adding an item to the modify slot when building the hearth both equips and employs the npc. Ex, add a wooden hoe to summon a farmer with a wooden hoe, and add an iron sword to summon a guard. The room you place the hearth in acts as that npc home, the modify slot determins role, and by clicking an npc you may give basic commands based on that role. Ex, guard here.Tl;dr npc only suppliment, not replace players.
Havok40kParticipantAnd what if the beacons were large enough for a nice size town by them selves to that you would only need one beacon? I see little reason why a beacon would have to be so small that you could not build an entire city inside just one. Add to that if you get one beacon per world, you can have several cities if across several planets if you want.
Havok40kParticipantThe one idea from all of that that I liked most is red names when killing players. It should remain red for 24 hours after the fact.
Add to that a counter that shows how many players you have killed during that time with each kill resetting your timer.
I’d also love it if slain players dropped a self named item as proof of their demise, useful for bounty purposes.
Havok40kParticipantMy experience with similar plug in features for minecraft taught me two viable ways to counter land claim griefing.
1) Most effective: Dictate only one claim per player, no exceptions.
2) Less effective, but great for power players and server costs: Additional land claims can be made with real world currency purchase. Think along the lines of $20 USD.
Both of these methods were nearly 100% effective at blocking claim griefers on my public server of a few thousand unique players. Still, many times more effective than high difficulty or high in-game cost methods, mostly because long term griefers often end up among the richest in the game. (Not unlike corrupt people IRL.)
Havok40kParticipantAs much as I’d love the potential for unlimited beacons, it would be too easy to abuse as a griefing method. Even if it was difficult to obtain additional beacons, it would still happen. Take my word on this, i saw this abuse first hand during my time as an MC host.
Havok40kParticipantThis is a known bug and the most recent patch *SHOULD* fix this
Havok40kParticipantYou can put a shortcut on your desktop and not need to open steam, or you could play the game from your browser by going to https://ga.me/ and setting up your account there. client version works best, but it plays pretty well in Chrome if you want.
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