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Forum for FreedsUniverse SMP server.


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rowanmc19
Lorecraft
Nearbeer
mcuser12
Boblobster
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    shop idea

    Poll

    do you think the shop should be like this

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    Total Votes: 5
    Boblobster
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    Post by Boblobster Thu Sep 20, 2012 10:33 am

    Tl;WRL


    (Will read later)


    As for what Pat said, good good. Hunt one down if cheese can't give any reasons against it ;P (unless these walls of text are doing exactly that).
    _________________________________________________________________________________
    Okay now just reading stuff, Cheese I didn't actually see the first post saying about x-raying being more prominent if we had gold as a currency so I apologise for saying to giving no reason for gold being a bad idea...

    On the other hand the 'x-raying' reason you gave was pretty stupid, because we could just block the plugin and most players get caught and banned anyway (well, not so much banned I've seen a few here and there but didn't get much of a chance due to ridiculous lag, lack of proof, or if there was a team of them and only some were actually using the mod... hell I know you xrayed too. We do notice these things...). If you're that worried though we could just use like bedrock as a currency or some shit.

    'I know that no one enjoys mining for gold or any item. Its just a Freaking waste of time'

    So... camping a mob grinder ISN'T a waste of time? Or boring? Yeah I think that argument was just flawed from the start...

    I personally would rather a physical currency of some kind, because you could pvp bitches and steal their money. Obviously there'd need to be a /tpa thing put in (where you ask premission) but we need that anyway, if we got that then there'd be virtually no complaints for tp killing.

    I agree with Lore and whatever he said, I'd paraphrase but I can't be fucked to go look.
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    Post by FERMIS Thu Sep 20, 2012 12:33 pm

    Boblobster wrote:If you're that worried though we could just use like bedrock as a currency or some shit.

    I xray for bedrock all the time, it's so hard to find but I have a ton of it because of my 1337 h4x0r1ng sk1ll5.
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    Post by Boblobster Thu Sep 20, 2012 12:50 pm

    Banned.
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    Post by FERMIS Thu Sep 20, 2012 12:52 pm

    Unbanned.
    Boblobster
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    Post by Boblobster Thu Sep 20, 2012 1:10 pm

    D:

    EDIT:User was banned for this post.
    Lorecraft
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    Post by Lorecraft Thu Sep 20, 2012 7:47 pm

    I dont like physical currency. It means you have to have it take up space in your inventory, take up space in your chests, you have to carry it around anywhere you want to do business, its just clunky and not professional. As for pvping people to take their money, that's easy. Just make it so that you lose money when you die and you gain money when you kill someone. Really, any pros that physical currency have can be adapted for nonphysical currency, and without all of the drawbacks that a physical currency presents.
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    Post by Boblobster Fri Sep 21, 2012 10:47 am

    I was going to say 'well you carry around money in real life don't you', but there again... debit/credit cards. >_>

    I wasn't precisely for the idea but wasn't against it either. I think bank balances are the way to go but they can just go out of control, as shown previously, so maybe going for physical wouldn't be too bad.

    However, because Pat went and ballsed it up, letting everyone take over everything, people still have all of their pvp equipment (though by now they prob would have just gotten it back) so people wouldn't stand much of a chance.

    Actually screw getting money for pvp, that would only promote it... I actually want people to stay without threat of being mauled, so I say make the main world pvp free (but have some arenas set to it or whatever) and then have a vanilla-ish world where anything goes, as well as the creative world that we still don't have... and just to save myself from the 'well you haven't made any more progress on spawn', it's doing that thing where I just can't stay on without being kicked for lag or some shit.
    mcuser12
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    Post by mcuser12 Fri Sep 21, 2012 4:17 pm

    Boblobster wrote:Actually screw getting money for pvp, that would only promote it... I actually want people to stay without threat of being mauled, so I say make the main world pvp free (but have some arenas set to it or whatever) and then have a vanilla-ish world where anything goes, as well as the creative world that we still don't have... and just to save myself from the 'well you haven't made any more progress on spawn', it's doing that thing where I just can't stay on without being kicked for lag or some shit.
    Yeah...no.
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    Post by Boblobster Fri Sep 21, 2012 4:22 pm

    Gee, that's right Pat, NOT doing anything anyone suggests works perfectly fantastic, we're rolling in the cash and players! Very Happy



    Oh wait...
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    Post by mcuser12 Fri Sep 21, 2012 6:44 pm

    Because I said an idea was bad means I don't want to do anything at all?

    Okay.
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    Post by Boblobster Fri Sep 21, 2012 6:50 pm

    Always has done...

    I'd like to see the reasoning behind why you think it's a bad idea too, as well as a suggestion which isn't equally as bad...
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    Post by mcuser12 Fri Sep 21, 2012 11:15 pm

    Boblobster wrote:Always has done...

    I'd like to see the reasoning behind why you think it's a bad idea too, as well as a suggestion which isn't equally as bad...
    Because PvP is an essential part of the server and always has been.
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    Post by Burnalot Sat Sep 22, 2012 3:20 am

    ^
    That.
    MP should have pvp in it, without it why play online in the first place? Might as well play creative on sp/lan then.

    But pat, im sure bob is sugesting that you gave more toughts on the ideas posted around stuff like this, if its hard to do or not server wise ect. (hes just being a bit of a cunt about it).
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    Post by Boblobster Sat Sep 22, 2012 1:28 pm

    I never said get rid of PvP now, just not in the main world. Too many people have left because of people just killing them as soon as they walk out of spawn, hell so have some of the older players (for instance Timmylo, Evad and that play on non-PvP maps now). If there's a pvp world where people do it willingly it's all good, I mean I always see people be like 'PvP 'en'.

    Being killed unaware is so annoying, especially after mining. If you lose everything in being killed anyway what would even be the point in staying? There's nothing special here, and if there was a constant threat of being murdered I'd prob just find a different server in that situation.

    One PvP world, one survival without PvP, and one creative I say.

    If not the PvP world being separate we do still need a creative world...
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    Post by mcuser12 Sat Sep 22, 2012 2:54 pm

    Boblobster wrote:I never said get rid of PvP now, just not in the main world. Too many people have left because of people just killing them as soon as they walk out of spawn, hell so have some of the older players (for instance Timmylo, Evad and that play on non-PvP maps now). If there's a pvp world where people do it willingly it's all good, I mean I always see people be like 'PvP 'en'.

    Being killed unaware is so annoying, especially after mining. If you lose everything in being killed anyway what would even be the point in staying? There's nothing special here, and if there was a constant threat of being murdered I'd prob just find a different server in that situation.

    One PvP world, one survival without PvP, and one creative I say.

    If not the PvP world being separate we do still need a creative world...
    If getting killed in PvP didn't result in a loss of items/nothing happened, there would be no point in it.
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    Post by Boblobster Sat Sep 22, 2012 3:22 pm

    Most of the frequent players give stuff back anyway, it's just a test of skill. Which is why I'd want to put it in a separate world where people are willing. I like pvp, yeah, just I don't like it if I'm busy building in a town or something (talkign way back now, when I actually did play >_>).

    It also stops complaints of tp killing because you wouldn't be able to actually kill them. I'd rather discourage PvP than make it better... despite me initially saying to make a pay out from killing people. Which I still think could work if there were arenas set for PvP or a separate world, because it would be making PvP better for those that want it, while keeping new people who want to build, mine and work together safe.
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    Post by mcuser12 Sat Sep 22, 2012 3:23 pm

    I understand your view point but I'm not going to change it.
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    Post by Boblobster Sat Sep 22, 2012 4:14 pm

    Well fuck you too
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    Post by mcuser12 Sat Sep 22, 2012 4:21 pm

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    Post by Boblobster Sat Sep 22, 2012 4:59 pm

    I think my reply was just as valid considering you didn't even attempt to give any reason whatsoever...
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    Post by Lorecraft Sat Sep 22, 2012 7:32 pm

    I think there's a nice easy compromise here.

    Just set a defined boundary for civilization and wilderness, and allow pvp in the wilderness, but ban it from civilizations (except in times of war of course). So, in other words, big towns and cities get protection from pvp (except in war times). This doesn't need to put a limit on people though, as people move into the wilderness and civilize it, making little settlements, those areas get connected to society, and gain pvp protection.

    That doesn't mean that you cant live alone either. If you want, you can go way out into the unexplored territories and make a nice hut, and be prone to pvp all the time. The wilderness would be the place for the daring loners, who always want to live on the edge of danger, or even just a place for people to take fun expeditions, or lonely walks. It would be the type of area where one might even consider letting creepers do block damage, or letting fire spread.

    Civilization wouldn't have to be continuous though (however there would be less of the "far from society" appeal in the wilderness areas between cities), there would be official protection in big cities and towns, and some of the closer surrounding roads, but other roads and in between areas would only be as protected as people could make it. Then we can get the nice "highwayman" and "knightly escort" aspects, while getting rid of the problem of too much of the map being pvp free. Civilization could also have arenas, and those can be like a pvp world, where official pvp matches are held as a test of skill, for all the intense warriors who have nothing to do during times of relative peace.

    Again, just my thoughts on the matter.
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    Post by Burnalot Sat Sep 22, 2012 7:39 pm

    Lorecraft wrote:I think there's a nice easy compromise here.

    Just set a defined boundary for civilization and wilderness, and allow pvp in the wilderness, but ban it from civilizations (except in times of war of course). So, in other words, big towns and cities get protection from pvp (except in war times). This doesn't need to put a limit on people though, as people move into the wilderness and civilize it, making little settlements, those areas get connected to society, and gain pvp protection.

    That doesn't mean that you cant live alone either. If you want, you can go way out into the unexplored territories and make a nice hut, and be prone to pvp all the time. The wilderness would be the place for the daring loners, who always want to live on the edge of danger, or even just a place for people to take fun expeditions, or lonely walks. It would be the type of area where one might even consider letting creepers do block damage, or letting fire spread.

    Civilization wouldn't have to be continuous though (however there would be less of the "far from society" appeal in the wilderness areas between cities), there would be official protection in big cities and towns, and some of the closer surrounding roads, but other roads and in between areas would only be as protected as people could make it. Then we can get the nice "highwayman" and "knightly escort" aspects, while getting rid of the problem of too much of the map being pvp free. Civilization could also have arenas, and those can be like a pvp world, where official pvp matches are held as a test of skill, for all the intense warriors who have nothing to do during times of relative peace.

    Again, just my thoughts on the matter.

    All well and good in theory, but how are you sugesting to make it work in a more practical sense?
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    Post by Boblobster Sat Sep 22, 2012 8:01 pm




    That's sort of what it was like in Orc Chaos, there were 4 bases and a main town and everywhere else was fair game.

    I mean you could say that's how it is right now, but the new players don't really have access to towns and cities when they first log on. Either we could just make a bunch of signs saying the warps, ooor we could just like section off a 1000*1000 area and make it pvp free or some shit, then just make higher priority zones that have pvp enabled for arenas and towns when they are in a state of war or something.
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    Post by Lorecraft Sun Sep 23, 2012 9:50 am

    Well the super cool thing is that towny can do most of this for you if you dont want to do it yourself. If we left it up to players and towny though, civilization would likely be much less organized and more scattered over the map. Towny also allows players to warp to a town spawn even if they don't belong to the town, just with a set price. And again, towny has its own wartimes function which even allows capture of territories by other kingdoms (but I hear that might be buggy? I think I remember pat saying something along those lines).

    If we did want to put more orginization in it, we could set a large area around spawn (like enough room to be building towns in) to pvp free, then as towns crop up we could zone them ourselves and slowly unzone the rest of the areas around spawn. The theory here is that we give people enough room to build safely so that they can build up these towns without fear, and then hopefully the idea of expanding near each other for protection would catch on and the previously described society system would start happening. This would require giving the staff the last say in what qualifies as a town and what doesn't, so that they can zone it. Alternatively, we could do all the same things but make the players use towny to zone everything themselves. This would probably require lowering the prices in towny.

    If we did use towny for it all, but didn't want to let it go out of control and have society at random points on the map, we could do something like "you are only allowed to make a town within 500 blocks of another town". This would also make nations that form much stronger, as their towns would be right near each other and able to help out (much like in real life).

    There is a third way, a sort of combination, just to utilize both towny and zones. Have players spend on their town spawn claim, and then have staff zone the rest of their city. With this, people are encouraged to expand their town even if they dont currently have a lot of members (towny doesn't let you claim more than your population and the 10 extra claims), and it would also allow us to keep towny prices high because people would only need to pay for one claim.

    Now to make this all work smoothly there are some other ideas that would have to be put in.
    1. Towns cannot get thier starting townzone block (towny or otherwise) until staff deems it a town. This does a couple of things, it encourages people to build in the protection zone around spawn initially (because if they were allowed to get it zoned before hand then they would be safe wherever they chose to build), and then afterwards it encourages people to be right near other towns for their protection and easy carrying of items to the area.
    2. Staff get the last say on what is a town and what isn't. Players can just deal, and they should learn to anyways.
    3. Players get control of their zone flags. Not sure f this is implemented already. Last time I tried playing with flags I didnt have permission to them.
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    Post by Boblobster Sun Sep 23, 2012 11:09 am

    Seems like something to try I suppose, because we'd actually be using towny like it's supposed to and it would combat the issue of constant pvp.

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