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Telanir

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Since Telanir says he's rather busy to write up a post, I'll be explaining how the issue of lag will not be a problem. I asked Telanir the exact same question and he gave me this answer.

When you craft an item, notice how you have to manually refresh the time. It is not in real time, constantly updating.

When you begin crafting an item, it saves and logs the time and date of the start of the crafting. It then lies inactive until you next go into the crafting area and refresh the time. It then takes the current date and time and calculates the difference, then subtracts the time left accordingly.

While you are going about doing other things, the crafting bench or any other workstation lies there doing NOTHING. It does NOT constantly have to update. The only time it updates is when you enter the workstation menu.

In fact, it will most likely even reduce lag from the current system.

Excellent.

dumbledore-clapping.gif

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I do want to say this scarcity of food actually does create a lot of rp on a different server, only 1 full nation and a town had access to food. It increased the amount of trade deals involved, and a lot of people came around to rp.

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This is gonna make the economy fun and make it feel more RPish

 

 

Best. Idea. Ever

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So I've only got one suggestion:

 

(If it isn't already like this), I suggest you make expiration times based on the time the player is online. So the time it takes for food to expire only counts down when the player is online. This way, if someone has to leave for a few days, they get back on and they still have some food in their inventory.

 

Just my thoughts that would help solve the issue most people seem to have a problem with. :D

 

Edit: Just thought of something else.

 

Instead of making an icebox, perhaps you could craft 'salt', which looks like sugar. You would then be able to craft, say 'salted pork', which the expiration date would be much higher than regular pork.

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So I've only got one suggestion:

 

(If it isn't already like this), I suggest you make expiration times based on the time the player is online. So the time it takes for food to expire only counts down when the player is online. This way, if someone has to leave for a few days, they get back on and they still have some food in their inventory.

 

Just my thoughts that would help solve the issue most people seem to have a problem with. :D

 

Edit: Just thought of something else.

 

Instead of making an icebox, perhaps you could craft 'salt', which looks like sugar. You would then be able to craft, say 'salted pork', which the expiration date would be much higher than regular pork.

 

Food stores an expiry date-- that is it. For it to be functional and server grade it cannot produce any substantial amount of lag.

That means food can't expire when you're only online. That also kills the point of food spoil, putting them in chests would simply make them stop from spoiling! (simply no other way to make it work).

There's no way to put food into an icebox and have it last longer when you're working with an integer representing the moment of creation. The only time food updates is when it is selected or touched, in which case it will check the time of its creation and update accordingly.

 

Instead, I'm introducing salt as an alternative that will, while reducing the hunger reduced from eating slightly, will make food last substantially longer.

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Food stores an expiry date-- that is it. For it to be functional and server grade it cannot produce any substantial amount of lag.

That means food can't expire when you're only online. That also kills the point of food spoil, putting them in chests would simply make them stop from spoiling! (simply no other way to make it work).

There's no way to put food into an icebox and have it last longer when you're working with an integer representing the moment of creation. The only time food updates is when it is selected or touched, in which case it will check the time of its creation and update accordingly.

 

Instead, I'm introducing salt as an alternative that will, while reducing the hunger reduced from eating slightly, will make food last substantially longer.

 

Alright. I didn't know that wasn't possible, but the salt should definitely help.

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"oh this is great"

 

 

But seriously, I think this is great to bring on the role play aspect. Allot of people I know who are big about the PVP part of the server keep complaining and hating it (Not going to say any names or anything). They argue that the crafting time is stupid for a set of Iron armor or that the different work stations take more time. I my self would say that the crafting time keeps players characters on a one direction skill which opens more RP opportunity in the field of Trade and Socialization, which is really the other side of LOTC that I my self really enjoy.

 

I have two questions though...

 

I see that crafting Iron armor while lacking any skill takes allot more time... How much time is it planned to take to craft if your "Decent" in the craft, like you run a shop, but your not the best. I hope its not going to take like 10 Minutes, That's a little too long. But 2-5 minutes is long enough to RP the whole Armour making process.

 

and Is alchemy going to be more implemented into this system? I currently dislike the way alchemy is handled right now with the other plugin. I went from enjoying the RP and having years of experience to not understanding everything in the matter of a plugin.

 

 

 

Oh and can I have your autograph?

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My experience so far is not that great, have had limited time though. Will continue to play with it. 

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Overall Telanir, I'm very impressed with the plugin. Your presentation video about it was amazing and it kept me watching. I normally associate professions and skills plugin with Vaquixine's skills/crafting plugin which was just awful, and it took me months and many threads to get it removed. What I wanted out of this profession plugin was to not have a repeat of that plugin that heavily restricts your crafting and force players to level a certain way, and grind over roleplaying, but you have exceeded my expectations.

 

Not only were there were very little restrictions, you also made it so players are not forced into a specific profession to gain a gameplay advantage, such as getting level 100 in Golden Axes to kill people in one hit,(I remember those days.) Being forced into level 20 farming so you can craft wheat, being X level to craft bread, and being X level to craft chests. You allowed players to choose a profession that is best for their characters without punishing them for not getting a specific profession(Except cooking, possibly.)

 

I will be blunt about this. There are a couple of things I dislike about the plugin, starting with expiration dates.

 

Expiration dates drive me away from the food process. And I have a feeling this would drive the newbies away since they have a difficult start on the server as it is. I feel as if I have to be on every day to make full use of it and constantly restock on food so I don't have to worry about running out of bread when I go out into the world to roleplay. Why implement this when you could provide cooks many more perks, such as foods refilling double the hunger than normal, higher satiation rate, or even PVP buffs, or the ability to create golden apples. (Similar to the fishing plugins.] You could have given high level profs items that would benefit other in PVP or even directly give them PVP perks(without forcing them to get a specific perk). You can let players make their own bread and keep it in their chests until they need it, but it would be just regular bread.

 

The time it takes to craft items - No one wants to wait for simple items to finish crafting especially for simple items. I know you can leave while it's crafting but still, what if you need that item in the spur of the moment, such as building?

 

I'm a huge supporter of new plugins that enhance the RP experience, and in a way this plugin does without taking away RP, provided that these plugins are accessible to new and casual players. To me, this plugin doesn't seem to be the most newbie friendly, since it takes away the MC mechanics that they are used to, and it kind of punishes casual gameplay moreso than newbies since they are forced to restock on food every so often when all of that time could be better spent on what they came here to do: Roleplay.

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Telanir, you are probably used to me trying to rip you a new one, but I am cauiously optimistic about this. I think the plugin, if it operates correctly, will go a long way to restoring a functioning economy to the server, and if you accomplish that, it would greatly enrich the server for many people.

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Perhaps foods like carrots should be removed. This is because carrots require no preparation. Perhaps an object called Roasted Carrots can heal for the full 2 hunger pots, and the raw carrots heal for 0.5, with a large potential of sickness. 

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Perhaps foods like carrots should be removed. This is because carrots require no preparation. Perhaps an object called Roasted Carrots can heal for the full 2 hunger pots, and the raw carrots heal for 0.5, with a large potential of sickness. 

 

No sickness or cooked carrots, however they only restore 0.5 food and have a chance to occasionally not restore any at all.

They are used for more complex food recipes however. ^-^

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No sickness or cooked carrots, however they only restore 0.5 food and have a chance to occasionally not restore any at all.

They are used for more complex food recipes however. ^-^

You *****! My character is obsessed with carrots! Next to making his horse tongue his King, it's his greatest past-time! How dare you!

 

Actually, OOCly, I approve. I found out that bread gets about 0.75 hunger per item (wheat) while carrots will heal 2 per item. They are easy to make huge farms as well. As much as I love them, they need to be nerfed.

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