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Open Discussion: Is Simpler Better?

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Viper3X

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No, the players have shown they cant be trusted to moderate themselves. Everyone was best Smith, was best mage, now we have a plugin that will back it up.

Want simple chat rp? Do forum rp

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Simpler is definitely better. We have always been about building a story from the tools in your hands. Where a plugin is needed is when minecraft falls too far short in fulfilling what we need to tell that story. Perhaps the obscurity in defining where the line is in "falling short" is what has brought us to this point, or perhaps it was lost sight of a while ago and progress has been lead by new shiny opportunities, rather than to intentionally bridge a gap between vanilla and the Lord of the Craft world that exists in our imaginations.

 

I have never used any of the nexus related plugins for anything that has contributed to my roleplay. The new focus on PVP I can see some benefits of being able to modify a character's strength. And I like the promise of adding value to things by limiting who can make them; certainly professions are always a rewarding part of RPG. But if you lose sight of why it exists, then the questions posed by this thread need to be asked.

 

What I would really see aiding us is a magic plugin because there's a whole lot of RP that at some point stops being fuelled by imagination and comes down to pulling out a sword. It seems PVP is an inescapable new direction and that is fine, so long as everyone can be properly represented in combat.

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Simple = Boring. 
Most of us have been playing Minecraft for a long time now, and it's still just the same old game. A few things have been added, but it really hasn't changed much. Plugins make things a bit more interesting between RP.

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I do not believe simpler is better. Vanilla minecraft DOES NOT work by itself for a RP server. I could hop into any vanilla minecraft game and have full iron and some diamonds in 20 minutes. And no, players cannot be trusted to regulate themselves. The ones who restrict their character so that they can RP with others are just harmed by those who don't care, removing much of the RP. While you don't need to force every need or desire into an RP scenario (which I don't think currently happens with being able to level all skills), it is certainly needed, at least somewhat. That's my opinion on Nexus Crafting and Professions.

For regions and raids, I don't have much of an opinion on, as I play a Halfling so I just have perms to a predetermined area. However, when things get heated with other groups, we end up on the receiving end of many Raids, which we can't reasonably defend against while sticking with the idea of a Halfling.

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So let me make a big post about this!

 

First thing, Simpler is better, but simpler DOES NOT mean vanilla MC. Simpler means simple to use and work with. Yes MC is simple to use an work with, but it also has a lot of more potential that can be used on the server. So I'll go plugin by plugin that I know about and try to talk about how it's not simple, or how it can be more simple.

 

Nexus Regions - Pretty much, this is the most non simple plugin on the server, mostly because it's buggy as heck. The idea is amazing, but the fact that GMs are getting more work now than they were before, and most don't know how to fix the problems, means it needs massive changing. How to fix it, I don't have much idea if possible, but I would say something like this:

 

1- Owner player places pillar.

This should not be an item that turns into a pillar, but more like how the shops work. Just ONE block, a special one of certain color or something that can be placed. After the block is placed it would have to be worked on like the shops, doing something like /plot (name) and right clicking it. After doing so, the plot belongs to the person who right clicked, if they don't already have one. Pretty much just like the shop basics work.

2- Players right click pillar and get message of "Do you want to ask for passport (build perms without joining the plot)?"

Just like right clicking a shop and getting the message "How much do you want to buy" it would ask instead if you would want to ask for build perms. 

3- Players shift right click pillar and get message of "Do you want to ask for registration (joining the plot)?"

Exactly the same, except it's for joining the plot, and give it number. If you're already part of a plot, it doesn't work. Shift right clicking, or changing the question by right clicking to two questions "Do you want to join the plot?" "Passport of registration?"

4- Owner(s) in the nexus menu of the town (by clicking /me) can accept/deny people.

Nexus menu, that means doing /me. Right clicking a block breaks a lot more times than doing /me and clicking the things necessary. It also makes it more simpler and easier to access.

5- Owner can make other players owners in the nexus menu of town plots.

Owners could get a list of their registered characters and add new owners simply by typing out their name in chat after clicking the right button.

6- Owners have commands to set entrance description.

Simple thing.

 

The biggest problem with nexus region is the time stuff. First thing though, if a player loses it's plot, remove the stupid thing that always breaks that he can't claim it again. Perhaps simply add a way for different people to be able to try and claim the plot at the same time, by placing numerous town plot blocks in the same region. You get three days to accept enough registered players, meaning, JUST accepting, no playing times in the beginning.

 

After that, every week at one time the server would check for how many players the plot has. If it has enough, the plot continues, if not, the plot is remove and has to be remade. After that, the server checks for long a player in each plot has played that week. If under two hours, they would be removed of the plot, and in the next week would have to rejoin it. This means NO activity checks every day at every hour. Once a week a message would be sent to the owners about the number of players the plot had, and how many players lost their registration, and that would be it.

 

I would assume some of the problems would continue, but at least it would be simpler. Simpler how if I wrote so much? Well, explanations were needed so a lot had to be written, but here is a tr;dr of what an owner and player would need to know about it.

 

tr;dr

Owners:

  1. Place a block down in a plot and do /plot (name of plot) then click the block.
  2. You have 3 days to get enough people to join a town.
  3. After getting enough members, in /me you can accept/deny members, add owners, and change the greeting of the plot.
  4. Each week you get a warning on how many players your plot had, how many it lost, and how many it has now.

Members:

  1. Right click or shift click a town block to request passport/registration.
  2. Be online 2 hours a week or once a week re-ask for passport/registration.

 

Nexus Professions - Just needs some fixing, nothing major because it's pretty easy to figure out how they work. Yet, this is ideas to make it simpler and more easy to use, so here it is.

 

Mining - Mining in low skill levels shouldn't stop a player from mining deeper, it should just stop a player from getting the great ores.

 

Lumberjacking - Fix the bloody leaf decay!

 

Alchemy - Make me a GM or Tech Team member so that I can start adding new recipes every day.

 

Leatherworker - It doesn't have enough use to exist.

 

Fishing, Farming - Add special stuff to drops.

 

 

Nexus Crafting - So pretty much this is the problem child. To complicated is the problem ONLY for new members. If anyone says that clicking a workstation and then choosing what they want to make it hard... I'm sorry but there is something wrong with your concept of hard.

 

The plugin isn't complicated, it's annoying and not very simple. It's not simple simply because it isn't MC. A new player will click a workstation and not know how to make iron stuff, nor why there is something named workstation. Aside from that, and removing the stupid "Are you sure you want to make this item" question that confuses everyone and almost no one knows they can remove that question, it's easy to figure out how it works. It's just clicking an item.

 

The biggest problem with the Nexus crafting is the great amount of workstations. You have crafting table, Masonry block, Cooking pot, Anvil, Tinker's box, mortar and pestle, and tanning rack. It's too much and there is a problem with even those. Mortar and Pestle, and Tanning Rack are pretty much useless and annoying to get. I would suggest removing those workstations, and removing leatherworking profession. dyes and random stuff that needs leather should be able to be done in the crafting table. The only thing interesting about leatherworking is the studded armor, but for that just make the studs be added normally to leather armor (still don't think anyone will use those). 

 

With the tanning rack and mortar and pestle removed, there would only be 5 workstations, still a lot, but at least it's not 7. Then comes the second part. Replacing the cooking pot with a BLOODY furnace. I mean, the coders and admins and GMs haven't yet noted that a new players needs 4 iron, FOUR iron to make himself bread. It also makes no sense to make a steak in a cooking pot, yet it still makes perfect sense to make soup in a furnace. And for ores and glass and cactus green? Just make a folder in the new GUI that would make those things, named "Not food".

 

Now, the most important thing about Nexus Crafting... it's a great plugin, it makes a lot of things possible... so START using it and start adding more and more recipes! I've been told by Telanir that adding new recipes is extremely easy, and I have made 3 weeks or more ago a list of over 100 new cooking recipes that would finally make chefs something fantastic to be, and nothing has been added. Heck, a lot of weapons can be added, a lot of tools, a lot of named wooden items, a lot, lot lot of stuff can be added. And nothing has.

 

Start adding recipes. Every day. Even if it's just one a day, it would make the players want to come online again and do new stuff. Useless recipes sometimes are the best ones. 

 

Also, being rubbish in a skill is awful, give new players Skill Tomes so that they can at least have a skill level of Apprentice in one or a few professions.

 

tl;dr

  • Remove Mortar and Pestle, and Tanning Rack working stations
  • Turn the cooking pot into a furnace instead, this way pretty much removing another workstation
  • Start adding recipes, every day.
  • Give new members Skill Tomes so that they don't start as rubbish.

 

Raids - Saying "No raiding" is simpler than making a lot of rules on raiding. So keep it s it is.

 

I have to go to class or I would write more.

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Nexus regions are a pain that take too long to sort out for each individual issue.

Though I like the crafting / Profession system a great deal, some of the craft times should be cut down.

(5 Hours to make a staff? Nope).

 

I await to see how the magic plug-in comes into play.

Though I have a feeling magic users will sky rocket, and usual fighters plummet.

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cut nexus regions. cool in concept, bad in practice. more headache than it's worth.

 

I love, LOVE, the crafting system, and the customized items, and ALL of that. That being said, here's a short list of changes I would make to the crafting system::
-Allow each persona it's own crafting que, don't make one que lock down a whole account, I'm running into problems trying to up my enchanting and then I can't do anything on my stoneworker or leatherworker.

-lessen the crafting time on many things, especially if they are only aesthetic in nature (mossy blocks for example, or crafting stations)

-less XP to reach the next levels. I understand your intent here, but it's already a pretty mean feat for the casual player to get to Proficient/Adept.  Powergrinding professions interferes with RP, but at the same time I believe professions are a NECESSITY for a good RP server, I hate when everyone can craft everything and thus everything loses value.  The economy of the server is probably the healthiest I've seen it in quite a while, and I thank the crafting/skill system for this.  Every time a skill system has been removed on LotC, it's felt much lessenned, I've been through 3 skill system implementations/removals, this is the 4th one now that I've played and every time we've been without one, I've felt things weren't as well off as with one.

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There is an issue here with everyone calling for changes to be made to any of the the plugins, Telanir doesn't have time to fix them. I feel with the addition to Nexus the server has become tied, How will we update? All other plugins must be compatible. There are a lot of downsides to having Nexus on the server and I am one of the people who like it. The real question is CAN the admins and staff do anything about what we are asking?

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There is an issue here with everyone calling for changes to be made to any of the the plugins, Telanir doesn't have time to fix them. I feel with the addition to Nexus the server has become tied, How will we update? All other plugins must be compatible. There are a lot of downsides to having Nexus on the server and I am one of the people who like it. The real question is CAN the admins and staff do anything about what we are asking?

 

There truly is a problem there. 1.8 and still no bukkit. Its going to be a fair mission to migrate complex codes and bug fix with a still uncertain future.

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I wholeheartedly have a mixed opinion! Though I will say that I preferred a lot of the old ways than what we have now, regions for a major example and my reasons why can be found here ( https://www.lordofthecraft.net/topic/117382-nexus-region-wpoll/ ).

 

In my honest opinion we truly only need plugins for the following;

  • Regions
  • Chat
  • Player cards
  • Modreqs
  • Locks
  • Gates
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Honestly the following things annoy me quite a lot while I'm trying to roleplay.

 

THE GOOD:

 

  • Crafting Plugin- It adds a lot to the roleplay, it's also not that big of a pain to be honest. The only qualm I have with this plugin is the enchanting and smithing times. They are far too high for any player to be expected to do them.
  • Chat System- It's always been good. No need to change anything here!
  • Soulstones- It's always been a great tool.

THE BAD:

 

  • Future Magic Plugin: Now, I know that the tech team have been putting a lot of work into this, and it's probably pretty good, but it just complicates everything. Emoting out magic has worked fine, and it would continue to work out fine without this new magic plugin, which only adds to the PvP element of the server.
  • Town Claims: Oh boy this. I never saw much griefing going on around the map before these claims. The only things that were claimed were the main capitals. All these small claimed towns, with their population and activity requirements complicate things IMMENSELY. Personally I think we could get rid of this for small towns all together.

Things that don't affect me:

 

  • Warclaims: I don't do wars or anything really, so I can't have an opinion on this.

 

 

All in all, roleplay can be difficult at first, but if you apply yourself, you'll get the hang of it. These were just my two cents, and I meant no disrespect.

 

2cents.gif

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I like the plugins, they just eat up a lot of my playtime and I wish I could be rping instead of minding my skills

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simpler = better come on its not that hard to figure out 

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I think simpler is better, I don't think stripping our plugins back down to the shittier half of Anthos where all you could do is text-based roleplay or play boring, needlessly restricted vanilla minecraft survival is better. I like most of these plugins, I think they should be more user-friendly. The current "remove nexus" attitude makes me cringe, really, nexus is the crux of 4.0, the only thing preventing it from submerging into the monotonous haze of 3.0.

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