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The New World and You: A Teaser

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MrZombez

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There is not going to be any 1.9. Minecraft Beta 1.9 is never going to exist. The next release is Minecraft. Plain, simple Minecraft. The full release, so this 1.9 idea... is kind of obsolete.

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There is not going to be any 1.9. Minecraft Beta 1.9 is never going to exist. The next release is Minecraft. Plain, simple Minecraft. The full release, so this 1.9 idea... is kind of obsolete.

....? have you been living under a rock?

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....? have you been living under a rock?

Notch announced on his blog here: http://notch.tumblr.com/post/11309884313/pre-releases-and-adventure-updates that there will be no official Beta 1.9. There is going to be Prereleases, but everyone is talking on here in terms of an update for everyone who doesn't know how to change their jar out for the new one. There is no 1.9.

I hate to be that guy, but this whole idea of waiting for 1.9 is moot. If it's referring to Minecraft 1.0, then yes, that will exist.

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Notch announced on his blog here: http://notch.tumblr.com/post/11309884313/pre-releases-and-adventure-updates that there will be no official Beta 1.9. There is going to be Prereleases, but everyone is talking on here in terms of an update for everyone who doesn't know how to change their jar out for the new one. There is no 1.9.

I hate to be that guy, but this whole idea of waiting for 1.9 is moot. If it's referring to Minecraft 1.0, then yes, that will exist.

It's referring to whenever the completed biome coding is fully implemented in the game, regardless of labels.

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I personally cannot wait for minecraft 1.0!! Gonna be so awesome!

Umm... if you wouldn't mind answering my question i put forward before?

How will these preserved spaces be handles and roughly how many percent of the area will be preserved?

As in what will be a preserve? The giant spaces in between cities and people have to apply to put mines and stuff there? Will there be a certain limited area AROUND cities that will not be a preserve?

I is confuse.

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So, I have an idea and a suggestion. Not sure how useful it is, or how feasible it is based on hardware, but try and hear me out.

A while back, a friend of mine had a server where he played around with different bukkit plugins (are we still using bukkit?)

Anyway, he had this plugin which allowed nether portals to not only lead to the nether, but also to -alternate worlds-

http://forums.bukkit.org/threads/admn-gen-info-tp-rpg-myworlds-v1-24-multi-world-plugin-with-a-touch-1317.31718/

Anyway, with this plugin you could have the two worlds run in co-existence. Give the players incentive to move to the new world, by gradually ripping the world to shreds with lava and other nasty undead things. It lets people bring over some of their gear, and if they want to get back to their old-world homes, they have to brave a near-nether level of hellish torment.

Thoughts?

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So, I have an idea and a suggestion. Not sure how useful it is, or how feasible it is based on hardware, but try and hear me out.

A while back, a friend of mine had a server where he played around with different bukkit plugins (are we still using bukkit?)

Anyway, he had this plugin which allowed nether portals to not only lead to the nether, but also to -alternate worlds-

http://forums.bukkit.org/threads/admn-gen-info-tp-rpg-myworlds-v1-24-multi-world-plugin-with-a-touch-1317.31718/

Anyway, with this plugin you could have the two worlds run in co-existence. Give the players incentive to move to the new world, by gradually ripping the world to shreds with lava and other nasty undead things. It lets people bring over some of their gear, and if they want to get back to their old-world homes, they have to brave a near-nether level of hellish torment.

Thoughts?

The only problem with having this, is that the server has to load an entirely new world, which means the plug-ins and the server double-time, so hell amounts of lag, although, there might be a link between lag, and my 1gb ram server ._.

If not, I believe there is going to be a mass exodus on Aegis anyway, when the undead over run everything, and everything bursts into a night like the 4th of July...which is quite normal, me being English anyway.

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The only problem with having this, is that the server has to load an entirely new world, which means the plug-ins and the server double-time, so hell amounts of lag, although, there might be a link between lag, and my 1gb ram server ._.

If not, I believe there is going to be a mass exodus on Aegis anyway, when the undead over run everything, and everything bursts into a night like the 4th of July...which is quite normal, me being English anyway.

I was making the suggestion as a limited-time thing, which would bridge the gap between 'new world, everyone starts over' and 'bring your things with you' - Make the original Aegis so hellish that people are going to have to be pretty dedicated to actually get their stuff. Convey a sense of urgency, and force people to try and escape as quickly as possible. They can return for more of their things, but with the plugin I suggested you can alter a world to have some pretty gnarly things in it and no resource drops (because the world is dying) - in addition, I think it would be cool to let the world get more and more corrupted, perhaps - Let the world die in a 'minecraft' kind of way.

Like I said, just a suggestion.

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If I may, I would really like some sort of "perma-kill conditions", that you could meet to kill another character permanently. Perhaps a certain method of killing, like "death by lava," or "death by (weapon)", or, my personal favorite, "death by Instant Damage potion (including splash potions)." That last one would give an excellent reason for Instant Damage Potions, and splash potions in general, to be highly illegal: Because they weaken the soul directly, and as such, Monks cannot save those who would perish to those weapons.

Currently, there is no way to kill another character if the player doesn't want their character to die. That results in "fun" for the other player, but at a certain point, it can be frustrating and detrimental to RP, especially when players become argumentative, and refuse to allow their character to die.

Also, I find the "if you're going to try and kill me, I have to agree AND you have to tell me in advance" rule is just ridiculous because people meta. Unbelievably so. And the inability to permanently kill another character has, I have seen, ruined lots of potentially excellent roleplay.

Gah, that got a bit repetitive, but I believe that the point still stands.

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For God's sake, it seems a lot of you folks seem materialistic. What it ultimately boils down to: it is a video game, with virtual resources. It's not about the wealth, it's about having fun. Do you really think it is justifiable in role-play for someone to bring 200,000 minas to the new continent, or an inventory full of gold.

If you were running for your life, your character would only hold onto the bare essentials (a sword, food, maybe a set of armor; just traveling gear.)

I personally think there should be a working economy already in existence upon arrival. I mean from the sound of it, there is already going to be cities, and nations and such, so therefore there should be a system already in place.

I've worked hard my entire time in Aegis, and I've made quite a name for myself: however I wouldn't think if Levant (my character) was running for his life, trying to organize his loved ones and such would think much of his successful times as a merchant, but more for the well-being of his family. Hands down his wealth is meaningless in a situation like this.

My opinion: Players who are arriving at the new continent should start with the bare essentials they need to survive; and player's who decided to restart as people already living on the server should be given time to setup, perhaps give them perks for killing off their characters; nothing big, just stuff people would have if they lived in a land all their lives. (Such as a home and some minas, or something of that nature).

The problem is, it'd take a lot of time to organize something this massive: but, I believe it'd be the most role-play friendly, which is what this server is ultimately about: Good role-play.

-Brokencrowe

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If I may, I would really like some sort of "perma-kill conditions", that you could meet to kill another character permanently. Perhaps a certain method of killing, like "death by lava," or "death by (weapon)", or, my personal favorite, "death by Instant Damage potion (including splash potions)." That last one would give an excellent reason for Instant Damage Potions, and splash potions in general, to be highly illegal: Because they weaken the soul directly, and as such, Monks cannot save those who would perish to those weapons.

Currently, there is no way to kill another character if the player doesn't want their character to die. That results in "fun" for the other player, but at a certain point, it can be frustrating and detrimental to RP, especially when players become argumentative, and refuse to allow their character to die.

Also, I find the "if you're going to try and kill me, I have to agree AND you have to tell me in advance" rule is just ridiculous because people meta. Unbelievably so. And the inability to permanently kill another character has, I have seen, ruined lots of potentially excellent roleplay.

Gah, that got a bit repetitive, but I believe that the point still stands.

Sir, that would be what is called: "Power Gaming". Taking control of another person's destiny without them having a say in it. If they WANT to die, they die. But in this RP server, if you are defeated in combat then you are knocked unconscious and monks find you.

Have you ever played Mount and Blade: Warband? If not, fun game and I reccomend. (Not advertise) In that game if you are defeated or "die" you are near death but do not die you are just captured by the enemy and eventually released. This just stops the whole: You dead! You loose everything! Make a whole new character again! I guess you still do loose everything, but there are ways of getting it back (asking people nicly ooc is one way i THINK, not too sure on that.)

The only way this kinda thing works in games is if it is a little flash game or you can load from a save. This is neither.

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I have played Mount & Blade, and I know what powergaming is. I simply dislike that all characters are effectively immortal. Especially criminals, because they don't actually die, there's little consequence. If the Minas penalty of dying was increased, fine, but death should be more than a slap on the wrist. People go scouting up north so they encounter Undead, die, and use the information they've obtained in a meta way.

For one, I don't think the "cost" of death should EVER drop below 1000 Minas. That gives players an excellent reason to avoid death, especially if their money can go into the negatives. Make sense?

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