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501warhead

- Aether VIP -
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Everything posted by 501warhead

  1. All VIP players who are diamond or above will eventually reach quartz. We cannot limit Soul pillar slots by VIP.
  2. Bedrock can already rename items. We are looking into adding more item enhancement features for VIPs, yes.
  3. Greetings Lord of the Craft, As I mentioned in my earlier post, The First Donation Change - LWC, today I am announcing the upcoming changes to Soulstones or more specifically Soulpillars. This is a real simple one - from this point forward Soulpillars will be unlocked at Diamond VIP (our 100$ package) and will operate the same for all levels of VIP. Soul Stone/Pillar changes: Old: VIP pillars increase in total slots alloted based off of VIP level. Diamond: 4 slots Bedrock: 9 slots Ender: 15 slots Aether: 22 slots VIPs have increased soulstone slots than other users New: VIP pillars are placed in the world and increase in maximum souls based off of the time that they are there without being removed. 0 Hours (Creation) - Diamond - 4 slots 24 hours - Bedrock - 9 slots 1 week - End Stone - 15 slots 1 month - Quartz - 22 slots Note: VIP level will not effect the growth or size of these pillars. All users unlock 4 soulstone slots after enough playtime on their persona. As stated in the previous post, this is another thing that was requested by Mojang to be changed to conform with the Minecraft EULA. We're working toward finishing our changes and you (should) see some upcoming changes to the store format to comply further with the EULA soon. These changes will go into effect on 5/9/2016 at 12PM EST, (~2 1/2 hours from this post.) All pillars currently placed will retain the same capacity as they had before the update (Aether pillars remain Quartz, Diamond remains diamond, etc., all pillars below Aether will slowly upgrade from the day of the update.) EDIT: As a mention, this is a little bit hasty of an update. Eventually I would prefer it to be a more gradual thing, where you slowly unlock slots for having the pillar down one at a time, e.g. every hour you get 1 more slot. This will likely eventually be the case however this was needed sooner rather than later, so this is the state in which things will remain. These changes have a possibility of breaking existing pillars, if this occurs please send me a PM via the forums including the date and time which you noticed it. Check your pillars when the update goes live to ensure a fast response if needed. Thank you for reading, -- 501warhead, Lead Developer
  4. Accepted To be implemented next patch in the form of soulbound unbreaking Elytra for all high elves.
  5. We were emailed by Mojang's Enforcement team ([email protected]) about our VIP perks. LWC, Enderchests, and Soulstones were the ones they requested we alter and change. Shops were not an issue. It's not a matter of opinion or logic being applied here, it's simply that we were instructed by the legal department of the game we supply to make alterations to our income structure.
  6. Greetings folks! Today marks the first of a few major changes to our donation system. We've shifted the Locked Wooden Chest perk from Iron VIP to Normal. This means that all users will have access to LWC from this point onward. This is to work towards complying with the EULA and the next thing which will be receiving some slight alterations will be Soulstone pillar mechanics. Use /lwc for more assistance with using this plugin. Popular commands are: /cprivate, /cpassword, /cpublic, etc. Developer note: With this change & the fact that LWC will likely be ceasing it's Spigot branch in favor of being a Sponge-only plugin we will likely be looking into our own locking system which will integrate with professions (Locksmith). Thank you for reading, -- 501warhead, Lead Developer
  7. Update on the battle;

     

    Apologies folks. There was a bit of miscommunication leading up to the battle which resulted in some key things being left untended to, this was mainly born out of the battle being the first "real" warclaim in a while. Here are the two mistakes;

     

    1. Knockout wasn't disabled until way later in the fight.

    2. Render distance was set to 10 for the duration of the battle, which is a big no for large warclaims. It should have been ~3-4.

     

    We'll be working to make sure these things don't occur again.

     

    For those who wish to see performance numbers here is a link to (a) timings paste we did during the battle. If you don't know what the numbers mean please refrain from commenting about them. It's mainly for openness and clarity. https://timings.spigotmc.org/?url=16159030

    1. Show previous comments  1 more
    2. InfamousGerman

      InfamousGerman

      how much lag does knockback cause? i know many people prefer it to enabled

    3. 501warhead

      501warhead

      Quote

      Lots of highlighted stuff for livingEntity...odd

      LivingEntity = Players

       

      Quote

      wow SpecialItems v1.0 Total: 0.248 s ?

       

      that's plain unacceptable

      Ha.

       

      Quote

      how much lag does knockback cause? i know many people prefer it to enabled

      0.02% in the warclaim. Very minor footprint, it's more so to make it so that players die faster so the periods of intense server effort are shorter

    4. lemontide331

      lemontide331

      how much longer until the lag is fixed?

  8. LotC is not and will not be a legacy server. This just isn't an option for us.
  9. Yup, I'll be formulating a beta testing approach when we get closer. More on that later.
  10. We're going to be looking into rescaling most of these on the next map update. Within the month. Beta testers will be used. Essentially.
  11. yes however it has stipulations, namely that it's based off of data value. Data value for weapons and tools = durability... so we'd have to make the weapon completely unbreakable so the texture didn't change. We've had the ability to change and add custom textures for a while but weapons and armor being unbreakable or having to have some value on their description as to their durability just didn't sit right. There will likely be custom models for some blocks and items in the future, however.
  12. Shields - Yep! Pikes for Anti-cav - A strong consideration. Shields might render this not needed. I wanted to do this before 1.9 was released but when spigot updated so quickly I was spinning I didn't have time. Arrows - Yes. You'll see them integrated all over the place, alchemy will be a prime location but we'll probably do like "special" arrows you can craft which have some of the potion effects. They won't be vanilla crafting, however - they'll be a fair bit different in how you obtain them. 1.9 has been deemed the "death of pvp" by a fair portion of the PvP community external to LotC and a fair portion of LotC's combat based players as well.
  13. Read the post. It's not toggle-able, I spent a long time on that point. I haven't announced dates. My finals are coming soon, it's all subjective. Probably less than a month, hopefully a week or two.
  14. We aren't turning off features of 1.9, we plan to integrate as many as possible (albeit the elyatra might be a stretch). I personally don't have an issue with 1.9.2 combat, as listed here I'm excited about what we can do with it - however it's something that is extremely controversial.
  15. Greetings Lord of the Craft! Today I’m here with you to talk about our plans moving forward into the future with the controversial Minecraft 1.9.2 update, the “Combat Update”. I know my statements on the matter have already somewhat circulated throughout smaller groups but today I wanted to make a formal statement on the matter so that you, as a player, know what’s next for LotC. Before I get into the fine details of this announcement I’m going to take a moment of luxury to sidetrack into reasoning, explanations, and methodologies. You can skip this if you’d like although I would advise against it - it’s important to understand reasoning that goes into this. Design Theory I first joined the development team under the then Lead Developer Kowaman about a year ago now and began with a few goals in mind - I had this idea and mentality that I talked about in my post when I ascended to Lead Developer in July 2015 to create content for players to enjoy. For a while I was on the Event Team and Lore Team attempting to pursue these goals - trying to create content for players to enjoy. Did I succeed? Probably not, all things considered. I moved from these teams up to Moderator where I began to do further work, toying and tinkering with command blocks to try to create interesting events (and horribly burning out in the process leaving runesmithing the utter mess it is these days). However I’ve had something of a flame sparked within me for developing and have taken to it heartily - from introducing Ice Boxes, “One-Chop” wonder axes, and other small quality of life fixes which have been slowly introduced into the game. Throughout this process I’ve been moving forward with one mentality and one that I hold as key to developing on LotC. LotC is a game server which suffers from a strong and almost overwhelming sense of nostalgia - players often reminisce about the greatness of days of old and compare experiences that they’ve had to experiences of the past which are often boosted onto a higher pedestal than usual due to the process of remembering the good and forgetting the bad. While I do not hold nostalgia to be some great enemy I hold it with caution - developing content which has the only purpose of attempting to bring back a previous experience is flawed from the core. With this in mind my motto has been something along the lines of “Keep moving forward.” The idea and principle is simple - while we can take and learn from the past the past is gone and cannot be relived so we must embrace the future, embrace our direction, and keep moving forward. Learn from the past but don’t get so caught up in it you fail to see where you should be going. Progressive action, new concepts, changing the game around - we’re doing these things to further LotC as a whole and move toward each new and exciting phase with a smile on our faces saying “What will we do this time?” Rather than looking at change with a pessimistic and wary view. The News Before I begin I must make at least one point clear; LotC is not and will never be a Legacy Server. This means that when a new update is released we will try our hardest to update the server as soon as possible so that it’s easy and clean for a new player to join or a wandering soul to explore. We aren’t going to halt the progress of the server entirely due to a dislike of a minecraft patch - minecraft moves forward and so must we. We are a changing server and we must embrace the changes and learn to work with them. So, on that note here is the news - We will be integrating and using the Minecraft Stamina mechanic with the 1.9.2 update. For those of you unfamiliar with this mechanic after you swing with a weapon you are put on a short “cooldown” which, if you swing before the cooldown is over, will do less damage and reset the cooldown. In 1.9.2 this mechanic is changed a bit further albeit it’s client-side only; you can’t swing before the 70% mark. If you wish to change this mechanic so you can swing with the reduced damage at any time you can find it within your options.txt in your minecraft installation. Reasons So I covered some of the reasons behind this decision above but now I’ll go into full and explain exactly why we’re doing this with no reserve. Firstly, Spigot/Bukkit/Minecraft have no way of “turning off” 1.9.2 combat. When the first version for Spigot 1.9.0 released I immediately delved into the process of digging through the new changes to see if there was some switch I could click inside of Spigot to allow combat to be reverted - it was futile. There is no native method for disabling this within minecraft or Spigot. Where does that leave us, you wonder? We would have to engineer our own “anti-1.9” combat system if we wanted to go that route. Let’s talk about that now. Secondly, after digging for a little bit I accidentally stumbled upon this post by md_5, the Lead Developer behind Spigot. This little plugin he wrote was an example for editing attributes within minecraft, a feature introduced with Spigot 1.9 which LotC’s Dev Team has been waiting eagerly for. (Seriously, we had to literally write our own code to change attributes which had us digging around in minecraft’s server-side code. It’s a ******* mess.) In this example plugin md_5 creates a small snapshot of what we, as a development team, could do to “combat” the 1.9 combat update. Essentially, he adjusts the “swing timer” attribute in this code so that it emulates pre-1.9 combat, making the stamina bar so little (he sets the base attribute value to 16 in this code, by default it’s 4) that you can swing as fast (albeit probably a bit faster) as 1.8. Now, this is bad. This is a terrible fix - md_5 posted this as a demo for coding allowing developers to understand how to use it properly and also gave a real example with how to do this which was relevant to a few servers. This is, however, not a fix. Why? The Stamina bar is just one part of the 1.9 combat overhaul and, while a notable factor in the 1.9.2 it is not the only major change that has come to the environment of Minecraft. Rescalings for the new system have been applied across the board, rescaling armor protection values and changing damage values between weapons and tools. All of this is centered around and focused around the speed that Mojang has set in place with the new combat update - just changing the speed actually imbalances things even further - axes which are intended to be slow and strong suddenly become fast and strong, insanely damaging in comparison to all other forms of weaponry. This is one of the large reasons we’re shifting to the stamina bar - the balance changes to Minecraft are too vast and are based around this mechanic, just scrapping it isn’t possible for balance - it would create massive imbalances and some we simply don’t have the ability to fix. Third, Moving forward the Development team can do some interesting and unique things with attack speed. This is something I’m looking forward to - faster weapons with lower attack, slower weapons with strong attack, values based off of skill levels, we have a large kit of customizability with the attack speed. We can explore finally the concept of custom weapons in a fluid and simple way, allowing further reward for skill investment. I always keep in mind the concepts of what we can introduce into skills mechanic wise and this was one of the ones that I was the most excited about, introducing a variety of weapons which can be chosen from when going to battle. These combined are the reasons we will be using the stamina bar. It will likely receive some tweaking by the team before implementation. The Discussion This is a heated topic of contention. I have already had many players come up to me with active concerns regarding this with very heated opinions on the matter. Some may agree, some may disagree with the actions taken here. This is an open letter from myself on the topic of the future with nothing left out in regards to my opinion on the subject and I hope that at the very least you, as a player, can empathise with my position on the matter even if you do not directly agree. This topic will be left unlocked for discussion under the grounds that the following remain true, to be enforced by myself and the FM team. 1. Comments which aren’t contributing (e.g. “first”, quote-only, or image posts) will be removed if nothing is provided. 2. If you share an opinion with a post don’t repost it in different words, use the up arrow or the post will be removed. 3. Directly inflammatory and derogatory posts will be removed I will be monitoring discussion here. -- 501warhead, Lead Developer EDIT: Minecraft 1.9.2 patchnotes. They've worked on hit detection for those concerned. EDIT 2, tl;dr: We're going to be using Stamina bars in 1.9.2. There are a lot of technical issues with trying to circumvent this and it's not healthy to try to keep things like this pushed under just because we might not like them. We plan on doing a lot with custom weapons with the new swing timers.
  16. Coming to a minecraft 1.10 near you (Image Below)i5ScIfi.png

    1. Show previous comments  9 more
    2. KarmaDelta

      KarmaDelta

      Dwarves can finally ride bears into battle.

    3. Katiesc

      Katiesc

      This is true^

    4. oblivionsbane

      oblivionsbane

      So why isn't it 1.91 then?

  17. Should shields have some sort of skill-dependent stat or should they simply be vanilla mechanics?

    1. Show previous comments  6 more
    2. AlmondTree

      AlmondTree

      Weight should be a factor probs, like heavy troops and light troops.

       

    3. Jistuma

      Jistuma

      Durability can't be changed, but the removal of durability can! We can make a shield lose more or less durability based on % in the shield.

    4. mmat

      mmat

      What Jistuma said.

  18. Hm, I should actually look before I fully write. I quickly read through and felt a need to respond to Leo before I spoke. Keep in mind that "Vanilla PvP" is going to be fairly different post-1.9. The visions of grandeur that exist of the Fringe era - which I myself hold a high opinion of - are doubtfully going to be the same even in the event that we purged skills. Not only this but deleting skills means the full removal of personas and... basically every plugin that currently runs on LotC. With this in mind we are looking into detail on the topic of PvP and you will see some (hopefully welcome) changes to PvP when transitions occur. Will the skills plugin be deleted? No. Will benefits change? Likely.
  19. Keep in mind that there is slated to be a large influx of new plugins for the next map. There may be substantial downtime while we get these running and there might be large outstanding bugs which will go unnoted for a fair portion of time. Given if some form of temporary map were introduced it would actually be a fair time to introduce these new works and have players interact with them so launch of a full map can go seamlessly and duping glitches will be minimal. I mention such because this is a very Dev Team focused argument here and I, personally, am in favor of such a map as a developer because I feel as if it would only benefit our development process. However, I am more than aware of the large downsides such a thing poses which is why I hardly push for something on this matter if public opinion is against it. EDIT; Clarifying "Large influx of new plugins." - The development team hasn't released too many new works as of late both due to the effort to keep updates coming and preferring to introduce game-changers when we have large map transitions. EDIT 2 Electric Boogaloo; On the actual topic of the style of a temp map we already have a map which would be suited to serve as such and likely would be used in the event of a need for it. It was not built as a temp map - mind you - we simply have had a map or two in reserves for future events which are large and sprawling enough to support a playerbase for ~a month.
  20. This players questions have been answered and the situation resolved. Should you wish to have this reopened, please PM me your reasons why it should be so.
  21. It was a little bit presumptuous to close this so soon without getting some background information first, Nolan. From the little information I can gather here you performed this command; /ss bind 0 while looking at the Urguan Nation pillar which is emerald. Either you did the above or the dwarf racial home is wrong. I will be reopening this post as I need to know several details; Are you soulstoning to slot 0? What is your persona race? Have you tried running the above command while looking at another green soul pillar?
  22. Anthos leaving event was a flood.
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