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Everything posted by River
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I'm making this post on a whim, this resignation and farewell to the server has absolutely nothing to do with the recent controversy. I'd been inactive and reluctant to check on anything server related for quite some time now. This farewell is long in the making, check check my last /seen. I've been around since Aegis, have viewed the server from a lens for the entirety of its history. Have seen things that worked, and things that didn't work. Times where the server was very fun, and times where the server was dull. In my eyes, the server isn't fun anymore, it's too far gone from a point where I would ever log on and attempt to play. The game is too far removed from any actual game, it's more focused on being a typing simulator. With tile-cost requirements, activity based requirements, the importance of voting and its impact on gameplay along with the current material economy is designed in such a way to simply maintain activity. The Minecraft element of this roleplaying server is too far removed for there to be any engaging mechanics. The intended result of these systems seem to just aim to keep players engaged out of responsibility rather than having created an environment where the player continues to engage because the systems are fun. My passion for the world and attempt to inject more fun, to be more engaging, and immersive, fell flat. My only sizable contribution towards that which was entirely in my hands for the most part, was the actual map-making portion. Any fraction of a system implemented towards that goal will fail to meet the mark unless the rest of the puzzle pieces are also implemented. My continued plea to utilize MythicMobs and ModelEngine to replace random world spawns with more immersive regional based fauna has sat at the approval of every admin except one for years now. Given the wide expertise from the players in BlockBench and texturing, it would have been a slam dunk to work with the community in building server, lore specific mobs. Adding this alone along with my plans on how to implement them would have added a field of depth that could've reached just about every aspect of the server. I'd probably still be around implementing this into systems if that were the case. Not to mention, the fact that I was promised compensation for my attempt at painting 9.0, and was never compensated for 10.0 for the paint and map-making process I brought to the table that resulted in the current map. Just about everyone I'd ever built a genuine connection with for the most part no longer plays on the server, in the direction the server has gone I don't see the need to continue to develop or attempt to resolve issues with it if the bureaucracy involved makes any decision-making near impossible, or gets altered and implemented differently from originally intended, resulting in an undesired outcome. The server isn't what it used to be, from a time when I enjoyed it, and probably won't ever be anymore, and so I don't see a point in attempting to implement the systems I'm passionate about. I don't see a point in continuing to work on it from a staff perspective, let alone play on it as a player. - Farewell Very Respectfully, RiverBird / Sebasgann
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the growth effect of bonemeal would be disabled, which is independant of the custom interaction the server has of receiving a copy of a plant via using bone meal. Likely a new item and method of acquiring it would be introduced that would supplement bonemeal's vanilla growth effect being disabled. I made a Compost item and that has an AoE bonemeal effect on crops that I'd likely use, will provide expired food a use and incentive to utilize compost bins again since that mechanic is completely non-existent.
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I think my last post was the criticism and things I'd have liked or wished to see on the server, but let me take a brief moment to at least state the things I liked about the proposed additions so far. Crafting Stations - Love the idea of separate crafting stations that add the ability to create different kinds of foods, I think this element is a great idea. Wholeheartedly agree with the idea of having multiple crafting stations dependent on the desired outcome. - I think if possible, it'd be nice to instead using a custom GUI for the different cooking stations, if it were possible, to utilize current Mojang UI's when clicking these stations, whenever possible, or as I mentioned, attempt to just create a more engaging system reliant on sounds and particles to convey events happening. Food Quality - While I stated I didn't think the idea of quality on crops would be the best of ideas, maybe implementing quality on the end-product might be a better implementation decision. The same way nexus bows/swords quality was judged by their damage scaling, or current surge armor quality, the finished dish might be the best approach to implement quality into the plugin. Farming - I love the idea of different crops being more productive in different biomes. I would suggest that instead of modifying tick-rate, we adjust yield instead because it feels more impactful than tick rate adjustments. - While not mentioned in this post, I don't think it's spoiling too much but worth noting since it was something I thoroughly enjoyed seeing, was the planned implementation of player-head crops as potential gatherable items. Being able to farm cabbages, grapes, eggplants, you name it, any playerhead crop item that some builds already use as decorations. I think this is a perfect and great, immersive touch to farming. This element of the farming portion, I'd really love to see come to fruition and make it to the end product, because it can cut back on having to rely on wheat/carrot/potato/beetroot models, and can make farms look nicer while we're at it.
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My opinion, I think quality over complicates the plugin, the fact that you can have multiple species of crops, and in addition to multiple species, have multiple qualities of the material. I would think having a separate species or crop altogether would be fine enough. A rice crop grows rice, and is uniquely used for specific rice-oriented dishes. Inventory management and the ability to stack items is a pain, even if addressed in the same way a food bag was implemented to help store some food, or the Hooked trash bag, managing it is still a pain. This is why I've been a big proponent of MythicMobs and ModelEngine, because it would have been pretty easy with MythicMobs alone, to make custom crops, get a server resource pack together, make custom growth stages for each of the different crops, and basically expand vanilla. Being represented via visual aids would have gone a long way in actually making one wheat field look differently from another wheat field of a different species. That's a pipe dream however. Also, my personal opinion, but I'd have liked to stray away from GUI based crafting, and move towards in game actions and mechanics only. Interact based events, more interactive and engaging. Everything conveyed to the player via sounds or particles and interacting with the different workstations you have. Crafting the individual components of the dish, or dish prior to cooking it. Allow for horizontal progression with the ability to discover recipes, makes adding new items to the plugin exciting rather than discovering another clickable option in a GUI. I don't even care about status effects in PvP. I'd personally like to see a variety of foods be incorporated that would have different uses in PvP. There's a reason why in OSRS you carry different kinds of foods, because they have their own purpose in combat. However the player base is sensitive when it comes to PvP, and so I wouldn't venture into making foods that could be utilized in PvP because it will trigger them. I think they'd be fine if there were a method to disable them on the war server. If people use them in skirmishes and battles on main map I could care less, more power to the people who've interacted with that system, people CRP anyways. At least if we ever get some system of mobs that's where I might see the main use-case of buffs coming into play. I honestly don't even think this needs to be asked. Players will obviously vote against this because it will damage their basement farms and goes against their interest and convenience. Everyone and their mother needs to have a set of cows in their basement so they can gather leather and meat to be as self-sufficient as possible. At the cost of preventing someone who actually wants to RP this, or make this a real livelihood in game mechanically and in RP. Represent their mobs in open air fields with grass, add a level of atmospheric immersion. Almost nowhere do you see, in any village/capital, chicken coups with chickens running around, pig pens, horse farms or cow farms, which is a huge missed opportunity for adding another level of detail and immersion to our lands. Animal Husbandry altogether requires a bit of work and is a separate subject altogether. I'd say fishing is almost at a finished product. It requires a fix to cooked variants, and the ability to specify the tropical fish patterns the individual fish spawn with. Maybe minor tweaks or adjustments but yeah, perhaps reworking food economy altogether or figuring out how to incentivize people to fish instead of relying on steak from cow/leather farming, bread from typical farming run, and monk bread/tater sustainment. I'd make the argument to work specifically on the farming portion vice the cooking portion and release that first, in a more polished state, then add the cooking aspect later, that's honestly where I think most of the questioning attitude is being directed at, not the actual cooking part, since that's the main grind so to speak.
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I only voted no for #8 because I don’t think it should be a singular area, or accessible via CT. It’d feel OOC and like a minigame. I’d feel different about the “idea” if it were multiple areas on-map. That way no one nation of PvP goons could hold the entirety of the area down and people have options. Being on map means it’s a little more grounded in RP because it requires physical travel to and from and is in a physical location people could meet you to and from there. Just add a 10 minute soul-stone blocker after entering the region of the mine so people can’t soulstone out and have it only tick-down while they’re logged in. *Assuming this idea were to be more fleshed out or discussed. I think the rest of the changes regarding architect kind of speak for themselves and don’t require too much discussion post polling. I just wish we had mythicmob/model engine to create actual, mechanical siege weapons:
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This guy did not need to cook this hard. I think newer player perspective or criticism is often more important than our more established players perspective. Because it’s indicative of what players expect, and see short comings in our systems at first glance without bias and without viewing things from the lens other people see from. I wanted to try to summarize and bullet point the number of issues he mentioned but there’s just so many issues I agree with that it’s making it hard to just summarize them. I think the way he puts it is smartly, the economy and way that nations operate especially in a new land is a suspension of belief and the lack of narrative is prevalent. These are long standing issues that have been around for years due to the systems we have in place. I would encourage @LuckyDto attempt to summarize, bullet point the issues, make that large post more digestible so that issues can be either addressed specifically or one at a time. I know this is a post about the specifics on nation approval process but I think we’ve gathered a lot of critical feedback already and additional feedback into our systems regarding nations or closely tired to them is also appreciated.
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I mean, based off their activity, and the fact that they're still performing at the level some nations are if not better, based off the suggestions so far of utilizing the current vassals as demonstrable proof that they're ready to become a nation if they chose (as stated by fishy, Islamadon, Unwillingly, and many others here), I'd say they're more likely candidates to be able to apply for nation status, while a number of the other lesser active; but not dead vassals are still functional vassals. I think you missed the part where I said this was my opinion. I know for a fact that the other members of staff don't agree with my take and say exactly what you just said. So don't blanket the entirety of staff with the typical buzz words and catch-phrases of "staff aren't fully aware". You literally saw countless other staff in here just make varying claims and opinions, some or most whose views match your own. It's counterproductive and baseless, and a waste of conversational space, and a waste for me to even address it. I hear you bash vassals, while supporting settlements, and my original confusion still stands as to why I'm confused; I'd still like for you to elaborate how you'd see realms, vassals, and settlements working in the same environment, as well as expanding on what you meant by vassal subregions. "and that realm and produce however many subregions as they want and the rules permit", "and the rules permit" I was just saying there are no rules, I was merely suggesting there be rules in the first place, not dictate who can have vassals or who can be a vassal. Because this; It sounds as though you heavily favor settlements, you spent like half of your post attempting to make the argument to reimplement them. Which I was against removing them in the first place way back when. On this it sounds like we're on the same side, I always thought there was a place for them. My only issue is with vassals, and that alone is my only issue, I'm not alone in that opinion, there've been ramblings about vassals since even before map launched from plenty of the community and staff-alike, and they're not wrong that something feels off about them. Final note, attack me, not the overall staff. People have an issue categorizing groups because it makes arguments sound more compelling, but ignore the fact that it's wrong to begin with and is surface level. You don't see staff chats, don't presume to know what the staff think. I'm the oddball, not the majority or rest of the staff.
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Alright, finally back home after a busy day of giving and thanking. This, I hate ugly and oversized builds. I like a lot of the ideas here. Regardless of the system and its shape, a sort of preliminary or introductory period would be nice. Perhaps the payments could be broken into different stages. Instead of a nation being declared and then everyone going inactive until someone finishes building a massive capital over several months. Except this is all just kind of like, "fun/interesting, would be nice stuff" and not essential. Bro, that’s what I’ve been saying since before map launch, during mapdev when I saw how many vassals there were and how large they were. This. I’m not sure if people are suggesting we implement settlements on top of lairs/realms plus vassals. If anything, I’d rather see vassals replaced with settlements, because I don’t agree with the notion of handing out land—and large amounts of it—to the sheer number of player groups that have been given land so far. I’m curious what the metrics are on the player activity of every vassal and whether those spaces are dead-RP, dead vassals, or if those players would’ve been more active had they been integrated into the capital—just living together in a manor or something. My thoughts mirror those I quoted above on the questions posed in this thread. I’d take it a step further, get ready for Rivers daily hot take: if those suggestions were implemented, the next issue affecting player activity—and ensuring active nations stay active, active vassals stay active, and new nations can actually emerge—is addressing inactive vassals, and perhaps removing the idea that it’s purely up to nations to decide how many vassals they can have. Allowing players to decentralize their own RP can be detrimental to an already functional nation, and by extension, damages the server and all involved nations/vassals. That’s where I think staff intervention becomes necessary—regardless of how many people dislike that outcome. In my view, it’s simply part of maintaining a healthy and functional world. But, this last part is just my opinion.
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Are the physical requirements of nation apps (player signatures & money) too high or too low? Player signatures on a forum post are not a good representation of active players or players who will dedicate to building up said nation, or their main persona being associated with said nation. While I’ve seen a lot of good ideas pertaining Mina itself and its value, I don’t see an issue with the amount required for form a new nation. If anything the other ideas regarding Mina are worth looking into and addressing. Should the subjective requirement that a nation be unique (or fill a unique niche) be removed or modified? I don’t think the subjective requirement a nation be unique be utilized. I think it was initially a good idea, to allow nations with unique aesthetics or cultures to be made in the hopes that players would join them and partake in said culture. However It is not an indicator that a nation will provide enough substantiated roleplay expected of a nation. Do you feel there should be a new, separate qualifier for new nations? I think the reason a nation should be created is because a player base in particular have already demonstrated through either enough active players, mustering force, income, and activity that they’re capable of already holding their own and are already capable of nation status. Vassals and their performance, the above mentioned metrics already seem like the perfect nation trial-run in my mind, showing demonstrable evidence that they’re ready.
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We need to make this person CT Admin
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Can we all just get along. Let’s try to be a little more sympathetic, a little more supportive of individuals, respectful, and cooperative.
There’s been a lot of divisive behavior when it comes to individuals, teams, nations and player groups.
I’ll try to do better, but I think everyone could do all those things at least a little better.
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Idk what you have to do with all ts (probably nothing) but I think you’re a great part of the community and make good changes even if they don’t come as fast as I might wish. : )
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You know. Maybe this isn’t quite what I had signed up for or intended with my personal vision for what this would become. I had hoped that Squak and Josh could’ve come to a more friendly resolution, one that works in the best interest of all the teams, one that tied in story team along with the other teams because I don’t see this uniquely affecting builders but actors and lore writers as well. Because I do see the story team and its components being necessary to create the open-air environment that this team was originally supposed to address. I don’t think that the post does enough justice by including a lot of build related mission goals when the direction and mentality should be more so the implementation of said builds and quality control of the map over its course at the macro level not micro. As well as the implementation of any new systems that involve the world itself. Or the means of how players interact with the world. Lessons learned from prior map developments and the continuation of knowledge gained from creating this map, and the ongoing changes or implementations of the different categories of types of builds that go on the map as a whole along with their mechanical purpose or intended rp purpose. The inclusion of Noobman as an addition is divisive at best given the recent drama. I would prefer if Noobman were guilty that logs or proof were provided so we can snip this in the butt, and if he’s going to get accused of it and ridiculed constantly for it then at least let it have substance behind it. If not just clear the air and move on but regardless of the outcome he’ll get accused of it in the future. Im just tired of drama, this needs to be addressed behind closed doors, people need to kiss and make up; and move forward. We’re all volunteers with a somewhat shared vision of making the server better and things need to be communicated better with one another.
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I mean, it’s my approach to map making and ability to worldpaint, plus knowledge of everything that would go into map making that I shared and collaborated with the others involved that brought us the map. Even with the lack of criticism I have seen some criticisms that I’ll take on to improve, and have idea of my own and additional builder plugins or mods I’d want to utilize to deliver an even superior version of 10.0, Coupled with our experimentation of palettes and possibilities of custom biome colors which was a first for all of us building with, I’d say I’m more than capable as well as others who I train up. in short, “I” and now Fimlin have the greatest grasp of everything that went into this current map dev along with how to improve upon it. And we are build team by the way. whilst technical knowledge is appreciated and welcomed, we retain the baseline knowledge and technical skill we elaborated only a portion of in Fimlins other post detailing how we went about making the map.
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I was here. I painted dis bad boi. Me and Fimlin put in work. We'll be around to make a better 11.0 when that time comes around.
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- place block
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What’s the cut-off range for an old head anyways
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1 hour ago, Islamadon said:Old - Atlas
Geezer - Axios - Tahn
Freshly Dead - Athera
Lich - Anthos+Arch-lich - Aegis?
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Say good bye to your campfires. Ya'll can make charcoal and use it for everything except minerals.
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I think the ST are just jealous of the dwarves... they live rent-free in their heads and they post about them everyday.
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I've only started behaving like this for a couple days. I'd hate to imagine how long you've been behaving like this Zhulik. If I were you I'd ask myself this question; "How did I turn someone completely unbiased, had no idea who I was, gave me a fare shake and took every opinion I had seriously, and slowly erode a fresh work-relationship into the state that it is now?" over the course of one year.
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Greetings, everyone, The staff has long been aware—and equally discontent—with the current state of material gathering. Between the introduction of the new wild-node system, the scaling back and removal of owned-tile resources, unbalanced drop rates and yields, and the unintended grind of wild-node runs taking hours at a time, we recognize that the process has become tedious and discouraging for many players. We’re happy to announce a few key adjustments that are simple to implement and widely supported by the community. 1. Reintroduction of Nation Mines The first change is the return of Nation Mines, which will host all nation-owned tile resources. This should make gathering materials significantly more convenient, reduce time spent on resource collection, and ensure that nations have easy access to the materials they rightfully control—at greater quantities than before. 2. Increased Owned-Tile Resource Yields The second change is a doubling of the drops obtained from owned-tile resources. Instead of the current eight ores every eight hours, players will now receive sixteen ores in the same timeframe. To encourage participation and creativity, the Community Team will be hosting a Nation Mine Build Contest to facilitate the return of nation mines alongside these changes and to motivate players to construct their mines. Please continue to share your suggestions, feedback, and experiences as these updates roll out. Your input will help us evaluate the effectiveness of these changes and guide future improvements based on player sentiment. Note: The changes to ore drops will occur near the end of the competition cycle, or prior to once every nation has a nation mine, and determined where the ores in their mines will go. This will ensure no one nation is hindered, or at an unfair advantage when it comes to ore drops. As well as determine a day when all the region flags can be redone so everything transitions smoothly.
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Turtles, most mobs are fine, forgot to mention you can alter scale of mobs so if you want a miniature turtle mob to capture/fish up that's doable, and just have its item be represented as something else besides a turtle. Also, I'd like to point out that the following part of the template: size: small pattern: 2 color1: LIGHT_GRAY color2: RED Is only relevant if you want to use a tropical fish as the base mob that gets fished up. If you want to just have a Cod, or Salmon, or turtle, or squid scaled up or down that's fine. If everyone could also include the following in their formatting template, that'd be much appreciated: Scale : 1 Biome: Autumn_meadows
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Greetings everyone, I’d like to take a moment to share a recent conclusion and option the staff has agreed upon that hasn’t yet reached the wider playerbase. In our ongoing effort to give roleplay-oriented builds — such as quarries and lumbermills — more mechanical purpose, incentive, and meaning, we’re now allowing resource nodes found on Resource Island to be placed within your own builds as an alternative to traveling to Resource Island. This comes with the condition that the builds are appropriately designed to house those resources. For example, a Lumbermill may feature trees that act as wood resource nodes, a sawmill, dirt or podzol ground palette or tree stumps, while a Quarry could include designated areas for mining specific types of stone, cranes, an excavated landscape, etc. These builds aren’t limited to just lumbermills or quarries — creativity is encouraged. Any structure that thematically represents a resource material found on Resource Island is eligible. For instance, if you have an Apple Orchard and would like apple nodes that yield apples, that’s a fantastic way to merge aesthetics, roleplay, and mechanical functionality into your nation or vassal’s environment. If you currently have, or plan to create, a build you’d like to host resource nodes, simply submit a ticket to the Implementation Team while on-site. Be sure to indicate clearly which blocks you’d like to become nodes. Story Team Builders and Implementation team will review the location, provide feedback if needed on build quality or scale, the specific node materials acceptable for the build, and proceed to place the nodes accordingly.
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Someone from my nation. There’s a reason you don’t know who I am. I am likely on of the most unbiased people on the server, particularly because I don’t roleplay on the server anymore. Because it’s not fun anymore, roleplay is stale, and I argue about systems with staff all the time. I haven’t played a dwarf in like 9 years. What I do know, is a time when the server was actually fun. And if it were anything close to it I’d probably roleplay, or play on the server again. Do I think leather farming is a boring mechanic, yes. Do I think a lot of the systems, both in moderation and technical/gameplay portion of the server are bad? Yes. Do I think that food expiration is necessary? Yes. There’s a reason why the plugin is called FoodCore, because it’s a first step in a multifaceted solution. Do I actually think food expiration will accomplish anything? No, and that’s not because of the fact that it’s inherently food expiration, but because the expiration timers are too lenient, and even if they were harsher the player base would not have noticed food expiration anyways.
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How about you specify the feedback since people complain about everything without taking a second to offer constructive feedback or suggestions. Also the Minecraft team created the vanilla Minecraft mesa biome using Zion national park as inspiration for the base game. If you got beef with the name and Zion in general just boycott Minecraft all together. People always gatta complain. if you’ve got criticisms about the patch notes those are welcome. If you’ve got suggestions for systematic changes those are welcome. Complaining gets you no where. Also if you’ve got beef with the map take it up with me because I painted it, and helped chose the biome choices and palettes. If you’ve got the time to beef with a name of a location that happens to be one of the most iconic representations of a naturally occurring biome, then you can go clean your room. If you’re complaining about grinding, I wish you grinded more. I wish your food expiration was harsher, I wish resource island didn’t exist. There’s a difference between grinding and playing the game. People complain about the lack of mechanics but also vote on systems that remove mechanics from the server in favor of making your lives more convenient. Half the problems that exist today did not exist 10 years ago and are self-inflicted by an obnoxious minority of the server.
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Seeing a lot of votes going towards keeping iron doors and other doors as they are. There's no reason for one door to be superior to one another, it affects build quality because and certain decisions because now there's an OOC rule that is encouraging players to utilize an iron door over a wooden one, when a spruce door could have meshed far better with the build. Also why are things set up the way they are at the moment, that we even have to discuss whether or not 2,3,4,5 doors is too many doors. Anything more than 2 doors is too many and is gaming the server, and the only reason it's being done is because of an OOC mechanic. In an ideal world you should only have 1 door for an entrance. Anything more than that and it's obfuscating the rules, because they can be taken advantage of in the first place, and implementing an OOC solution for something their character probably wouldn't do.
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I'm of the opinion that a good span of a season IRL is 1 week. go through each season once a month. If there's some "Winter is coming" event for a long winter, then make all of December winter. If implemented right and other food sources are easily acquirable, then moving away from crops for a week shouldn't be that bad and will give other foods a more practical use, and incentive to use. Or at least the notion of having to actually stockpile foods in a warehouse will have a legitimate reason to do so. I think adding some sort of seasons plugin, almost goes in tandem with a lot of things that have been suggested, and I'd recommend adding that to the list of things the server should look into. I'd also personally recommend just using the off the shelf Realistic Seasons plugin. That plugin can also accomplish the promise of having regional, or biome specific hues for foliage and grass, for each season, per biome. Is very easy to configure, very stable, and the best on the market when it comes to off the shelf seasons plugins. It also has configuration for crop growth per biome, per season as well, in addition to a multitude of other features that fall in tandem with what a lot of the suggestions and polling subjects that focus on immersion and practicality.
