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 What should we do for 1.3?

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Flash_Bash
firepwnsu
Cazor
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Cazor
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PostSubject: What should we do for 1.3?   What should we do for 1.3? EmptyThu Jul 26, 2012 10:09 pm

1.3 is supposed to be a big jump for us, I've heard we plan on advertising and greatly expanding our player base. However I think there are some things that we should discuss before jumping into 1.3 head first.

-Factions
I for one am strongly opposed to factions, its a plugin thats fun to mess around with on servers you dont care about but it just rips apart any good lasting communities, even if it is only on one world of the server.

For those of you who seek to raid and pvp more hardcore there is a towny based solution, with nations the admins can host wars, large structured wars that promote working together as opposed to small raiding groups that like to grief and leave nasty signs...

So I suggest we do not use factions and instead work harder to make towny best for us.

-The Economy
Currently we generate money through an admin shop and donators recieving money. This system works great for a small server but when we grow we will need to control how much money that goes in and out of the economy much better.

There is a plugin called votifer that we can use to generate money along with donating, not only will this boost the servers popularity but it will give us a much more controlled way to generate money than the admin shop.

-Heroes and Mcmmo
As the brains behind heroes developement for our server I believe we should switch to pure heroes, there are currently serveral technical conflicts between it and mcmmo, not to mention mcmmo combat doing some rediculus damage giving way to much and advantage to long time players.

Also our current heroes setup is very primitive, I now have some experiance working with the plugin and can do many more complex classes with varying hp, mp and maybe even branch off classes. If you like the current system just say so and I wont bother going in depth on my proposal, but if you want a more deep heroes experiance please ask me to elaborate.

-Donation Perks
One can donate for many things, premium heroes classes, full mcmmo, town mayor access, vualts, money, npcs, custom titles, etc...

While I believe some of these like custom titles should remain, I dont believe anyone should be cut off from things like hereos classes or town mayor access. Maybe instead of giving donors extra features we should give them shortcuts to those features? For example make becoming a town mayor very expensive, something that would take a non-donor months to earn but he can still obtain it eventually. The donor on the other hand gets his first town free instantly. What do you think?

-Towny Settings
Believe it or not owning a town is rather cheap, this is where taxes can come in. If we leave our current settings and our playerbase grows we will eventually have a ton of insignificant dead towns, nobody likes those. So we are going to need 2 things, first some form of taxes, maybe per plot, enough to force towns to stay somewhat active. The second, an inactive resident purge, mayors shouldnt be able to house a ton of long gone residents for extra claims, I think a month of inactivity would be more than adaquite to remove a resident (unless we were informed beforehand).

As I said earlier in the post we need to utilize the war aspect of towny, some admin testing would be more than adequite to get this ready for when large nations start rising up.

Pricing is currently too low, plots and and initial startup prices should be very expensive (when we start to have large numbers of towns and nations this comes into play). Getting and running a successful town should require dedication, or some donation (see donation perks), high prices ensure that.

These are my thoughts of what we should do before 1.3 feel free to argue for or against any of it, I feel this should all be discussed before we enact any of it, thanks for reading.
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firepwnsu

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyFri Jul 27, 2012 7:51 am

I totally agree with the Economy section.
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Flash_Bash

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyFri Jul 27, 2012 1:07 pm

For the heros section. On thing that I've noticed is that Incarnator skills are kinda OP.
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Cazor
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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyFri Jul 27, 2012 1:09 pm

Yeah, I plan to either revamp our current heroes system or make another from the ground up, a more complex one if thats what people want.

Also what do you guys thing about the other sections, agree or disagree, why?
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Avildar




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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyFri Jul 27, 2012 1:44 pm

Factions- Well I for one agree about the factions part. Right now there isnt alot of PvP action going on outside of wilderness or one on one's. Which is good with me, I dont much play for that. However I understand that some players do, and though factions is a neat idea. I do fear that with our limited player base it may invoke hard feelings on some of the members. The problem we currently have is that we have only on real nation and very few towns.

Player Base: At any given time there are between 2-6 people generally on. This will decrease with the school year, as several members of the player base live in different time zones and countries. This will make us have even fewer people on server to participate in wars and battles. Hopefully this improves and we get more players with advertising that I believe Build mentioned the staff might be doing.

Economy/Towny: I do agree that we need to start searching into a stable economy system for the long term. However I dont fee that towns should cost more to begin. After all several of the features like embassies, shops and potals. Do cost a fair amount. And with the admin shop having been closed it makes it even harder for the player's to get money. As money is only obtained through selling (Player to player, or player to admin shop) or donation, it can at times prove hard to get alot of money to start and maintain a town or nation.
I know that I gathered up enough money to open my town by selling materials to the admin shop at spawn. It took me awhile to get it, even though I save alot of things away. Though I would propose that the price of renewable resources be lowered, such as woods (Especially Jungle tree's) and crops.

Hero's/McMMO: This isnt my area since I am not a coder. Though I do enjoy the expanded skill list. Archery, acrobatics and herbalism. I wouldn't mind seeing these change, I know that skills have helped me build/survive building around my island alot.

Donation Perks: Although I enjoy alot of the features I have gotten through donating, I feel that if we make the perks less 'attractive' then I could see the decline of donators. After all, much of the player base are fairly young and have little to no steady income. Even people with steady incomes are buckling down on spending. Taking away or reducing the perks would only decrease the chance that they might contribute to the server. I didn't really care about getting perks to be honest. I just enjoyed the server, and felt that it would be good to make sure it helped keep ticking.

Towny: Though the cost of maintaining a town is cheap, I do admit that. Building a town without access to admin shops, lots of players or donation is difficult. Establishing an attractive town to draw in residents is difficult. Many residents/builders desire large amount of land to build on, after all that's what minecraft is about: Creation. As more players join the server the taxes could be increased and so on, otherwise it could prove damaging to the start up of towns and to aspiring residents. I haven't made shops yet due to the fact of all my projects I am working on, and I don't believe I could maintain the economy of it at this point. My town is fairly new.
---- I do agree about the resident purge and things like that. I plan to keep a pretty healthy amount of claims available in the future in case I need to boot or lose a resident. Though I agree that we should increase prices of towns, I feel that right now that is a bad decision. After all as a fairly young server we want people to make things. This works ok on a large server with tons of players, but right now it would hurt far more than it is worth to change. I know that Leah and I have sunk alot of time and effort into Zelophehad. Sometimes 10+ hour days. It's been alot of work, given I really had only wanted it to have an area to build my own creations with little griefing. Now though I do feel that I want to run a town and make it worth joining.

Residents/Town recruitment: Right now I feel that Mayor's of towns just snatch up new players far too quickly. The players should have time to look around the server and inspect different towns before they get invited. After all we mayors/assistants want to make sure that we didn't just invite a greifer into the town. Also snatching them up the way they are now, almost makes having embassies laughable. Very few new players really get a chance to feel the towns out or the server. I would love to see more tours of towns and things like that, it really helps them make a good choice and to fit in the other players.

The Map: I have searched alot of the map out. I have been to most of the edges and spent hours on the ocean, which there is alot of. I don't mind making an island or anything, its a fun project. However it can prove difficult for people to make a town or place to build their creations without substantial effort. It took me a long time to sink a ton of sand an gravel into the ocean to make the pit under the island, not to mention the island itself. However I do plan on making my last outpost somewhere in one of these ocean places and building it up out of the ocean on its own little continent so to speak. It will take alot of time and materials, but I also feel it will give players an area to gather resources. It's one of the current difficulties with Zelophehad atm. There isn't anything in the town to mine really. And as the player base increases, resources will become harder to locate since everyone will already have gathered them.
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Zeyn97

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptySat Jul 28, 2012 9:13 pm

I totally agree with the opinion on Factions. Although Factions sounds cool, and a fun way to pass the time, I honestly prefer Towny as a plugin rather than Factions and it is highly likely that with the new 1.3 world free to explore, the dated, old 1.2 world will be less populated and the Towny plugin will be overshadowed by the Factions plugin. Towny is a more friendly and peaceful plugin since it is more building and farming orientated where Factions seems like a more hostile, unfriendly plugin which is much more Pvp orientated. I say there can only be one. I personally prefer the Towny plugin overall. But we will see what will go on in 1.3. I am also particularly excited for the 1.3 Spawn and how it will turn out. the economy idea sounds good and we should go through with the new economy.

Some great ideas there, Caz and I certainly will be on the side of the old 1.2 Towny plugin. It is what the server heavily focuses on nowadays since the SG is down. And with the new Factions I fear that Towny will lose its lust.

We will see.
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firepwnsu

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptySun Jul 29, 2012 8:30 am

Also with the Heroes & MCMMO section, I think people would prefer Heroes as it is fun to get also has reasonable damage.
But on the other hand MCMMO benefits players who has been on longer, who has either mined/PVP/lumberjack etc.. But the main problem is the PVP which some people can deal 2-3 hearts with only fists, and only recently I have seen a diamond sword deal 7 hearts. This is unfair on the newcomers and also on PVP matches.
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Cazor
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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyTue Jul 31, 2012 2:46 am

Avildar
-On towny war and player base, these are very long term things that will take time and dedication to obtain, advertising really speeds up the process though. To all the players anxious for pvp, they can always go raid on some other server for their crave of that hardcore experience and come back and build with us until nations have matured

-On economy and towny prices, again it's a long term thing, a large player base makes this system work beautifully. Currently with the admin shop closed I understand it is very hard to obtain money, nothing is being generated without it. As soon as 1.3 comes out however we can install votifier and have high voting price rewards to begin with and gradually lower the amount per vote as players start to come more. Once we have votifier gening money it should still be hard to do something like get a town or nation, currently someone could mine for a few hours and be able to buy a town (assuming the admin shop was open), which is way to easy in my opinion.

-Ill be sad to see some of the mcmmo features go, namely the gathering ones (herbalism, mining, woodcutting, excavation, and fishing). The point is though it conflicts way too much with heroes and gives a high advantage to the players who grind their combat skills up really high.

-While yes our donation count may take a toll, our playerbase will shoot up way more, if everyone has access to all features they will want to play more. We dont want a pay to win enviornment, hence why I suggested only offering shortcuts and cosmetics such as titles.

-Resident purge and taxes could kick into gear whenever we feel the server is ready/has enough players so I agree with you that now isn't a good time. As far as recruitment goes your going to have to either send an invite to new players asap or give them a very warm welcome when they join the server, I really think this matter is out of the staff's hands.

-As far as the map running out of resources go we could always gen a new world (small) every week or so, one just for gathering, while leaving 1.2 and 1.3 as they are/will be.

Zeyn

-I hate to see factions rip this server apart while its so young and has such potential, hence why I made all the towny suggestions.

-As for 1.3 spawn... you will see Wink

Fire

-Couldn't agree with you more, not to mention mcmmo's technical issues with heroes

Some extra notes

-Staff professionalism, I myself am very guilty of messing around with normal players (ex: spamming multibolt all around the towns). This obviously needs to change if we are to be taken seriously, so any staff reading this, remember this kind of behavior doesn't fly with everyone for when our player count rises.

-Events, currently leah is doing a great job of hosting events, but she can't do it alone. I think we should have weekly staff held events after 1.3 utilizing some of those new spawn buildings we are working on. (parkour anyone?) santa

-Dealing with lag, as more players come we may be getting more lag, that's just how it is. In the RARE event we need to delete a world to increase preformance we will notify you before hand and copy paste what you wish to keep of your towns into the new world in a location of your choice (Joe needs to confirm this).
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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyWed Aug 01, 2012 11:32 pm

My Honest Opinion~ (Note this is a rushing post so yes... for you grammer nazi, its gunna keel u #runonsentancesftw?)

Lets start off with factions. Ok yes we all know about the advantages and disadvantages for factions. But I would still want it because it seems alot easier to use. I dont think it will rip apart the server it will just be like 1.3 but better IMO. Theres more i can say but as i said i am rushing.But factions isnt just about raiding i dont think we should add th

Next the economy my next plan was a pretty evil plan >Smile But for 1.3 that people can buy and sell from the shops! But we start off with all chests EMPTY! Then with all shops with my name which will be using my money so i would start off with 50k for a quick selling starter for players. Then when people sell up to where my money is empty and for ppl to get more money people also have to buy! (No more complaining to us mwahahaha complain to each other!) But yes more money can be generated from Votifer and donations but then they will have to buy Smile

Im gunna keep heros and mcmmo short. But yes i am down for removing mcmmo. And Heroes only Smile

If it does end up with us keeping towny then yes i agree to all of what you said, but the towny war IMO is not a good war thing to use.

Also for spawn city the most part I highly dont agree with. But to start off i like every building so far for 1.3 as in the style/setting for it. The skyscrapers IMO shouldnt be set in "main" spawn but maybe have a different district for later? But i still like the old style buildings mixed with LITTLE modern 'ness' but also have houses around spawn for the little emph to it instead of player plots. Theres more that i can say but again i am rushing. Also for the outline topic I myself honestly dont like the outline because its just "plain" its just a rectangle. it should be natural in in a cross roading style leading to buildings around spawn. There is more to say but again in a rush Smile.

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urikdaffy

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptySat Aug 04, 2012 1:32 pm

i have gone on to a other server before i found out about EoR and it had a plug in named "timeismoney" and the more time you spent on server more money you got i got 1$ a minute so you can do a thing like that just for donators you can like double the income
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urikdaffy

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptySat Aug 04, 2012 1:35 pm

so i think it will be good to add that as a thing since only way to get money is selling or donating and occasionly you can do a job for someone so i think this will be great for people who run out of money fast *cough* *cough* mos812 anyways i think it will be a good thing for enconomy
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Cazor
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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptySat Aug 04, 2012 4:07 pm

Buildl0rd

Factions/towny- If we do use factions we are going to have to toggle some settings like noboom for some factions otherwise we will end up with a bunch of obsidian shoeboxes for towns, while it might not be like that initially someone will figure out how to use tnt cannons eventually (I believe tnt can still be used on factions land even if it's turned off globaly).

Economy- Seems really cool, we will have to experiment with it early on and balance it accordingly

Towny Settings- What exactly makes towny war bad in your experiance? I havent used it personally but what I've read about it seems very promising, heres the link.
http://xshade.ca/projects/towny/tutorial/war/

Spawn City- Maybe we could meet in the middle on this one? How about the entire admin section is without roads and the "plain rectangle" order? We could keep the player and nation plots as they are this way. The reason I made it so plain is so we can have things like large player plots that appeal to people who donate and want a building seperate from their town, it makes it easy to set up and can utilize the chunk system for nation plots.

Urikdaffy

Timeismoney- While yes it will give players a steady flow of income what to keep them from going afk and wasting server slots just to generate money? (there are ways around the afk kicker) Selling the items requires you to be engaged in order to make money.
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firepwnsu

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptySat Aug 04, 2012 5:36 pm

Yeah, 'Timeismoney' I don't think will be a great idea.
You just need to know how to spend your money wisely, or just simply save up and try obtain items yourself.
-------------
And I am also glad that Heroes will hopefully be resetting levels, as this will give a chance for newcomers and overpowered people to start again, and possibly choose another class. And happy that McMMO will be gone too, my personal opinion, I think it is too overpowered and at times unfair.
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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyWed Aug 08, 2012 12:02 pm

Yeah Caz we know about the setting factions settings Smile
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Zeyn97

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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyWed Aug 08, 2012 8:50 pm

I thought Timeismoney would be a good idea when I first saw it, but when you think about it a dollar isn't much even if it is every minute and plus you're not really earning it you're just getting it. So Fire I totally agree with you on that one.

Maybe bring back the NPC quests where random NPC's located across the worlds would ask you to do quests and receive a bit of cash, but only do it once so when it is completed you can't do it again, well maybe. I am currently unaware of any reasons why you can't implement that (e.g. it doesn't work or its glitchy).
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PostSubject: Re: What should we do for 1.3?   What should we do for 1.3? EmptyThu Aug 09, 2012 12:26 am

Time is money is a bit iffy and can easily be abused but we might do sumthing similar to that :O
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