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Messages - MysteriousKing

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Parliament | Suggestions / Re: Discussion on Issues With /fly
« on: 16 January 2024, 11:41:31 AM »
Considering the current system that we have, I do not believe that allowing fly in any capacity for regular players is a good idea without any proper regulations on what fly would be used for.

Keeping in mind, that fly serves as an extremely efficient transportation method; thereby reducing time of whatever activity one is engaging in.

Examining the following cases purposed here, assuming best case scenario (no resource cost):

1) Fly allowed for every player:
As mentioned, this would create a huge problem when pvping; and would also encourage extremely rapid growth in exploration and expansion of the current world. Considering places like the End, fly is a huge game changer as players do not need to invest anything to explore difficult terrains; Or the Nether, when one misstep drops you into lava, is easily solved by just using fly. With a strong enough economy, any player would be basically playing in creative mode. And as I have always said, once you reach 1 mil on VC, you are basically playing on semi creative.

2) Fly based on cost:
Basically same benefit for allowing every player fly, but for rich people

3) Fly based on region:
Although it seemed like a good idea, this system could very easily be abused. Consider this: First building a village, buying permit for fly, convert village to farm. Which for all intensive purposes, it is not a bad thing to have a farm when they are designed appropriately; however that also means that it is relatively easy to prop up multiple different farms in a relatively quick succession.

4) Fly based on permits:
Out of all of the suggestions, I do believe that this is perhaps the best option, as we could regulate a) what players build, b) establish reputation for players and give a guideline for any staff members to handout permits. Albeit, this would be an additional admin work for the staff team to manage. Additionally this is lining up more towards how fly is given today, but formally.

And to address some of the points made in this post,

I do not believe that fly is given based off staff favourtism/discrimination is true, but rather it is based off the specific use cases and reputation. Based on those conditions it is hard to proof definitively that staff favourtism exists.
For my case, if you want fly - just ask, as long as it is reasonable (ie, you are not exploring, you are not pvping, you are not building farm + other conditions) , the most ill ask you to do is something relatively easy and stupid.

As for allowing fly for based off the "difficulty" of builds, I do not believe that would be effective, as it leaves room for interpretation, and you would actually allow "staff favourtism" to play a role.

And also to address the fact of being unfair for building personal builds. I'd like to remind everyone that the creative world exist, and world edit does so too. Whether or not it is a huge burden to the staff team, is another question

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Everyone's On! Hit me up too!

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General Discussion / Event hall and village scoreboards
« on: 26 November 2021, 07:11:48 PM »
This idea has been floating around my mind for quite sometime and I had a few discussions with other players before. Essentially the idea is to allow players to host their own local events via submitting an "Event" to an event hall, where the CM could help them advertise it and organize a timeslot for them. Additionally, to encourage players to host events/develop their village some sort of "scoreboard" can be put in place. I will explain the details below:

Event Hall
The event hall is essentially just a place where players can submit an "Event Slot Request", and see what events are scheduled. When a player submits a request, it could include details like : Name of event, When, Which Village, Who's hosting it and so on; all the CM has to do is to just allocate a slot or deny the event (if its too inappropriate), and if need be - depending on the size, they could advertise it as well as a "main event". Thus allowing players to host their own events where they can celebrate whatever they like to. Different types of events can also be scheduled as well, for an example a ranging from weekly get-togethers, to monthly pvp battles or even 1 time huge events (like what CMs are doing atm);

Village Fame
In order to encourage players to host events and circulate the economy, players should be incentivised to spend money and effort into their events. The "Village Fame" is a new mechanic that aims to do just that by having a scoreboard that keep tracks of which village is the most "popular" at the time. Players can increase their village fame by hosting events or how they interact with neighbours; therefore being an indirect measurement of how popular a village is.
Additionally, this means that scoreboards can be used to organize /warp ad, having the most popular village placed closer to the entrance (owners are allowed to pick what they want on there - like stores). Likewise, new players that joined the server can also look at which village is the most active and ask to be part of them.

Additional notes:
  • I believe that there is a mathematical formula to determine how fame should be implemented (i.e. decreases over time and so on)
  • The event hall idea and the village fame idea are 2 different ideas that compliments each other - does not need to implement both
  • Benefits for having higher fame can be changed as well

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Parliament | Suggestions / Minecraft Proximity Chat
« on: 26 November 2021, 05:43:53 PM »
I think this has been mentioned once or twice in chat before, and I'd like to get some official opinion on the wider community for some sort of a minecraft proximity voice chat. Where players are able to communicate with each other through voice chats, the further you are to someone the lower their volume is and vice versa.

In my opinion I think this would add a whole new dimension to the server for players to experiment with, for an example - doing IRL performance and so on.

Here's some examples of other server:
Start from : 3.25
https://youtu.be/miEki1gLQNo?t=205

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Off-Topic Discussion / Re: Sports and what not?
« on: 22 November 2021, 04:59:49 AM »

Im into all things adrenaline and here's one of the more uncommon sport I do. Hope I can find people with similar interest :)

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Parliament | Suggestions / Re: Marriage Plugin Suggestion
« on: 16 November 2021, 01:27:33 AM »
Ayeeee how dare you, You're gonna get broke >:(

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Rules | Info | Support / Re: Brewery Plugin!
« on: 15 October 2021, 06:21:48 PM »
Although I have been brewing for a really long time, I do agree that it is almost impossible to find the recipes; However here are some tips to help you out:
- Get a plot in creative:
   - unlimited and fast resources - there are 39 ingredients (that I know of)
   - item duping - you just need 1 bottle and duplicate it with middle mouse click - helps you to save a TON of time when testing it in barrels
- Brewing protocol:
   - For 1 ingredient recipes - use 7 base ingredient, cook for 5 mins; if failed cook it further for 10 mins
   - For 2 ingredient recipes - use 7 base ingredient, 4 others, cook for 5 mins; if failed cook it further for 10 mins
   - For 3 ingredient recipes - use 7 base ingredient, 5 other base ingredient, 4 others, cook for 5 mins; if failed cook it further for 10 mins

The protocol was designed to look for the recipes that are similar to the ones i found, almost all recipes found satisfies the protocol above - it is not meant to perfect it.

However, that being said - I also do believe that the ingredients that goes into making the drinks shouldn't be released; because I think that this plugin can create tons of opportunities for interaction between players; One of the issues that were brought up before was people not interacting with each other much because we all have our own village, doing our own thing. With that being said, I do think that we should be given some form of hint(s) instead of just releasing the ingredients, we should be given a puzzle or a riddle to solve in order to get the recipes - whether it be a recipe you can only get from attending an event, an adventure map, a simple riddle, map puzzles and so on - there are tons of potential opportunity in this plugin to encourage player interaction; and with the same reasoning, I think by limiting the amount of recipes, you would encourage people to visit other village(s) to purchase the finished product; for an example if some one wants alcohol that are not "found" they would just go to qualia's bar, and if Tiri is the only village producing rum; you can expect people to visit that Tiri more often - which in my opinion would be a lot more fun because people would actually visit your village and purchase things, instead of just relying on qualia.

Below I will show how impossible it is to almost brute force the recipes - even with following protocol and optimized flow using 1 cauldron:

1 ingredients recipes:
39 possible configuration
Time calculation:
39 * 10 mins = 6.5 hours

2 ingredient recipes:
39* 39 = 1521 possible configuration
Time calculation:
1521 * 10 mins = 253 hours

3 ingredient recipes:
39*39*39 = 59319 possible configurations
Time calculation:
59319 * 10 mins = 9886.5 hours

4 ingredient recipes:
39^4 = 2313441 possible configurations
Time calculation:
2313441 * 10 mins = 385573.5 hours

Using 9 cauldrons:
1 ingredient: 6.5 hours / 9 = 43.33 minutes
2 ingredient: 253 hours / 9 = 28.11 hours
3 ingredient: 9886.5 hours / 9 = 1098.5 hours
4 ingredient: 388573.5 hours / 9 = 43174.83 hours

using 9x4 = 36 (max I could handle) cauldrons:
1 ingredient: 6.5 hours / 36 = 10.83 minutes
2 ingredient: 253 hours / 36 = 7.02 hours
3 ingredient: 9886.5 hours / 36 = 274.625 hours
4 ingredient: 388573.5 hours / 36 = 10793.71 hours

Now of course with the current recipes that have been released and found, best case scenario is that the most amount of work that needs to put in - assuming perfect game play would equate to about ~281 hours of constant brewing in order to find (assumed) majority of recipes. Which again is why I think we should be given hints instead as the recipes are complicated enough to make things interesting; and I believe that they are practiced by other servers instead of just giving out the ingredient.

Then again, thank you for the work you put in. It is a fun plugin to play with.




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Reports & Grievances / Re: cheater report : ToastedBravo
« on: 30 May 2021, 07:07:43 PM »
Yep, he's part of the not epic group he joned a few months ago, i think he has at most 8 hours of gameplay

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Reports & Grievances / Re: cheater report : ToastedBravo
« on: 30 May 2021, 01:07:01 PM »
Thanks for the help, I'm not exactly sure what was taken when I made the post because I was bit too focused on trapping and killing him; I'm concerned that he might have taken some stuff from a member of village (CreeperChloBee) who lives closer to him, idk if he has access to the chests which was only recently unlocked and there were books and lecterns too. I will log block it when I get on. Thank you very much.

EDIT FROM ABOVE REPORT (because fuck what is that):
I noticed bravo was building close to my village and I asked/told him to move away and was told that he had the intention to steal my sutff; So I got on and went on a manhunt. Located him and for some reason he could see me even with an invis pot. I started wacking him and he just flew away (picture in #support on discord). Then I went to check out his house and also noticed weird digging patterns. Eventually I trapped and killed him but I dont think I could see mine/my village member stuff in there, can I have some assistance as to what was taken? Thank you

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Reports & Grievances / Re: cheater report : ToastedBravo
« on: 30 May 2021, 07:24:34 AM »
ok i dont think its allowing me to upload the pic for some reason but I've uploaded it on #support in discord

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Reports & Grievances / cheater report : ToastedBravo
« on: 30 May 2021, 07:23:41 AM »
I was noticed that someone was building close to my village and I asked/told him to move away and I was told that he was going to steal my stuff so i got on and went on a man hunt. I located him and for some reason he could see me even with invis pot. and I started wacking him and he just flew away (see attachment below). Then I went to check out his house and also noticed weird digging patterns. I eventually trapped and killed him but I dont think I could see my stuff in there, can I have some assistance as to what was taken from me? Thank you

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Parliament | Suggestions / Re: BottledExp Discussion
« on: 16 February 2021, 08:59:43 PM »
In my opinion I think that the BottledExp plugin will be well received by the community; because it allows players to store their "progress", they would also have an additional item option to sell and most importantly, it can be used as a portable repairing station. Meaning, that shops such as v-tgf would have a slight hit, as players do not need to rely on it to repair their gear anymore - less congestion when lots of players are on. However, there would also be a slight imbalance where players would have an easier time when enchanting gear - since minecraft default way of nerfing levels is mitigated (exponentially hard to gain level); however I dont really see it as a huge problem. Therefore I think that the plugin would be well received as it is more of a convenience than an imbalance.

With regards to SimpleCrops however, I think this plugin is abit tricky. It is worth noting that, comparing it to the default minecraft the plugin is undoubtedly significantly imbalanced because at its worse, it speeds up the entire process of farming by quite abit (replanting and collecting optimized by player) . Yet, I still do think that it is a plugin that is worth exploring, simply because it benefits new players more than anyone else, and it is not quite as imbalanced as it seems based on natural limitations.

Before I begin explaining, I'd like to make some assumptions for the statistics that I would be using to prove my point: firstly, farms sizes are based on chunks (optimal size, 16x16 length x width) x however many farms (height). Additionally, we should also consider the time invested into maintaining these farms and acknowledge the fact that players are limited into doing things, meaning that they can only maintain a handfull of farms. For the purpose of this post, I would be assuming that players are able to maintain a ridiculous number of a 50 farms (16x16x50 = 12800 - further explained below). Also, I am assuming that money is balanced by taking into account of how long it takes for someone to obtain it. For an example if it takes me 10 mins to grow potatoes, it should also take you 10 mins to find diamond + some for the demand factor.

For the case of new players:
in order to maximise profit per block, they would most likely be planting potatoes- which equates to about (2.5(median) x 3(price)), which means a full harvest would gain a profit of 96000.

For older players:
Best crop for older players would be planting netherwarts which would earn about (3(median) x 7.5), which means a full harvest would gain a profit of 288000, almost tripling the profit of potatoes.

Explanation:
Assuming that 1 player can maintain 50 farms, 12800 blocks
12800 crops = 12800 blocks/9 (harvesting size with plugin) = 1422
players have to walk for 1422 blocks to harvest Everything;
assuming optimal traveling distance (no inbetween roads etc)+ no inventory management(putting into chests)
1422/5.62(running speed) = 253/60 = 4.21 mins

Time investment:
Farm setup:
for potatoes: just need a hoe and a load of time to build 12800 blocks + hoe time + water management
for netherwarts : load of time to build 12800 blocks + soul sand cost

Best case scenario:
4.21 mins (running speed)+ 5 mins(ideal condition of 1 plant/assuming for all) = 9.21 mins - for full harvest

Worst case scenario - most likely scenario:
4.21 mins (running speed) + 35mins (worse condition for 1 plant/assuming for all) + full plot grow time (minimize work) = >39.21 mins ~40 mins

which means that in the best case scenario, players are able to earn $96000 with potatoes, and $288000 for aproximately 10 mins of work time (best case scenario); and in the more likely scenario it is at least 40 mins of constant work time (no afk). I believe that in the case with potatoes, anyone with a money farm would say that they can earn more than that in the time given (40mins). Likewise, the profits listed here are also exagerated significantly to prove that it is not worth the investment at all for the value it is giving (no way someone is able to maintain 12800 blocks, some chunks are not even gonna be loaded based on farm design). Thus, they would earn <96000 or <288000 every 40mins+, and thus be incentivised to build other forms for farm (mob farms) which is used in to server extensively already.

Additionally there is always a tendency for players favouring automatic farms, as they require less maintenance; as most people would transition from farm (potatoes, carrots) farm to for an example a pumpkin farm. By having a simpler mode of harvesting the server could save some resources from discouraging people from building pumpkin farms - which in large scale would require quite a bit of resources.

I believe the only reason why players would start farming is because they require something that they couldn't afford; farming is tedious and boring work. This is quite evident with newer players as in comparison, older players are seen to build instead of farming for money (they already have some form of money farm), whilst new players tends to farm because they need it to start a village and get mob protection. Additionally, I believe that these farms are extremely underappreciated; because it is just not worth it to build and farm at all; most players main income (if they have farms) nowadays are based on a different kind of farm: mob farms. If the prices of "growing" farms were to increase, more players would be incentivised to build more of these types farms instead of mob farms. In a way it would allow certain players to specialize in certain things such as selling mob loot, or farm related products; instead of everyone building mob related farms (most lucrative) and selling it to the server, it can also be used to facilitate a dynamic marketplace because some farms (if built too much) would decrease the price - therefore discouraging people from building those farms. For an example, having an automatic parkin farm would decrease the price and therefore discourage people from building more of em -> saves server some resources.

With the case of netherwarts however, I believe that perhaps the price needs to be rebalanced slightly to accomodate for the fact that the price is imblance with this plugin. In saying this, I also believe that the price needs to be adjusted just slightly because it could be used to encourage other players from not building massive mob farms and build netherwarts farms instead.

Therefore, for these reasons, I believe that this plugin would not be imbalanced at all as it would just benefit new players. Older players have more lucrative ways of making money based on the current conditions.

With the jobs plugin, I'd say that it's certainly a very interesting plugin to explore. The implications of this plugin could be quite revolutionary because it means that players do not need to rely on farms to gain money anymore; and most things being streamlined. For an example, newer players could just build buildings instead of farming for money to get their village claimed or doing other things. However, I could also how it could be exploited as well.
 

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