Post any ideas / suggestions for the game servers here.
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[POLL] Remove /home, /spawn. Limit /trade

I agree and I would like the admins to consider this change
2
5%
I agree but I think this change would be too drastic
3
7%
I don't agree and I don't want this change
38
88%
By physaux
#31611
Summary:

Essentially, I want to preserve the ability to set your AKA "bed", and respawn there when you die, or at the nearest public spawn. But I don't want this functionality to be able to be abused like it is now. So I want /home removed, /trade modified to work within your realms/ near home only. With these changes, the only way to transfer loot from the wilderness would be good old fashion walking. I think this would make Minerealm more challenging and rewarding. Perhaps we could merge these functions into a single function, like:
-/kill home (brings you to home)
-/kill spawn (brings you to spawn)
-/kill (brings you to closest either your home or closest spawn)

Also, It's pretty much the same in the nether, no home or spawn. Ignoring the PVP aspect, don't you always feel it is much more of a fun and rewarding challenge/ thrill when you venture into the nether for your target such as glowstone, and make it back alive with your loot? Or when you die and you lose your items, your armor. It's an adventure to go back and reclaim your things, to conquer the madness. The "Wilderness" on our side of the nether could be just the same, the same thrill and the same danger. But as it stands now the functions spoil that joy, and make it too easy to acquire valuables and avoid danger, nevermind it skips an important part of the adventure by enabling you to instantly teleport to safety with your loot.

Original (Long) Rambling:

Minerealm is great, but after playing it and then playing single player, I am thinking that there is alot missing from Minerealm to make it a more tough "Survival Server". Not to insult the server, I really love it, but I think it could be made more challenging with a few tweaks. Also I know that these are great and useful features, they were hard work to make, but again I feel they have spoiled us a bit.

Here is what I would like to see, so that SMP would have more of the challenges/ fear that you get in single player.
/sethome works the same as it does now, and when you die you appear here or at a spawn. Only change I would like is that you can only use it when facing a bed, to make it more like single player.

/home I think this function should be removed. This is because it makes any outing much less stressful/ adventurish, and thus less rewarding. You know you can safely return home anytime. In single player, getting those rare items was only half the battle. The other half was finding your way back home, and hoping not to die before you can stash your valuables. With /home, you never have to worry because you can always teleport to safety. For true survival, I think we can live without it. People could still return to home if the died using /kill if they needed

/spawn I think this function should be changed, so that it cannot be used to escape from danger either. It should simply kill you, and then spawn you at the closest spawn. Thus if a player wants to get to spawn, they can. But it can't be abused to escape danger with your loot

/trade I think this is a great function, but again it can be abused. I would prefer this function be limited to working only from within a realm you are a member of, or for even more "survival" type play, limit it to only be used 25 blocks from your /home location. I know this will at first disrupt the economic system within minerealm, but I think it would be worth it.

With these changes, it would be much more challenging to get rare items/ loot, and the value of these items would rise. Who here hasn't used /home to go home with their diamonds/ other rares when confronted by danger/ long distance?

My comment to people who oppose this idea, I think they should go to creative. Because creative is for building, but Survival is for surviving. And these current functions bypass a whole part of the survival adventure.

Essentially, I want to preserve the ability to set your AKA "bed", and respawn there when you die, or at the nearest public spawn. But I don't want this functionality to be able to be abused like it is now. I think this would make Minerealm more challenging and rewarding. Perhaps we could merge these functions into a single function, like:
-/kill home (brings you to home)
-/kill spawn (brings you to spawn)
-/kill (brings you to closest either your home or closest spawn)

Anyways, those are my ideas please vote and discuss thanks!

EDIT:

Also, It's pretty much the same in the nether, no home or spawn. Ignoring the PVP aspect, don't you always feel it is much more of a fun and rewarding challenge when you venture into the nether for your target such as glowstone, and make it back alive with your loot? Or when you die and you lose your items, your armor. It's an adventure to go back and reclaim your things, to conquer the madness. The "Wilderness" on our side of the nether could be just the same, the same thrill and the same danger. But as it stands now the functions spoil that joy, and make it too easy to acquire valuables, nevermind it skips an important part of the adventure by enabling you to instantly teleport to safety with your loot.
Last edited by physaux on Tue Sep 20, 2011 3:35 pm, edited 2 times in total.
By kroxic
#31620
i posted a similar thread showing the silliness of /spawn now that we have /trade and it was not well received at all. Of course, maybe 1 person that voted actually read it, I'm sure.


I would rather ask a better question right now. Who can play AT ALL lately with all the lag from a 120 players being on all day. I can't even stay on the server for more than 5 minutes because mining becomes obnoxious.
By lithi
#31626
kroxic wrote:i posted a similar thread showing the silliness of /spawn now that we have /trade and it was not well received at all. Of course, maybe 1 person that voted actually read it, I'm sure.


I would rather ask a better question right now. Who can play AT ALL lately with all the lag from a 120 players being on all day. I can't even stay on the server for more than 5 minutes because mining becomes obnoxious.
> I can't even stay on the server for more than 5 minutes because mining becomes obnoxious.

And they dared to say my connection was the problem.
By kroxic
#31634
lithi wrote:
> I can't even stay on the server for more than 5 minutes because mining becomes obnoxious.

And they dared to say my connection was the problem.
Insult me more.

Its not my connection. Mining the same block 3 times is not fun.
#31637
lithi wrote:Physaux making some good points in there, especially the loot escaping, but this will never happen.
I added a point to the original post:

Also, It's pretty much the same in the nether, no home or spawn. Ignoring the PVP aspect, don't you always feel it is much more of a fun and rewarding challenge/ thrill when you venture into the nether for your target such as glowstone, and make it back alive with your loot? Or when you die and you lose your items, your armor. It's an adventure to go back and reclaim your things, to conquer the madness. The "Wilderness" on our side of the nether could be just the same, the same thrill and the same danger. But as it stands now the functions spoil that joy, and make it too easy to acquire valuables and avoid danger, nevermind it skips an important part of the adventure by enabling you to instantly teleport to safety with your loot.

Don't you agree that taste of thrill/ adventure is missing? We could bring it back!
Last edited by physaux on Tue Sep 20, 2011 3:36 pm, edited 1 time in total.
#31638
Block lag does indeed not necessarily have to do with your connection.

Image

But going back on topic...

I comepletely agree with you but I don't know whether I could give up the luxury of /home and /spawn.
Last edited by BSGSamuel on Tue Sep 20, 2011 3:39 pm, edited 1 time in total.
#31643
BSGSamuel wrote:Block lag does indeed not necessarily have to do with your connection.
You are correct, block lag just means the server is so busy, it isn't registering your act of mining the block fast enough for your client to receive the confirmation.

When you mine a brick, your computer sends the data to the server telling it that you mined that brick.
But because the server is busy, your client doesn't receive the data that the block has been mined.
So your client updates your map to show that the block was not mined.
In the meantime you mine the block again, which sends another signal to the server. This happens more often with more lag. You actually just worsten the lag by sending more unnecessary signals to the server.
Eventually the server computes your original act of removing the block, and your client updates your game to show that the block has been mined. Thus some people think that it took 3 "tries" to mine a block, but infact they just had to wait.
At this point the server processes your other data, saying that you mined a block that it now sees as already been mined, wasting processing power in deciding this information is meaningless.

So yes, block lag has nothing to do with your connection.

But please stick to the original topic for this thread, thanks
#31645
Beh42 wrote:As you might have notice, the server isn't 'Diablo 2 Hardcore' hardcore, it's not full pvp and a depleted hunger bar only bring you down to five health points.

If it ain't broke, don't fix it.
Well I'm just saying I'd like to see it more "hardcore" and less "creative", and I want to see how many people agree/ disagree with that idea. Doesn't mean it ain't broke, doesn't mean it is.
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