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Messages - Palker

1
Survival / Re: Palker
Dec 01, 2023, 06:27 PM
I agree to the terms.

"Do not grief natural structures"
2
Forum Games / Re: Last poster wins!
Jan 30, 2022, 01:03 PM
 :potato:
3
Quote from: jasper_Fritz on Jun 22, 2021, 09:11 PMThis is unironically great thank you, but I LOL'd at the 20 chunks limit, you greatly overestimate the players on this factions server. 

On the same vein (players not incentivized to tryhard) maybe take a portion of all Donations and have it add up to like 'free parking' and make it a reward for the top faction at the end of the season.  if there were 10 $10 2xmcmmo boosts purchased, end of season pot is $50.  If there were 20 boosts have it be $100, maybe less I.D.K., but this would give lots of people a reason to play, especially if the season is shorter.

Well I haven't played factions on SFT, but when I used to on other networks a few players and I had 8x8 corner bases with 200+ layers of walls etc etc, maybe I overestimate us a bit...  :P
A f-top reward such as 10$ in the SFT store is actually an amazing idea, it would bring more players and we'd be motivated. I don't think an actual cash reward would fit SFT though.
4
Factions!  :tnt:  ;D
5
I personally haven't played factions on SFT, but I've got several thousand hours of faction experience on other networks so I figured I'd give some recommendations for the future seasons. I'll gladly help out with managing factions if needed as well.

Some things that I'd recommend in general is the following:
- Base and Buffer rules such so that you cant have a buffer of anything past 20 chunks, ally factions should have a gap of maybe 50 or so chunks to prevent large clusters of ally factions that prevent raids, possibly a bigger gap if it's a corner base. A max base size, for example, 8x8 chunks or similar.
- Faction merging is always a big no.
- Insiding as well ^
- Raid Detection with alts or streams should be illegal
- Redstone checkboxes is also a big no
- hiding value shouldn't be allowed
- I recommend having a larger power limit to prevent people from bringing massive amounts of alts to boost their power, because that is 100% going to happen unless such a power limit already exists.
- Adding a head + bounty + mob mask system would be good as well and possibly a "spawner level system", such a system usually balances the progress pretty well.
- Set a limit to how many players a faction can have to make the season a bit more competitive and to prevent filling up factions with loads of alts (maybe 10 or so?), but this can be balanced accordingly to how many players we've got active.
- If slimefun is enabled for factions, I'd recommend removing it, it just doesnt fit well with factions and might be way too op sometimes, possibly abused too.
- Grace period at the start of the season(2-3 days period?) and possibly for new players joining mid season too(24 hours period?)
- the elite mobs that was mentioned here earlier seem like it would be an event thing, more info on that below.
- Events such as king of the hill or a event where mob hordes appear near the spawn area (maybe broadcast the cords in chat) which drop rare items/gear would be a good activity to make players have fun
- I'd make p5 the limit, unless this is going to be a semi-op or op factions season, then a p10 limit might be good depending on how "op" you want the economy to be. (I can also help with some economic balancing if needed)
- /echest or /pv commands?
- There should be a way to repair items using money, probably at the admin shop / spawn shop
- I'd be careful with custom enchants since it can make things very op depending on the enchants
- creeper eggs should be enabled, but as a rare item, possibly from kits, voting or events?
- dont make the headshot sounds that some players wanted too "extreme" if that makes sense, it just doesn't fit into factions that well.
- I assume there's a /ah but if there isnt one, it's a very good feature that also prevents scamming
- faction leaderboard and a "baltop" / money leaderboard
- I'd say enabling silk touch on spawners is usually a good feature as well, having to blow up your own spawners to move them seems unnecessary.
- limit the players to the overworld since the playercount isnt that big (I'd assume) so people cant hide on the nether roof or in the end easily for the entire season, but this also depends on how big the maps are.
- consider adding gen buckets, chunk busters, trenching tnt
- faction perks such as faction warps, power boosts, buffs within your territory, faction vault. These should either be acquired by doing events or some kind of faction missions
- Daily, weekly and seasonal kits
- /trade command
- ranks with perks/kits?
- a raiding protection period so you cant raid the same faction a 2nd or 3rd time until some time has past, such as a 24 hours, to let them rebuild a bit.
- crop hoppers are very useful.
- longer seasons are
- consider removing dynmap and decreasing the size of the map instead, being able to see players and bases live on a map seems op to me.

If anything is unclear, feel free to ask and I'll clarify.  :)
6
Quote from: Towelie on Apr 21, 2021, 06:07 PM
Quote from: Palker on Apr 21, 2021, 01:39 PM
Quote from: Groot_69 on Apr 21, 2021, 01:30 PM
Quote from: Palker on Apr 21, 2021, 05:02 AM
Quote from: Groot_69 on Apr 21, 2021, 03:41 AM
Quote from: Palker on Apr 20, 2021, 03:21 PMThese are the following "problems" that I can find with Survival in its current state:

- Slimefun doesn't fit well in Survival, it is a plugin that would be a better fit in Modded Minecraft. The advanced machines and systems that you can make are also way too complicated for the average player, especially for the younger players. I personally don't have a huge problem with them, but I've had to do loads of research outside of SFT in order to understand how everything works(for example on their Github repo).

- I'd like to see more focus towards the endgame of Survival on SFT. It usually just takes a few days(if not less) to make it to the "endgame" of Minecraft depending on how much you play. We can assume that the vast majority of our players are situated in the endgame so adding content/plugins or changing something to make endgame more fun should be a huge priority. The mining and fishing plugins are a great example of this, but I believe we need more things to do like with mining and fishing.

- The endgame activities like the mining and fishing plugins only cover 2 specific "branches" of activities. For example, there is no plugin that would allow farmers to progress further into the endgame of Survival like there is for mining and fishing. I know that there are plenty of farmers on SFT that would love a plugin that would function in a similar way as the fishing/mining plugin does.

- Regarding the economy, I believe that there should be more alternative ways of making money on SFT, the only big way to make money on SFT is having a successful autoshop or by doing mining/fishing. This makes it very repetitive in the end, I'm not saying that it should be easier to make money, just that more methods of doing so would benefit the players as they won't burn out while doing the same thing over and over again to get the money that they can spend on survival projects. Some emporium price adjustments could be made so that doing other activities are also viable, such as woodcutting, farming/herbalism, alchemy, taming/breeding animals, hunting mobs, or similar. Mining and fishing are so OP compared to other activities that it makes doing anything else feel like a waste of time from a "money-making perspective".

- Better rewards in general. Again, from a money-making perspective, voting/events/challenges, etc are not worth doing whatsoever if we only take the money into account. If the rewards were increased, we could assume that more players would be interested in participating. I've personally had that feeling a lot of times, why should I go do spleef to get 10-20k if I can do fishing/mining or similar to get 10x the reward? Voting is a different story, most people including myself only do it to support the server, but I'd assume that some people do it just for the rewards and the rewards aren't that "attractive" when you can do plenty of other activities and get similar(or better) return with less hassle.

- I think adding some sort of "Hunting" or battle mechanic that could serve as an activity would be interesting as well, just like we had the Elite Mobs in the past. I think if implemented correctly, with decent rewards, could be a success. Since there is no real PvP aspect of Survival atm, enchanting loads of gear is pretty much useless unless you just wanna look cool. Adding mobs or bosses of some sort that allows the player to get an attractive reward worth their time in comparison to the other activities like mining/fishing could be something really fun for the players. This would also let players help each other to face the mobs/bosses. Alternatively that it is implemented as a "minigame" of sorts like the mob arena minigame we used to have(unless it's still a thing, I have no idea) but with decent rewards so that it is worth doing.

I'll edit my post if I come up with anything else, but that's all I can think of for now. I hope these pointers help!  :)

I don't see how Sliemfun is an issue at all. If you don't wanna mess with slimefun then don't but I feel like a lot of people actually like it so why not keep it in? It doesn't interfere with anything in survival if you don't wanna use it or play with it.
We've sort of been forced to use it though... Because of the hopper change. All of my farms etc broke because of the change and now I'm forced to do a ton of slimefun and I'm guessing a lot of people are in the same situation.

Your not forced to use it. Make your farms smaller or whatever. You can still have 100 hoppers
Nobody is forced to do anything since it's optional to play on the server, but since the hopper limit was decreased by 50%, they are effectively forcing us to use slimefun if we want to keep our usual contraptions going like they used to.
Palker, that has long been changed now, please move on from it, we explained why we had to do that and honestly It's annoying to have to repeat myself

I've let it go ages ago, I'm not even the one who brought it up. Groot commented on my suggestions and I just stated one of the reasons why I brought up the slimefun part.
7
Quote from: Groot_69 on Apr 21, 2021, 01:30 PM
Quote from: Palker on Apr 21, 2021, 05:02 AM
Quote from: Groot_69 on Apr 21, 2021, 03:41 AM
Quote from: Palker on Apr 20, 2021, 03:21 PMThese are the following "problems" that I can find with Survival in its current state:

- Slimefun doesn't fit well in Survival, it is a plugin that would be a better fit in Modded Minecraft. The advanced machines and systems that you can make are also way too complicated for the average player, especially for the younger players. I personally don't have a huge problem with them, but I've had to do loads of research outside of SFT in order to understand how everything works(for example on their Github repo).

- I'd like to see more focus towards the endgame of Survival on SFT. It usually just takes a few days(if not less) to make it to the "endgame" of Minecraft depending on how much you play. We can assume that the vast majority of our players are situated in the endgame so adding content/plugins or changing something to make endgame more fun should be a huge priority. The mining and fishing plugins are a great example of this, but I believe we need more things to do like with mining and fishing.

- The endgame activities like the mining and fishing plugins only cover 2 specific "branches" of activities. For example, there is no plugin that would allow farmers to progress further into the endgame of Survival like there is for mining and fishing. I know that there are plenty of farmers on SFT that would love a plugin that would function in a similar way as the fishing/mining plugin does.

- Regarding the economy, I believe that there should be more alternative ways of making money on SFT, the only big way to make money on SFT is having a successful autoshop or by doing mining/fishing. This makes it very repetitive in the end, I'm not saying that it should be easier to make money, just that more methods of doing so would benefit the players as they won't burn out while doing the same thing over and over again to get the money that they can spend on survival projects. Some emporium price adjustments could be made so that doing other activities are also viable, such as woodcutting, farming/herbalism, alchemy, taming/breeding animals, hunting mobs, or similar. Mining and fishing are so OP compared to other activities that it makes doing anything else feel like a waste of time from a "money-making perspective".

- Better rewards in general. Again, from a money-making perspective, voting/events/challenges, etc are not worth doing whatsoever if we only take the money into account. If the rewards were increased, we could assume that more players would be interested in participating. I've personally had that feeling a lot of times, why should I go do spleef to get 10-20k if I can do fishing/mining or similar to get 10x the reward? Voting is a different story, most people including myself only do it to support the server, but I'd assume that some people do it just for the rewards and the rewards aren't that "attractive" when you can do plenty of other activities and get similar(or better) return with less hassle.

- I think adding some sort of "Hunting" or battle mechanic that could serve as an activity would be interesting as well, just like we had the Elite Mobs in the past. I think if implemented correctly, with decent rewards, could be a success. Since there is no real PvP aspect of Survival atm, enchanting loads of gear is pretty much useless unless you just wanna look cool. Adding mobs or bosses of some sort that allows the player to get an attractive reward worth their time in comparison to the other activities like mining/fishing could be something really fun for the players. This would also let players help each other to face the mobs/bosses. Alternatively that it is implemented as a "minigame" of sorts like the mob arena minigame we used to have(unless it's still a thing, I have no idea) but with decent rewards so that it is worth doing.

I'll edit my post if I come up with anything else, but that's all I can think of for now. I hope these pointers help!  :)

I don't see how Sliemfun is an issue at all. If you don't wanna mess with slimefun then don't but I feel like a lot of people actually like it so why not keep it in? It doesn't interfere with anything in survival if you don't wanna use it or play with it.
We've sort of been forced to use it though... Because of the hopper change. All of my farms etc broke because of the change and now I'm forced to do a ton of slimefun and I'm guessing a lot of people are in the same situation.

Your not forced to use it. Make your farms smaller or whatever. You can still have 100 hoppers
Nobody is forced to do anything since it's optional to play on the server, but since the hopper limit was decreased by 50%, they are effectively forcing us to use slimefun if we want to keep our usual contraptions going like they used to.
8
Quote from: Groot_69 on Apr 21, 2021, 03:41 AM
Quote from: Palker on Apr 20, 2021, 03:21 PMThese are the following "problems" that I can find with Survival in its current state:

- Slimefun doesn't fit well in Survival, it is a plugin that would be a better fit in Modded Minecraft. The advanced machines and systems that you can make are also way too complicated for the average player, especially for the younger players. I personally don't have a huge problem with them, but I've had to do loads of research outside of SFT in order to understand how everything works(for example on their Github repo).

- I'd like to see more focus towards the endgame of Survival on SFT. It usually just takes a few days(if not less) to make it to the "endgame" of Minecraft depending on how much you play. We can assume that the vast majority of our players are situated in the endgame so adding content/plugins or changing something to make endgame more fun should be a huge priority. The mining and fishing plugins are a great example of this, but I believe we need more things to do like with mining and fishing.

- The endgame activities like the mining and fishing plugins only cover 2 specific "branches" of activities. For example, there is no plugin that would allow farmers to progress further into the endgame of Survival like there is for mining and fishing. I know that there are plenty of farmers on SFT that would love a plugin that would function in a similar way as the fishing/mining plugin does.

- Regarding the economy, I believe that there should be more alternative ways of making money on SFT, the only big way to make money on SFT is having a successful autoshop or by doing mining/fishing. This makes it very repetitive in the end, I'm not saying that it should be easier to make money, just that more methods of doing so would benefit the players as they won't burn out while doing the same thing over and over again to get the money that they can spend on survival projects. Some emporium price adjustments could be made so that doing other activities are also viable, such as woodcutting, farming/herbalism, alchemy, taming/breeding animals, hunting mobs, or similar. Mining and fishing are so OP compared to other activities that it makes doing anything else feel like a waste of time from a "money-making perspective".

- Better rewards in general. Again, from a money-making perspective, voting/events/challenges, etc are not worth doing whatsoever if we only take the money into account. If the rewards were increased, we could assume that more players would be interested in participating. I've personally had that feeling a lot of times, why should I go do spleef to get 10-20k if I can do fishing/mining or similar to get 10x the reward? Voting is a different story, most people including myself only do it to support the server, but I'd assume that some people do it just for the rewards and the rewards aren't that "attractive" when you can do plenty of other activities and get similar(or better) return with less hassle.

- I think adding some sort of "Hunting" or battle mechanic that could serve as an activity would be interesting as well, just like we had the Elite Mobs in the past. I think if implemented correctly, with decent rewards, could be a success. Since there is no real PvP aspect of Survival atm, enchanting loads of gear is pretty much useless unless you just wanna look cool. Adding mobs or bosses of some sort that allows the player to get an attractive reward worth their time in comparison to the other activities like mining/fishing could be something really fun for the players. This would also let players help each other to face the mobs/bosses. Alternatively that it is implemented as a "minigame" of sorts like the mob arena minigame we used to have(unless it's still a thing, I have no idea) but with decent rewards so that it is worth doing.

I'll edit my post if I come up with anything else, but that's all I can think of for now. I hope these pointers help!  :)

I don't see how Sliemfun is an issue at all. If you don't wanna mess with slimefun then don't but I feel like a lot of people actually like it so why not keep it in? It doesn't interfere with anything in survival if you don't wanna use it or play with it.
We've sort of been forced to use it though... Because of the hopper change. All of my farms etc broke because of the change and now I'm forced to do a ton of slimefun and I'm guessing a lot of people are in the same situation.
9
These are the following "problems" that I can find with Survival in its current state:

- Slimefun doesn't fit well in Survival, it is a plugin that would be a better fit in Modded Minecraft. The advanced machines and systems that you can make are also way too complicated for the average player, especially for the younger players. I personally don't have a huge problem with them, but I've had to do loads of research outside of SFT in order to understand how everything works(for example on their Github repo).

- I'd like to see more focus towards the endgame of Survival on SFT. It usually just takes a few days(if not less) to make it to the "endgame" of Minecraft depending on how much you play. We can assume that the vast majority of our players are situated in the endgame so adding content/plugins or changing something to make endgame more fun should be a huge priority. The mining and fishing plugins are a great example of this, but I believe we need more things to do like with mining and fishing.

- The endgame activities like the mining and fishing plugins only cover 2 specific "branches" of activities. For example, there is no plugin that would allow farmers to progress further into the endgame of Survival like there is for mining and fishing. I know that there are plenty of farmers on SFT that would love a plugin that would function in a similar way as the fishing/mining plugin does.

- Regarding the economy, I believe that there should be more alternative ways of making money on SFT, the only big way to make money on SFT is having a successful autoshop or by doing mining/fishing. This makes it very repetitive in the end, I'm not saying that it should be easier to make money, just that more methods of doing so would benefit the players as they won't burn out while doing the same thing over and over again to get the money that they can spend on survival projects. Some emporium price adjustments could be made so that doing other activities are also viable, such as woodcutting, farming/herbalism, alchemy, taming/breeding animals, hunting mobs, or similar. Mining and fishing are so OP compared to other activities that it makes doing anything else feel like a waste of time from a "money-making perspective".

- Better rewards in general. Again, from a money-making perspective, voting/events/challenges, etc are not worth doing whatsoever if we only take the money into account. If the rewards were increased, we could assume that more players would be interested in participating. I've personally had that feeling a lot of times, why should I go do spleef to get 10-20k if I can do fishing/mining or similar to get 10x the reward? Voting is a different story, most people including myself only do it to support the server, but I'd assume that some people do it just for the rewards and the rewards aren't that "attractive" when you can do plenty of other activities and get similar(or better) return with less hassle.

- I think adding some sort of "Hunting" or battle mechanic that could serve as an activity would be interesting as well, just like we had the Elite Mobs in the past. I think if implemented correctly, with decent rewards, could be a success. Since there is no real PvP aspect of Survival atm, enchanting loads of gear is pretty much useless unless you just wanna look cool. Adding mobs or bosses of some sort that allows the player to get an attractive reward worth their time in comparison to the other activities like mining/fishing could be something really fun for the players. This would also let players help each other to face the mobs/bosses. Alternatively that it is implemented as a "minigame" of sorts like the mob arena minigame we used to have(unless it's still a thing, I have no idea) but with decent rewards so that it is worth doing.

I'll edit my post if I come up with anything else, but that's all I can think of for now. I hope these pointers help!  :)
10
Quote from: Towelie on Apr 14, 2021, 11:23 AM
Quote from: mjoll9 on Apr 14, 2021, 11:20 AMI'm pretty sure a decent chunk of remaining players, especially older ones, only stick around for the content plugins like pyrofishing/mining/slimefun. If those were to go I think you'll see a dip in players.
Then clearly we won't do that, but... Tell us what you think would help. Our playerbase kinda dipped a lot now and we need to be appealing to newer players too, so maybe give feedback from that perspective too?
I'd suggest promoting these plugins(pyromining, pyrofishing, etc) and possibly try to make it easier for players to get into those plugins, since most of the players that stick around tend to have one of these plugins as their main activity that makes them wanna come on and play.
11
Quote from: mjoll9 on Apr 14, 2021, 11:20 AMI'm pretty sure a decent chunk of remaining players, especially older ones, only stick around for the content plugins like pyrofishing/mining/slimefun. If those were to go I think you'll see a dip in players.

This is definitely accurate, I always tend to come back every few months or so, and when I do, it's because of the plugins like pyrofishing, pyromining etc.
If these plugins would get removed, I probably wouldn't come back since there's not that much to do other than to play around with those plugins.
12
Another important note is that if players notice that their money that they donate don't even go towards helping and expanding the community, they might choose to just keep it for themselves since it's obviously not supporting the server as stated. This would just do more harm than good in this case since (I assume) the cash flow from the server isn't that great due to its size.
13
"A good point, but as a Patreon myself, I have no issue if the money I send to the server is given to charity. Also donating to a charity as a gaming community could also bring benefits to the server itself. Would be good PR and also helps give people who support the feel good of helping out people who are in need."

I'm not sure what kind of good PR you're looking for because donating 50$ to a charity won't give us jack shit lol, that's just the truth, it's not a noticeable amount for anyone to pick up on it tbh. It's just not worth while for the server in any aspect, since such a low amount amongst the masses wont give us any attention if that's what they are looking for.
14
Well it's not really "his" money and if the donated money is advertised as support for the server and then someone finds out that it is used for something else, that is technically fraud ... so there's that.
15
I'm not sure if this is some sort of late April fools joke but whatever ???
The players supporting SFT(including myself) are donating and/or paying the monthly subscription on Patreon to *support the server* and not support a charity. If the players who support SFT and also have some extra money, they can personally support those charities but this is not a choice that you or the owners should make for those players. Also, it's kind of deceiving to have the money go somewhere else when nothing like that has been stated in the past as well.

"Become a Premium User by purchasing any of our items, and help us cover **our** costs"
"Your purchases will go towards paying the server bills and server upgrades or unforseen expenses."
16
Quote from: BluetigerESW on Mar 12, 2021, 04:56 AM
Quote from: Palker on Mar 11, 2021, 09:24 PMI'd personally play on a CSGO or Prison server if we had one. Prisons is actually quite fun and I honestly think it would be a good addition. (I know we weren't supposed to add any more MC servers, but it seemed like a lot of other players also enjoy prisons including myself.) :)
For a CS server what exactly did you have in mind?  And prison will most likely return at some point this year, it just takes time to update/change everything. :)
I think either regular "competetive" 5v5 or a retake server would be the options.
17
I'd personally play on a CSGO or Prison server if we had one. Prisons is actually quite fun and I honestly think it would be a good addition. (I know we weren't supposed to add any more MC servers, but it seemed like a lot of other players also enjoy prisons including myself.) :)
19
When will Survival 2.0 release?  :)
20
Walrus vlubber, dammit!  ::)

Type: Tow is a simulation!
21
General Announcements / Re: Thank you!
Nov 06, 2017, 07:42 AM
Awesome! We might just grow big again! :D