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 Post subject: Well... 1.2 is out.
PostPosted: Fri Jan 13, 2012 6:38 pm 
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Apples! :coookieesssss:
Sheep also regrow wool now.

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Last edited by Cid_Highwind on Fri Mar 02, 2012 2:22 am, edited 1 time in total.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sat Jan 14, 2012 3:06 pm 
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Yes. Mojang continues their nefarious update schedule just to screw with us.

I'm going to be putting up a vanilla, non-story survival map so people can take stuff from valusia and use them with all the new content, since Valusia's going to become creative anyway.

I was going to put up a map that I found quite interesting, then 1.1 came and I found it kinda messed with the map seed.

So, waiting on bukkit again.

I've actually been playing on a server where I've no powers at all, and I've rediscovered the joy of construction. Sure, I'm a total coward and build accordingly, but now I've got more style, and underground farming is even more beneficial!

So, I hope people are willing to come back for the new Map.... There will be some borders, (thus, limited biomes) but I'm going to make sure there's a stronghold so the neskimites can hunt dragons.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sat Jan 14, 2012 4:01 pm 
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i think its our update schedule that is more of an issue.

the patching should be settling down over the course of the year; though i do suspect a major change to code base will be happening eventually.

what i am proposing is that we take a look at our approach. events are a lot of fun and very interesting to create, but they don't accumulate towards much aside from story arc and explanations.

i'm going to be spending some time with spout and figuring out just what it can do before delving into the code base. events are fun, but they don't accumulate. and as such the user base requires a relatively high degree of them to keep people interested.

i mean; how many have we done so far? does that really seem like a viable main focus? event architecture requires a lot of tlc from the management; and i suspect that is a requirement for longevity that will not be met.

in-house code seems to be more differentiating on a server to server basis. what can players get here that they can't get elsewhere? events at this pace only gives encouragement to play as the events are released. which people have a high tenancy to miss significant parts of due to scheduling/time zones. half of our players are in the US and the other half are in Australia.

without code unique to our server there is little that distinguishes our server from any other.
look at what we've been doing; look at your routine. do we really think that continuing with the same aim is going to work?
'make an event in 60 days(205 days later). curse these patches!.(100 days later) events hits play when half of the user base no longer cares and a quarter of the users can't make it due to scheduling.'

i think its time to consider an approach that doesn't care what time people are playing at.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sat Jan 14, 2012 4:56 pm 
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They're looking into getting the Mod API out soon. :awesome:

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sat Jan 14, 2012 5:20 pm 
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Cid_Highwind wrote:
They're looking into getting the Mod API out soon. :awesome:

i had hoped for as much.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sun Jan 15, 2012 2:14 pm 
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I think if we just keep the vanilla map to forum users, we'll be able to keep griefing and stealing to a minimum. And if anyone does have an issue, they can just mention it to me or something and I can fix their stuff.

But, our dependency on mods has kind of killed this server in the last few months. And the more updates we're getting to the game, it seems the less needed these mods are becoming.

I think I kind of got burned out on the game for a bit, too, and I've been caught up in other games. But, when the server comes back, I'll definitely try to get back into it.

Besides, we've got a dragon we can kill now. That'll keep us busy for a bit, right? :awesome:

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sun Jan 15, 2012 5:25 pm 
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Nameless88 wrote:
Besides, we've got a dragon we can kill now. That'll keep us busy for a bit, right? :awesome:

Can I shout at it?

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sun Jan 15, 2012 6:46 pm 
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If we're on ventrilo, sure. :coookieesssss:

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ExPostFacto wrote:
For someone who uses the ":3" emoticon way too much you're a scary motherfucker.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sun Jan 15, 2012 8:08 pm 
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Nameless88 wrote:
I think if we just keep the vanilla map to forum users, we'll be able to keep griefing and stealing to a minimum. And if anyone does have an issue, they can just mention it to me or something and I can fix their stuff.


i have mixed feelings about this type of play mentality considering just how many options there are for highly creative and epic griefing scenarios. just about the only thing i have a problem with is texture hacking. i feel that people shouldn't be able to have a stack of diamonds right next to their front door and consider them safe. chest protection and region protection makes you incredibly lazy in a survival map. we should have just given everybody creative mode right when it was available. there was no point not to if you could guarantee their structures and possessions would remain un-threatened for eternity.

when things get really interesting for me is when you have a house on top of a booming mob factory in the middle of nowhere. a group of bandits strolls along and lays siege to the place. now that they are in possession of the site how do they alter it? do they bolster defenses? repurpose the grinder to flood the surrounding area with mobs?

this is a pretty critical aspect to having an immersive world; protecting and babying the player base ensures that the general mind set will be as bland as every creative mode server out there. 'build lots of stuff. do silly things until i run out of silly things to do. quit game cuz i done it all.' by babying you effectively cap the game's shelf life.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sun Jan 15, 2012 8:50 pm 
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See, that's also why I absolutely love "anarchy" pvp. Mods are only around to basically make sure no one is being a cunt and cheating, and the rest is just every man for himself. I like it when factions are based purely on trust rather than actually making them based off of doing a command to add that person to your party.

Plus, I've always wanted to build some epic traps to catch people, but I feel bad trolling the player base when they're actually just here to have fun rather than trying to kill me. You know?

Anyway, food for thought. We don't have to have a pvp server, but I think that making it one would make it to where we keep our interest in vanilla gameplay for a longer period of it.

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ExPostFacto wrote:
For someone who uses the ":3" emoticon way too much you're a scary motherfucker.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sun Jan 15, 2012 9:03 pm 
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Nameless88 wrote:
See, that's also why I absolutely love "anarchy" pvp. Mods are only around to basically make sure no one is being a cunt and cheating, and the rest is just every man for himself. I like it when factions are based purely on trust rather than actually making them based off of doing a command to add that person to your party.

Plus, I've always wanted to build some epic traps to catch people, but I feel bad trolling the player base when they're actually just here to have fun rather than trying to kill me. You know?

Anyway, food for thought. We don't have to have a pvp server, but I think that making it one would make it to where we keep our interest in vanilla gameplay for a longer period of it.


who wants to do an experiment for fun?

i'm serious about this one.

everyone go grab a super hero/villian skin and RP those characters however you want. batman/robin/justice league/whatever. if you saw fit to play batman as a money hoarding bastard crazy person; that works, so long as you are batman and maintain a vaguely aligned aim. ie: batman would never want to destroy gotham.

could be interesting in a retards at daycare sort of way.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Sun Jan 15, 2012 9:36 pm 
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That...that sounds good, actually. I'm gonna have to think about what super villain I would like to be, lol.

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ExPostFacto wrote:
For someone who uses the ":3" emoticon way too much you're a scary motherfucker.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Mon Jan 16, 2012 4:53 pm 
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I should be Aquaman, then stay in water the whole time. :coookieesssss:

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Mon Jan 16, 2012 6:16 pm 
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dibs on deadpool. I always thought I was pretty chaotic neutral in minecraft.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Thu Feb 09, 2012 2:21 pm 
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Looks like 1.2 isn't as close as I'd thought.

Zombies will now be busting down wooden doors on hard difficulty, and there will be rare drops from monsters.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Thu Feb 09, 2012 5:58 pm 
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Yeah, apparently it's just crafted items.
Not sure the threshold on that though.

EDIT:

Zombies have a rare chance to drop a Iron Ingot, Iron Helmet, Iron Shovel, or an Iron Sword.
Skeletons have a rare chance to drop a Bow or an Enchanted Bow.
Zombie Pigmen have a rare chance to drop a Golden Helmet, Gold Ingot, Golden Sword, or an Enchanted Golden Sword.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Thu Feb 09, 2012 7:34 pm 
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Well, that would help with iron-poor areas.
It might even make me willing to go out and kick some butt.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Thu Feb 09, 2012 7:40 pm 
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I know right? Plus it now makes Iron a renewable resource too.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Tue Feb 14, 2012 4:08 pm 
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Just noticed this...

But it looks like we'll get a whole new map format with 1.2, check the details at mojang.com.

Taller worlds, more efficient use of memory.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Tue Feb 14, 2012 4:41 pm 
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The_Shrike wrote:
Just noticed this...

But it looks like we'll get a whole new map format with 1.2, check the details at mojang.com.

Taller worlds, more efficient use of memory.


I just posted it in the Snapshot thread! :coookieesssss:
Since that will be tomorrow's Snapshot.

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Tue Feb 14, 2012 5:31 pm 
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Yeah, I've been using the wrong thread. But hey, all the more reason to get a whole new map. I hope we get mega-mountains, high plains, mesas, and so on now.


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 Post subject: Re: Well... 1.1 is out.
PostPosted: Tue Feb 14, 2012 7:40 pm 
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I know right?

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Wed Feb 15, 2012 4:44 am 
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SO EXCITE

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Wed Feb 15, 2012 5:25 am 
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Fallout wrote:
SO EXCITE

http://en.wikipedia.org/wiki/Exciter_(effect)?
or
?

or...

?

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 Post subject: Re: Well... 1.1 is out.
PostPosted: Thu Feb 16, 2012 9:09 pm 
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anybody still playing on the server?

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