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TwentyMine • View topic - Specifics of the survival server

Specifics of the survival server

Only topics relating to the TwentyMine.com Minecraft server may be discussed here.

Specifics of the survival server

Postby fenixkane » Mon Jan 03, 2011 10:13 pm

I want to narrow down what people want for the survival server now so that there isn't a ton of growing pains once it starts up.

Things to discuss (feel free to bring up more topics):

PVP
Stealing
Economy
Events
Mod/Admin players
/home
Roleplaying
Portal to creative server
Other topics
Edit:
Day/night cycle

To kick it off here is what I think on each of these so far:

PVP:
On worldwide but there will be designated safe zones where it will be disabled (I recall something like this in Runescape)

Stealing:
It's ok. Warn player to hide their stash. Also have a bank where players will have one or two chests where they can store their stuff. This storage would be protected. Also maybe a communal storage area where players can add and remove stuff freely (or somewhat restricted as in must give stuff to get stuff)

Economy:
A no plugin system where players can share or barter with each other. Also Mods and Admins can act as store-keepers where you can buy rare (tnt, mossycobblestone, etc.) or unavailable (netherrack, glowstone etc.) with gold. You can also trade in items for gold. Of course the exchange rate will be cut-throat and the costs in gold for items will be unfair which will make it more attractive to bargain with other players if possible first.

Events:
It's been suggested that mods and admins take some time to create event situations and to give players quests that have rewards and such (possibly gold gotten from players buying things? Among other things of course). I am not opposed to this but I'd like more ideas about it.

Mod/Admin players:
I would like for mods and admins to only use there powers for moderating and shopkeeping purposes (no giving yourself stuff unless you pay with gold you got fairly). That includes warps and such.

/home:
No

Roleplaying:
I'm all for it. I would love to develop a character and make it a world rich in lore and just plain fun (would also make writing a machinima easier (which is a side project I'm testing the waters with now)).

Portal to creative server:
We will have one. We will also have chat connected to the creative server.

Edit:
Day/Night Cycle:
Depending on what kind of roleplaying it might be good to have longer days & nights. Maybe even a food eating requirement.

If you have other ideas of topics or are opposed or have different ideas than what I've stated I would LOVE to hear them. After a few days I would like to choose the most popular ones (probably after discussions and compromises) so that everyone can have as much fun as possible.

One note though: This will be a SURVIVAL server. If all you want to do is create, we have a creative server.
War does not determine who is right, but who is left.
Eh, I'll do it later.
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Re: Specifics of the survival server

Postby drmastermind » Mon Jan 03, 2011 11:39 pm

/agree

on all counts! no idea about the feasibility of many of the suggestions, but it all sounds great!
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Re: Specifics of the survival server

Postby cyber_andyy » Tue Jan 04, 2011 12:57 am

I assume we can still warp away?

Also,I can help build the banking system if needed.
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Re: Specifics of the survival server

Postby fenixkane » Tue Jan 04, 2011 1:24 am

I think warping would be detrimental to the whole survival aspect of the game (and seeing as it's a survival server, thats pretty bad).
"Oh no. I'm in danger!" Warps away "Well that was pointless..."
War does not determine who is right, but who is left.
Eh, I'll do it later.
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Re: Specifics of the survival server

Postby War0007 » Tue Jan 04, 2011 2:26 am

I agree with pretty much everything, though I don't think we should have any commands. No /compass or /getpos or anything. As for the night/day time, I think they should be equal to one another, regardless of length. Having a short night-time would really down play monster involvement.

The destruction of another person's structure needs to be fleshed out more. At what point is it too much? It's not creative, so if your enemy has a giant wall you should be able to blow a hole in it, but what is within reason?

(Sorry for the very unorganized thoughts)
I have determined, after many a sleepless night, that who is left is obtuse.
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Re: Specifics of the survival server

Postby Tergas » Tue Jan 04, 2011 7:30 am

On the subject of warps, I saw an interesting hmod plugin a while back, that made portals act as warp destinations/origin points. This may be impossible because of the way the servers are going to be linked through portals(?) but I think it may be a suitable replacement, Obsidian will not be a very common material, (I hope) so neither should the warps be then.

There was more I had in mind too, but I can't for the life of me come to those ideas now.

-Tergas.
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Re: Specifics of the survival server

Postby Vipermagi » Tue Jan 04, 2011 4:26 pm

Tergas is talking about this one:
http://forum.hey0.net/showthread.php?tid=799
It's a pretty enjoyable mod.

EDIT:
http://www.youtube.com/watch?v=1xjJ1rqI ... _embedded#!
From mod.
That is pretty sweet. Wouldn't need mods to be merchants anymore, and the gold they gain through trade is just gone. Even includes an optional mod that allows us to fix the spelling and grammar :>
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Re: Specifics of the survival server

Postby TH0TH » Tue Jan 04, 2011 5:47 pm

Just throwing this in since its a survival server idea;
Mo' Creatures; and maybe;
Humans!;

and the portals plugin looks sweet.
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Re: Specifics of the survival server

Postby cyber_andyy » Tue Jan 04, 2011 6:16 pm

Nether materials.

Yes, no? How will we get them?
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Re: Specifics of the survival server

Postby Vipermagi » Tue Jan 04, 2011 6:23 pm

Mentioned in the OP; can be bought from admins and mods who act as traders; payment in gold.
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