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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Wed Dec 28, 2011 4:58 pm 
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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Wed Dec 28, 2011 6:34 pm 
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Coriserai wrote:
There was a huge debacle a while ago about switching the server to hard mode, and a lot of people left because they just didn't want to put up with the increased difficulty.
You're just making stuff up.

The only 'debacle' was about switching from hard to normal because some players were moaning about not enough passive animals spawning and there being too many creepers. It was promptly switched to normal mode, without a vote, despite being pointed out that mob density wasn't a function of the difficulty setting. i.e. You get the same amount of mobs and you still get killed by point-blank creeper explosions.

The only difference is, in hard, the mobs other than the creepers do a bit more damage. And you can die of hunger.

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I've heard people discussing the creation of a mirror world, but that just sounds like too much trouble to me. I'm not sure how that would go down.
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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Wed Dec 28, 2011 9:49 pm 
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Ah snap I'm sorry, I thought you had been ported out already. (Have you yet? If not let me know, I'm home all day tomorrow if you don't get back on tonight.) Do you have me on Steam? You can just message me there, or yell at someone to message me if I'm online and not on Minecraft.

Droolio wrote:
Coriserai wrote:
There was a huge debacle a while ago about switching the server to hard mode, and a lot of people left because they just didn't want to put up with the increased difficulty.
You're just making stuff up.

The only 'debacle' was about switching from hard to normal because some players were moaning about not enough passive animals spawning and there being too many creepers. It was promptly switched to normal mode, without a vote, despite being pointed out that mob density wasn't a function of the difficulty setting. i.e. You get the same amount of mobs and you still get killed by point-blank creeper explosions.
Word things a bit more nicely. :f

We had a few people who also disliked the damage general mobs were handing out, particularly spiders and skeletons. We DID put "hard vs. normal" to a vote, and it ended up almost exactly 50/50 (but not every single person voted, and there were some people just on the server who told me they wanted normal). The issue with passive mobs was just people not understanding how passive mob spawning had been changed in one of the patches. As for "too many creepers" there still do seem to be a ton of them, but idk, people have just gotten used to their number by this point.

Either way multi-verse option would still be best. People who just want hard or just want normal can simply stick to one map and not have to bother with the other.

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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Wed Dec 28, 2011 10:13 pm 
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I think the people who want a normal server are there for the creative mode and those that want to lay survival are wanting hard mode and there is no real way to fix that other than two different maps. Obvious as it is, its worth just shoving that out there.

Droolio wrote:
The only 'debacle' was about switching from hard to normal because some players were moaning about not enough passive animals spawning and there being too many creepers. It was promptly switched to normal mode, without a vote, despite being pointed out that mob density wasn't a function of the difficulty setting. i.e. You get the same amount of mobs and you still get killed by point-blank creeper explosions.


If you're going to shed light on something, be less aggressive about it to not make your side's part of the argument look bad by belittling the opponents. Just a little FYI.

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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Wed Dec 28, 2011 10:21 pm 
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I do want to play survival, yes. Creative mode is boring. But I don't want to have mobs doing hard-mode level damage. Dying in one or two hits doesn't make the game fun for me, and it sure makes moving to a new base a hazard.I ran into enough snags building a new place on normal mode, and I pity anyone who ventures out to build their own place with creepers one-shotting them around every corner.

I don't care about the amount of mobs spawning or not spawning, I just don't want them to dish out any more damage than they already do.

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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 8:09 am 
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Bexton wrote:
You've been reset to the nether's spawn. Unfortunately, it isn't straightforward to teleport you out if you're not online. :(

[Insert Fail] wrote:
As for "too many creepers" there still do seem to be a ton of them, but idk, people have just gotten used to their number by this point.
Changing difficulty won't ever change the number of creepers and creepers will always do the exact same amount of point-blank damage at any mode. Contrast with spiders, skellies and zombies, which are ridiculously easy compared to creepers. They could do with the buffing.

The whole point of SMP is to gather up enough resources to make surviving easier. From punching your first log, gathering that crucial piece of coal, crafting a stone pick, making a temporary dirt house, putting a door on it, expanding out, fencing up your home - it's all supposed to be under duress. You're supposed to die from time to time, and if that sets you back, so be it. You learn to not carry everything with you, don't be exposed in the open in the dark, make armour, potions, enchants. And if you don't have those things yet, the pressure from mobs is there to make you work for it. By the time you've mastered this stuff, it does become easymode.

The Big Cheese wrote:
If you're going to shed light on something, be less aggressive about it to not make your side's part of the argument look bad by belittling the opponents. Just a little FYI.
Where am I belittling my opponents? If some people moan about leaving if they don't get their way, I'm gonna point that out. If they're making stuff up, I'm gonna point that out too. Minecraft SMP is a game, certain aspects are supposed to be aggressive.

By FSM I wish pvp was on so I can stab these lego builders in the knee! :wink:


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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 8:20 am 
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Turning the leaving argument upside down.

At some point I will leave out of boredom if we don't have hard mode. And that isn't that far away. I have been playing MC less and less over the past weeks. I don't play it for it to be creative mode. I play it because of the fun in the challenges.


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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 10:01 am 
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Oh god no now I'm stuck in the nether void

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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 11:30 am 
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Droolio wrote:
[Insert Fail] wrote:
As for "too many creepers" there still do seem to be a ton of them, but idk, people have just gotten used to their number by this point.
Changing difficulty won't ever change the number of creepers and creepers will always do the exact same amount of point-blank damage at any mode. Contrast with spiders, skellies and zombies, which are ridiculously easy compared to creepers. They could do with the buffing.

The whole point of SMP is to gather up enough resources to make surviving easier. From punching your first log, gathering that crucial piece of coal, crafting a stone pick, making a temporary dirt house, putting a door on it, expanding out, fencing up your home - it's all supposed to be under duress. You're supposed to die from time to time, and if that sets you back, so be it. You learn to not carry everything with you, don't be exposed in the open in the dark, make armour, potions, enchants. And if you don't have those things yet, the pressure from mobs is there to make you work for it. By the time you've mastered this stuff, it does become easymode.
I know that it will not change the difficulty or amount of creepers - but there certainly are way more on this map then there were on previous maps, which is what people were pointing out and wanting us to fix (which wasn't possible, which is why we simply went to normal mode).

I'm also sure that "you're supposed to die" isn't a selling point of the game. You mention that as you become more experienced with the game, it becomes easier - you learn how to adapt, you die less, stuff just gets boring. Whose to say that won't happen on hard mode, too? Maybe it would take a bit longer to adjust, but it can still happen, and then even hard mode would bore you.

You can argue that, as the server is Brekk's, what he says goes. But if you want to keep the community and have people enjoying the server, then you have to listen to them and figure out a diplomatic solution that will make most people pop flyin'. Criticizing people, and saying you want to "shoot lego builders in the knee" with PvP on? Yeah, no. There is a difference between holding your stance and talking people down.

This "one hard map, one normal map" seems to be the best solution that will keep a lot of people pop flyin'.

Brekkjern wrote:
Turning the leaving argument upside down.

At some point I will leave out of boredom if we don't have hard mode. And that isn't that far away. I have been playing MC less and less over the past weeks. I don't play it for it to be creative mode. I play it because of the fun in the challenges.
If that point comes, then I can take over the server. I'm making a big move across states for a reason - I'll finally be able to get a job where I can actually save cheddar, so supporting a server should not be an issue.

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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 12:54 pm 
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Does the server still need donations and whatnot?

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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 1:04 pm 
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Lotharu wrote:
Does the server still need donations and whatnot?


Always.


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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 2:06 pm 
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[Insert Fail] wrote:
I know that it will not change the difficulty or amount of creepers - but there certainly are way more on this map then there were on previous maps, which is what people were pointing out and wanting us to fix (which wasn't possible, which is why we simply went to normal mode).
I don't think that's true - mob spawning isn't tied to a world map. Mojang may have changed the spawn code over the versions (they definitely have with animals) but creeper population seems the same as ever imo.

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I'm also sure that "you're supposed to die" isn't a selling point of the game.
I'm sure it is. :) Notch is renowned for wanting to make Minecraft difficult at every opportunity. Look at the Endermen. Even I find them difficult, but I don't care, I want them to be. Survival mode is meant to be challenging, if it ceases to be challenging, it gets boring. The difference between normal and hard mode isn't actually that huge anyway. Spiders, zombies, skellies on normal are weak compared to creepers (on any difficulty level). On hard, they'd be a little bit more on par and hunger would be a problem again. That's pretty much it.

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You mention that as you become more experienced with the game, it becomes easier - you learn how to adapt, you die less, stuff just gets boring. Whose to say that won't happen on hard mode, too? Maybe it would take a bit longer to adjust, but it can still happen, and then even hard mode would bore you.
Kinda why I also wanted to open up the server to new players and introduce pvp.

Quote:
You can argue that, as the server is Brekk's, what he says goes. But if you want to keep the community and have people enjoying the server, then you have to listen to them and figure out a diplomatic solution that will make most people pop flyin'.
I can also argue that, as I've spent a large amount of time maintaining the server, having to abide a roughly democratic process, that some portions of the community don't is... demoralising. My motivation dips when they can veto all this by threatening to leave in an instant. If I leave, it won't be to blackmail, it'll just be shear boredom.

Quote:
Criticizing people, and saying you want to "shoot lego builders in the knee" with PvP on? Yeah, no. There is a difference between holding your stance and talking people down.
I'd rather shoot them down. :) With an arrow, in the knee.

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This "one hard map, one normal map" seems to be the best solution that will keep a lot of people pop flyin'
It's easy to do, but I wonder if ideal. There's a risk of splitting a closed community even while there's no physical split (we'd have portals of some sort). A new world would effectively be starting from scratch there.


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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 2:42 pm 
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Droolio wrote:
[Insert Fail] wrote:
I know that it will not change the difficulty or amount of creepers - but there certainly are way more on this map then there were on previous maps, which is what people were pointing out and wanting us to fix (which wasn't possible, which is why we simply went to normal mode).
I don't think that's true - mob spawning isn't tied to a world map. Mojang may have changed the spawn code over the versions (they definitely have with animals) but creeper population seems the same as ever imo.


I'm going to interject here with my very minor Minecraft knowledge, but I though the amount of darkness affected monster spawns? So a map that has large spots of darkness that can easily reach the players, like overhanging rocks or caves with surface entrances, will have more mobs that attack the player on the surface. This is why the Far Lands had so many mobs, because most of it is shrouded in darkness.


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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 3:31 pm 
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Wow what is with all the squabbling in here

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 Post subject: Re: AZCraft 3.0: Gimme Yo Puppies
PostPosted: Thu Dec 29, 2011 3:36 pm 
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It's normal for this thread Vax.

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