Tsar_Maple
Well-known member
- Joined
- May 24, 2012
- Messages
- 673
- Thread Author
- #1
Hello all,
Obviously there is already a 1.8 discussion forum. I feel that my ideas are too lengthy to be quickly read as a post reply, so I'm going to state my ideas here. Some content will be copied from my previously stated proposals.
Main topics of interest:
-General Server Proposals
-Griefing/Protected Land
-PvP
-Public Transit
General Server Proposals
MCA has long been known as a build server providing a protected environment in which to build and a PvE world to gather resources and fight mobs in. Once the main MCA server goes to 1.8, I would like to see the server remain in the same layout as it always has: Build, PvE/Nether, and Creative. This is, of course, assuming that bukkit will be able to support 1.8's horridly scripted release.
Now that MCA has a small vanilla server, I would like to propose not making the server temporary, but rather permanent. There are a number of reasons that I bring this up. They are as follows:
-Having a separate vanilla server allows players to focus more on the respective server they're playing on. Chats from different worlds wouldn't be mixing and causing confusion. As a result, chats would be clearer and quieter.
-As 1.8 is a horribly scripted release, it's important to consider how a single server can handle so many different worlds in 1.8. I don't know any specifics on MCA's current server, but what I do know is that 1.8 drains lots of memory. While standing still, Minecraft wastes 50MB/sec. When moving, it wastes 200MB/sec. You can see this for yourself in F3 on the top right corner. Having separate servers would reduce the amount of stress on not only the main MCA server, but also individual players who might lack strong computers.
-It wouldn't seem logical to have a vanilla world within the main MCA server, as a vanilla world must load its own Nether and End. This point ties in with the point above. It seems like a smart move to make MCA a hub of servers rather than cramming a variety of game types into one. MCA would of course be the flagship.
There would then be a small group of subservers, like MCAvanilla, MCAadventure (a world of just adventure maps, etc), MCAminigames, etc. There would be very few limitations to what MCA could provide this way, the main limitation being funding. But as the situation stands, funding a Vanilla server doesn't seem like it'd be hard to manage money wise. Of course, the only subserver that we'd be hosting for now would be the Vanilla server.
-Keep the Vanilla server whitelisted. Whitelisted servers tend to have stronger, more interactive communities. It'd also help keep out griefers (see points about griefing below) and annoying players who come on for 10 minutes and leave.
Griefing/Protected Land
Griefing is one of the biggest issues on my mind when it comes to Vanilla servers. I've come up with a proposal that would help to eliminate most griefing. It's a system that would incorporate both ingame objects as well as an honour system. It is as follows:
-Players can claim areas of land proportional to the size of what they build. What this means is that someone building a large build may claim a large area, small build ~ small area, etc. This area would be box shaped and marked off by Banners.
-Players must create a unique design to place on a banner. It's recommended to go to Creative to test out what you would like your banner to look like. There are thousands of possible designs, so be creative. One banner will be placed on each corner of the selected area, and thus mark it off as protected. If players/OPs wish, a 5th banner can be placed at spawn with a sign showing who owns the design.
-Since creating 4 banners with a unique design would require a decent amount of resources, this will ensure that players marking off land are in a good position to make that place their home.
-This land will be grief-free land. Owners of the land may call out players seen griefing. If griefing occurs while the owner of the plot is offline, then unfortunately, the griefer might get away with it. This is where the honour system comes in. Whitelisted servers tend to uphold honour systems well, so hopefully this situation won't come up often.
-OPs may judge whether or not a plot is too big or too small in accordance to your build plan. It is asked that an OP state whether or not he/she is acting as staff or as a normal player when coming to plots. This applies to PvP as well.
PvP
MCA has had a long history of PvP. This has included factions and arena types. Now that MCA has a Vanilla server, PvP should definitely be considered turning on. There should be, of course, limitations. There are 2 main outlines for PvP that I've come up with.
1)
-PvP is always on, and any player not inside his/her plot or an ally's plot is free game to kill.
-Alliances must be officially declared with a sign at spawn placed by an OP. The declaration must state all members who are allied together. This will keep players from hiding inside some random person's plot.
-Plot owners may kill any intruder inside their plot. The intruder must not retaliate, or punishment will be dealt by OPs. Killing a person inside their plot is a bannable offense.
-If an OP is not allied, they are to be assumed as hostile unless they state contrary intentions. OPs should be viewed as normal players, except when rules are broken or player actions need to be checked.
-Players may opt out of PvP, and it is expected that every player respects that. A player may opt in/out of PvP when out of combat, as to prevent "combat logging"; in other words, a player being chased can't opt out of PvP to flee. This rule is especially recommended to be utilized in both PvP options.
2)
-PvP is only allowed on the weekends.
-All other rules from option 1 are the same. The only difference would be the time that PvP is allowed.
----
In both options, killing players who have opted out of PvP is a bannable action.
Harassing opted-out players will be dealt with according to the OP's judgement.
Public Transit
I've seen the topic of transportation come up a lot. Players are often complaining about how to get to spawn when their base is 2-5,000 blocks away. The solution is rather simple, but must be done with server-wide support.
-A railway would be built extending to each of the cardinal directions. In order to achieve this feat, players must be willing to work together to build the railway as the expense of iron for rails would be insane for just a few players to handle.
-Straight railways don't typically lag. Lag usually occurs when they are looped within a small area.
-In order to keep players safe when they exit their minecarts, the railway should be built on a 1x3 block platform, so that players won't be launched off the edge of the railway at high heights.
-Minecarts are not to be provided for players; each player is expected to get their own minecarts by vanilla means. No minecarts will be spawned in.
--------
That is the gist of my proposal. This system, excluding the first topic, relies heavily on the honesty and courtesy of players as a whole. I do not believe I've left out anything, but it's possible I overlooked something. I'd be happy to try to answer any questions you guys might have or explain anything stated above.
Thanks for reading!
Edit: I haven't proof read this, so if something isn't clear, please address it to me and I'll fix it. <3
Obviously there is already a 1.8 discussion forum. I feel that my ideas are too lengthy to be quickly read as a post reply, so I'm going to state my ideas here. Some content will be copied from my previously stated proposals.
Main topics of interest:
-General Server Proposals
-Griefing/Protected Land
-PvP
-Public Transit
General Server Proposals
MCA has long been known as a build server providing a protected environment in which to build and a PvE world to gather resources and fight mobs in. Once the main MCA server goes to 1.8, I would like to see the server remain in the same layout as it always has: Build, PvE/Nether, and Creative. This is, of course, assuming that bukkit will be able to support 1.8's horridly scripted release.
Now that MCA has a small vanilla server, I would like to propose not making the server temporary, but rather permanent. There are a number of reasons that I bring this up. They are as follows:
-Having a separate vanilla server allows players to focus more on the respective server they're playing on. Chats from different worlds wouldn't be mixing and causing confusion. As a result, chats would be clearer and quieter.
-As 1.8 is a horribly scripted release, it's important to consider how a single server can handle so many different worlds in 1.8. I don't know any specifics on MCA's current server, but what I do know is that 1.8 drains lots of memory. While standing still, Minecraft wastes 50MB/sec. When moving, it wastes 200MB/sec. You can see this for yourself in F3 on the top right corner. Having separate servers would reduce the amount of stress on not only the main MCA server, but also individual players who might lack strong computers.
-It wouldn't seem logical to have a vanilla world within the main MCA server, as a vanilla world must load its own Nether and End. This point ties in with the point above. It seems like a smart move to make MCA a hub of servers rather than cramming a variety of game types into one. MCA would of course be the flagship.
There would then be a small group of subservers, like MCAvanilla, MCAadventure (a world of just adventure maps, etc), MCAminigames, etc. There would be very few limitations to what MCA could provide this way, the main limitation being funding. But as the situation stands, funding a Vanilla server doesn't seem like it'd be hard to manage money wise. Of course, the only subserver that we'd be hosting for now would be the Vanilla server.
-Keep the Vanilla server whitelisted. Whitelisted servers tend to have stronger, more interactive communities. It'd also help keep out griefers (see points about griefing below) and annoying players who come on for 10 minutes and leave.
Griefing/Protected Land
Griefing is one of the biggest issues on my mind when it comes to Vanilla servers. I've come up with a proposal that would help to eliminate most griefing. It's a system that would incorporate both ingame objects as well as an honour system. It is as follows:
-Players can claim areas of land proportional to the size of what they build. What this means is that someone building a large build may claim a large area, small build ~ small area, etc. This area would be box shaped and marked off by Banners.
-Players must create a unique design to place on a banner. It's recommended to go to Creative to test out what you would like your banner to look like. There are thousands of possible designs, so be creative. One banner will be placed on each corner of the selected area, and thus mark it off as protected. If players/OPs wish, a 5th banner can be placed at spawn with a sign showing who owns the design.
-Since creating 4 banners with a unique design would require a decent amount of resources, this will ensure that players marking off land are in a good position to make that place their home.
-This land will be grief-free land. Owners of the land may call out players seen griefing. If griefing occurs while the owner of the plot is offline, then unfortunately, the griefer might get away with it. This is where the honour system comes in. Whitelisted servers tend to uphold honour systems well, so hopefully this situation won't come up often.
-OPs may judge whether or not a plot is too big or too small in accordance to your build plan. It is asked that an OP state whether or not he/she is acting as staff or as a normal player when coming to plots. This applies to PvP as well.
PvP
MCA has had a long history of PvP. This has included factions and arena types. Now that MCA has a Vanilla server, PvP should definitely be considered turning on. There should be, of course, limitations. There are 2 main outlines for PvP that I've come up with.
1)
-PvP is always on, and any player not inside his/her plot or an ally's plot is free game to kill.
-Alliances must be officially declared with a sign at spawn placed by an OP. The declaration must state all members who are allied together. This will keep players from hiding inside some random person's plot.
-Plot owners may kill any intruder inside their plot. The intruder must not retaliate, or punishment will be dealt by OPs. Killing a person inside their plot is a bannable offense.
-If an OP is not allied, they are to be assumed as hostile unless they state contrary intentions. OPs should be viewed as normal players, except when rules are broken or player actions need to be checked.
-Players may opt out of PvP, and it is expected that every player respects that. A player may opt in/out of PvP when out of combat, as to prevent "combat logging"; in other words, a player being chased can't opt out of PvP to flee. This rule is especially recommended to be utilized in both PvP options.
2)
-PvP is only allowed on the weekends.
-All other rules from option 1 are the same. The only difference would be the time that PvP is allowed.
----
In both options, killing players who have opted out of PvP is a bannable action.
Harassing opted-out players will be dealt with according to the OP's judgement.
Public Transit
I've seen the topic of transportation come up a lot. Players are often complaining about how to get to spawn when their base is 2-5,000 blocks away. The solution is rather simple, but must be done with server-wide support.
-A railway would be built extending to each of the cardinal directions. In order to achieve this feat, players must be willing to work together to build the railway as the expense of iron for rails would be insane for just a few players to handle.
-Straight railways don't typically lag. Lag usually occurs when they are looped within a small area.
-In order to keep players safe when they exit their minecarts, the railway should be built on a 1x3 block platform, so that players won't be launched off the edge of the railway at high heights.
-Minecarts are not to be provided for players; each player is expected to get their own minecarts by vanilla means. No minecarts will be spawned in.
--------
That is the gist of my proposal. This system, excluding the first topic, relies heavily on the honesty and courtesy of players as a whole. I do not believe I've left out anything, but it's possible I overlooked something. I'd be happy to try to answer any questions you guys might have or explain anything stated above.
Thanks for reading!
Edit: I haven't proof read this, so if something isn't clear, please address it to me and I'll fix it. <3
Last edited: