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1.8 Proposals/General Ideas

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Tsar_Maple

Well-known member
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May 24, 2012
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673
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.


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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
 
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To take your railway idea a step further, a subway system like historic would be pretty interesting, and maybe safer. In response to the resource problem in both situations, it'd probably be better to have a whitelist with trusted players working on the project in creative. I'm not sure about the server's inner workings, but with the small amount of workers mods may be able to be put into use.
 
The idea behind the vanilla server was to explore 1.8 as you would on a LAN server but with less lag and have fun.
Currently the players that are OPed there are also there to have fun and not worry about griefing and holding everyones hand.

If we were going to implement something more permanent it would likely be based on a system like MCA where at a minimum griefing is logged and able to be checked. Someone will inevitably grief at some point then it'll turn in to the blame game and nothing can be proven.
 
The idea behind the vanilla server was to explore 1.8 as you would on a LAN server but with less lag and have fun.
Currently the players that are OPed there are also there to have fun and not worry about griefing and holding everyones hand.

If we were going to implement something more permanent it would likely be based on a system like MCA where at a minimum griefing is logged and able to be checked. Someone will inevitably grief at some point then it'll turn in to the blame game and nothing can be proven.

Well then, we could consider setting up a small bukkit server to host the vanilla game experience, only taking in plugins such as logblock. My proposal is purely long term themed, with emphasis on a non-bukkit system. Setting the server up with bukkit would make it considerably easier to take care of the griefing and PvP issues - that is, if there's a plugin that allows players to opt in and out of PvP.

I don't expect OPs on the vanilla server to be hardcore moderating or anything. Again, my proposal was only long term based.
 
I don't want to bash the idea because it seems fine.
I was just saying that on the side of moderation of your ideas it's a lot easier using a few plugins that don't change the vanilla experience. Moderation on a pure vanilla server would be pretty time consuming and based on trust or other people spotting who did it otherwise there's no proof at all and it'll continue.

The people that want to cause problems will wait until no one is online or at a minimum make sure no moderators as well as the player they intend to grief making it impossible to find who did it other than guessing based on who was online around the rough time the incident happened.
 
I don't want to bash the idea because it seems fine.
I was just saying that on the side of moderation of your ideas it's a lot easier using a few plugins that don't change the vanilla experience. Moderation on a pure vanilla server would be pretty time consuming and based on trust or other people spotting who did it otherwise there's no proof at all and it'll continue.

The people that want to cause problems will wait until no one is online or at a minimum make sure no moderators as well as the player they intend to grief making it impossible to find who did it other than guessing based on who was online around the rough time the incident happened.

Ah I see what you're saying. I totally agree, I'd honestly rather it be a bukkit server than pure vanilla.
 
I honestly think that we shouldnet update MCA to 1.8. As Maple said, 1.8 is pretty bad and would ruin MCA and not have its old bukkits. Now that we have the vanilla server, we can go on 1.8 as MCA so whats the point of updating?
 
I honestly think that we shouldnet update MCA to 1.8. As Maple said, 1.8 is pretty bad and would ruin MCA and not have its old bukkits. Now that we have the vanilla server, we can go on 1.8 as MCA so whats the point of updating?

I think you're misunderstanding what I was stating. My proposal was only for a pure vanilla server that mk and I were discussing. The post I made was to create guidelines for a pure vanilla server, assuming we wouldn't try to make a bukkit-run vanilla server.

1.8 should be getting bug fixes. It adds a ton of content to the game. The only logical reasons to not update would be a) 1.8 hasn't gotten its bug fixes and b) the plugin devs haven't been able to update their plugins.

We won't update until both are addressed, obviously. It's the same story as the past. My point was that players want a vanilla server in addition to normal MCA, and obviously players want the perks 1.8 presents whenever they are available. We have never updated to a new version until it's bugs were worked out. I'm assuming such will be the same in this scenario.

The only thing to consider with the vanilla server in relation to the main MCA would be if one server would be practical enough, in game experience and server capacity, to hold both, or if a smaller bukkit server would be better, not whether or not MCA should update to 1.8.

tl;dr: We want to update when plugins and bugs are squished because 1.8 is the biggest non-dev update; there's tons of new stuff that we want on MCA from it. The vanilla server should be regarded purely separate from the MCA server, not as the 1.8 version of MCA.
 
I've been watching/reading/thinking on this topic.
I do feel that there's some magic in the vanilla server, but for me the magic gradually wears off, and I begin to want a fresh map.

On my own single player/LAN games, I will generally work my way to the enderdragon, perhaps the wither boss, and now the ocean monument. Once all of those things are "done", and I've built a base that I'm happy with, I simply delete the world and start again.

I find the process of replaying the game from the beginning is one thing I like about minecraft. Every time I'm doing the same things, but it's always on different terrain, the stronghold is always in a new place, finding a fortress in nether is always a new journey....

I like the idea of running vanilla, but not as a permanent map, I would prefer to reset the map on a regular basis and have it be more adventure/fun based than working towards something permanent.
 
As for me, I'd like to build a castle in a protected survival world. That's one thing that MCA , nor any other server, has never offered. Again, you can always making another small server for a temporary/adventure world and then keep a permanent vanilla server.

As a builder, resetting a world after beating the quests is just a waste of time and effort. Repeating the same tasks over and over again gets boring... It's like the normal MCA server replicated to be vanilla.

What I mean by repetition of MCA: PvE reset > mining and searching for rare items > world starts getting low on resources > never go back once all of that is completed

And then it repeats. But at least in that scenario you can use the items you get from PvE.

On a vanilla server, you'd get nothing out of it. You'd just be repeating the same things over and over again with the only vanilla experience gained being that of adventuring, not settling down for long term survival. Make an adventure server if you want to reset the map over and over again. Don't limit the experiences that vanilla MC offers.
 
I think that my previous post would be better on the original discussion thread, and will copy it over there
 
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