It's a videogame dude. Don't complain when something on it takes time. Video games are designed to kill time. That is all.
Carry on.
I'm not complaining. I'm posting a suggestion for a potential improvement.
Games are designed for a variety of purposes and they can be played with a variety of intentions. Limiting it to "killing time" is a grave injustice.
You can dig alot with a little team work. MadeInChina69 and I just flattened out a pretty big area and it took us a few hours, but we eventually got it done. Nothing is impossible. Get a few friends or just other people on the server to help you out.
I know it's all very possible. It's not like I haven't cleared an immense amount of land myself. That doesn't affect whether or not a change is okay.
I do appreciate where you're coming from with your point of view here Garquille but at the same time as michaelavena said nothing is impossible if you put your mind to it and, arguably, the fact that we do things the hard way here without the use of TNT, fire or give commands makes our epic builds all the more, well, epic.
Can you explain why warps, invincibility, unbreakable tools, no hostile mobs, and currency are any more acceptable than TNT?
I absolutely understand the value of both mechanical effort and cognitive effort in a game, but only one of them is necessary in Minecraft, and that's mechanical. The purpose of this in games is to prolong goals and act as a transference of cognitive effort into results. Again, only one of them is necessary in minecraft.
While prolongation and determination are important, the amount necessary can range from good to bad. We already start off with much more mechanical than cognitive effort, and more prolongation than... well, no technical skills, creating an even bigger ratio. This isn't bad; equivalent balance is not necessary. But we're also cutting out a mechanical relief option, yet again increasing the ratio. If the ratio is too high, it only becomes harmful, and vice versa. It is counteracted at least some, though:
Warps, invincibility, unbreakable tools, no hostile mobs, and currency are also forms of mechanical relief. You can create a very long chain of more demanding accomplishments than most of anything you can do on this server. That doesn't make them better.
The reasons to leave TNT out that I can think of are: A) It's a key component in lowering the mechanical ratio beyond a good balance that is virtually impossible to reconcile with other changes, B) It is not currently an important enough matter, or a solution isn't yet apparent and is thus put on the backburner (not ignored), C) Complacency, D), Irrationality.
So adversity may need to address A now that we've broken down the matter into more holistic reasons for whether or not this restriction is ideal.
I guess the point I'm trying to make is that giving some players limited tnt access would not only cause some friction between people (if he can use it then why can't I?)
Any friction would only be good for improvement or be irrationality. It would be clear cut why they can't use it, and if they still oppose it, they can seek to improve the server even more. If they don't, then it's their own complacency or irrationality and is not relevant to the server.
but would also "devalue" any creations made with its help (for lack of a better word). For example, if someone like gods was given tnt to flatten a huge area for his colloseum then I'm certain lots of people would say "Yeah thats pretty cool but you'd never be able to do that without help." It also means we always have a level playing field to make comparisons of projects whereas if tnt were incorporated it would be like yeah this is cool but check out this other build, that was built pre-tnt!
So to summarise, while I accept that it could make some projects easier (I know flattening land can get a little tedious

) to get started, the end result would be much less satisfying and anyway Garquille, I'm sure an experienced and seasoned addict such as yourself would have no trouble at all with clearing a massive area and if you ever need any help with it I'm sure the server is full of willing volunteers
This is really a classic example of revision vs. history. I see it a lot in games. But progression is forward. Forward is good. Retaining something that ideally would have never been as such from the beginning is not good. So what perhaps needs to be assessed in these situations is whether or not it was ideal design from the start or if it's so small that it's not worth the time to change. The latter isn't too relevant to us.
I can't tell if I'm insane or profusely objective.