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/int/craft 14.0 BC

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File: 1451318405886.jpg (167.99 KB, 1600x1319, 1600:1319, showimg_get15_1600_1600.jpg)

 No.6857

Please sticky this, Ghoul.

I realize we already do have a sort of feedback thread up, but it seems fairly unorganized.

In any case, after 10 iterations of /int/craft, with the 11th iteration currently running, it is about time we have an organized thread for server feedback. Try to structure your thoughts a bit, and ask yourself the following questions (with your own thoughts on other topics being more than welcome):

>What do I expect when I hear /int/craft?

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Stuff like that. Basically, what is /int/craft to you, and what do you want it to be?

Clint Eastwood unrelated.

 No.6858

>>6857

>>What do I expect when I hear /int/craft?

autism and casual racism

>>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

even though 1.0 is still my favourite iteration, towny is definitely better than factions

>>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

1000bc. the 4.0 time period (1500ad) is actually better but i had more fun overall on 1.0

>>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

racist banter > buildfagging > raids > trade

>>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

idk man i generally dont mind changes as long as it isnt tfc


 No.6860

File: 1451320753840.png (2.54 MB, 1920x1018, 960:509, there are people this reta….png)

>>6857

>What do I expect when I hear /int/craft?

my civ5 autism with fancy cities around china and roads connecting them hnnng

banter, buildfaggotry, memeraiding and erp too

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

towny > factions, gun plugin was the best one tbh.

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

any for asia, but for europe 1700-1900

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

geopolitics > towns > warfare > trade

althrough i wish trading was less shit in intcraft with other reasons than just to rp.

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

more and more pacifist cuckolds that rather either surrender to norse or whine that they are memeraiders rather than fighting.


 No.6861

>>6860

oh right for

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

what i liked was guns and thats basically it, keep guns tbh


 No.6867

>What do I expect when I hear /int/craft?

Originally i thought geopolitics and rp civilizations, now banter

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

Towny has been proven to be buggy and hard to work with admin wise, factions is simpler but more limite. The plugin mons mentioned in the other thread could be an interesting 3rd choice

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

Victoria 2 Era. 1800-1930

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

Geopolitics > Warfare = Aesthetic Towns > trade

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Lots of oldfags have left but new dedicated players have taken their places so i believe it evens out


 No.6868

>>6867

ee you know geopolitics its actually try harding like retard and exploiting everything just to win?


 No.6993

>What do I expect when I hear /int/craft?

1.0 - Good bants

4.0 onwards - I WANNA WIN INDCRAFD XDDDDDD

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

Plugins were ok, brewery is always good, prefer factions to towny.

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

1000BC

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

Just being chill fam

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Factions -> Towny

/int/ community -> mongrel community

new community just wants to WIN INDCRAFD XDDDD

nobody can handle any banter any more


 No.7039

>>6857

>What do I expect when I hear /int/craft?

When I first saw intcraft threads and the kind of discussion in there I expected a game of pretending with different cultures and a different era than ours. If I hear intcraft now I expect autism, underage people, and "banter"

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

The guns plugin turned out to be good, much to my own surprise. I liked the music too. Brewery has been a tradition now, and for a reason. I don't particularly like the weed tho, makes all other kind of food production useless and disregarded

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

I had lots of fun with the political roleplay of 1000BC, I liked colonisation expeditions in 1500AD, and I liked the Celtic Fair in 300BC. I also had lots of fun trading in 2015AD. It's not really about the time period but the activity itself I guess. I personally would like to see the Great Interregnum period being played, classical Middle Ages is literally the only time period we didn't do yet (well that and Industrialisation period). https://en.wikipedia.org/wiki/Holy_Roman_Empire#Interregnum

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

They are all equally important, but the main point is how and why you do it. Building a massive house for the sake of building a massive house is bad. Waging war for the sake of waging war is bad. And so on. What's important is to do what you do focusing on improving the server whenever you can. Add content. Not subtract

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Resetting so many times, what we lost, bit by bit, has always been quality players. New ones might have come that's true, but the loss has always been greater than the gain. In 1.0 we used to have a good 75% of quality players, or at least 3/4 factions were lead by quality players. In the most recent iteration I'm lucky to find 1 or 2 nations that aren't made of or lead by utter retards who care about nothing but their own egoistic goals instead of creating a great community.

The time period has almost always been uncosequential. Americas were a mistake. Also it makes me butthurt that everytime we try to introduce quality into the server it dies because people can't be bothered by it (see Freddy removing diamond stuff in 1.0, Ethan removing global in 2.0, and so on)

We need more plugins/mods to add content to the server.

The 2 main problems of the server are 2

1) People don't care about harming or not harming the community as a whole, they want their little piece of fun

2) Minecraft is a piece of shit game that is not even designed to be played the way intcraft is supposed to


 No.7067

>>6857

TL;DR

I'm not a fan of the seemingly constant resets, the bad server management, the shitty experimental plugins, and while I'm not very good at offering solutions, I tried my best with some somewhat Jewish ideas at the bottom. The ideas mostly stem from my experience on the first server I ever played on when the game was still in beta, which still remains my top experience in this autistic game.

>What do I expect when I hear /int/craft?

Bad memes, retards, and shit-tier server management.

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

I hate the plugins. The first server I ever played on (private historical RP with friends) used Towny. I love it for just normal RP, but considering this server's players not knowing anything aside from how to memeraid, it's shit. Get Grief Prevention. Far superior for PvP servers.

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

2015, but that's only because I actually played frequently for once. Hated the guns.

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

They're all important. I personally prefer working in trade, but since the server has practically never had an economy, that's been thrown out the door. I did some trading with one or two traveling merchants in 10.0 I think, but that was it, and it was with no actual currency. Which is fine, but warfare is all that's encouraged on this server anyway, so speaking of anything else is pointless.

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Well I haven't played most iterations, but I joined during the middle part of the 4th and usually skip a few.

Honestly, this iteration is the one that made me so butthurt I consider quitting.

I'm not seeing the server going in a good direction.

Iterations don't last long, which discourages people from really spending time and effort building great things and making the world interesting with history, trade, organizations, secret societies, religions, and so on. Most of the people during the first day quit after a few days, which I can only guess is because they know they shouldn't put time and effort into something that will just get removed during the next reset a few weeks or less from then. It's the reason I hardly play, and when I do, I don't feel like building or doing anything that requires effort, so I just sit in chat until I get bored.

I feel like plugins for a server like this should be used to improve upon the vanilla game, but not in experimental, broken ways such as guns.

For example, remove enchantments,

make armor harder to craft (but ore spawns remain the same),

add a currency,

give reason for players to work together (possibly with the currency, such as paying leaders of towns/cities, and allowing them to distribute that money among citizens or some such variation such as only paying working citizens or creating a welfare program on top of that, also giving reason for people to join a town rather than create a new one).

So on and so forth.


 No.7075

>What do I expect when I hear /int/craft?

banter, good lads, autistic lads, warfare, politics usually rooted in the past

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

Every single time ive used factions in intcraft or otherwise it has been a relatively shit-tier experience, factions servers are driven by memewars because there's nothing else to do. I realise also that towny is incredibly autistic and hard to manage so id be interested in a third alternative. I've said before that a citadel intcraft would be interesting if nothing else.

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

2015 was breddy fun, although the guns were a little unbalanced and it was impossible to have a hope of attacking a town without more than double numbers and good supplies. I also had a lot of fun in 3.0 and 4.0 though, so if I had to pick a time period for next iteration id say renaissance or medieval

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

Geopolitics>warfare=buildfagging>trade

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

I liked guns, I liked shift from ancient to medieval, I like events. Dislike making guns (the best weaponry) so cheap they are disposable, and at the same time making cover so useful that its impossible to attack any towns. I only got butthurt and left in tfc because I didnt have the faintest idea of what to do and I was lagging to hell.


 No.7076

File: 1451559563040.gif (3.31 MB, 320x243, 320:243, randy-marsh-shit-o.gif)

>What do I expect when I hear /int/craft?

Autists, dank memes, and general faggotry

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

ehhh some plugins are good some are bad. Towny is superior to faction as it allows people to all live under one banner over a larger area (ie a country instead of a fortress) The car plugin was neato and so is the plane plugin but honestly they are kinda detrimental. The planes can only be registered when an admin is on (CHEIN YOU LAZY NIGGER GET ON SO I CAN REGISTER MY PLANE) but personally id love to see a Ship plugin where you can send goods to ports or even sail there yourself. Maybe use something other than emeralds to do that. encorage trade and the such. i wouldnt say impliment a currency ingame because there would be no way to regulate or enforce it. Plus why would i trade 50 memes for some iron instead of just trading food or quartz?

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

this iteration so far has been the best. 2015 allows all kinds of memery and shit to happen so we arent restricted by

>ARRR PEEEE

but i guess we also loose something with it. Personnally id love to see a WW1 era serb with all sorts of shit like that. Allows for a bit of industry with a bit of nature still in it.

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

Geopolitic RP>Asthetic Towns>warfare>trade

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Ive been on for 3 i think. so i cant say ive seen much change. the only thing that ever made me buttmad was the constant resets. Why bother building a beautiful city when in a week we all have to start from scratch. Just build a shithut and raid the fuck outa everyone for some cheap laughs instead of building a work of art and laughing as the turks cant breach constantinople


 No.7079

File: 1451568273828.gif (1.4 MB, 406x449, 406:449, 1451374058521.gif)

>What do I expect when I hear /int/craft?

When I first joined it I expected it to be like Europa Universalis Autismblocks style, But now I think of a bunch of retarded people and "bants"

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

Towny is breddy gud ngl.

>What time period did I have the most fun it?

What time period that has not yet been covered would be nice to explore and play in?

1500s was fun, World War 1 would be nice to explore.

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

Geopolitcal role play.

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Too much of a newfag to say.


 No.7081

File: 1451579892747.png (773.28 KB, 1400x2051, 200:293, 1451350726885.png)

>What do I expect when I hear /int/craft?

Good sense of banter, sophisticated politics and warfare.

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

Most of the plugins were okay, the weed plugin seems pretty pointless and is one of those more aesthetic plugins, same with the hat plugin. I used to think factions was a superior plugin, but after some time with Towny, I realised how much better Towny is for both memeraiders and buildfags.

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

The most fun I had was in 1000BC due to the exotic variety of cultures and architecture which was explored and developed upon. Since the server's population isn't always high, it would be nice to focus on one or two continents only, perhaps explore the Americas from 1700 to 1850. Alternatively, we could have 1000BC with only Europe and Africa, or even WWI/WWII Europe.

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

Geopolitcal roleplay comes first since int is a board about nations.

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

I have been on since the Donger iterations, the playerbase expanded and receded throughout the iterations, there has always been memes, people begging for reset because they got raided, it's a cycle. The server really needs to up its security though, it needs DDOS protection urgently. Most people left the server because it kept getting DDOSed by some fatfuck autist.

Let's make Intcraft great again!


 No.7086

File: 1451590954988.jpg (64.42 KB, 466x599, 466:599, 466px-Feels_good_man_full_….jpg)

>What do I expect when I hear /int/craft?

To have a bad time after a week or two

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

I realized over time that between the two, towny is the better system, but it is still a deeply flawed system given the needs of the serb. People have suggested other systems, and I personally am willing to try anything, but keep in mind you will have to hold people's hand when trying to implement something new. Dave or whoever it was ham-fisted towny into intcraft which created a lot of resentment, even though it was better than faction. Chien tried to do the same with TFC but handled it even worse, turning people completely off to it and making it a failed experiment before it could ever have a chance. As for the plugins, the only one I can't live without is the treechopper, everything else like the drugs or brewery I like having them around, but me playing on the server is not contingent on them.

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

To be honest, I had the most fun in the current time period, with the middle ages being my second most preferred. It always pissed me off when admins forced antiquity even when the majority of the server didn't want it. Actually, it pisses me off when the admins force anything. If there was any alternative servers, that alone would be enough to make me abandon intcraft and play on those servers instead.

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

All of that is important, but none of that should have to be forced, especially trade. Every time trade was forced by admins, it failed. The worst examples were Dave's meme ore and Chien's forced scarcity of iron. Absolutely hated both. Honestly trade shouldn't be a part of intcraft. It's just another reason for people to quit when they have to grind resources after losing them because everything is retarded from the admins trying to force trade.

>How has this server changed over the course of 11 iterations? Which changes did I like, which did I dislike, which made me so butthurt that I thought about quitting the server?

Honestly, the server hasn't changed much: same memeraiders and same terrible style of administration. The thing is the server needs new blood coming in as well but that will never happen because of shit like hackers never getting banned, admin favoritism, exploitable plugins, and just the shitty mentality of the average player on the server. The changes I liked were switching from faction to towny, and whenever there is a world map that includes the new world. I also really liked the additions of guns, although it is a mixed bag for most people I think. What I dislike and what makes me want to quit has already been explained.


 No.7113

File: 1451669147407.jpg (93.25 KB, 565x1000, 113:200, 1391302405733.jpg)

>What do I expect when I hear /int/craft?

Low IQ overall, using countries and races to roleplay excuses for being a fag, not to make the game interesting

>Regarding the plugins, were they a good choice? Did I prefer towny or factions, or do I know of any viable alternatives?

The guns could be more interesting. As they were, a single volley in short range killed anyone but they were a bitch to aim at far. There's much better alternatives for guns out there.

This actually goes for a lot of the other plugins.

>What time period did I have the most fun it? What time period that has not yet been covered would be nice to explore and play in?

Either a futuristic time period or alternatively, a medieval Dark Ages one.

>What's more important? Geopolitical role play, building aesthetic towns, trade, warfare?

You need the towns for the others to be interesting, since it's stupid to trade\fight against just bunkers and dirt houses, so I'd put that in first place.

The roleplay is what makes war\trade spin around, so it's second

War comes before trading because Trading sucks currently, but it should be the other way, with Trading being a reason for War, not the other way around.

>Stuff like that

It seems one of the common themes people enjoy here is the geopolitical banter and roleplaying above everything else.

But one thing I've never quite understood is the need to do so with real world civilizations and towns.

Considering the baggage those come with, you'll get preferences over playing with some of them and even some elitism because of this. It's fine for banter, but I can't stop thinking that maybe it would be interesting to have an iteraction where every faction was something created by the players, with whatever name they want, only the technology level of the server was fixed.

You'd still get towns and villages, but instead of coming packed with their own culture, already established IRL, the players themselves would have to make their faction truly different from others in some way, make their own culture and traditions.

This could lead to a bit more of roleplay, as people try to diferentiate their countries and towns from one another, and if aided by the server with biome restricted ores\plants\animals, it could be very interesting.

Like having a town famous for it's golden palaces, where players have the custom of throwing foreigners in a bottomless pit. Or a town built on the cliffs of a ravine, famous for it's spicy food and the arena where all disputes are settled.

I feel this would be more interesting then just saying "We are french, so we automatically like cheese and surrender" or "we are isis, so we fight and memeraid, I guess".

Another sugestion is to build arenas and warfields. I feel as many of the buildfags probably don't want to wage war because they don't want to lose everything they've built. Which is an hard complaint to tackle, because their city is the spot where they spawn and do their thing. You take it away, where are they supposed to play now? Not to mention the snowballing effect, where a nation that crushes suficient oposition can amass enough guns (and supporters) that they can raid any starting village to prevent them from ever being a decent oposition.

If there were places on the map where wars were actually fought, open fields to dig trenches and build forts and towers, if war was decided there instead of in towns, then I think more people would gladly join in.

Another point, this one harder to solve is the "blob effect" some nations can have. Once they grow to a certain size, standing against them might be interesting but it's not a smart thing to do. And you can't fault them because they have little to do besides raiding smaller villages.

What would be required is some PvE element with a difficulty that matches the size of a town\city.

Something like NPC raiders\thieves that assault towns every night or day, on a frequency and number based on the current population of that town. This would keep major towns somewhat busy fighting them while not harming as much smaller towns. However, I'm not aware if a plugin like this even exists…


 No.7123

>>7113

because it's an /int/ server you shit

do you even browse /int/


 No.7126

>>7113

>Another sugestion is to build arenas and warfields. I feel as many of the buildfags probably don't want to wage war because they don't want to lose everything they've built. Which is an hard complaint to tackle, because their city is the spot where they spawn and do their thing. You take it away, where are they supposed to play now? Not to mention the snowballing effect, where a nation that crushes suficient oposition can amass enough guns (and supporters) that they can raid any starting village to prevent them from ever being a decent oposition.

Spot on with that one. An elementary issue of warfare on this server is that battles are always and exclusively sieges, and you hardly have any skirmishes in the open field. The problem is that that I don't think any plugin exists that sufficiently fixes this problem, and the closest thing I know of is factions with its power system. However, it won't lead to field battles either, and members of different factions will just ambush each other until one faction's power is low enough to invade their city properly. The only method I know of that could shift the battles from sieges to field battles is keeping up grace indefinitely and making cities impossible to siege, but I feel like that would take away from the server as well.


 No.7131

>>7123

Nobody browses /int/, you either shitpost or lurk.

>>7126

The easiest way to do this would be to work with the players and make this something they agree with and act upon.

As in, both sides agree to wage war and combine a meeting point in some field between their towns. They each put aside a certain amount of supplies in equal number (the winner gets those spoils) and they fight on that field.

Once a pre-determined number of a side has died, it's considered they lost the battle.

Ignoring the war declaration would lead to sieges instead, so people still had a chance to avoid them by meeting in the fields first.

Of course, I'm not aware of any plugin that does this (except for Flan's mod and some of the team-deathmatch stuff it has) so it would have to be enforced by admins and accepted by the players. In other words, it's never gonna happen, I guess.


 No.7135

>>7131

>Of course, I'm not aware of any plugin that does this (except for Flan's mod and some of the team-deathmatch stuff it has) so it would have to be enforced by admins and accepted by the players. In other words, it's never gonna happen, I guess.

Yes, this would be hard to pull off with even a normal playerbase, it's impossible with this one.


 No.7137

>>7135

Then that's pretty much admitting that large scale warfare is never gonna be a thing. That combat will always be ambushes and sieges, never really battles.

And if combat\war\battles is always gonna be some subpar part of the game, never really that interesting or good, then maybe it shouldn't be the focus of the game?

I mean, I apreciate the work that was put into the guns plugin and it wasn't half bad either. But perhaps the server will win a lot more from other types of plugins\mods that reinforce other parts of the game, parts that can in fact be enforced with rules\code and end up feeling better for Minecraft.

Namely trading and politics, for example.

Consider that I don't believe there ever was an attemp at connecting towns by roads, just small internal roads. This doesn't make much sense, as traveling and trading should make them sort of a priority, but it makes sense if it's basically a way to lead people (read: enemies) to your base.

I'm not saying combat should be ditched, but I believe (and this is my personal opinion) that the server would benefit greatly from content that gives context to combat and expands other areas of player interaction. Consider Towny and how it's most used feature is the ability to protect claims from enemies. Almost nobody bothers to sell\rent plots or make ranks in his nation for different people, for instance.


 No.7144

>>7131

that's a no then

fuck off reddit

>>7126

factions fixes the one siege battle


 No.7147

>>7137

we use town/nation ranks every time, combined the the /friend command and claiming plots of land you can make your town unjewable, which is how we had so many defectors/traitors/spies in Russia but only 1 of our irrelevant towns ever lost anything.


 No.7467

>>7126

A way to do that would be to introduce "capture points" or shit like that.




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