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/intcraftx/ - /int/ Minecraft RP IP:94.23.220.133

/int/craft 14.0 BC

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File: 1457465605881.jpg (1.19 MB, 2681x2852, 2681:2852, ^368CA1E59DFE4BE3CE55692FC….jpg)

 No.8016

Just few days after the grace ended, we have a drastic drop in the activity, we only get like 7-8 people online for most of the day now.

So maybe let's discuss what did cause such disaster and how to get the people back on.

 No.8017

Quit the "we are le /int/" mentality. rename server and advertise elsewhere


 No.8019

I had a couple ideas which may or may not be retarded, but I cant see any glaring issues with them and I sort of want another opinion tbh

Firstly-Having much greater numbers of claims per town, whilst decreasing the siege timer for capturing chunks during war.

For example, a medium sized town of say 6 or 7 members would get say I dont know, 300 chunks? This would enable them to claim land the size of a small/European country. However, if the siege timer per chunk was decreased to say 60 seconds per flag per person, I believe there would be more battles in the field rather than just outside the walls of a town.

As well as nations having actual borders for muh RP, members of a town would be inclined to ride out and combat invaders as soon as possible when they see chunks being claimed rapidly, as they know that if they wait until the attackers reach their wall it will be much harder to defend against them. You could set up perimeter walls around your nation which would be quickly breached in the case of invasion, but towns themselves would be the points of desperate last stands instead of complete wars and entire battles like now.

Secondly-Having semi-regular "mini-grace" periods in which nations can rebuild and rearm from past wars, similar to how winter season worked in actual BC history, at least in northern Europe. Every 2 weeks would be a year, and every other week war would be turned off, allowing nations to mine and farm to recover from losses in war.

This would discourage instantly quitting when you lose all your shit, as towns could reclaim their losses and gain a semi equal footing after losing, without needing a reset and losing all of their hard building work.

The finer points of these concepts should be decided later, at this time i'd just like to know a number of people's thoughts on these.


 No.8022

>>8017

what name you do propose then?

but I agree le /int/ mentality is only making everything harder

>>8019

300 claims per 6-7 people town is definitely too much

actually in most of these towns only 1-2 people are actively playing

60 seconds claiming also seems too fast even with a larger number of chunks

but minie-grace periods could be a good idea, like right now most of the factions are literally rage quitting after 1 lost war


 No.8024

>>8022

>what name you do propose then?

>but I agree le /int/ mentality is only making everything harder

I propose you name the server Internationalcraft or Medivalcraft or something and advertise it everywhere that it can be advertised.


 No.8025

>>8024

if you propose fucking "internationalcraft", "intcraft" is actually 10x better then


 No.8026

>>8025

Not my job to make the name, but all the times it is named /int/craft and it is making the impression that this is a 4chan/int/ server. Admins and userbase also agrees this is an /int/ server.


 No.8027

>>8026

this is /int/ server but I don't think we can't include other people because of that

personally I have nothing against people from other boards and sites


 No.8028

>>8027

What makes it an /int/ server if the server is blacklisted by /int/ mods and other boards and websites join it? Userbase and admins think they are some special snowflake warriors of 4chan/int/. This mentality is killing the server.


 No.8029

>>8028

these people for some reason think they are superior and they need to save /int/craft purity or something


 No.8030

Can we do the cold war meme gars was bringing up? I mean there is so much variety in nations, african wars, cold war, etc.


 No.8032

>>8030

t. stryker123abc


 No.8033

>>8032

shut up cuckghoul this is swiss___david


 No.8034

>wanting anything other than ANCIENT intcraft

I have a brilliant idea how to fix the server

ban anyone who joined after 3.0

also ban all the Norse because since the start they are against the basic rules of the server - they don't give a shit about any "historical RP"

muh """"""""""""""""''Northmathr"""""""""""""""""


 No.8035

>>8022

Maybe something with Civilizationor, age of empires or Empire craft.

Server is dead always after grace end…

So this is clearly false of pvp…

Maybe we should reduce areas with enabled pvp.

Or able pvp only on admin arenas.

Or just create some non-pvp continents friendly for buildfags with some nice events like fishing competitions, most efficient design of farm on one plot, zombie hordes, some event maps/islands with some nice story, some pvp tournaments with awards. Events with some giant maze and awards. Parkour….


 No.8036

>>8034

>i advertised on /b/ and got btfo for it now i want my enemies banned


 No.8042

>>8035

what the fuck is point of reduced PvP ?

this server was supposed to be a historical RP server, and in history nations would fight a lot

you want to secure that no nation will be destroyed? that's fucking garbage

fix your mentality people, 90% of you just come to the server, build some shit, spam some memes in /g then the end of the grace comes and you are eradicated by a small pack of organized people (who don't even grind for gear lmfao)

even the worst is that 50% of /int/craft plays fucking SINGLEPLAYER


 No.8047

>>8036

nope, ban you for not RPing


 No.8052

>>8047

of course we arent rping in a server which is doomed to fail even with no cimmerians/norse/ etc in less than a week after grace.

dumb /b/ advertiser


 No.8072

File: 1457557398660-0.png (440.88 KB, 1920x1080, 16:9, northmathr.png)

File: 1457557398699-1.png (728.95 KB, 900x600, 3:2, cimmerians.png)

Why is it even called Intcraft? should be called Hiscraft since all you shitters insist on playing le ebin ancient mudhut time period.

Intcraft should be Anno 2016 or any other time period where todays nation actually exist.

and yes northmathr is a huge problem as they are pretty much the only ones who care about/are good at vanilla PvP. No one can stand against them so every iteration ends the same way. Ofcourse this didnt happen in 11.0 since they split up and the ones who are bad at vanilla PvP could defend themselves with guns. Banning them isn't the answer tho unless they break the rules (should be obvious to everyone)

Where new players come from really doesnt matter. So what if there's a reddit nation? We have our rules and as long as they follow them/don't try to change the server in major ways they should be allowed to play.

Stricter rules and admins to weed out the shitters

2016 AD time period with guns

Better advertisement

Gars 2016 - Let's Make Intcraft Great Again


 No.8078

>>8052

>we aren't rping because

because you are shitters that's all

>>8072

> should be called Hiscraft since all you shitters insist on playing le ebin ancient mudhut time period.

I'm ok with it being called hiscraft. The only reason I stayed on this server was because it had historical theme.

>mudhut time period

oh

>Babylon

>Greece

>Persia

>Han

>Rome

>mudhuts

ok

>>8072

>and yes northmathr is a huge problem as they are pretty much the only ones who care about/are good at vanilla PvP

This. But Northmathr isn't a problem. The rest of the server is a problem for not caring about one of the most important parts of /int/craft gameplay.

Also the Norse hack too - just as they are better in pvp they are better in hacking(and hiding it) too.

>>8072

>Where new players come from really doesnt matter.

This.

As long they play accordingly to the rules(which we don't have tbh) it's fine for them to come even from fucking /mlp/.


 No.8080

>>8078

>This. But Northmathr isn't a problem. The rest of the server is a problem for not caring about one of the most important parts of /int/craft gameplay.

It's not that we don't care about PvP, it's that we literally can't win as all good PvPers are a part of Northmathr so even if we try to beat them we won't be able to. 11.0 fixed this because pretty much everyone is accustomed to gun PvP, literally just point and shoot. it also made fishing bots not viable anymore beacuse enchanting was gone. 11.0 was probably the best thing to happen to intcraft since 3.0. The server didn't die after the first war and the war wasn't 1-sided.

The players of northmathr isn't a problem. The fact that they iteration after iteration play together and bring in all the best PvPers is a problem. You can say "oh just get better at PvP" all you want, but we're not getting any better at PvP. We've been playing intcraft for over a year and we're still shit.


 No.8081

>>8080

dude you know that /int/craft is not really a good training ground for pvp?


 No.8082

File: 1457569324775.png (1.9 MB, 1920x1017, 640:339, 2015-12-19_19.55.27.png)

>>8072

Everything in this post is objectively correct.

The first 3 iterations worked because of the novelty. The 5 after that were as big of failures as our latest one for varying reasons. 9.0 failed because TFC. 10.0 failed again for similar reasons.

11.0 succeeded because it brought something new to the table and evolved the formula instead of festering in the same vanilla setup.

If you guys want /int/craft to keep being a thing, we need quality administration and a playerbase. The problem right now is that we don't have many people and the admins are too chickenshit to ban anybody for fear of taking the wind out of people's sails. Don't just advertise on /int/ and /vg/. Buy a banner ad or two on /v/ or some shit, let Reddit know about it. Hell, we can even gang up on Redditors and make them public villains. People are people, and if just a few of them stick around that's a few more people than we have right now.

Stricter rules and admins to weed out the shitters

2016 AD time period with guns

Better advertisement

/int/craft 2016 can be great, people just have to realize it.


 No.8090

>>8078

>But Northmathr isn't a problem. The rest of the server is a problem

No one rly care about pvp, only meme raiders with hax, care about it.

So grace should never end and pvp should be enabled only on arenas for that ppl who want fight.

I don't care about minority who want pvp.

Most of players just build stuff.


 No.8091

>>8090

Also most of players aren't from int.

More of players are probably from pol.

So we should think about changing name.

Let's end intcraft on 14.0.


 No.8092

>>8090

no, wars between nations are probably the most important events in /int/craft it's like you are trying to remove the key feature


 No.8094

Seeing the last active town in the server get invaded and probably reduced to rubble later on by a nation which never existed in the history of the world. Do you understand why we've seen a drastic drop in activity?


 No.8095

>>8094

>""""""""""""""""""""Northmathr""""""""""""""""""""'

>b-but we RP I swear!


 No.8098

>>8082

>2016 AD time period with guns

No.

When guns were first added, the server had plenty of people on because we finally had something new added. After most of them realized guns are bullshit & broken they left (me included).

The server either needs:

a) more advertising (I'm p. sure advertising on /int/ is impossible because of janitors)

b) merge with another server (/pol/craft or whatever it's name was)


 No.8103

>>8098

we can have some occasional advertisement on /int/ but we surely can't count on it

people don't really want to sustain a /vg/ general either


 No.8121

>So maybe let's discuss what did cause such disaster and how to get the people back on.

norsecucks tbh


 No.8122

The people who actually made shit were run out by the people who continue to play iteration after iteration. Look at the netherlands from 11. The people from that group were mostly brand new to the server, they thrived and then come the next iteration they were run out with pitch forks.

Its the old players who are the problem here. If you do nothing about the community that is stupidly xenophobic then you'll always have that same shitty community.


 No.8124

>>8122

"no"


 No.8125

File: 1458041621415.jpg (136.38 KB, 560x570, 56:57, 1456990926432.jpg)

>>8121

>"i-it's all the norse's fault!"


 No.8127

>>8122

they wouldnt have been run out with pitch forks if they actully were good admins and not 100% serious reddit autists with the >mercenary meme


 No.8128

>>8122

>. If you do nothing about the community that is stupidly xenophobic then you'll always have that same shitty community.

that's true


 No.8130

>Egypt

>9 people

>Get ~80 chunks

>Indefensible with a body of water involved since the system requires walls and a ring of claims around them

>Best case scenario, 49 chunks to build on, less when you factor in the Nile

>Buildfags can't buildfag, bitch that the system leaves them with room for a fort and nothing else and leave

>Press F to pay respects for Egypt

You want my advice? The system limits people to a very particular playstyle. While that works for your clique and the unwritten "/int/ way" you all seem to go on about, it drives away new players or confuses and frustrates them. Plus the community is very unwelcoming and daunting to newcomers, meaning people will show up, see everyone act like old friends in chat and leave. They won't get what's going on, what they're supposed to do, how they're supposed to do it, or even why they should be there, they'll just see an insular server with a set community and no discernable sense of direction and write it off as a circlejerk looking for one more dick to grab onto.

Also, there's no consistency. The on-again off-again rules regarding RP and what counts and what doesn't will alienate people and lead to drama. Faggot badmins like Monsquaz would selectively follow rules regarding shit like warlogging based on how much they like particular groups (hint: if you're not in the /int/craft clique, you are not liked and you will be against the admins), and you end up with nonsensical coalitions making PvP either a gangraping or a game of rationing when you can or can't log in to avoid said gangrape.

My advice if you want to start anew is to blow it all up and start over. Put the world map on ice for a while, since you all know the ins and outs of what's where and can exploit the system in a way that gives you a serious upper edge over newfags. Drop the /int/ affiliation and just become a chan server, at least for now. Find a niche that's different, because Towny is getting really stale and is limiting to people that aren't willing to work around its limitations. You won't lose your friends or clique shit, but don't be so isolated and scared to bring in new blood. Be more welcoming to people you do bring in and be willing to ally with "outsider" nations. Also, admins should be there to make the server run smooth. Nothing more, nothing less. No enforcing whatever "admin intervention culture" you built up over the years or any of that shit. Overtly biased admins are a great way to get people to not come back and belong on 5-player plebbitor servers run by 13-year-olds.

I don't know if becoming another CivCraft clone is the answer, or if even trying another 4craft would be a good idea. I'm not even sure what's out there that would be good mod-wise that doesn't require Reddit levels of autism and limitations. Just try something outside the box. Even though the guns were broken, they were a good start.


 No.8131

make the serb pirate friendly you cucks


 No.8136

>>8131

>make it so every hacker and ban evader can join the game, so everyone that doesn't like to play with them leaves the server

ftfy


 No.8138

>>8127

>everyone in the netherlands was an admin

>I don't like one player in the netherlands so it's okay to kick all others out

>mercenary meme

>adding a third faction to make sure war is never just 1v1 is bad

>adding a faction that balances the game by giving economic-based civilizations an advantage to even the field is bad

>adding a faction that could keep the nords in place while everyone else only had to mine gold is bad

You really should think a bit more about the stuff you hate and understand why it was a thing at all in the first place before you start hating on it. Or better yet, stop hating ideas only because they were created by someone you dislike.


 No.8139

>>8130

Some people argue that war is more important than building so that wouldn't cut it.

This community used to have a few decent coders that actually made a few plugins.

What could be done was a plugin where players could register as soldiers for their faction to form a military.

Then allow for battles to happen outside of cities by giving a block that acts as HQ.

For a war to happen, those blocks have to be relatively close. Players killed in battle don't lose their items and respawn at that block after a while (or respawn but can't move for a while).

The block would require access by anyone so you couldn't block it with walls or build anything around it in a 5x5x5 radius around it. You also respawn from it, so you'd need acess out anyway.

Battles would be won once a side has killed enough of the oposing force or someone can plant a flag on top of it for a while.

The closer you were to your claims, the shorter the respawn time, the bigger your army the more losses you could suffer.

Do this and battles in open fields become a reality. Do this and even buildfags will join in since they have nothing to lose in just having fun with other people in battles.

Instead of being a mechanism to grief someone's city, it's a tool for RP. You win a battle, you give your demands that the other side must accept. If the server still has some economy module, then put a warprice that a faction has to pay when they lose the war, heavier if they were the ones that started it too.


 No.8140

>>8138

Don't expect a non-rp norse player to understand these complexities.


 No.8144

>>8138

All those reasons for letting the admins play are retarded

Besides, the main problem was that the mercs were using admin spawned gear and used admin powers to escape dangerous situations smdh lad

>>8139

Wayy to fucking complicated, theres a reason the new server is such a simple idea

>>8140

Nice brikpost flindark

Nobody has forgotten you sold out to us


 No.8145

>>8139

No? Maybe just instead of buildfagging 24/7 and spamming on global spend fucking 1 hour into grinding some gear and preparing to defend your city? If you don't want to engage in the wars why would you even come to this server in the first place? Go to some creative server. This is not some fucking hugbox where do you buildfag and then fight in some isolated areas not losing anything.

Also actually when it comes to grief, it should be generally accepted that the losing side can surrender in order to avoid the grief - and the winning side instead of fucking pillaging everything should respect it. But I don't expect a non-rp norse player to understand these complexities.


 No.8147

>>8145

>arguing with the moorish civcrafter

waste of time fam


 No.8152

>>8144

>All those reasons for letting the admins play are retarded

>implying it's about the admins

It's about the players having another avenue of attack and having a third party on the server that you have to worry about, so it's never just "hegemony trumps all".

The server doesn't feature PvE so the only oposition anyone faces is from other players in PvP. This means that as soon as someone gets a small advantage (nords) they snowball everything else. Having a third faction that doesn't play by the same rules changes that balance.

>Wayy to fucking complicated

A block you spawn on top of, and battles that end after you kill X dudes or put a flag on top of the other guy's block is "too fucking complicated"?

How can you walk and talk at the same time without running out of air?


 No.8153

>>8145

>it's not as good if other people aren't losing something over a war

It physically hurts me how stupid this concept is for a Minecraft server. This whole idea that every battle must have the defenders gambling their city against the attackers, that apaprently so many people seem to be found of without ever truly understanding what this ends up ALWAYS doing to the server.

A city isn't something you build in 10 minutes, you can take 10 days to make a proper city. Losing the work of 10 days in 10 minutes of battle is a retarded concept, no matter how you put it. And let's not forget to mention that a lot of those losses come from "spies" or similar underhanded tactics.

You also have the problem with what happens to the losing side. Let's say 5 buildfags build their own city, they are attacked by 10 raidfags that win the battle and raid their place.What now?

The buildfags can try to build somewhere new, but they have as long as the raidfags haven't found them to build, until the process repeats itself.

Or they can instead join a bigger faction and build there, but I though the nords claiming town after town that joins them to avoid battles was bad?

Or they can quit the server until a new iteraction starts, which results in the usual "server dies one week after grace period ends".

If you take the city away from players by any means, they have no place to play anymore. They either join bigger cities or leave the server, there's no other option. Don't you fucking say "gitgud at combat" because the other factions aren't gonna be stale either and "gitgud" hardly beats outnumbering or outhacking someone else. In fact, the best counter argument against "gitgud" happens to be the norses. They got gud and see how much everyone likes them.

You fags like to say that warfare was an important part of factions troughout history and that it should be so here because "muh realism, muh historical accuracy". But IRL the fear of death is also a thing because actual death is a thing too. If you want to gamble something, put the damn "hardcore combat" on and ban people that die so you only get one life.

It's not like you can respawn a town you just lost in 2 seconds, so why would you be able to respawn yourself that fast?


 No.8154

File: 1458324599997.jpg (416.95 KB, 781x588, 781:588, albertobarbosa.jpg)

>>8152

>its not about the admins

>It's about the players having another avenue of attack and having a third party on the server that you have to worry about

ah yes, the third party composed of admins and using admin spawned gear and abusing admin powers in pvp that totally isnt related to the admins at all

oh, sorry i forgot you encompassed this and made it all ok by justifying that they

>dont play by the same rules

and these war rules are retarded, even if you did manage to condense them down a lot

>A block you spawn on top of, and battles that end after you kill X dudes or put a flag on top of the other guy's block is "too fucking complicated"

thats not what you said, what you said was:

>register as soldiers for their faction to form a military.

>battles happen outside of cities by giving a block that acts as HQ.

>those blocks have to be relatively close.

>Players killed in battle don't lose their items and respawn at that block after a while

>block would require access by anyone so you couldn't block it with walls or build anything around it in a 5x5x5 radius around it.

>Battles would be won once a side has killed enough of the oposing force or someone can plant a flag on top of it for a while.

>The closer you were to your claims, the shorter the respawn time, the bigger your army the more losses you could suffer.

>loser of the war has to pay some sort of payment (?) to the winner

incredibly artificial, forced and not fun in the slightest lad

now look at how wars play out in factions:

>kill enemys

>take their shit

now look at how wars play out in towny:

>place siege flags

>take chunks

>kill enemys

>take their shit

I know you're the cunt that was shilling for mods to be added for months, so I know how useless it is to argue with you but you really dont seem to understand this isnt the same community as civcraft

u dip

>How can you walk and talk at the same time without running out of air?

Reddit does love it's epic!!!! 1-liners doesn't it?


 No.8155

>>8154

Did the admins ever use the mercenary faction without being summoned by players? If they did, you have a point, otherwise not.

What I said was basically an extension of Towny, something people already use. It's literally "/join_military" to join your faction army and all it does is allow you to use said HQ cube. And the cube serves only as a temporary spawn point during a battle, so it can happen outside of cities, that's all.

It's much simpler than requiring everyone to bring a bed and start counting how many die to decide when the battle is over.

If you think plugins are bad, start a thread requesting weed to be removed, I guess.

>defending towny

Because it's a system that works 100% of the time, is never abused, never borks down and breaks existing factions and old players don't know how to exploit it. Not to mention the vast amount of documention it has, right? lmao.

>this isnt the same community as X

You can start to drop that argument because not being X doesn't mean you are good or better and not being something doesn't mean you are something else either.

It's been establish that if it was by "border-menbership" this would be Polcraft, not Intcraft. And by chan, it would be 4craft, not 8craft. And by playstyle, raidcraft not histcraft.


 No.8156

>>8153

buildfags shouldn't make a city on their own, have some pvpfags in your town or just get fucking rekt


 No.8158

>>8155

Pssst

Hey m8

Nationless town

It's an option


 No.8159

>>8156

>have some pvpfags in your town or just get fucking rekt

So join the norses then. Thank you for the suggestion, I don't know how nobody ever though of that first.

>>8158

>join a server to play with nations-roleplay but don't make a nation

>only hardcore MLG PvPers get the right to make their nations

>not having a nation makes your town invisible and invulnerable to being raided by bored pvpvfags

ayylmao, such good advice


 No.8160

File: 1458333911653.png (61.43 KB, 184x184, 1:1, wewuzkingz.png)

>>8155

>Did the admins ever use the mercenary faction without being summoned by players?

didnt play 12.0 myself at all tbh, but from what ive heard they were hired possibly by players once

that still doesnt change the fact that they were using spawned gear, and using their admin abilities to *literally* fly out of combat when it got dangerous

>If you think plugins are bad, start a thread requesting weed to be removed, I guess

weed is incredibly simple; just get vines, cook and smok

what you are suggesting is adding some sort of temporary spawn point for towns outside in a mini checkpoint to ensure that all wars would be fought outside (am I wrong?)

not being a codemonkey I wouldnt know, but id assume this would require an overhaul of multiple mechanics and seems rather arbitrarily defined

>>defending towny

towny is shit. everybody knows this. literally the only reason its been consistently used for so long is the siege mechanic, which in and of itself is incredibly poorly done. even so, id still prefer it to factions or citadel because of personal preference, even though I dont give a shit whats used and I know for a fact towny wont be used in the new server

>>this isnt the same community as X

>You can start to drop that argument

no, I can say as an objective fact that the majority of this server's population come from chans (even if not necessarily /int/), and that the majority of civcraft's population comes from reddit and other such related sites.

Now I can also tell you as an objective fact that the average posters on these sites have differences (wow!!!!)


 No.8161

>>8159

>So join the norses then.

no, there are other pvpfags than the norse


 No.8162

>>8159

>>8158

nationless towns should be abolished tbh they serve no purpose


 No.8163

>>8158

Unless you are suggesting more "1 man towns" that can't be declared war on, something that's truly the best "feature" in this server.

In fact, it's funny how the best course of action is to gather a bunch of people and all of them start their town and stay at just 1 person.

You claim together and closeby, make walls to ward off everyone else, never accept anyone else inside your town but trade resources freely with any nearby town as if it was just one.

There, a "town" filled with lots of players that can't be raided. This is the pinnacle of intcraft.


 No.8164

>>8163

you can normally claim the chunks which are bordering another town


 No.8165

>>8164

can't


 No.8166

>>8160

>didnt play 12.0 myself

And yet you are gonna talk about it.

>not being a codemonkey

And yet you are gonna voice your opinion on it.

This is like a recurrent theme with you.

If they were hired by players, how they fight doesn't matter. They are supposed to be effective by any means, otherwise there was no point in hiring them. And they have the upside that they don't loot shit, just kill you over and over.

>require an overhaul of multiple mechanics

Shows how little you know. It's a command, simple as that, to change your respawning point to new coordinates. It's as complicated as reskinning a bed. But please keep talking about shit you know nothing about as if you're Hacker McHackson.

>defending towny

>implying I'm defending towny

It's what people use, so I mentioned something familiar. Familiar, not good. Regardless, the concept is the same, whether you use Towny, Factions or whatever other plugin to set your nations up. /join_army and you are on a list that's considered the active army of your civilization.

All of the suggestion I wrote is fucking basic from a coding perspective. Making a new type of porkchop is actually harder than that.

>>8161

That lose consistently against the norses. Why join losers when you can join the guys that win?

>>8164

>>8165

So what? Make walls around your town, a gate to get out and small roads connecting every town, as if they were districts. You can even make multiple tunnels underground, all protected by your claim as well so you could use any of them to leave your town and visit other places.


 No.8167

>>8166

>That lose consistently against the norses.

but that's not true, if you would be playing the server for more time you would know there was a group who actually managed to constantly beat the norse and even annihilate their cities

the norse won in the end but they were able to beat them only after recruiting le ebin pvpers from faction pvp servers

also actually in 7.0 the norse lost Osheim twice aswell, but the groups who attacked them were completely disorganized

just stick to some group which has some pvpfags and it's relatively organized

the norse themselves aren't that much organized actually


 No.8169

>>8167

So there were exceptions. And you think people should make a decision favoring exceptions instead of what happens usually. Funny.

Even funnier is how you still see no problem in your sugestion. After an extended period of time (grace period seems to be enough) most players, especially buildfags join one faction or another. The result is that there's a single big battle between those factions and the losers either quit the server or join the winning side, resulting in a restart after a few days.

You wanted people to lose their city when they lose the war. They lose their city and this repeats until there's only one big nation surrounded by 1-man towns. If this isn't what you wanted, why do you insisting on a playstyle that invariably leads to this? It's like constantly slapping random people on the street and then complaining when nobody likes you.


 No.8172

File: 1458338759179.jpg (225.13 KB, 633x758, 633:758, feelsman.jpg)

>>8166

I can talk about 12 because people (a lot of people, almost unanimously) have told me it was utter shite, and the most common reason why is because of the admin team, and the """"""mercenaries"""""

I cant see why you think that being able to hire the admins to fight with you (where they cheat and use spawned items, which you still havnt adressed) is a good idea in the slightest. Even in the best case scenario you'll get people crying favoritism and aboos, at the worst you'll get people boycotting (like what actually happened)

>if they were hired by players, how they fight doesnt matter

ok, so it would be fine if the entire admin team rolled up to a battle in god mode, killed all of the enemies then flew back to their base, because they were "hired". literally what?

>shows how little I know

shows how low level pootugese reading comprehension is. What I meant was that you had made it sound (I might be completely wrong here) that in order to fight a battle, both sides would have to agree to change their homeblock to outside their walls, then after everything is set up, fight each other until an arbitrary number of one side are killed, then the loser pays an indeterminate amount of something to the winner.

Doesn't that seem a little bit forced and artificial to you? You might call it RP, but if you're not risking anything at all (not losing your items) then it has no consequence, and no point. what would happen if a town didnt have an army? could they not be attacked? just like in real history of course :^)


 No.8173

>>8172

>you still havnt adressed

I'm sure I adressed that with "they don't play by the same rules".

Reminder that anyone could hire them, even the guys being raided.

Reminder that you are basically going on a spiel about something is bad because of second-hand gossips you heard probably in some Skype chat or a subreddit somewhere.

Meanwhile, I was in a faction that started after a few menbers where unjustly kicked from their own town that they build themselves. And what they did was grab as much gold as they could before leaving to hire mercenaries and fuck their previous leaders. This wouldn't be possible before, since they didn't had the number to fight back at all.

There were also other factions that didn't had the number to fight against others but managed to dig and trade for enough gold that they could hire mercenaries to keep other factions in check and prevent attacks on them. Gold and the mercenaries acted like nukes. A deterrant of war. If you got on a factions bad side and they had the gold for it, you'd be fucked by mercenaries. It's not important to be a fair fight, it's important to be effective so the gold you spent isn't just a waste of money and the threat is real.

Now you may complain about them spawning items. But if a faction hired them to attack someone and they didn't had the gear, do you expect them to just say "sorry, not now. We have to mine more iron first". Nobody would hire them ever if they were unreliable.

Also, reminder that anyone could start a mercenary faction and fight for money but without admin help. If more people, especially the ones interested in PvP took that route, there would be no need for the Admins to perform that function in a cheaty way.

>Doesn't that seem a little bit forced and artificial to you?

Compared to claims that don't let you place blocks or open doors? Seriously? Compared to the entire point of respawning? Compared to the price factions have to pay to declare war?

Are you gonna tell me that you enjoy the fact that every battle ever is just a siege? Or are you gonna suggest a better way to have battles outside cities?

My idea was a sugesting that achieves just that, it allows for battles to happen outside of cities so it's not always about destroying a whole city. Instead you can have a battle to decide who settles somewhere or to settle matters of honor, or just for the sake of it. You are the one that insists on "muh consequences!" not realizing that there's always only one consequence. Your city is gone, get fucked, see you next iteration or join the norses. Again I'll ask the same. If this isn't what you want to happen, why do you insist on having a playstyle that ALWAYS leads to "Your city is gone, get fucked, see you next iteration or join the norses."

>what would happen if a town didnt have an army?

The same that happens when a town only has 1 person, lmao :^=)})


 No.8174

>>8173

>spiel about something you heard in a skype chat

I saw footage of admins who I were actively fighting in wars as "mercenaries" literally flying around in spawned shit. Dont try and deny this, I can find the vid for you if you really need it

>some shit about hiring the mercs to kill some people despite having no shit or numbers

You shouldnt have been able to fight a war whilst outnumbered, out-equipped and outclassed. Hiring the admins to kill them for you doesn't prove the mechanic is good

>if more people became mercs there would be no need for the admins to cheat

>blaming the players for admins abusing their powers in war

???????

>respawning, claims etc are artificial

No, they're part of the basic plugins implemented, meaning you physically cant do some things to stop random griefing. Respawning is even more base, its part of the core game and you could even argue it simulates new generations of people in your town. Your forced idea implied all battles would require mutual agreement and cooperation between both sides in order to fight, so if at any time people could just flip out and decide not to war ever, very historically accurate :^)

>are you telling me you enjoy the fact that every battle is a siege?

Any field engagement in minecraft on even ground would last 5 minutes at most, before 1 side was all dead. Sieges at least draw out the pvp into a fun event if the sides are evenly matched (see: almost every long siege ever)

>theres always only 1 consequence: your city is gone

Which is the entire point of why there should be field battles, sieges are good but kill population quickly. However, there has to be some consequences or as I said, theres no point or risk involved. Keeping all your shit when you die in battle is the most retarded idea ive ever heard for this server

>>what happens if a town has no army?

>the same that happens when a town is 1 man

1 man towns are/were cancer, your "armyless towns" would be cancer

Brogrammer had his go, nobody liked him and now he's gone, not sure why you're still here either.

This is all futile anyway, intcraft is kill and any legacy server won't be using towny or any of your retarded schemes


 No.8176

>>8169

>So there were exceptions

Exceptions? There weren't a lot of people who even tried to fight the Norse in the first place. Most of people here are like you, they just cry about them and try to figure out a new server rules which would protect them.

The true strength of the Norse aren't their pvp skills - yes sure they have good pvpers like Lemon or Brigand but the other ones are quite mediocre, they don't have large numbers and they lack a proper organization - they don't have any voice communication, the true strength of them is their persistency, they don't just leave after their city was rekt once.

>>8169

>The result is that there's a single big battle between those factions and the losers either quit the server or join the winning side, resulting in a restart after a few days.

But that's bullshit and actually never really happened. No large faction can be entirely defeated in just a one battle. If it can be - it's not "large" at all.

The point is to have several large factions therefore some kind of balance - of course some of them would probably be completely defeated and die but still there would be other factions where the players would flee to.


 No.8177

>>8174

>1 man towns are/were cancer, your "armyless towns" would be cancer

This. If you are weaker you are simply weaker. Get stronger if you want to survive. Nope, it's not that difficult.

>Hiring the admins to kill them for you doesn't prove the mechanic is good

The mercenaries could be working but not as some admin god mode faction with spawned items.


 No.8178

>>8174

>You shouldnt have been able to fight a war whilst outnumbered, out-equipped and outclassed.

Which is correct, except you gotta think about extreme cases and what this means. Anyone that doesn't start to play on day 1 or plays less than someone else is at a disadvantage and will never be able to "win" a fight against them.

Also, whoever brings the more people to his faction will always win as well, so yay for circlejerks? At least having a third faction could change that a bit, like Isis did (in a shitty way) on previous iterations.

>blaming the players for admins abusing their powers in war

Not blaming the players. I'm saying the whole Mercenary thing was available for everyone to try, not just the admins. And I seriously doubt that any faction that got to try it got to cheat like the admins. This is also speculation on my part but if there were more Mercenary factions created by players, then the Admins wouldn't have to do that role either. I'm not saying it's okay for the Admins to cheat, I'm saying players could do Mercenary factions too but very few wanted for some reason.

>require mutual agreement and cooperation between both sides

You mean how you currently can't declare war on a faction unless enough people are online on their side? Seems like they could just log off and prevent war too. Maybe even go play with some alts on another town?

And nothing is to say that both solutions can't be used together. You declare war and have a field battle. If the other side refuses, you siege their towns instead.

>Any field engagement in minecraft on even ground would last 5 minutes at most, before 1 side was all dead.

Unless they respawn nearby. Now you can achieve this by putting some beds nearby so people can respawn, but this is cumbersome, not to mention it needs to be night for them to use it. A block dedicated to this would be a better solution since it's a bed without restrictions.

The idea of not losing items is to avoid having to waste time rearming or having tons of items floating in a battlefield. You die but you respawn with your guns, so you go in the field again until the battle is over. Maybe at that point, kill everyone in the losing side, dropping all their gear too.

>Which is the entire point of why there should be field battles

I'm glad we both agree there should be field battles, but what you don't see is that there's no point to them. Any defender would rather use their walls for defense, not to mention their claims as well to quickly store dropped loot. Field battles NEVER happen with the current system because there's no reason for them. It's always gonna be sieges, always gonna lose cities, never anything else.

>not sure why you're still here either

Because I'm right. I know I'm right, a lot of you also know I'm right and yet this discussion continues. So I get to laugh and feel smug and watch the most hilarious "the 3 stooges" remake ever.

You have a server with some problems that everyone can see, some clearly point them out and even suggest how to fix it, and yet you have a large amount of people that keep insisting "no, let's keep on making the same mistakes, I'm sure people will grow to like how shitty this system is and stay for a bit longer".

Really, if you saw this from an outside perspective, you'd be laughing too.


 No.8179

>>8176

>No large faction can be entirely defeated in just a one battle

Come now, let's stop playing dumb. Of course you can't destroy an entire town with just a single battle. But a single battle that takes a major city and all it's resources\armor\weapons gives such a massive advantage that every subsequent fight is already decided.

Most factions know this and they wait for that moment so they can strike with all they have and decide the war in a single fight. You capture a capital, you don't stop there. Why would you? You press the advantage and destroy every other city you can find.

>The point is to have several large factions therefore some kind of balance

Except that shit never happens because those concerned with security only ever join the biggest one. And as it gets bigger, the more secure it looks so the more people join.

There's a snowball effect there and you will never get more than 2 very large factions that way. See v11 and Norway for a good example, that at one point was only NATO and the Norses, it evolved to NATO, Norway and Norses but quickly devolved again into NATO and NORSES because Norway decided to make an alliance with them against NATO.

>>8177

>>1 man towns are/were cancer, your "armyless towns" would be cancer

And I wasn't defending 1-man town or "armyless towns". Those ARE cancer but also happen to be the only solution for anyone that doesn't want to just join a bigger faction for protection. You either join the biggest faction on the server, stay too small to be attacked or don't even bother to play.

>The mercenaries could be working but not as some admin god mode faction with spawned items.

Which was entirely possible since anyone could have started a Mercenary faction of their own and do that job in a better way. Isis on v11 was exactly what the mercenaries were on v12 and yet almost nobody tried to be a mercenary on v12, for some reason.


 No.8180

File: 1458380999885.jpg (845.94 KB, 1080x1498, 540:749, WEWUZKINGZNSHIET.jpg)

>>8178

>whoever bring more people to his faction will win

objectively false, there are so many examples of this being completely untrue

>having a third faction like ISIS

ISIS was just another nation, they were not special "mercenaries"?

>the whole mercenary thing was available for everyone to try, not just the admins

but why would you hire a player-created faction who have a finite amount of gear and cant fly, when you COULD hire literally the people who ran the server to smite your foes effortlessly

>implying wars require mutual agreement beforehand

if you'd ever actually played you know that sieges are unexpected the vast majority of the time. The reason defenders dont log (mostly) off is because they risk losing everything due to warlogging, instead of having a slim chance to defend their town.

>guns

battles would be over even quicker, and your system would devolve into spawncamping the opponents temporary outpost within 2 minutes of a battle starting

>its always gonna be sieges, always gonna lose cities, never anything else

if you've been paying attention you'd know that intcraft is over, and any servers coming after WONT be using towny, or citadel. So as I said, this is completely futile

>i'm right, I know im right, a lot of you also know im right

almost word for word what brogrammer said, but funnily enough almost nobody outside of his circlejerk agreed with him.

>So I get to laugh and feel smug and watch the most hilarious "the 3 stooges" remake ever.

>hahah!!! I am totally laughing in real life right now guys!!! you know im right really, deep in your heart!!!!

cringe tbh mate


 No.8181

>>8178

>Because I'm right. I know I'm right, a lot of you also know I'm right and yet this discussion continues. So I get to laugh and feel smug and watch the most hilarious "the 3 stooges" remake ever.

>You have a server with some problems that everyone can see, some clearly point them out and even suggest how to fix it, and yet you have a large amount of people that keep insisting "no, let's keep on making the same mistakes, I'm sure people will grow to like how shitty this system is and stay for a bit longer".

>Really, if you saw this from an outside perspective, you'd be laughing too.

>He thinks he is right when his beloved reddit admin was boycotted and brought down eventually and the mercenary shit was hated by the majority of the server.

Are you the type of retarded that thinks that his political party is the RIGHT one?


 No.8182

>>8179

>russia

>norse

>norway

>with russia ever

shows how little you know


 No.8185

>>8182

You like people of the same sex as your own


 No.8186

>>8178

>Field battles NEVER happen

? but they do

well technically they don't but like in 14.0 we attempted to laid siege to Osheim but practically we met in an open field

actually Towny war mechanics enforce the defenders to go out and meet the opponent in an open field

>>8179

>You capture a capital, you don't stop there. Why would you?

Because the other cities don't have people online to siege them

Anyway besieging capital is not so easy aswell, look 11.0 Al-Raqqah siege. NATO invaded us, and gained an overwhelming advantage having a forward base closely. But still, yeah they took the central parts of the city, we were forced to move our valuables, but what then? Al-Raqqah still had like 150 chunks, so while we didn't have a homeblock(capturing homeblock in my opinion shouldn't be equal to disbanding the town) we could constantly strike back so NATO was unable of effectively capturing the city if they didn't maintain their military presence there all the time. It's just you people cry and rage quit just after the invaders break through the walls.

Plan wisely and hide your reserves - it will be extremely difficult to effectively "kill" you. Just like the Norse. As I said several groups managed to beat them in the past and capture their capital. Yet it wasn't the end of the Norse, they were still able to strike back and reclaim their city.

>>8179

>Except that shit never happens because those concerned with security only ever join the biggest one.

Wow that's a fucking bullshit. I never saw anyone in /int/craft joining the largest faction for security. Actually most of the oldfags hate large factions.


 No.8187

>>8181

I didn't ban anyone, who are you?


 No.8188

>>8187

xda1. i even have an appeal up


 No.8190

>>8188

you shouldn't have spammed pony porn lmfao

I'll unban you though


 No.8191

>>8188

you are gay


 No.8204

>>8185

i see we have something in common want to meet up bby




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