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Still Alive after 3 years!

File: 1456559738908.png (114.38 KB, 785x654, 785:654, blackpeople.png)

 No.2113

Starting soon I will be taking over as admin for the server. Things will carry on more or less as usual, and besides me being added as an admin no other new admins will pop up for the time being. On April 2nd the server will reset to a new map and a number of gameplay changes will be introduced. These changes are not set in stone but to begin with we will try them as see how things go.

General Changes

>Plugins

>ClearLagg

The reasoning behind this is fairly simple, yes sometimes you might lose an item or two because of the cleaning. Too bad.

>Holographic Displays

Will be used extremely limited at spawn with none of the performance hitting options used.

>AntiXray

Removed as it does not function for the most part. Underground bases were always visible, hidden chests and vaults were visible. It's a waste of memory to have it.

>Gameplay

Withers disabled.

Nether Stars available from a jew at spawn.

Obsidian Breaker effectiveness reduced.

>aka it takes more blasts to break Obsidian

The map will be randomly generated once again with spawn @ 0.0, the world borders will be set to 5k/-5k.

Due to the reduced map size warps will not exist at the start.

>hopefully this will also lead to more exploration and cooperation between allies to enable transport around the map.

There will be a proper arena in spawn.

>no power loss on death

>teleport pads into the arena will be on a timer so as only the duelists will be fighting

>friendly fire is enabled within the arena so you will no longer have to drop faction in order to fight your friends

The map will continue into 1.9 at a time when I deem the update to be stable with all needed server plugins updated for it.

When the map does update the End will be opened with an admin controlled portal at spawn.

 No.2114

Factions Changes

>maximum player power = 15, previous 10.

>minimum player power = -15, previous 0

>maximum faction power cap = 200, previous inf

>claims must be connected to each other = true, previous false

>minimum amount of faction members to claim land = 3, previous 1

>maximum limit to chunks claimed = 100, previous inf

All of these changes should be self-explanatory. If you have questions related to the changes or suggestions for the server please leave them here.


 No.2115

>>2113

>Withers disabled

>SPQR base becomes even more unraidable than it already is

perfect

also

>claims must be connected to each other = true, previous false

>minimum amount of faction members to claim land = 3, previous 1

>maximum limit to chunks claimed = 100, previous inf

why?


 No.2116

>>2113

>Withers disabled

Autismcubes confirmed indestructible


 No.2117

>>2115

>1) ClearLagg

Never really had lag problems from items, it was always from mobs being everywhere.

>2) Holographic displays

Aesthetic

> 3) Removing Anti Xray

Dank

> 4) Withers disabled.

Dank

> 5) Nether Stars available from a jew at spawn.

Dank

> 6)Obsidian Breaker effectiveness reduced.

Dank

> 7) The map will be randomly generated once again with spawn @ 0.0, the world borders will be set to 5k/-5k.

Why not use the glorius 0sama scale for a perfect map? ;-)

http://8ch.net/polandcraft/res/2017.html

(Memes aside if it is +5000 and -5000 then in my opinion 10000x10000 is too big, if I misunderstood and it is 5000x5000 that would be very dank considering the size of our server.)

> 8) There will be a proper arena.

If players can make their own arenas and can ask admins to use their magic to add all their cool effects to the arena then it is super dank.

If it is just an admin made arena then only dank.

> 9) Maximum faction power cap = 200

Totally not dank. Why are you limiting the power that factions can have. A faction with 14 players (the amount needed to reach 200 power under the new system), should not have as much power as a faction with 30 players.

> 10) Minimum player power -15

Sortof Dank. I could easily see this getting exploited where mayby 2 players join a faction, kill themselves a bunch of times and crash its power by 30.

However it could make raids better because inactive players can no longer be effectively as power banks.

>11) Claims must be connected to each other = true

Very Un-Dank. Player cities with more than one faction are no longer possible anymore unless you build a road of claimed chunks there.

Who was actually bothered by having unconnected chunks anyway?

>12) Minimum amount of faction members to claim land = 3

Partially dank, unproductive one man factions are no longer possible. Meme-tier one man factions are no longer possible either however.

>13) Maximum limit to chunks claimed = 100

Not dank. So if a hypothetical faction the maximum amount of power of 200, should they just power bank their extra 100 instead of using it to claim chunks, build things and be productive?

>All of these changes should be self-explanatory.

I understand why you made all of your changes even if I don't like some of them.

>If you have If you have suggestions for the server please leave them here

Yes. Remove changes 13, 12, 11, 9 and make the map 5000x5000 instead of 10000x10000.

Overally 5/10 changelog.

P.S Add some ways to leave messages to players without them being online.

P.P.S Emeldavi, you are my waifu.


 No.2119

>>2114

>>2117

I'll use 0sama labels where I can for clarity.

>maximum player power = 15, previous 10.

Ok I guess. Neat.

> 10) minimum player power = -15, previous 0

Yeah ok. You need to be more careful with who joins your faction, but that isn't necessarily a bad thing.

>9) maximum faction power cap = 200, previous inf

God damnit 0sama, you reordered things

Sems unnecessary, but ok. I don't know how much of an issue this will be honestly, time will tell. I'm not sure if I agree with 0sama that it's bad, but we'll see.

>11) claims must be connected to each other = true, previous false

People not being able to make vaults, ok.

People not being able to claim an off-site mob grinder, make forward bases, protect their siege setup vs an enemy base.. not so great.

Honestly, this change looks like a really bad one. I'm curious what the reasoning behind this is.

Add to that basically everything 0sama said. Bye player cities.

>12) minimum amount of faction members to claim land = 3, previous 1

This makes some sense. I'm ok with this. I will point out though that it does unfairly punish small factions - a faction with lots of members could have 3 of them leave and make a new one, just so that they could claim land next to the enemy.. which they could all use to /f home to, as allies. This in combination with the "no unconnected claims" rule really punishes smaller factions.

>13) maximum limit to chunks claimed = 100, previous inf

This is a bit of a weird one. It *looks* like a good one, but in practice, it really isn't.

Consider the following. If I have a 9x9 chunk area claimed, that's 81 chunks. If someone wants to unclaim towards the center of it, they need to unclaim 5 chunks.

Now lets look at an 11x11 area. That's 121 chunks. If someone wants to unclaim towards the center, that's 6 chunks.

So for an extra 1 chunk layer of defenses and unclaims needed, it costs you an extra 40 power.. which means you're 40 power closer to losing shit in the first place.

Making a bigger base seems stronger, but the reality is that the bigger a base is, the less secure it is. There are reasons to have a bigger base, but a bigger base is generally *worse* - you are taking a risk. You aren't preventing people from doing anything too strong by limiting this - you are literally preventing people from making risky/potentially terrible decisions. Really disagree with this one. The problem is made even worse when you can't claim chunks that aren't connected. You're forcing people to play things safe so that their bases are even harder to raid.

Of course, this is just assuming it's for faction balance reasons, and there isn't something else that I'm completely missing the point of.

Moving away from factions stuff..

>4) Withers disabled.

Withers are janky as fuck and a pain in the ass, I don't mind this generally. That being said, how the fuck are people supposed to assault autismcubes now? By removing withers, you basically make autismcubes completely invulnerable/impenetrable bases. That doesn't seem like a good change for the server overall, imo - unless you have some other stuff in mind?

Can you still get wither skulls for banners?

>No redstone jukebox

Away from criticism/suggestions - we're actually working on a sort of maze-arena style thing (idea being that multiple people enter the arena, and the doors aren't opened until only 1 is left alive. Would you be interested in having something like that available at spawn, along with the other arena?

And as a last note, I'm trying to get in touch with a guy I know who used to work on factions a bit, to see if he reckons anything can be done about pistons not being able to push into territory (which breaks slime vehicles). This could potentially make autism cubes more raidable, so I'm hoping there's interest in this, if it turns out it's doable. Let me know if you think that's just a bad idea though.


 No.2120

>>2119

Multiple people enter the maze*, even


 No.2121

The problem with autism cubes being practically un-raidable is definitely an issue however this i feel is nothing to do with withers and everything to do with the fact that on this server tnt does not blow up chests/soulsand from above and is very difficult to destroy even from the side. This makes these things practically impossible to breech combined with the 0 grace period this server exhibits.

Now that obsidian is being beefed up a bit if chests/soulsand remain as effective it will be one gigantic stalemate and people could simply sit in their base permanently and not even bother to PVP to defend it.

Most of the other changes seem like they would just switch up the game play a bit and make things interesting along with not really effecting me as i'm in a smallish faction however i completely agree with 0sama that disallowing separate chunk claims makes it impossible for people to form an effective player city which is disappointing since that seems to be what half the server has been trying to do since i joined (admittedly i haven't helped matters).

This also makes it difficult for small factions to compete in PVP with large factions even with the skills to do so since they would not have the membership to split off into separate factions to claim an enemies base and would otherwise not be able to do so without un-claiming their own. That would be very shit.

Map size of 10k x 10k seems great

Worth noting that the only lagg i have every encountered on this server was not from items either times but from water at SPQR's base which is understandable due to the size and from over production of mob spawners which would have to be cleared manually with clearlagg anyways.

Overall the changes don't seem to severe but it doesn't seem to address the biggest issue this server has which is unraidable autism cubes which i feel would fix a lot of the issue that the changes try to address while also stimulating PVP.


 No.2122

>>2121

>combined with the 0 grace period this server exhibits.

That's actually a good point. It would be good to see a grace period (between 5-30min) where someone's base can be blown up after they log off, so people can't just log immediately to avoid base destruction.

Something for combat quits would be nice too.

>would otherwise not be able to do so without un-claiming their own. That would be very shit.

I'm assuming that you can unclaim without claiming, to remove someone's territory, but if not that's pretty bad too.


 No.2123

>10) minimum player power = -15, previous 0

>12) minimum amount of faction members to claim land = 3, previous 1

These combined seem to particularly penalize smaller factions as you you either invite someone in who you don't trust fully or be completely unable to claim land. The whole factions system is already designed so you have an obvious disadvantage to having less members such as less power/buffer and less total claimable land. I am not at all sure these additional handicaps are necessary.


 No.2124

>>2119

>9) maximum faction power cap = 200, previous inf

>Seems unnecessary, but ok. I don't know how much of an issue this will be honestly, time will tell. I'm not sure if I agree with 0sama that it's bad, but we'll see.

This is bad because as I have stated once a faction reaches 14 members they have just as much power as a faction with 28 or 140 members.

This does not make sense from a Role Play point of view because power is just a representation of how powerful a faction is, generally a faction with more players will be more powerful than one with less players.

Also from a gameplay point of view this has some problems.

Lets say we have two factions.

faction A has 5 players

faction B has 17 players

With the no connected chunks faction B can not create forward bases to raid A right?

Wrong.

3 players (the minimum now required to claim land as a faction) leave faction B to make faction C during the raid. Due to the max power being 200 and it taking 14 players to reach this power it will as if nothing had changed for faction B.

Faction C now makes a forward base near faction A and Faction C combined with members from faction B now using /f home FactionC to teleport to their forward base can demolish faction A.

Faction A can not create a forward base as it would not be connected to their actual base.

So they have two options. Either create a forward base near Faction B but do not claim it and even risk it just getting claimed by faction B as would probably be a border chunk to them. Thus rendering it even more useless than before.

Or Create faction D so they can claim a chunk near faction B, but because faction A only has 5 members this require it goes down to 2 members, so assuming they are at full power anything over 30 chunks could be overclaimed by another faction.

Either way Faction B can attack Faction A with no chance of a significant retaliation.

If just one of these bad changes were implemented then it would be ok but all of them just result in big fat shits being taken on small factions while the big factions do not have those problems.


 No.2125

>>2124

That's true, I guess once you are beyond 14 people there is no benefit to your faction having more, and it encourages you to just split it into multiple factions. Which isn't really good when you consider that you will just have alliances that are basically 1 big faction, and it's just punishing smaller ones even more.


 No.2126

File: 1456594733919.gif (374.3 KB, 270x203, 270:203, dance.gif)

Couple things.

>no base is unraidable, even without withers

>check out this youtube channel for some ideas

https://www.youtube.com/channel/UC9X9fyNAFAliQKQn7wcVc3w

Maximum power and maximum claims are values that can change as needed. If things need a change its just 2 seconds in the configs and a server restart.

Claims being connected is entirely due to the amount of vaults, and off-site grinders etc that happened during last map. I might be going overboard with efforts to stop that but hopefully the lack of player cities can be made up for.

As for raiding; a faction will still be able to claim other bases during war.

>you have base

>enemy has base

>you cannot claim the wilderness chunk outside the enemy base

>you can claim the enemy chunk if power etc allows it

@wasniahC if you can talk to your friend and get pistons pushing into claimed territory working that would be great, its a nerf to autism cubes that I would like to see but currently there is no way to do this (afaik) without opening up factions in java and then recompiling it.

As for redstone jukebox, I just have to find an updated mod for it somewhere. Its a perfectly fine thing to have added in.


 No.2127

>>2126

I would honestly say I'm probably beyond most stuff on that channel, with the exception of a few pretty great things I borrow from it.

The main offense against something like soulsand foundations is slab buster cannons. The point of a slab buster cannon is that the TNT is hit by a hammer, the hammer blasts the TNT down, and the TNT lands on the slab and blows up. (Or soulsand.)

This destroys the anti-hybrid defense and lets you stack up sand.

Unfortunately, on this server, TNT doesn't explode when on top of a submerged chest/soulsand block. It does in vanilla, I've tested it in singleplayer and on a vanilla MC server, but on this server, TNT won't do it. This is what makes the autismcube unraidable at the moment.

If the TNT behaved like it normally does, I would agree, no base is unraidable. I don't know what's causing it - it could be a side effect of some other plugin, it could be something with spigot itself (assuming it's using spigot?). It might be worth looking into that.


 No.2128

>Claims being connected is entirely due to the amount of vaults, and off-site grinders etc that happened during last map. I might be going overboard with efforts to stop that but hopefully the lack of player cities can be made up for.

Maybe there's another solution. Isn't there some setting in factions that makes it so that a claim on an unconnected chunk is more expensive? That would be a pretty nice solution, I think.

I also don't really see what the problem is with off-site grinders, tbh


 No.2129

Raise the time before being automatically kicked to 18-20 days.

The SPQR base is not un-raidable at all, it just always has people defending it. There exist many different ways in which it could be attacked, it is just that nobody has been able to use them because faction members have repelled all assaults.

The only way an administrator could solve the problem of faction members defending their bases is by disabling all combat.


 No.2130

File: 1456596778544.webm (302.12 KB, 720x480, 3:2, Cry of the Autist.webm)

>updating to 1.9

1.9 is a terrible update that breaks everything, combat especially. Please reconsider this.


 No.2131

>>2128

There's no way you could avoid offsite grinders anyhow unless you limited yourself to whatever grinder you find and then make a base on top of.

And then you wouldn't be able to create/secure a grinder that you need elsewhere like a blaze farm.

Speaking of I hope that rule does not cross dimensions, as you need to be able to claim in the Nether to avoid people being able to build portals to get into your faction land.


 No.2132

Okay here's my suggestions in the following points

>maximum player power = 15, previous 10.

Don't like it, makes it easier to claim more chunks in a smaller map, how about returning it to 10?

>minimum player power = -15, previous 0

Nice, adds a little bit of difficulty and makes you think about what autistic ideas will make you lose pwr

>maximum faction power cap = 200, previous inf

2.Neutral, a faction can reach the powercap easily if they claim vaults and cities all over the world, IF they are interested on that this will be debated more in the following point

>claims must be connected to each other = true, previous false

3.It's shit, if a faction wants to make various separated settlements (villages,cities,vaults,embassy's, etc…) then they will have to either make them really close to their main base (which beats the whole point) or make a path of a claimed chunks to their settlement (which beats the point, gives away your location and is a waste of chunks, plus a maximum cap will not help you in this situation, use your brain, there are multiple autistic buildfags in polcraft that completely disagree with this and maximum power cap

>minimum amount of faction members to claim land = 3, previous 1

4.Terrible for small, newfag factions, you will have to risk your ass to recruit two more members that could backstab you and plunder you

>maximum limit to chunks claimed = 100, previous inf

Utterly ridiculous, see point 2 and 3


 No.2133

>>2132

Also forgot

>withers disabled

pls no, you're going to make autismcubes unraidable really self explanatory why this would be a huge mistake, leave them enabled


 No.2137

A fixed version of the fail post above

>Raise the time before being automatically kicked to 18-20 days.

>The SPQR base is not un-raidable at all, it just always has people defending it. There exist many different ways in >which it could be attacked, it is just that nobody has been able to use them because faction members have repelled >all assaults.

>The only way an administrator could solve the problem of faction members defending their bases is by disabling all >combat.

You clearly have no idea what you are talking about and are probably from SPQR. Mr_Lemon_Shot absolutely destroyed your guys in PVP and would have continued to do so had the structure not proven to be extremely unresponsive to TNT


 No.2138

>>2129

>raising the autoboot time

And facs with alot of alts power will never degradate, no thx leave it as it is or lower it to 8 days max


 No.2139

>Couple things.

>no base is unraidable, even without withers

>check out this youtube channel for some ideas

>https://www.youtube.com/channel/UC9X9fyNAFAliQKQn7wcVc3w

While i agree that this channel is particularly useful and comprehensive this would be a lot more relevant if the server behaved the same way as it does in his videos and on most factions servers. Since TNT does not detonate when fired on top of chest/soulsand/slab it is incredibly difficult to breach a water wall/soulsand combo and i can't imagine anyone arguing that this is a particularly difficult defense to build.


 No.2140

>>2137

>Mr_Lemon_Shot absolutely destroyed your guys in PVP until he logged off when he was about to die in combat

FTFY


 No.2145

>Mr_Lemon_Shot absolutely destroyed your guys in PVP

Salty much SPQR?


 No.2146

can we get the deadbolt plugin?


 No.2147

>>2145

>lemon_shot this

>lemon_shot that

salty much because everyone else in the raid got cucked?


 No.2148

I, for one, accept and praise our new autismcube overlords.

Also the removal of withers and strengthening of obby makes the autism- less and the -cube less as well. I see a future where SPQR's cube is less obtrusive and retarded-looking, therefore more acceptable :^)


 No.2149

Emeldavi, can I make a suggestion for the server that I think would be a fantastic fucking idea?

GodsMod.

http://mods.curse.com/bukkit-plugins/minecraft/gods

Even though it says it only goes up to 1.8.1, I think a mod allowing player-religions in general would add an entirely new dimension to the server. Instead of just having pseudo-crusades and pseudo-theocracies, we can have actual religions going Mano on Mano(the mod allows for religions to declare war on each other and to conquer holy lands).

If anyone finds a mod like this, please post it here. Emeldavi, you have to do this. You can't deny that it would be a lot of fucking fun, especially if a Thirty Years' War happens.


 No.2150

I would like to suggest a magic mod for autismblox

Basically it brings magick elements to the server such as spells,wands etc… so factions can now have wizards as either a support unit (healing players for example) or as an offensive unit (send magic blasts to the enemy, etc) however I think the mod must be needed down a bit

And Terrain Control

This mod should help on the design of the new world to avoid what happened to this map, basically it gives you more control on worldgen aspects

Links

https://www.spigotmc.org/resources/magic.1056/

https://www.spigotmc.org/resources/terraincontrol.2214/


 No.2151

i'm ok with this


 No.2152

Howabout updating to factionsplus? it's more complex than factions and brings more features


 No.2154

>>claims must be connected to each other = true, previous false

wouldn't this break raiding?


 No.2155

>>2152

This


 No.2156

We're letting this sniveling cunt run the server now?

Why not make Dougmads a mod while you're at it.


 No.2157

>>2156

Thats a good idea


 No.2160


 No.2161

>>2154

>>2154

>>2154

i need an answer tbh


 No.2162

>>2126

Check the faction configuration file at: /mstore/factions_mconf/instance.json

Change the value of "pistonProtectionThroughDenyBuild" to false. Should be there if it's running a recent version of faction.


 No.2170

>>2149

yes, remove the sacracen

>>2160

>literally resetting the serb for a combat update

>"make combat bedder"


 No.2171

>>2170

*sigh*

are you this fucking dense, you meme spouting newfag?

SERVER IS GETTING RESET TO THE 1.8 UPDATE

NOT TO THE 1.9 FUCKING COMBAT UPDATE

==

WE ARE NOT GETTING 1.9 UNTIL EVERYTHING IS STABLE IN 1.9=

THERE IS NO GUARANTEE WE ARE GETTING 1.9 ANYTIME SOON

THEREFORE SERVER IS NOT GETTING ANY COMBAT UPDATE AND WE ARE LEFT WITH THE SAME SHIT COMBAT WE HAVE HAD FOR 3 YEARS

do you get the picture now honey?

autists like you are the reason this server has progressed little to nothing in the past 3 years


 No.2173

>>2171

wew

mad?


 No.2174

>>2171

>autists like you are the reason this server has progressed little to nothing in the past 3 years

>autists like you

You're all autists, you autist.


 No.2176

>>2173

good argument goy

>>2174

no u


 No.2182

can the world be amplified


 No.2185

File: 1457174020280.png (106.49 KB, 400x400, 1:1, dropper.png)

I'm ok with the vanilla map! So here are my suggestions:

☻Enable large biomes!!!

☻Large neutral zone at spawn where players could build up embassies or interact in other ways besides griefing each other.


 No.2201

twinkle twinkle little dyke

tell us where the fuck you are

have you menstruated all your desk

maybe you ran out of Lay's™

twinkle twinkle little dyke

tell us where the fuck you are


 No.2204

>>2130

It doesn't break combat, it makes it less retarded. Ability and timing actually comes in play now, it's not just who has the better gear dice roll like it used to be.


 No.2206

Literally ded serb


 No.2207

The server is down; did its payment run out?

Is anybody else willing to pay for it?


 No.2309

>>2207

Just wait for 4/2

If you build it, they will come




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