I submit a vote of no for the adoption of this plugin. These are my reasons as to why.
Since Hermertia began 5 years ago, we have remained unique among severs in several aspects. The reason we continue to remain so is our unique premise: namely, that we create lore and an rpg world on a vanilla survival server. Everything we do, we do through Minecraft's survival gameplay. Our lore comes from, and is constrained by, our actions in Minecraft's survival gameplay. We make use of exactly two non-survival features which take absolutely nothing away from any element of the survival experience: a jail plugin which allows us to put criminals in jail, and /give to simulate population. That's it, and that model has proven amazingly successful over 5 years in allowing us to create a world that both closely approximates a medieval style and environment and stays intrinsically linked to Minecraft's vanilla survival gameplay.
Much has been made of the fact that we may be "overthinking" the implementation of a simple, bare-bones plugin that would allow builds to look slightly more realistic without torches everywhere. But I disagree with this evaluation, because of the simple fact that this plugin would be the first time we have ever modified the base survival aspect of Hermertia. As minor as some may see it, it is significant departure from the model that we have followed up until now, and in my opinion it is not the correct direction to take. Allow me to share my views as to why.
Having existed for 5 years, Hermertia has always grown and changed as the base game has been developed. When horses were added, we incorporated that aspect of the base game and added it into our lore. When water temples and guardians were added, we incorporated that aspect of the base game and added it into our lore. We have always modified our lore to fit, and worked inside the constraints of, the base vanilla game. It has never been the other way around: we have never modified the game to more closely tie into our lore or our opinions of what our world should look like. And now, members of the community would like to change that in order to have our builds more closely resemble those in a real medieval setting. While that's certainly a valid opinion, I disagree with it because we have never before felt the need to compensate for the failings of the base game in not allowing us to create a fully realistic medieval setting.
Because, at the core, Hermertia has never attempted to create a facsimile of a real medieval world. That we come pretty darn close is a testament to the commitment of our community, but at the core we are a server that creates a medieval world inside the constraints of a base minecraft that includes elements that can never be fully compatible with a realistic medieval world. Be it enchanting, beacons, or monsters, we have always contended with those aspects of the survival gameplay that don't always lend themselves to building a perfectly realistic medieval world. Why have we done this? Because building a world while dealing with every single aspect of survival gameplay, both convenient and inconvenient, is what has given us our identity as Hermertia. To change that, to eliminate only one element of the survival gameplay - one that is not only the most inconvenience for building purposes, but is also the most integral to survival gameplay - is to cherry-pick the elements of survival gameplay we want to use. Suddenly, it becomes something less that survival. Suddenly, we lose something that has been a cornerstone of Hermertia since it began. It may be subtle, it may seem inconsequential, but it's a fundamental shift and it's one I would be sad to see occur.
Points such as Scrios's, when he said that "I would still torch the area for the time being, for example, and then remove once it has been completed and approved to be a "safe zone" to bring back the qualities of the biome.", demonstrate to me the faulty premise that we are basing the adoption of this plugin on. That premise is that we can light up an area, build something, reason that 'it must be safe according to our lore', and cast a magic mob-proofing over the build or area to make it more realistic because, as Atryl says, "The areas that receive this treatment have already "survived" ". Because that's not how it should work; areas should not be magically immune to hostile mobs once they have 'proven' they should theoretically be safe from them.
And this to me is the fundamental error of implementing a plugin to render builds more realistic: we cannot hold our builds to a real world standard because we are not trying to create builds realistic to the real world. When we accept that our world is fundamentally different from a real medieval world, we must also accept that we have to contend with challenges and inconveniences that the real world does not. Yes, in the real world fields aren't full of torches that melt snow in circles around them. Well, the real world also isn't full of the monsters that necessitate those torches. We need to accept that our world is fundamentally different from the real one, and to do that means living with every aspect of our survival gameplay, both good and bad, at all times. If we are to modify a core aspect of our survival world in order to make it more closely resemble a realistic one, then we can't stop with the one thing that inconveniences us.
I strongly hope you will consider and reflect on my points.
_________________ Wysterian Labourer's Council Currently Holding Stewardship of Wysteria Minister for Applications and Settlement Forums Administrator
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