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PostPosted: May 24th, 2016, 10:22 pm 
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Duke

Joined: May 30th, 2015, 8:19 pm
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I brought this idea up over a year ago and I still think it's a really cool idea! I understand some worries with it but it in fact doesn't make the game easier, it makes it less tiresome. The nether lines we have today are very very very safe. It is almost impossible to die on them, the game is already "easy". This would make the game a more enjoyable experience and allow people who are new to the server to truly see so many things without having to spend all of their first day on the server just doing that.
I also don't think we need plugins, command blocks are way easier and anyone with op can put them down. Other then making sure it is a very regulated system that is all I have to say on the matter, good ideas people, lets make it happen!

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PostPosted: May 26th, 2016, 12:19 am 
Count

Joined: April 13th, 2016, 6:40 pm
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If I can chime in on this, from a more technical aspect warp signs are handled server side by a dedicated plug-in, this plug-in is very efficient. Unfortunately command blocks if programmed wrong are very inefficient can cause significant lag (especially for a server of this size). One other note on command blocks, unless they were to be surrounded by bedrock, a player could potentially be able to access them and do something bad, command blocks are able to do every command in the game and more, this includes ones like /op. Although if you want to keep tradition then command blocks are the way to go, we will just have to be absolutely sure they are inaccessible after placement (surrounded by bedrock and using a redstone line to control it) and only using a limited number of them. I like the idea of being able travel the map in a shorter time then 20 minutes.

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PostPosted: May 26th, 2016, 5:43 am 
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Duke

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command blocks are only accessible through creative mode :)

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PostPosted: May 26th, 2016, 5:45 am 
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Mimo wrote:
If I can chime in on this, from a more technical aspect warp signs are handled server side by a dedicated plug-in, this plug-in is very efficient. Unfortunately command blocks if programmed wrong are very inefficient can cause significant lag (especially for a server of this size). One other note on command blocks, unless they were to be surrounded by bedrock, a player could potentially be able to access them and do something bad, command blocks are able to do every command in the game and more, this includes ones like /op. Although if you want to keep tradition then command blocks are the way to go, we will just have to be absolutely sure they are inaccessible after placement (surrounded by bedrock and using a redstone line to control it) and only using a limited number of them. I like the idea of being able travel the map in a shorter time then 20 minutes.


What?

It's at most three separate commands to use the command block for this. There's no way this creates lag via a command block. It's just teleporting a player.

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PostPosted: May 26th, 2016, 6:30 am 
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Duke

Joined: May 28th, 2015, 8:02 pm
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I am very in favor of this game aspect. I believe that it would greatly reduce the isolationism on the server and create more of a living world feel to have real working ports.

Addressing a few comments,

"It would shrink the world size"
Thats the point. The world is massive, and nobody knows this better than I do. I would spend several trips a week each being about 30 minutes going back and forth from Concordia. That is an insane amount of time and isn't hard to do, it's just unnecessarily time consuming.

"It would break tradition/the vanilla experience"
I honestly really dislike this argument and think that it holds absolutely no water. Like I said before, this is to decrease isolationism and travel time. Current travel times are very long and no should have to spend that much time just moving from place to place. Also Mojang is a very very imperfect company and we shouldn't have to suffer because of their mistakes. Blah blah dickbutt argument. Minecraft wasn't made for us, it was made for players that are far more short term than we are and thus game mechanics like the 1.9 lightning and repairing items affect us way more negatively than other communities. Picking up the slack where Minecraft fails should be something that we do often.

"using command blocks are unsafe"
This is false. Even if a player gained access to one, they couldn't use it unless they had op and were in creative. We actually already use command blocks on our server. But command blocks are also finicky and unreliable. We will definitely be using a plugin for this type of warp.

"It will make the game easier"
Like Gimpy said, the game is already easy, nothing will be changing that drastically. This will only make the game less boring and less annoying.
Heres a semi-accurate list of things people die from in game.
Falling off their house while building - 53%
Being afk at night - 19%
mob grinding accident - 15%
digging in the nether - 10%
poking Sam one too many times - 2%
actual game mechanics designed to kill you - <1%

As far as rules go, Arjen covered it pretty well. On top of Arjens ruels, (one port per body of water per realm). Not sure about rail development for fast travel points, but port travel points for sure. I think there would have to be an entirely different discussion about overworld land travel points.

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PostPosted: May 26th, 2016, 12:54 pm 
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King

Joined: May 30th, 2015, 1:05 am
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Good points Aeries. I'm of the personal opinion that overworld cities not connected to bodies of water should not receive fast travel privileges, mainly because this would effectively kill any form of travel other than warping. I think port fast travel will both stimulate harbor development, but also overworld rails and roads. Like you said though, land based fast travel is a whole different discussion (one I'm certainly less in favor of).

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PostPosted: May 26th, 2016, 10:13 pm 
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Count

Joined: August 8th, 2015, 8:55 pm
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IMO warping should be only for long-distance "water" travel, like in World of Warcraft. Roads are a really cool way of transportation, And If you want something faster, why not build a railway to your kingdom's main dock?

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PostPosted: May 30th, 2016, 8:51 pm 
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King

Joined: May 30th, 2015, 5:52 pm
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Now, I am generally and fairly unabashedly one of the more conservative members of the Mercurian Empire. That said, this is an issue I do support, for a key reason: on some base level, we as a community have recognized a need for our world to make just a bit more sense.

The plain fact of the matter is that waterways in Hermertia are curiosities at best and useless at worst because there is no effective way to make use of them properly, to truly employ the natural and infrastructural benefits that waterways provide in any realistic world. Our world is of such a vast proportions that manual, physical navigation via Minecraft's boats is a doomed prospect for all but the very closest settlements. As for the lovely boats we build, there is simply no way to make use of them in practical terms, which has led to boats and ports and the whole concept of the importance of the waterways and maritime infrastructure as a whole being incredibly undervalued in our world. We live in a vast world where seas and lakes connect vast stretches of the Empire and are supposedly employed for trading yet carry little significance in our cultural consciousness.

And don't even get me started on how rivers were always historically significant, yet are almost always entirely useless due solely to Minecraft's cold, unfeeling rendering engine.

So, I do support the implementation of maritime fast travel points, one one condition that I believe many others share: that Maritime Travel Points are carefully regulated, remain wholly lore-compatible, and are subject to a case-by-case approval and review process.

To this end, I propose the creation of a Commission, a subsection of the Ministry for Surveyors and Civil Engineers, with the specific objective of reviewing all new applications for Maritime Travel Points and ensuring that they meet all agreed-upon guidelines and requirements before allowing the Council of the Crowned to vote on the implementation of the connection on a case-by-case basis.

The Commission for Maritime Navigation would be chaired by either the Minister for Surveyors and Civil Engineers themselves or a Deputy Minister if one was interested. The objective of the commission would be to review each application for the creation of a new Maritime Travel Point, and to ensure that an application meets all requirements before passing it on to the Council to vote on.

We will obviously refine these before drafting final legal language, but from communal discussion and general thoughts over the past couple of weeks I have condensed thoughts as to what would be required in a successful application for the creation of a Maritime Travel Point:

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a) Applications must be presented in tandem, with the players on either end of the prospective connection being involved in the application process.

b) It must be presented that the connection makes sense lore-wise; the connection must not be impractically short or unfeasibly long, and must connect two locations that would reasonably require a connection -for example, the settlement on one end should not be so small/new as to not require/be able to support or afford a dedicated connection with a large city. An illustrated map must be included, labelling the desired connection.

c) Both ends of the connection must be amply supported by infrastructure - both maritime and conventional:

- Maritime: The connection must be supported by a viable port, boats, docking infrastructure, etc on both ends. It must be readily apparent that this is a busy, international port, truly deserving of a connection - we would want to see many ships, not just a single vessel serving as the connection. The application must clearly illustrate which vessel is to be designated as the "connection" vessel on either end, and those vessels must clearly indicate their destination (through use of banners, flags, signs, realm colors, etc)

- Conventional: The settlement containing the port must be built up to a sufficient degree that a dedicated connection of this nature makes sense - there must be sufficient homes, businesses, etc. There must be indications that maritime trade/travel is actually affecting the city; for example, business should be strong, say, and perhaps include visible signs that other realms - particularly the connecting realm - are conducting business there.

d) The implementation of the connection would not go over the set limit to the number of connections allowed per realm/region. We need to discuss the idea of limits further, as it seems clear there should be one but quantifying it can be tricky. The proposed "one per realm per body of water bordered " makes some sense but could perhaps be unjustly limiting. In that scenario, for example, Perth would get a maximum of two connections as it borders bodies of water to the east and west, while Wysteria would only be eligible for one as it borders a single inland sea - yet I feel it could be both lore-appropriate and feasible for Gallen to host connections both to the Imperial Isle and to Ostlead (this is assuming a river was painted/lorified so as to permit maritime navigation, as has been discussed)
So we'll need further thought on limits, but whatever we decide will be part of the application process.

Thoughts on these proposed requirements?
------

I encourage us all to consider this as more than a simple game mechanic fix. Something I dearly hope to see as a result of this change is a great growth in maritime culture: new fleets of ships, the emergence of regional shipbuilding aesthetics, and a new, deserved lore significance for ships and waterways. Let us view this as a change not just to make life easier, but to enable and to foster the growth of a vast new cultural consciousness across Hermertia.

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PostPosted: May 30th, 2016, 10:05 pm 
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Duke

Joined: May 28th, 2015, 8:02 pm
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Just to clarify, i didnt mean one connection per realm per body of water, i meant one port per realm per body of water. Each port may have multiple connections.

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PostPosted: May 31st, 2016, 1:33 am 
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Aeries Rua wrote:
Just to clarify, i didnt mean one connection per realm per body of water, i meant one port per realm per body of water. Each port may have multiple connections.


I don't think it makes sense to limit to only warping one other place. If so, you'd likely have a few closed loops that way. You should be able to warp to any other port on that body of water.

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