HyperGaming Network

Other Forums => Scrapyard => Topic started by: Blake.H on 05-04-2016

Title: Restarting the MC Server
Post by: Blake.H on 05-04-2016
Add/Tick/Edit away:

[BH] / [DT] is for specific person only
[N/I] is Not Important



* Start storyline Thread
We should discuss this one together first in more detail

* Start Lore/Magic Thread
As above

:cross:* Re-capture escaped chickens [DT] (I think they all died by magic train, sorry)

:tick:* Update 'how to connect' thread

:tick:* Make a dev thread/announce server changes [DT]

* Make new guest landing page for HGN Minecraft instead of silly Stalker [BH]

:tick:* Review Old Admins [BH]

:cross:* Make a 'Building List or Rota' in IC Forums [N/I]
So people can see who owns what/stores/bar/traders etc etc etc

* Discuss Advertising Server
?????


:tick:* Forum thread about how story line/time influences server [BH]

:tick:* Create Steam Group
* Add more info to Steam Group


:cross:* Discuss thread about community build area & plots of available land within towns [ALL]

:tick:* Add plugins to the server: [DT]
-- Anti-Fire Spread
-- Auto-World backup
-- Factions/Clans

:cross:* Start public/private discussion about magic

:tick:*Create a quest board at the port

Title: wanted your opinions on an idea I had to attract players to the second town
Post by: DasHeadCrap on 08-04-2016
http://i.imgur.com/Ccdujgw.png

Above is a pic of the town board. The idea is that as more players join the town and start building their houses and shops ect, the town will reward them with improved government buildings. The basic lumber mill for example could perhaps give players a stack of planks every real life week. As more and more players join they're rewarded with improved protection as well. Raiders will be less inclined to attack a 30 man settlement that houses an army legion base over a small little village with a few guards at best.

Essentially the town gets a little upgrade every time the population of actual players increases by 3. The final 2 upgrades give significant bonuses so they require 5 and 10 extra population.

Since I doubt the server will ever get beyond 80 players at best I feel 30 players is more than enough to grant a settlement the status of a large city with soldiers and a fortress. Soldiers of course would be abstracted (unless a NPC mod was added). If combat is text based then soldiers would add a significant amount of troops to the towns defenses. If combat uses Minecraft mechanics than soldiers would come in the form of advanced gear and extra respawns. Said gear would be returned to the military base after combat has ended.

All in all I feel this would give players incentives to tell their friends to join them in their town and it would give raiders an incentive to plan out attacks on larger settlements.
Title: wanted your opinions on an idea I had to attract players to the second town
Post by: Blake.H on 08-04-2016
Continued Here:

http://www.forums.hypergamer.net/hidden-staffdev-board/settlements-and-plots-of-land/msg197618/?topicseen#new

http://www.forums.hypergamer.net/hidden-staffdev-board/settlements-and-plots-of-land/msg197618/?topicseen#new
Title: Settlements, Plots of Land & The Community Build Area
Post by: Blake.H on 08-04-2016
My idea was that once a settlement is established they assign plots of land. Even just subtle borders/zones would work - A player would then ask "Hey, can i have this plot?" rather than having set goals which enable buildings. Plots of land can also be defined as Farms/housing/etc. to allow towns to actually develop with people rather than "You have 4 people here's some freebies from the empty lumber yard". Further to that it allows the Owner of the town to plan the layout of the town to their own specification while keeping other players happy.

This allows finite opportunities to develop towns without gaining unnecessary benefits.




As for the Community Build Area, the first 5kx5k(maybe) will be classed as the 'Community Build Zone' (CBZ). This is the protected zone which almost all towns will be located, ONLY those with build-trust will be able to build here as we will have zone protection (aptly named "Community Build Zone"), here you can build anything you want without worry of (unplanned) wars/raiders. The CBZ will be the main focus point for people during events and past the CBZ would be classed as the wilderness, where anyone can build but there is no real protection (You go it alone out there)

In sort, You need Build-Trust to make stuff in the Community Build Zone - Outside of that anyone can build.

Title: Settlements, Plots of Land & The Community Build Area
Post by: Blake.H on 08-04-2016
Quote from: DasHeadCrap on 08-04-2016
http://i.imgur.com/Ccdujgw.png

Above is a pic of the town board. The idea is that as more players join the town and start building their houses and shops ect, the town will reward them with improved government buildings. The basic lumber mill for example could perhaps give players a stack of planks every real life week. As more and more players join they're rewarded with improved protection as well. Raiders will be less inclined to attack a 30 man settlement that houses an army legion base over a small little village with a few guards at best.

Essentially the town gets a little upgrade every time the population of actual players increases by 3. The final 2 upgrades give significant bonuses so they require 5 and 10 extra population.

Since I doubt the server will ever get beyond 80 players at best I feel 30 players is more than enough to grant a settlement the status of a large city with soldiers and a fortress. Soldiers of course would be abstracted (unless a NPC mod was added). If combat is text based then soldiers would add a significant amount of troops to the towns defenses. If combat uses Minecraft mechanics than soldiers would come in the form of advanced gear and extra respawns. Said gear would be returned to the military base after combat has ended.

All in all I feel this would give players incentives to tell their friends to join them in their town and it would give raiders an incentive to plan out attacks on larger settlements.
Title: Time/Story Arc
Post by: Blake.H on 08-04-2016
We're going to be the first inhabitants here, as such we're starting at an early Point In Time (PIT). As the server gets bigger, or even when we get bored of the current PIT then we just increase it by x number of years.

To increase time the time:
We discover more resources (via worldedit), find/excavate ancient monuments or scriptures/treasures, Foreign traders arriving at the shores, Natural disasters (Maxi retardant), wars...
All of which will be done through planned events.

How will it effect building?
This isn't restricting peoples imaginations or materials only the Style of building. For instance, now, we're using pretty much raw resources on our builds, and keeping the buildings somewhat low and basic...  When resources are made available people will have the materials to build larger more elaborate buildings.






So, what's this about the Story Arc?
The Story Arc will be the written accounts of the recent history of the server (so, what we do!), including Events/settlements being founded etc...

This will need to be well written and worked on by more than one person. The Story Arc is something you can influence but not fully control it's effected by; Lore, Current PIT, Current Players, Events etc. However it does show to new players that we have a history (and that we do stuff on the server!) and that we're not just another run-of-the-mill MC Server and encourages fidelity with current players.

We will be classing OLD ACEON as the ancients who left us behind (so the monuments we find and stuff). I'll drag old stuff out of the scrapyard every now and then as stuff we 'find'. It would be interesting the see some of the old aceon buildings at some point recreated as ruins.


Ideas?


Code (How to do a horizontal line) Select

[hr]
Title: Settlements, Plots of Land & The Community Build Area
Post by: DarkThunder2 on 08-04-2016
   Blake, while I somewhat agree with your idea, that would have to be implemented farther down the line-considering that planned city building-organized building locations and such-would probably be somewhat uncommon during the projected time period (Maybe not, but that's just my two cents). As for Isaac, this plan seems fine for me, even holding the possibility of players asking their friends to come on the server just to increase their settlement's safety and profitability. So far, so good in terms of ideas!
Title: Settlements, Plots of Land & The Community Build Area
Post by: DasHeadCrap on 08-04-2016
I agree. Planned city zones and layouts are a very modern thing and while I know we don't have an exact time period it's obviously medieval to post classical antiquity. Large metropolises like Constantinople, Rome, and Carthage had roads and some resemblance of zoning but only in a rough form of class division and government zoning. For the most part you build on what land you own and what ever you build is up to you. As far as the towns concerned so long as you pay taxes everything should be fine.

However there should be some level of zoning. Mines should be next to mountains and large hills, farms in flat lands, and government buildings on high elevations that offer defense.

Lastly here's a painting from the 15th century on how your typical neighborhood would look in a town. This is lower class housing and no only is it somewhat random but every house has their own food supply to get through the year. Unless a city has a large ring of mega farms surrounding it I feel towns should make an effort to make sure everyone has small garden for realism.
Title: Settlements, Plots of Land & The Community Build Area
Post by: Blake.H on 08-04-2016
Its not zoning in that sense, its more the sense you make a fence/border w/e around a large area for someone to build in not a strict "YOU BUILD A HOUSE HERE" "I WANT A FARM HERE YOU MAKE?"
Title: Settlements, Plots of Land & The Community Build Area
Post by: DasHeadCrap on 08-04-2016
I talked to Dark. It will be left up to the mayor of the town. Obviously towns with pseudo zoning will be more efficient but I feel towns that allow players to have land and simply tax players some currancy, food or whatever based on how much land they're using is more user friendly. User friendliness is a big part of attracting a playerbase   
Title: A map of Aceon APLHA
Post by: DasHeadCrap on 08-04-2016
http://i.imgur.com/5ROU86T.png
Title: A map of Aceon APLHA
Post by: Blake.H on 08-04-2016
Might call spawn Jerall's Landing?
Need to think about it a little more.
Title: A map of Aceon APLHA
Post by: Ragolution on 08-04-2016
Jeez you guys are even naming stuff after Ermor?
Title: A map of Aceon APLHA
Post by: Blake.H on 08-04-2016
Huh?
Title: A map of Aceon APLHA
Post by: DasHeadCrap on 08-04-2016
I'll continue updating the map throughout the week but it will remain in alpha until server launch. I need names for the Spawn island and the island under the spawn island. Also would love a name for the Ocean.
Title: A map of Aceon APLHA
Post by: DasHeadCrap on 08-04-2016
http://i.imgur.com/xVZMcnd.png

Just updated the map! What do you guys think? I'm open to name changes or improvements but I think it looks perfect.
Title: Settlements, Plots of Land & The Community Build Area
Post by: Blake.H on 08-04-2016
Havenmoor needs a darker name something to match its eerie swamps
Title: A map of Aceon APLHA
Post by: DasHeadCrap on 09-04-2016
Here's the Beta of the map. If you like it I'll upload it to the community forum. http://i.imgur.com/knBO3QR.png
Title: Evolution of Armored Designs I made
Post by: DasHeadCrap on 09-04-2016
I would eventually like to post this on the public board.

http://imgur.com/a/TTCQE

As an ending note. This should explain why a Templar knight's armor would never be seen side by side a late medieval Gothic knights armor. That would be like seeing Colonial soldiers next to modern infantry.
Title: To Do
Post by: Silver Knight on 07-05-2016
No update for a month, might wanna focus on this and add Project zomboid to a seperate list
Title: To Do
Post by: DasHeadCrap on 07-05-2016
I got a few Redditors PMing me to join. Will fetch them Sunday when I'm sober and at home.

But yeah point is I've been doing advertising.
Title: To Do
Post by: Syndraell on 07-05-2016
Quote from: DasHeadCrap on 07-05-2016
I got a few Redditors PMing me to join. Will fetch them Sunday when I'm sober and at home.

But yeah point is I've been doing advertising.

Awesome.
Title: To Do
Post by: Blake.H on 09-05-2016
Quote from: SilverKnight on 07-05-2016
My name is silverknight and i'm a nigger
Title: Build Trust reminder
Post by: DasHeadCrap on 13-05-2016
Two users (and one of my test accounts) were having glitches happen with the Capchas which disallowed them from creating accounts.

HealthyCarrot

TecMoose

Both of them have proved to be good role-players and nice all around individuals and have my approval. So after a 24 hour period I request on their behalf they're allowed build trust next time their on. Due to their inability to make accounts I personally interviewed both in Minecraft and Skype. HealthyCarrot was amazing as he participated in some RP with Prinz before logging off despite being in adventure mode.

I understand if this isn't allowed which is why I'm merely requesting this instead of abusing my power and granting them built trust behind your back. Good night.
Title: Build Trust reminder
Post by: Blake.H on 13-05-2016
I've created accounts for them

Code (HealthyCarrot) Select

Username: HealthyCarrot
PW: changeme1


Code (TecMoose) Select

Username: TecMoose
PW: changeme1



I've checked the Capacha too, it seems fine to me.
Title: Build Trust reminder
Post by: Blake.H on 13-05-2016
Other people have also had a capacha problem, i'll talk to exile.
Title: The 3rd Dragon War [WIP]
Post by: DasHeadCrap on 14-05-2016
Okay so here I will post my current idea for the first server even. It will revolve around every faction working either for or against the Dragon of Aceon. It will end in the Death or banishing of the Dragon to the End (The Dragon winning such event would simply lead to the server's factions being wrecked and that's no fun. However it wont be easy beating him).

All information is OOC. CP please don't use OOC information and then say "oh my Dragons powers allowed me to find this out lol"

So essentially Aridell has been going around in secret and recruiting factions to fight the Dragon eventually (this has already been done). To do so Podzemnyy will head into the Nether with Reinhard to find and retrieve 3 magical artifacts from the 1st Dragon war that were banished to the Nether over 3,000 years ago (items are placed, hidden, and guarded. Further more the leader of Podzemnyy IC agreed with Aridell to do this).

While the items are being retrieved CP will Role-Play as the Dragon in his full sized form and fly to Feerman's faction and attempt to enlist them as his own personal army.

Feerman has two choices (Feerman because his faction is full of Dragon Cultist): Join CP or Don't Join.

After this Aridell, Podzemnyy and Azmura will find a way to summon the Dragon, CPftw, sensing the powerful artifacts will send in his Dragon cultist (if Feerman joins in he'll have even more cultist to throw at the combined armies of the 3 factions). Upon the defeat of the cultist (now this could take weeks IRL or a day. It all depends on how this pans out) CPftw will take manners into his own hands and fly into battle.

From here 2 things need to be done to defeat him.

The magical bow and arrows must his CP, this will sap his ability to fly.

The magical wand of Dagoth must be used on CP to banish him to the End... permanently.

From here there's two options. Travel to the End and fight the End Dragon (CPftw's character) or ignore it and risk the Dragon returning to Aceon in the next hundred years.

If you like the concept I would enjoy going over it, planning out lines, deaths, and so on so forth with the rest of the mods. Do not use any information posted here IC please.
Title: Restarting the MC Server
Post by: Blake.H on 25-05-2016
s
Title: Mass Faction Regeneration using World Edit
Post by: CPftw on 01-06-2016
So I checked the logs and the world edit is totally blank like it has been wiped... It seems the only places attacked were My Faction, Griffins Landing and Podzemnyy; also a bit of wall and removal of trees from Port Calcheth. That to me suggests Isaac did it... Does he have access to the gamepanel thing to unban himself from there or something? That is who I think it is. Ale_XIII said she saw James on last night, so as from what I know the last staff member online did you see anything James?
Title: Mass Faction Regeneration using World Edit
Post by: Syndraell on 01-06-2016
yeah, sorry; was trying to clean up some mess.

I have a backup of the server's map. Will attempt to fix this

Edit:fixed, but still going to do some tweaking on my end. I made a backup just in case I screwed up.
Title: Mass Faction Regeneration using World Edit
Post by: CPftw on 01-06-2016
The aridell ruins are staying to be claimed by other people or salvaged by them
Title: Mass Faction Regeneration using World Edit
Post by: Syndraell on 01-06-2016
Quote from: CPftw on 01-06-2016
The aridell ruins are staying to be claimed by other people or salvaged by them

Alright, but there's a bit of a lava issue. Was at least wanting to worldedit that out, but I'll see what I can do from my end
Title: Mass Faction Regeneration using World Edit
Post by: Blake.H on 01-06-2016
This is why i said don't use World Edit unless its entirely necessary.

JAIMES STAHP
Title: Mass Faction Regeneration using World Edit
Post by: Syndraell on 01-06-2016
I'm glad I at least have common sense and back some things up. I mean, I have over 20 server backups for Terraria still sitting on my pc.
Title: Mass Faction Regeneration using World Edit
Post by: Blake.H on 01-06-2016
Yeah, at least you're smart. Also - Lava is fixed.
Someone needs to claim it as Adriel Ruins to stop this happening again. Please and thankyou.
Title: Mass Faction Regeneration using World Edit
Post by: CPftw on 01-06-2016
Well done guys you did great!

I will now proceed to claim all credit.
Title: Mass Faction Regeneration using World Edit
Post by: Syndraell on 01-06-2016
I claimed it. Drolgaf Junkyard.
Someone nixed it.
Title: Map Restart
Post by: meldin on 30-07-2016
With the amount of emptiness on the server, I think it may be time to do a map reset. Maybe try to  rework the lore too.
Title: Map Restart
Post by: Syndraell on 31-07-2016
Honestly, I can go with this myself.

One of the biggest problems we face with our servers is that people build so far apart it's pretty pointless to call it a roleplay server. Now, going back a few servers, we kinda had a more forced unity.

I would like to propose a team effort of making a Town together (all players working together to build it) until the people in the town split ideology, fighting each other in the streets and actually making ruins.

I think that being a little more strict on building within closer proximity would be a good thing, not just for the server and it's lifespan, but also it's playerbase.
Title: Server Update
Post by: meldin on 06-08-2016
With the recently lack of players on the server, I thought it would be a good idea to perhaps restart the map and build anew.
I brought it up with the other staff and from what it seems, we are good to go on this.

Here is my proposal for the map:
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fimgur.com%2FnCydFYG.jpg&hash=0b70fda0f82862d1e1284ce8205d0c0114695034)


The world is 5000 metres in diameter: more than enough to explore and not feel cramped.
My plan is to start a main town nearby spawn. this shall be the only faction until our player base grows.
Once  we get enough regular players on, we can start to look at expanding through camps/colonies.
If things look promising, we can look at creating more factions.
Main reason: Multiple factions without the players causes fights for  players and spreads out our players thin.

Instead of a creative constructed town, I suggest we instead supply the players with an ample amount
of building materials and coordinate to have them construct the city themselves.
This give players the ability to enjoy the creation of the town and let the place grow organically.

As for leadership of the town, I suggest two options:

I don't want to see anymore fighting from staff. We are here to have fun and play minecraft. Every time we start a server, it eventually goes to shit cause we end up infighting. No more of this.
Title: Server Update
Post by: DarkThunder2 on 06-08-2016
  Hm. I like the map-though it does seem a bit small, might be just me though-but I'm a little concerned with the other aspects brought up in terms of structure. I'll have to talk it over with you soon, I guess.