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Post by keinrider56 on Sept 17, 2012 19:56:43 GMT -6
Centralizing Axius Illumia's Landing, as a whole, is basically a massive trading post. You go there, you find your warp, buy/sell your product, participate in your event, and get out. It's important to make a server look populated - To both new players and old. So what I'd like to do (as a sort of test) is find a way in which you guys (The players) would stick around the town more often. In this poll, try and find what would make you like Illumia's Landing the most. If you think of something not on the list, please feel free to post it below.
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Deleted
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Post by Deleted on Sept 17, 2012 23:58:43 GMT -6
Honestly? I think the spawn needs to have all of the things listed. It is the safest place to be and new players could use it as a base of operations (especially if you took creeper damage back into account).
If players had the ability to have a shop in the town (say out of their home), people may be more inclined to spend the ass loads of money to do so. The player market area is nice but limited. I often forget I have a store there and even then, its a 6x6 stall. Being able to use the first floor of Demonspire Manor would be fantastic. Of course, this would mean that world guard would have to be tweaked.
Add more to spawn (on the explore/rp side) like sewer expansions or more underground areas, like what I did with the Druid Sanctuary (which is now deserted from someone killing all the inhabitants).
Events and special bonuses for the city would be a key focus. Should be, even. Host parkour events, scavenger hunts, or even the occasional rp event (like the Montegues and the Capulets street war). Offer special signs that you could purchase to use ONLY in your house (lock it in your room) that could do special effects for a price on top of the initial price. An example would be to purchase an XP store sign for 30k and spend 1500 for 100 xp (or the equiv of 2 levels or something).
Expand the residential area and host a build contest that can fill the new area with Donator Manors, a special building that you acn get for the donation with size depending on amount.
Expand the harbor to where people can build ships at their cities/towns and have them placed in the harbor of spawn/other cities to allow for easy access between the two locations and increase trade between them. Remove the diversity of what you can buy at spawn. Make it minimal as to what you can get your hands on so then the players have to interact with eachother to get more supplies, thus in turn boosting player economy. Just spam selling to the spawn doesnt do good to help other players.
These are just some ideas of what could be done with spawn, because so much can be done with it and should be...
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Deleted
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Post by Deleted on Sept 18, 2012 14:51:24 GMT -6
Alright I chose 2 things that would make me stay a bit longer at spawn. However I'll only explain one since hunger speaks for itself.
1.The Market- The whole reason I go to spawn is to get items that I struggle to obtain myself. Of course the current market is amazing, but I think I and other players have found difficulty in finding the shop that sells what we need. (I'm looking at you Slimeballs.) So you might be asking, "Oh Glorious Phoenix! What do you recommend?". A navigation system. Either signs that say where each shop is, or we could make a market branch of town that emphasizes where the separation between shopping and living is very strong. When the district is branched off we could separate the shops by category of what they sell. That way if you need a block, you go to the block sector and if you need arrows you go to the weapon sector. Of course if towns want to compete their prices need to be lower.
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Post by keinrider56 on Sept 18, 2012 15:58:23 GMT -6
Much appreciated, both of you.
While it'd be a bit harder to get into the whole "expanding the city" aspect, we could definitely get navigable signs and hunger relief.
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Post by mindcraft74 on Sept 18, 2012 18:33:27 GMT -6
I really think there should be more market stuff, like (finishing the black market, admins!) more money based things, and not being able to sell diamond for so high, the inflation is crazy!
I also think that if there is going to be some story based things in spawn, there should mabybe be a length of clues, leading to something cool (free sponge or a piece of bedrock, makes logbook easier) to some people who get there, but a limit, like for the first 10 only.
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kanye
Little Babby
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Post by kanye on Sept 19, 2012 15:21:08 GMT -6
Fun things to do: Rides, games, some excitement
Heavier emphasis on market (How?) Purchased city benefits (What kind?) Other (Explain below)
I'm going to give my honest opinion on these choices... I voted for the 1st and 2nd choices. Firstly, "fun things to do: Rides, games, some excitement". It's fun! It's what we all want, it's why we play Minecraft, it's why we play with friends and make friends, it's all for the fun that it gives us. Players love events, it gives us something new to do and it gives us something fun to do. I'm not sure about adding a ride however. It's something where you click a button, you lift off and you enjoy the nice scenery, and once you're finished, you won't want to ride it ever again because you've already experienced it. There won't be a change if you ride it again. Games are a good idea, there can be different kinds of outcomes and it's all dependable on something, there's no constant(Dog, too much science).
Secondly, "frequent server events based in it". Yes! Illumia's Landing is honestly really boring to me. We only go there to buy our logs and sell our dirt.(Not really but...) There's zero excitement there. I think I remember hearing Knight saying it was I think Story Time? Where he tells you a story and you gotta go around places and get stuff, well that's a good idea incoporating Illumia's Landing. Maybe make a scavenger hunt event involving the sewers. Speaking of which, we can even expand the spawn itself.
Now for the.. "others"... "no hunger loss within the walls". Wait. No hunger loss within the walls? You barely even lose hunger just afking there and the town is relatively small that even at the maximum distance of getting to the designated shop, you'd only lose like 1 thingy. Food isn't even that big of an issue in my opinion.(Although my first day on this server would disagree, however I was constantly sprinting in the dark)
"Heavier emphasis on market" This goes with expansion of spawn.
"Purchased city benefits " Uh. I don't really have an idea for this.
Other Although parkour maps and those maps of the sort should stay as maps in your own private server but considering we have a Creative World, a PVP arena, and mr.I Failed's map(?), we could have a little place where people can do parkour or as I was going to do with my town Metropolis(yes, I'm advertising guys, join it now), we could construct a maze.(Halloween is coming up afterall. In a month.... and 22 days...)
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Post by spiralofhope on Sept 20, 2012 16:11:21 GMT -6
So lots of general thoughts. Not particularly structured.
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The first thing is to understand what kinds of things _can_ be done with Minecraft.
Building, destroying, exploring, designing.
Text-based anything is limited, because the Minecraft chat system is so craptastic. No channels, whispering is annoying, no name autocompletion, no proper emote system. Lots of text fills the screen -- makes me 1/4 blind, which is infuriating if I'm not a participant or I'm trying to do stuff.. even if it's an Easter egg hunt.
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At any rate, some specific complaints since I'm still fairly new.
Yes starving to death in the city is a real issue. I wandered and wandered, unable to find anything. Multiple times. I really did worry about dying of hunger.
Finding my way around..
I got lost in the city firstly because streets are unsigned.
Also because landmarks or sections aren't always obvious. There are fairly unique buildings, which is important. I do like the themed buildings but I didn't catch on right away that I should use them as landmarks.
Why not give all new players a metal sword, compass and food automatically?
Why are there two separate buildings for buying blocks? - one is awesome and actually displays the blocks, and one has just signs.
Try walking around the city at night. The signs are illegible. They're poorly-lit, and they're so high up that there is distortion trying to read them. This applies to shops, and even to the rules. I had to keep jumping up to read them.
I had no clue that there was a central protected area and wilderness outside. I thought it was a permissions issue that I couldn't build anywhere. Yes I thought it was everywhere, I had no concept of a massive central protected area and a wilderness outside that area. This needs to be explained to newcomers. An easy way out to the wilderness and back would probably also help. -- explain /warp and /home right away.
Remove from /help all commands which the user does not have permission for. I had to learn about /home /warp and such via that command, and only after going through pages of stuff. The intro in the city can have a help room with signage going over everything.
Or spawn a new user in a help room with basics. Have coloured paths, like a hospital, which lead to other rooms with additional help. They spawn in the basic room, exit and the rules are right there, they can go off in directions to learn about city ownership, or events, or whatnot.
Another thing I didn't know is that the central area is protected from mob spawning (and not from mobs walking in there). So at night I felt particularly nervous exploring.. even exploring the city.
Remember that a new player is spawning naked and unarmed in a maze-city, with no way to get resources, potentially at night, with poor lighting and no real way to defend themselves.
Run inside and hope the zombies can't knock down the doors.. wait it out until sunrise? Hope skeletons aren't hiding in the shade? I'm already starving to death, I can't heal if I get hurt. This place is so big, but I can't risk running or I'll die faster. What happens when I die anyways? etc etc..
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Having rides and such is a decent idea. Firstly, because judged competitions for entries into an amusement park will promote player activity, and secondly because new players can be pointed towards a polished park and see first hand the creativity here.
As far as re-exploring an amusement park goes. This is somewhat true, but with changes now and then, it will stay somewhat interesting for current members. For creative people, they will stay interested so long as there are things to be done.. and there's always stuff to be done.
A creative-mode version of the amusement park which lets the players shuffle things around might be a good way to experiment with alterations to the real thing. So every month the real thing is cloned into creative mode, and during that time the players work on new ideas to be imported into the survival mode version.
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I agree with some of the other commenter thoughts on things like limiting what's purchasable in the city, and have player sales fuel the more rare / advanced things. Frankly it's silly to sell higher technology things when the materials are purchasable. Make people buy the materials and craft things themselves. This is a significant part of the game.
Sell the ores, and not the metals. Sell the parts and not the tracks, pistons, etc.
User shops can be convenient and sell completed items.
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All in all, what needs to be considered is what knowledge and resources a newer player will have. They'll have no money -- and won't even understand what money is or how to get it -- so promoting selling plots of land in the city is silly. A new player wouldn't care.
A market that's easy to find is nice, but new players wouldn't have money and couldn't purchase anything. It's important for them to learn this, and even for them to go to the market so they can see senior players shopping. So why not give them some starting money and not a starting kit. Then they would explore the city shopping for their basic needs.
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Deleted
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Post by Deleted on Sept 20, 2012 17:04:55 GMT -6
Personally, I think it would be better if a new player joins naked, they start with a set amount of money and go to a spawn "gear store" where they can spend their money (if they want) and get to PICK their own starter items. I have one set up on a server of mine where players start with $100 and can buy a couple of items (since my server uses different currency and values, this is pretty cheap). Each item is rated up to $< 40 so they can get a tool or two and some food. Gives the player an idea of what they really need.
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Deleted
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Post by Deleted on Sept 20, 2012 19:18:35 GMT -6
I may sound a bit stingy here, but almost everything you stated seemed unnecessary to me. Remember that Axius is not like other servers. I do understand the concerns about new players, but there are plenty of other things to worry about other than "How fast can I get a stone sword, compass, and the works". And things like worrying about monsters in the city have been taken care of as far as I know. (I have yet to see a single monster in town or just outside the gates. I shop at spawn quite a bit.) Also, I have yet to type in /help and find a command that I can't use. You might have a glitch there on your part.
However you do have a valid point with about 3 of your concerns. 1-A tutorial room that explains how each plugin works (Player Usable) would be great for new players who have no idea what they're doing in terms of plugins. I believe if you enter the Cathedral then on the right wall as soon as you enter you'll see an example of what we should implement.
2- Pre-built houses. I hate to stomp on people's hard work however that doesn't change the fact that houses in pre-built cities (Looking at you Sky Haven) aren't that popular. I think the thought of exploration is one of the key features of Minecraft that make it so fun. So I can see why you think the houses are unnecessary.
3-Navigation. I went over that. I'm not typing all of it again.
Now that the relevant stuff is out of the way lets address the first issue you typed up for us. ^_^ "No channels, whispering is annoying, no name autocompletion, no proper emote system. Lots of text fills the screen" Channels- This server isn't known for social plugins. While socialization is great, please don't believe that a survival server that isn't like Facebook means it's bad. Whispering- Literally I don't understand this one. You might have to emphasize. All I need to do is /msg <Username> <Message> Name Auto Completion-We have it where it's necessary. When whispering you can easily do /msg xxx Hi. That will send. If you're just talking in general, why do you need it. If you say phen, I'm confident everyone will know who you're talking to. Proper Emotion System- Once again. This isn't Facebook. Lots of text fills the screen- You're killing me man. When was the last time you looked at chat. If I remember correctly only 6 or so lines of text can be on the screen at once. Also it fades out of view after 30 seconds or so. The only way LET ME REPEAT THAT! THE ONLY WAY it would fill your screen is if you decide to type something. If it's that much of a nuisance then simply ignore everyone who talks. Problem Solved.
If you truly feel your argument is valid please start a poll. Here in Axius, we run on Democracy. If you get enough support behind your cause then I'm sure we can review everything else you disapproved of.
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