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 Post subject: Smp city concept
PostPosted: 20 Nov 2010, 05:43 
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Pretty useless (67)
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hi guys,
i had an idea of making a city more asian japanese/chinese like building
like this would be at center

http://japanwallpaper.info/bulkupload/w ... Castle.jpg

here is a model
http://lh3.ggpht.com/_CxztVIcrHc4/RtdXb ... C01610.JPG

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 Post subject: Re: Smp city concept
PostPosted: 20 Nov 2010, 06:27 
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Has no REAL life! (1662)
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Please god wait for the map to expand. There are WAAAAY too many "in progress" cities already.

Help others make cities or something, because seriously people are taking up way too much space with really dense cities. We have plenty.

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 Post subject: Re: Smp city concept
PostPosted: 20 Nov 2010, 07:33 
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Secret Kitchen Princess (1256)
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Talk to Aleries about his pseudo-japanese city.

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 Post subject: Re: Smp city concept
PostPosted: 20 Nov 2010, 08:24 
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Has no REAL life! (1099)
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Yeah what Ollie said, I dunno why everyone suddenly wants to make cities and crap.

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 Post subject: Re: Smp city concept
PostPosted: 20 Nov 2010, 16:54 
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Nerdish, tbh. (448)
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I don't play SMP because I haven't bought the game but this sounds like a cool idea! :ugly:


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 Post subject: Re: Smp city concept
PostPosted: 20 Nov 2010, 17:09 
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Has no REAL life! (3714)
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You should just make it a small town/fort along one of the rail roads. I feel that the way things are going people are gonna start asking when there's gonna be a reset :/


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 Post subject: Re: Smp city concept
PostPosted: 20 Nov 2010, 17:13 
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ya way to many cities these days...

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 Post subject: Re: Smp city concept
PostPosted: 21 Nov 2010, 01:26 
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Has no REAL life! (1295)
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I would honestly be fine if the entire map was wiped. I have a shit load of work done but i wouldnt be TOO sad to see it all gone. I know other people will flip shit if it were completely wiped, but still. Maybe just sparadise could be kept. I would like to relocate my city as well, but at this point i cannot. Of course if this WERE to happen which i doubt, it would be in the future after health and mobs were added.

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 Post subject: Re: Smp city concept
PostPosted: 21 Nov 2010, 02:25 
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Has no REAL life! (1662)
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SomethingAmazing wrote:
I would honestly be fine if the entire map was wiped. I have a shit load of work done but i wouldnt be TOO sad to see it all gone. I know other people will flip shit if it were completely wiped, but still. Maybe just sparadise could be kept. I would like to relocate my city as well, but at this point i cannot. Of course if this WERE to happen which i doubt, it would be in the future after health and mobs were added.
No! WTF are you even talking about?!? Lim stated long ago that this is the map we keep.

If all the players decide to make a city so we have nothing BUT cities then that is the selfish player's fault. Everyone has these big blocks of flat land with 1 or 2 chunks of wall, stating that it's going to be the best city evar but NOT WORKING ON THEM. We are not going to fucking wipe the map. Why would you suggest that? THIS ISN'T FREEBUILD MAIN.

FINISH THE CITIES UNDER DEVELOPMENT. HELP WITH OTHER PEOPLE'S CITIES. SPARADISE TOOK A WEEK TO MAKE WITH THE DEDICATED HELP OF OTHERS. GET YOUR SHIT TOGETHER.

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 Post subject: Re: Smp city concept
PostPosted: 29 Nov 2010, 19:58 
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Crap at posting (59)
Now Ollie, this strikes me as really shitty. The point about Minecraft SMP is that you can build something you like, get people to participate in it if that is mutually enjoyable, then show it off or bask in the warm feeling of accomplishment all by yourself.

Sure, there are a shitton of cities (I would honestly be happy with one BIG city, SpAradise for example, that lay in a central location and had themed districts, aka China Town, Ye Olde Quarters, underwater domes, dwarven mines, etc. pp. instead of a dozen towns with those themes) but at the same time, if people want to build a big city, they should be able to.
As far as I see they already spend quite some time to make sure they are physically seperated from other cities in production. As far as they're able to, anyhow.

It might not look all that authentic once it is finished, but heck, have you even SEEN some of the stuff people built around the spawn alone, nevermind the stuff built in the wilderness? As if giant lava glass disks floating in the sky or giant cobblestone boners were much more in character than 3 cities crowding one continent... Also, now that I think about it, my giant monastery with multiple libraries, fountains and study rooms is ridiculous too, seeing as I am the only one there, but hey, thats what I WANTED to build.

Either regulate the stuff (ONE city where EVERYONE participates) and wipe all others of them completely or stop complaining that other people want to build a city too, because going "I have all the cities I want, stop making some for yourself!" is faintly amusing.

This being said, I didn't build a city, I participated in one that was since destroyed in a chunk corruption and own a small block house in another because the manager gifted me a plot and I was loathe to throw it in his face, so I guess this doesn't "really" concern me, just in case someone goes all "Andra just wants to justify HIS city" on me. :P

I kind of like the armageddon feeling of walking around a hill and finding huge abandoned structures. I plan to set cryptic signs in all my builds, leaving garbled clues as to what killed off/drove away the earlier inhabitants, just in case someone finds it after I am long done doing it.
Most people just build stuff until theyre satisfied with it and then leave it anyhow. o.o
Now if only moss would grow on the cobbles... T.T

Also, whats the difference between a huge empty city and a huge empty personal home, if both are abandoned by anyone who had a stake in it? Ever been in SpAradise lately? It's just as empty as the others, if a bit more elaborate than many.


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 Post subject: Re: Smp city concept
PostPosted: 29 Nov 2010, 21:08 
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Has no REAL life! (3714)
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I dont agree with that at all, the map is like part of a world, not just a plain for building things on like on freebuild. Cities are significant builds, they use warps, and runes, and take up space. The more cities we have on the map, the more pointless they become.

The difference between a big build and a city, is pretty much the title, I've lost track of how many cities there is, where they are, and that's just not how it should be, there is a small role play element in smp, and loads cities of is just not realistic. When you build something on smp, it's gotta take the rest of the community into consideration. Also Ollie's making the point that most of these cities are w.i.p, and have been for ages anyway, at this rate the map will be crowded full of unfinished, never will be cities.


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 Post subject: Re: Smp city concept
PostPosted: 29 Nov 2010, 21:55 
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Crap at posting (59)
Okay, I get the thing about cities that never get out of WIP status (Even though they should never be completed anyhow, seeing as there is always a great hall/pool/library/centralized farm etc. you can add) and just end up being giant reserved flat plains, those can really ruin the vista.

But that thing about cities having a purpose?

The purpose of cities in SMP (if it was working as intended and not a buggy thing) would be in my opinion:


1. Safety and shelter from creeps and random chest looters/pvp killers by providing city walls and laws as well as guarded storage/housing:
Since Neither creeps nor pvp work as intended right now and zones regularly get crummy and let people loot (not to mention the chest protect), I can really not see how that would be an issue atm. You can't get killed unless you jump off a cliff or go diving in lava/water without taking a breath now and then, chests are always safe and the global chat makes reporting a player for killing you on purpose a joke. So, not viable right now.

2. Central place for player shops:
Since we have a global shop to buy things from, as well as teleport and runes to get around to people without ever needing to know where to find them, not to mention /item and the magic stick, that is not viable right now, either. You don't even need to hand people cash, since it is completely virtual.

3. Place to find payed labour to take back to your project/earn money for something you desire:
See 2. You don't need to look for work in a town, and you don't need to find workers in a town, both can be gotten via /tp, /warp or runes.

4. Safe locations to stop by at nights while travelling large distances on the map:
2. again, I fear. :(

5. Place for authority/lawmakers and enforcers to conduct their business:
Teleport yet again. *sigh*

6. Distribution of labour so people can get more stuff done in less time:
Right now there is nothing you can do that you cannot do on your own, since tools can be renewed and except for obsidian there is no material that is really time consuming to mine.

7. Meetingplace where you can talk with people about your projects, or anything, really:
We have a global chat for that.


So, right now, cities serve no practical purpose except for giving people something to build while they wait for notch to actually make SMP SURVIVAL viable. Until that happens, I am all in favour of people building whatever they want.

I'd really LOVE to have a real roleplaying factor in this game, because, frankly, the possibilities are astounding. But there would be a lot of things that could use change or erasing in order to make it fun for me. :P

1. Make posts on global chat have a hefty cooldown and penalize using it for anything but emergency calls (I'm closed off in a cave with no more torches, and I can hear skeletons outside, halp, I'm lost and cant find my way to anything I recognise, I swam out into the ocean and cant find a landmass, etc).
This would force the players to actually get into close proximity to communicate, making roads, minecarts and tunnels a requirement, as well as making cities a cool spot to gather and just chat about the stuff you built, searching for workers to help excavate a giant underground dome, enquire about a job as railroad worker connecting this city with the next, etc.

2. No more teleport, and make /home have a cooldown. Also, regulate runes so that you cant just connect everything to everything. Same reason as before, actually forces players to work together to build easily traversable safe roads/minetracks with shelters every few minutes for nightfalls, makes people have to actually go to the city to trade because you can't teleport to everyone (giving shops a purpose).

3. Make mining take more time unless you specialise in it, so that becoming a fulltime miner is something feasible. As long as you only need 2 seconds to farm a block of cobble, nobody in his right mind will travel 8 minutes of creepinfested land to the next city to buy it. And as long as trees, wheat and papyrus grow with such rapid speed, nobody will travel to a city to buy those either if it takes less time to just plant 40 saplings and let them grow while you dig for some iron, build a small pond, or whatever.

4. Fixed duping and no more /item or /stick or /tnt for anything but administrative purposes (and trustees, because, face it, those guys help keep the server running), so that once the diamond under a town is mined, its GONE, and if you want that diamond pickaxe, you'd better be prepared to pay a hefty price or venture farther and farther out to spend a good chunk of time mining for the diamond you need. That would actually make traders something besides a prestige thing, and would give players a reason to spend the day mining.

5. Fix item renewal on throwing them out, so that iron/diamond become vastly more expensive. Yes, there is much iron, but everytime you get hit by a spider you lose durability on your iron armor, and everything you mine decays your pickaxe. And there is no limit to creeps and a VAST limit of stuff you can mine, but only a finite amount iron to build tracks, tool or weapons with.

6. Make money only earnable from the city, or make it so that you actually have to physically collect your daily cash from a constabulary/treasury/bank branch building in a town. That ensures that you have to actually visit the city or certain players to receive your cash. And while you are in town, why not take those 4 stacks of treetrunks you harvested and turn the profit from selling them into enough diamonds for your next pickaxe?

7. Fix hp and mobs+pvp, obviously. Right now there is NO danger at all outside, but if it was actually really dangerous to go out by night, or even at days when certain players are on, the added safety of sturdy citywalls, a sheriff/guards and a jail/law would make a city appealing as a location for your shop/storage.
Draw up laws that prohibit PVP/murder inside of city borders, making it basically a safe haven in a very dangerous world. It would also make buying stuff more appealing, as you have to decide between risking your life and time to collect some stacks of cobble or spending money to avoid the risk and time loss of mining it.

8. Remove chest protection from anywhere but inside of citywalls. Yes, I know, WHAT?! Getting your stuff stolen sucks hardcore, especially if the stuff inside your chests was actually rare or hard to obtain (like a stack of obsidian, iron blocks, or diamonds), but I still remember how cities had a big drawing point when I started out here: Build there, get your place zoned, and nobody would ever steal your things when you were gone. It was the one thing I remember being constantly talked about. Enlarging the city storage, drawing up lists of who owned what, and buying plots to stuff chests on so they were protected by zoning. Simply because that way they were SAFE. It also makes visiting the city necessary because you have to stash your really valuable stuff there, or retrieve it from there to use it.

9. Think about making cash something you physically carry with you. That would make a whole new branch of gameplay available: Not only banks to stuff your cash in, vaults to be broken into by creative thieves and taxes to be physically drawn by the treasury, but bandits, holding your life hostage against a hefty fee, and tolls to be paid before someone lets you traverse the completely safe elaborate royal highway. Imagine sounding people out in the pub where they gathered to gossip/brag about their projects, trying to find out who sold a lot of materials today, who is going to venture out soon with a lot of valuable materials, and then setting yourself the task of ambushing them!
While annoying for the one ambushed, creative bandits that build elaborate landmines or sandtraps outside of the city to catch Mr. I-Just-Sold-A-Stack-Of-Obby and relieve him of his bulging purse would enhance the game, for me. It would also possibly make rogue citystates that provide safe havens for murderers and bandits a possibility. xD

All of this would of course need many more players on at once to be really fun, but if Notchs Portal-to-other-servers idea works, I could really imagine SpAradise being a giant buzzing trade hub for 5-6 other servers. There could also be raids from one server to another... (Take what you can, and give nothing back! Arrr)


All of this is of course just my silly imagination, but I would pay 3 times as much as I already have if minecraft was like that.


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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 01:54 
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Has no REAL life! (1662)
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Can you like..summarise that..

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 02:20 
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Crap at posting (59)
Lol, sure can!

TL.;DR.: As SMP is now cities serve no purpose other than occupying your time and space on the land, so until it's much improved I see no reason why we should limit them, if any are built at all.


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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 02:31 
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Secret Kitchen Princess (1256)
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What we will, however, be limiting in the near future is zones.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 03:46 
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Has no REAL life! (1662)
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I think the supops already understand that the cities and towns and respective builds in those cities are the only things to zone. No more zoning the random house in the middle of nowhere. If you make a house in the middle of nowhere, suck it up.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 04:42 
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Secret Kitchen Princess (1256)
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My point is that everybody and their mother can't come along calling a build a "city" or a "town" and get a free zone, and THEN proceed to make money by selling safe plots of land after doing a bit of flattening.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 06:10 
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Ahk we had better define what cities we are safe zoning.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 06:14 
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Zones aren't mob proof, they are player grief proof, which we all want :)

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 07:15 
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Has no REAL life! (1295)
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cities are fun, do they need a point?

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 09:50 
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I like the space and queit of the outside city.
Gives me a place to build my projects and have a nice big 'plot' where i can build my tree-farm and factories.

And yes, i will have builds in the city's, i want to make shops in allmost all the large cities so i can sell my wares.
And i have to buy those plots, and build a local stock so i can help people faster if they need it.
But my main stock will be at my place.

So i like some of the idee's above, but not all. (no zones and chestlocks is a no-go for me.)

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 13:03 
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Xesdra wrote:
Zones aren't mob proof, they are player grief proof, which we all want :)
As hmod develops, all the plugins might intertwine. Realms and WorldGuard might work together, for example.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 20:44 
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Has no REAL life! (1099)
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We don't want it to be mob proof though, what's the point of survival if you can hide in a zone?

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 20:51 
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Has no REAL life! (3714)
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I don't think we're allowing creepers anyway are we? Because of the damage and mess they cause?

Also I can't get onto smp, it's saying I've got an outdated client. lolnotch updated about an hour ago, and there hasn't been a server a reset since, so I think it's that. If not any suggestions?


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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 21:07 
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Has no REAL life! (1099)
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Just wait for Lim and all the mod devs to catch up.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 22:49 
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If there's an update and you update before the server, you're outdated.
Same goes vice versa, even though you have a newer version.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 23:19 
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The WorldGuard plugin disables griefer specific explosions in the map, however they still do damage. The general concensus is that this is what will most likely happen.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 23:30 
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Secret Kitchen Princess (1256)
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There's a creeper nerf mod out for hey0 already that nerfs terrain damage from creeper explosions only.

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 Post subject: Re: Smp city concept
PostPosted: 30 Nov 2010, 23:49 
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I think creepers should cause a small atomic bomb sized explosion. Now that is survival mode.

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 Post subject: Re: Smp city concept
PostPosted: 01 Dec 2010, 00:21 
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Geek (943)
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Scrathy wrote:
I think creepers should cause a small atomic bomb sized explosion. Now that is survival mode.
I do not believe that your statement on explosion size is possible. Do you mean low-yield atomic bomb sized explosion?

Also, think of the lag!

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