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31
Blacraft General / Re: Alt Account and AFK Discussion
« Last post by Komrage on 2018 01 28, 22:15:54 »
i only skimmed the post and replies but here's my take

1. afk time is needed to prevent the game from being grindy and unfun
2. afk time is expensive in server costs and other intangible costs
3. alts reduce both those costs, at the cost (heh) of real world money

anyway here's my solution which i proposed a few weeks back
1. ban afking, but not alts, so you can still use alts for testing/whatever
2. allot everyone X hours of "simulated afk time" (SAT). X = 100 or 200 should be a good number
3. have people who want to afk time rates of their farm in an unbiased manner
4. each month, people can select how to distribute their X hours across their farms, and using the computed rates, spawn in the appropriate amount of drops they would've gotten

basically, it's simulated afking without the associated costs and problems
32
Blacraft General / Re: Alt Account and AFK Discussion
« Last post by yqt1001 on 2018 01 28, 22:05:35 »
I like the post industrial revolution status quo but I would be ok with some regulations. I try my best to not use my alts for an "unfair" advantage. Only on one night did I use one to afk farm at two different places. I've never used it to increase spawns. I'm currently using it to stop mobs in the nether from spawning so I don't have to worry about them when building.

The problem with an AFK limit of 30 minutes is that there are farm designs where that simply isn't enough to get it running. My iron phoenix, for example, takes an hour and a half to get up to maximum production. If I log out or leave and unload the chunks, it's broken and will take another hour and a half to get to max production. This is why when I use it, I start it up once and leave my alt there for a few days so at least I can enjoy the game while its running.

If we are looking at it from a server cost perspective, the more alts afking the better, as it allows us to minimize up time in the long term if everyone is on afking at once.
33
Blacraft General / Re: Alt Account and AFK Discussion
« Last post by AeriOwl on 2018 01 28, 21:56:46 »
i don't pay for the server upkeep so i can't really comment on that aspect

and i'm not sure if having an advantage is an issue considering, well, it's not like the stuff yqt gets from afking will be used to compete against me in something (or maybe it will?)

my primary concern is limiting lag, if alts are causing lag then i think we should definitely kill them in favor of letting actual players play the game

you do bring up a good point on how instead of paying for the time it costs for the alts to afk we can instead pay to increase performance for actual players. this is a really interesting point and something i'd like to see discussed more
34
Blacraft General / Alt Account and AFK Discussion
« Last post by Bla on 2018 01 28, 21:52:25 »
Some years ago, we used to have a rule not to make "AFK machines" that prevented you from going afk, and a kick after e.g. 30 mins of AFK.

Since then this norm has been destroyed and with the "industrial revolution" recently I see people are even using alts to increase spawn rates and stay online for many hours to get items without actively playing.

I think we should move away from this. First of all I think it's not a very good solution using alts to increase spawn rates, this gives an advantage to people with alts and alts cost money. I think people who have one Minecraft account should have the same advantage as people who have the money to buy 10.

Secondly the server expenses and performance. I feel putting an alt (or main account) to stay near some farms to gather endless items for 8 hours while doing something else, isn't really a way of playing we should encourage. This is an expensive way to play the game and we could save some money that we could enjoy on e.g. better performance instead. (Assuming activity and costs remain high the coming months, otherwise there's not a big issue). Additionally accounts near some big farms bring down the whole server tps significantly, so someone putting an alt near industry and going to sleep may negatively affect the enjoyability of people who log on to play actively.
I think it might be better if there was maybe a 30 minute kick after going AFK, people could stay at mob farms, get some items but not just go to sleep.

So I'm wondering what do you guys think about this?
35
Blacraft General / Re: Nether Elytra Standardization Discussion
« Last post by AeriOwl on 2018 01 28, 19:32:18 »
sounds fine to me

i think the tunnels should be 5-10 blocks high and wide, at least from experience digging one to laplaya
36
Blacraft General / Nether Elytra Standardization Discussion
« Last post by Bla on 2018 01 28, 00:54:40 »
A new form of transportation, elytra flight paths, have started to become a thing in the Nether. Before the network grows too big I think we should think a bit about how we might want this to develop.

We have moved portals, horse roads and ice roads to near the top of the Nether for efficiency, and I think it's been a success with so many people joining it. So having elytra paths near this infrastructure seems useful.

I'm thinking, we could leave the arrow-only elytra flight paths as they are and keep those as a second-hand network, because they're useful and cheap to develop, but I think if people plan to dig out and build elytra flight paths, let's find way to make these fit together for all players in a good way.

I suggest we standardize built out elytra flight paths to be developed around y = 85 to 95. This is the top of the relatively hollow part of the nether.
https://d1u5p3l4wpay3k.cloudfront.net/minecraft_gamepedia/a/a7/Block_layers_nether_1.5.svg?version=e80404f0dd47860240566376aeca098f
There could still be cases where actual elytra flight tunnels are built elsewhere, and connections from this y level network to other elytra flight networks.
37
Land Division / Re: Timbaltor Plains [Voting]
« Last post by Bla on 2018 01 23, 22:03:12 »
Kol, I vote yes. I recommend you preserve whatever significant old stuff you come across, like the buildings in the village.
38
Land Division / Timbaltor Plains [Approved]
« Last post by yqt1001 on 2018 01 23, 06:09:11 »


Tuto effectively abandoned this region when he literally moved Timbalta. In the thread he said he abandoned it and it was free for anyone else to take, however it has laid dormant for 3 and a half years. He's confirmed recently on IRC and on Blacraft that he abandoned it and that we're free to take it. This region is significant in that it contains literally the entirety of the Aahrus-Konnishi transportation routes, the roads and rail (and future horse road). It's a significant border region in our spheres of influence that has been actively built on by both of us (and in the case of Desertopia roof 2, annexed from) literally since the first days I was on Blacraft. Syule built that god awful diagonal road in the water to Aahrus in Timbaltor Plains the week I joined. We don't like the idea of it being freely available for someone (..quontex if he were to ever come back, etc) to interfere in.

Timbaltor Plains is a joint region between syule and I. Name taken from it's namesake.
39
Blacraft General / Re: Federation of Amalthea and Himalia
« Last post by b-ong on 2017 11 20, 19:47:44 »
expect the unexpected
40
Land Division / Re: Auspikitan [Approved]
« Last post by Bla on 2017 11 18, 13:35:32 »
Ok. It would be great if you could make the changes on the Blacraft wiki for the state and region as well when you have time.
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