The Minecraft PvP Experience


    Patch 0.1b

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    Location to spawn on death

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    Rezenith
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    Patch 0.1b

    Post by Rezenith on Sat Aug 20, 2011 10:08 am

    Several bug fixes, plugin conflicts and updating.

    Underground plots now available for sale at the prices of

    Normal - 1,500 Aldors
    Medium - 3,000 Aldors
    Large - 5,000 Aldors

    Changed /home and /spawn
    - Cooldown 10 minutes (shared)
    - Spawns at Xenospire on death
    - 5 seconds teleporting time.

    Updated Jobs 2.4.5 to 2.4.6
    - Compatibility with Bukkit 1060
    - Removed Jobs payout near spawners

    Updated LevelCraft
    - Digging is bugged

    iQuest
    - Added new quests
    - Fixed null NPCs


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    Force2Reckon
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    Re: Patch 0.1b

    Post by Force2Reckon on Sat Aug 20, 2011 10:35 am

    Rezenith wrote:
    Changed /home and /spawn
    - Cooldown 10 minutes (shared)
    - Spawns at Xenospire on death
    - 5 seconds teleporting time.

    Updated Jobs 2.4.5 to 2.4.6
    - Compatibility with Bukkit 1060
    - Removed Jobs payout near spawners


    Dunno if the cooldown should be so long, I seriously spent 8 minutes wandering around wasting valuable time. 2-3 mins max is probably best.

    Why do we need a cooldown? I would just like to know the reasoning behind this, transporting items is difficult even without the limit. It's not really abusable, I could spend hours at my home collecting stuff for quests than spawn and turn them all in, I guess I just don't see any point in having it, especially since it can be abused by raiders, if someone teles and than they kill them... they're stuck at spawn for 10 mins, and if their home is far away they have no way of protecting their stuff.

    Second, no pay out near spawners :{ like mob bounty is entirely gone? All this is gonna cause is people creating auto farmers with the spawners and just mass spamming quest items, and no one will ever be hunter, theres no benefit, you can hunt mobs pretty well in wild, but you die enough even with food that you lose almost more than you make so hunter becomes a null pointless job. People worked pretty hard to pay for those spawners, and now their not gonna get remotely any income from them so... might as well not even sell them.

    Just pointing out my thoughts on it, please feel free to point out where I'm wrong, I'm sure you have reasons I would just like to know them, and so would may other people.

    Rezenith
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    Posts: 498
    Join date: 2009-06-03
    Age: 19
    Location: Singapore

    Re: Patch 0.1b

    Post by Rezenith on Sat Aug 20, 2011 10:42 am

    Cooldown is because this is a survival server not a /home /spawn spam fest. I don't want players to go out there 5000 blocks away from spawn, it's your fault for building so far.

    True PvP and looting is enabled, that's why you buy Residence protection to build a vault, and griefing can easily be rolled back. So far no one has bought Residence protection to make vaults, they live underground miles away from Xenospire.

    This isn't the way it's meant to be, there should no coddling with /spawn /home, learn redstone, or purchase the services of a redstone adept - right now redstone is underused.

    And yes, Hunter is still sustainable than other Jobs even with mob spawners disabled, mob spawner is not balanced. People are getting 1.2 Aldors per creeper in 1 hit kill. No.


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