Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 34
  1. #11
    As long as it's not overdone it should help trade, but as chong said it's a sliding scale. If it takes an hour to reach someone, I could spend that hour or less prospecting so the time traveling is offputting. Also having a popular area such as a harbour will be an incentive for people to build railways and roads to this point as it may be 1000 blocks away instead of 8000. Larson is an exception to both of those points though

    Server currency just for travel is a good idea, that way it won't unbalance the rest of the game if you only gain tickets but red steel ingots might be a bit much, especially in the scenario for heading to a polar region to pick up a sandwich.

    Not sure whether a harbour should be in/next to a town, or whether they should be in the middle of nowhere so people travel from their town to the harbour and it's not too convenient for the host town. If the server claimed each harbour as a town, that would prevent towns from popping up next to it for a free ride, ensuring it's spaced out nicely.

  2. #12
    Keep in mind that I don't actually play TFC so I don't know which items are worth how much exactly. The cost of fast-traveling should be equal to the effort, time and risk involved in traveling normally. How much that is exactly I'll gladly leave up to more knowledgeable people

    I think fast-travel harbors should be incorporated into towns. It'll give towns a goal to work towards. Since they will be really expensive to make it's more than a single person can do in a reasonable amount of time, right? And it will make for some nice looking towns. A town with a harbor > a town without a harbor.

    Also I'd like to expand the minimum distance between towns. I'm not sure what the exact value will be, but I'm thinking 1000 or maybe even 2000 blocks. Having fast-travel stations in towns would then start to make a lot more sense.

    In that train of thought we might even consider having two kinds of fast-travel stations. One sea based and one land based. The land based should be proportionally more expensive to build since the effort and risk involved in land travel is much higher than that of sea travel. It should be an end-game kind of thing if we would consider doing it. It'll probably cost the town all of it's wealth just to build one. But once it's build, the two (!) towns that are connected can then profit from it immeasurably.

    Just think about it. We will have limits on the amount of adult animals, but I'm thinking about letting go X of each kind. So one town could specialize in breeding horses while another one creates a huge pig farm. Or perhaps we could take it even further and assign "tickets" to resources. For example 1 adult animal equals 1 ticket, one fruit tree equals 1 ticket, etc. We could get towns that specialize on making certain produce on the server where trade then makes a ton of sense to do.

    Just to be sure, these are just some thoughts. Feel free to agree, disagree and discuss

  3. #13
    I like TheForestHermit's idea of having teleport points chosen before any towns are set up, and are free for all to travel through. With an 80k x 80k map, it will definitely serve to open the map up.

    Since TFC maps always seem to be island groups, taking Hermits idea into account I would like to see the following:

    * Four routes chosen from the shortest distance between the spawn mainland, and the next landmass of significant size, one per direction, north, south, east and west.
    * Extend those routes from the other end of their landmass to the next landmass, if the distance is > 1,000-2,000 blocks over water from their closest points, all the way to the edge of the map.
    * No teleport points for land masses closer than 1k from their closest points
    * Teleport with animals (since you can painfully drag them in a boat anyways)
    * Leave land route construction (road/rail construction) up to the players.
    * Almost free to use; Cost of travel: 1 boat.

    This way, I feel the hardcore way of doing things would be maintained. Nobody would use the routes unless they were going to travel the route by boat anyways, and the price is the same as if it were done with a AA battery on the "W" key... or using a macro if you're high tech like Poker XD I like the boat as being the cost of the route, since that's what it would cost anyways. If someone wants to leave a chest of boats by the terminal for public use so noobs without a saw can travel, who cares, because we already do that anyways; the only thing lost is wasted time watching your screen for when chunks stop loading and you gotta relog, exit your boat and relog again... everyone knows the drill XD

    The only issue that really detracts from the HC feel is the time saved. If you have a town which is say, close to a N-S route station, still in the tropics or warm area good for growing crops, with the next station 8k away, tons of teleporting will occur between the town and it's fridge since there would be a large temp difference between the two points, in addition to the benefit I see of having the food in unloaded chunks (which undeniably extends shelf life, even though the wiki says it shouldn't). It would then be dumb for anyone not to build their town not next to these ports. To compensate for this, maybe the routes could be timed... so a player inserts a boat, presses a button, then a timer starts which is equal to the time it takes to travel the route at 8 blocks/sec, after which, the player is teleported. That way, the player can go full afk and make a sandwich or do some dishes or laundry, without worry of falling off the map. :P

  4. #14
    On the topic of animal limits, I think animal limits should be different based on the type of animal and population of the town. Cows serve one purpose: dairy. Towns only need so much dairy/person. Horses serve one purpose: Travel. Each player needs a horse, though you need to have breeding stock regardless of town size, since horses have a tendency of drowning themselves and falling into ravines. Thus once cannot really apply one set limit to all species without penalizing towns with larger populations.

    Maybe something like the following:
    Cows: 4 (After a population of 4 people, +1 per additional town member) (All cows individually penned)
    Horses: 4 (+1 per additional town member) (All horses individually penned)
    Sheep: 4 (+1 per additional town member) (All sheep individually penned)
    Mules: Same as Horses
    Donkeys: 4 (All donkeys must be individually penned)
    Pigs: 4 (All pigs individually penned. Additionally, breeding pens should be built, one per pregnant female, and have minimum size to deal with the unavoidable pigsplosions when breeding)
    Chickens/Pheasants: 16 (Minimum chicken pen size)
    Deer: 4 (Individually penned)
    Bear (For those who live dangerously): 4
    Wolves: As many as one can tame, while retaining their sanity from the incessant barking :P

    Individually penning larger animals should help with server load caused by animal bumping, making larger animal populations in more populated towns easier on the server. Minimum pen sizes for chickens and pigsplosions should serve the same purpose.

    I like the idea of having towns which specialize in an animal type. Maybe allow each town to choose one type of animal they may be be a breeder of (posted in the towns board msg in towny), which allows the town double the limit of that animal type. All animals must still be individually penned if the animal type requires it, and pen size must double in each direction, or quadruple area size, if the animal type has a minimum pen size.

    This will make sure larger towns with several members aren't penalized for having more members, and can provide each of their members with their own horse for travel, and if a larger town has remote outposts, cows can be put there to help distribute the dairy.

    Please feel free to move this to a new thread if you feel it warranted

  5. #15
    Routes over greater distances, or over N-S trips (to the freezer), could require a more expensive initial construction or higher ticket price perhaps.

  6. #16
    Since TFC gets exponentially easier the longer you play, having an expensive ticket system is kinda unfair to new players. I feel the reason for teleports on hardcore should be to compensate for MC 1.7's massively buggy boating implementation, not give the rich a cushy way to travel (although since I'm rich in resources, I initially thought this acceptable XD ). It also would give advantage to a town who spends all their time making the resource required for travel over a town who is putting their time into sculpting or other creative endeavors...

  7. #17
    Thank you for all the input so far guys. Based on what I'm reading I'm inclined to give this a try, but to stick with the hardcore difficulty I've made a few modifications.

    When we first started the B79 Regular TFC (Before HC TFC was made), InsaneJ had an idea for teleportation to make it more integrated with TFC tier progression. He wanted to have a single town made obelisk per town that would allow for Towny teleportation commands. This didn't pan out because of some limitations and support that was lost during the construction and we ended up opting for the typical town teleportation setups with Towny.

    I'd like to reintroduce this concept with the HC teleportation. I've designed a teleportation obelisk that, when built, will allow a person to have a teleport device in their town (admin placed). I'm not a fan of having command blocks anywhere but in server owned towns even if they're locked away so more than likely the portal option will be used since it is much easier to work with and can transport animals with the player.

    This is by no means a final product, but it is the general direction I would like to take teleportation. There will be 3 progression tiers, all based on different levels of endgame. There are 3 tiers to the obelisk. Depending on the teleportation method chosen, there will be portals or portal spots chosen by the town's mayor as to where they are located and where the teleportation location will be. The portals and obelisk don't have to be connected. All portals will have a distance limit of 15k which is fair considering the requirements and the size of the map.

    Tier 1 requirements:
    Full design as described and shown in the first spoiler
    Both colored steel chests complete with the appropriate items (shown further down)
    A complete Oil Lamp chest (shown further down)

    Tier 1 rewards:
    A single one way portal
    An iron block center indicator with a beacon to light the obelisk

    Tier 2 requirements:
    All Tier 1 requirements
    The gem chest filled with the appropriate gems except for the diamond gem

    Tier 2 rewards:
    Two one way portals
    A gold block center along with a beacon to light the obelisk

    Tier 3 requirements:
    All Tier 1 and Tier 2 requirements
    The exquisite diamond gem

    Tier 3 rewards:
    Three one way portals
    A diamond block center with a beacon to light the obelisk

    The basic design will be an obelisk platform with 4 chests of any type, both colored steel anvils, 25 gold sheets, 32 lead sheets, 2 protection meters, and the basic structure made out of a stone of your choice.

    Spoiler!



    Tier 1 requirement
    Spoiler!


    Tier 1 requirement
    The chest under the bluesteel anvil will have the same items but with bluesteel types instead.
    Spoiler!


    Tier 2 requirement
    Spoiler!


    Tier 1 requirement
    Spoiler!


    Final versions (activated by an admin)
    Spoiler!


    Seems like a lot huh? Well Hardcore was designed and made solely for no teleportation along with a few other difficulty adjustments. So adding in teleports will cost you

    Towns may only have 1 obelisk, so if you want to have more portals you have to upgrade your own. Another thing to point out is the teleportation will be one way, so if you want to teleport back you'll need the support of another town's obelisk. Portals will not have an entrance fee considering the requirements for them. They can be open to the public or closed off depending on how the town chooses to enforce their portal(s).

    Keep in mind this is endgame progression. It is meant to add higher difficulty goals with a much greater reward.
    Tier 1 can be fully achieved by a dedicated town as the requirements are all manageable with endgame items.
    Tier 2 was designed for the long term players as they are the ones that will be grinding away at getting those exquisite gems.
    Tier 3 is for the hardcore players that want to have it all.

  8. #18
    Sounds like we've got some goals! Good idea with lead sheets, since nobody has lead. Magic portals are less immersive than harbours but gameplay is the most important thing, after all we are fighting animated skeletons and sad exploding green rectangles.

    Don't forget firebricks could be an additional way to torment us

  9. #19
    Lazy Idle Couch Potato Heptagon_ru's Avatar
    Join Date
    Aug 2014
    Location
    Russia, near Moscow
    Posts
    1,154
    So in general about 100 color steel ingots per beacon. Sounds reasonably expensive. And a good goal, nearly made me think about starting on HC and teaming with people. Beacon race expected? ))
    Last edited by Heptagon_ru; 23rd December 2015 at 09:43.

  10. #20
    So I'm late to this discussion, obviously (I'm Franz, btw). Thanks Christmas! Even if it's too late to change, I thought I'd drop in some thoughts.

    I very much like the idea of giving people more leeway in the animals and crops. I don't know how the various server loads compare, but I would much rather just say "24 adult animals of any mixture, penned separately", vs this per-type limit thing. I never understood why that was necessary.
    Furthermore I think it would be good to allow people to trade in a crop chunk for a few extra trees maybe, depending on how the sever loads compare. Some of us may not want or need all those crops, but want more fruit trees. Or vice versa for that matter.
    I think the idea of teleports that require work is good. I think that one thing people like, is for other players to see their hard work. But the HC server, already suffering from very low population relative to regular, has the added problem of hard travel. So the further you are from spawn, the more likely you'll have few visitors to appreciate your work. This addresses that.

    I don't really see it as a trade facilitator I guess. People can already get all they need kind of easily.

    As for the beacon structure, is this a structure that you've come up with for code reasons Jiro? Or is it a manual thing where you inspect it, see it's in order, and place the teleport and beacon yourself? Because one of the things I like about the original proposal of ships is that it would increase the immersion and scenic-ness of towns. This beacon won't really do that. So is this stuff a hard requirement? Or could we, for instance, have the armor displayed on armor stands, and the weapons displayed on racks? Personally if I'm going to put in all that effort, I would rather have the stuff on display for visitors vs hidden in a chest. Furthermore, can we arrange the sheets however we like, perhaps incorporated into a structure? And what about something more showy than lead? Like platinum, which is harder to work anyway? And the gems, could we have them in picture frames? I just feel like it'd be better if people had more freedom in how the items were used, preferably on display. Now, if this is a code thing where it's going to search for that exact configuration before teleporting people, in order to make sure people don't place all that stuff and then take it back after you've placed the teleport, I understand, but I just wanted to suggest more freedom of creativity if possible.

    Furthermore, I think it would be good if there were a way for people to get a portal by having an epic construction project instead of colored steel. Something huge and amazing, to increase the prestige of hardcore. A colossus of Rhodes, a grand pyramid, or just the most amazing castle. I realize that would put the admins in the uncomfortable position of being the arbiters of what qualifies as an 'epic construction'. But again, I think the prestige of hardcore would be better enhanced via something visible from dynmap - a 200 square pyramid with sphynxes and epic interior, for instance - vs a few chests of colored steel.

    I remember when I was first preparing to join happydiggers, scouring the dynmap, marveling at some of the plans I saw, and being excited to visit them in person, and see the full grandeur. I never got that feel from HC. It was just a bunch of towns really. So, I think it would be good to either allow epic monuments as an alternate (or only) route, or perhaps a route for additional portals after the first 3, or something.

    Right now it seems like the only benefits of hardcore are more outposts, and looser animal limits. Well, and the statue, and unspecified 'cosmetic/fun' stuff. I do look forward to knowing more about the cosmetic stuff, as I'd definitely be supportive of decorative things that only HC gets, in order to try to attract more people to HC. So, I just feel like encouraging epic stuff would be good for the server.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •