β23700[Quote]
ill just wait until the server dies
its all snca rn anyway
jannies will eventually change and the server will prosper again
poor cost balancing, too many dupes and glitches killed the economy mod, so now admins are stuck. Either they add now shit that is way too expensive for the average player or they just add some random stuff until the economy levels out (which it wont btw)
So what now just add more mods that the admins (tenor) will eventually fuck up or just fucking fix what we already have
Im going to be real, my farm makes over 2m a day, so the economy will not get fixed just by adjusting the prices, because tryhards (me) already got the items needed to make a farm, so the admins would need to reduce the price of almost all items, which will just worsen the economy even more.
Basically a server reset is needed (JSID)
Additionally the admins need to stop interfering in player disputes unless one party is hacking in PvP and also stop giving players free shit / add more shit they want that has a serious impact and not just some cosmetic items
But non of this will happen so might as well wait for soycraft world
This bitch will last max an extra month if there is no change
β23701[Quote]
>>23700quant you are unbanned, you weren't even going to stay banned for this smh
β23703[Quote]
>>23701nigga i know stone unbanned me the same day but idc about this server anymore
β23712[Quote]
>Im going to be real, my farm makes over 2m a day, so the economy will not get fixed just by adjusting the prices, because tryhards (me) already got the items needed to make a farm, so the admins would need to reduce the price of almost all items, which will just worsen the economy even more.
>
How do you make this farm saar
β23713[Quote]
Removing things would be a better solution than adding more SNCA bloat features. Adding more "stuff to do" is essentially just more bread and circuses, and doesn't address any real issues. Tenor has been hosting half-assed events, adding plugins nobody asked for, and has repeatedly broken things in the process, all in a desperate attempt to keep the server alive. I don't know why he feels so obligated to do this, and the fact that he's doing it at all is not really a bad thing per se (plugin fuckups notwithstanding), but I don't think these things will keep the server alive forever. I can't really blame him for mismanaging the server, and he is probably even doing better than I could in all honesty, but he's also doing it for free, which is why this obligation makes no sense to me. But if you really don't want to shut it down, here are my suggestions:
-Jannies should not give handouts to players, ever. This includes overpowered weapons, or weapons in general; building materials; spawn eggs; overpowered armor… You get the idea. But I think not giving people the stuff they need to build in Minecraft is antithetical to the whole point of the game, so instead you should be able to cheaply buy every building block in bulk (especially quartz). This creates an unbiased system where anyone can acquire lots of materials to allow them to build whatever they want (within reason) without needing to beg jannies for it. Aside from that, it's fine to have powerful weapons be obtainable, but everyone should have the means to access them, if they are willing to get them. Any weapon provided by a janny creates an unfair advantage over others who have spent time grinding for even the most powerful gear available. Me fighting someone while using a sword of history against someone with a gemerald netherite sword is unfair, not only because I got that weapon for free, but because it's impossible for the other player to obtain it on their own. I understand that these items exist as incentive for participating in events, and honestly, I don't see anything you could realistically replace these rewards with that wouldn't directly affect gameplay. But perhaps people wouldn't need as much of an incentive if the events were more fun and organized better. I don't count on that happening though. I presume all the players on SS13 don't get rewards of the same degree, because the game works differently and I don't really know anything about it, but just try to think about it that way. It would be better for everyone to want to participate in events for the sake of participating and having fun, not for the promise of reward. Regarding already rewarded items - I imagine most existing players would not be okay with having their tools and shit taken away from them just to fix this issue, but if this fix doesn't apply retroactively, then it might as well not be applied at all. I highly doubt it will happen, solely due to the effort required to implement a change this large, and also because I don't think the jannies will ever take me seriously. You could still make building materials purchasable though, assuming they aren't already. :)
-There needs to be more of an incentive to work together. Nobody ever talks about this, but in Soycraft 2, the existence of an item that could be given to other players to unlock all the Slimefun recipes encouraged players to cooperate, alongside the existence of factions which solidified that cooperation. Unlocking everything yourself would have been extremely tedious, but you could work together with other people to get there faster. Not only that, but having a base with expensive infrastructure that every faction member could use also saves a huge amount of grinding. In that case, cooperation would seemingly just be a means to an end, but it isn't. The reason why I think the server needs this is because people are far more likely to get bored when playing a glorified single player game with a built in discord chat. There needs to be frequent interaction with other players directly, and they don't always have to be fighting. Working with other people just generally makes building huge projects easier, and makes the game less tedious overall. As for how one would add this incentive… I'm not really sure. People are still seemingly very opposed to Slimefun, even though certain features could just be disabled to make it less game breaking. The other problem is that, if large amounts of building materials could be afforded by one person like in my above suggestion, it somewhat negates the need for cooperation. You could probably find some kind of balance with how expensive it is, but it still applies. Some cooperation already exists on the server, but it exists out of formality and not necessity, like with Atlas and Legionnaires. There are still good reasons to join a faction even now, but not as many.
>the body was too long
β23714[Quote]
-Remove the border from the overworld. It's inconsistent with the other dimensions and just seems like a lazy mistake. The overworld border serves no purpose if I can just go into the end and base out 9 million blocks. I'm more in favor of removing the overworld border rather than adding one to the end and nether because, as long as players can teleport, it doesn't directly conflict with my suggestion of encouraging player interaction within factions. As much as I don't care, or may even psychotically enjoy having my base griefed, most people do not feel the same way. Preventing players from hiding far out only serves to make it easier for them to be griefed, which will cause them to leave the server, or be forced to beg jannies for a rollback. Either that, or accept that all your shit is gone, which most people won't do. It's not impossible to hide a base within a large world border like we have, seeing as the cathedral has survived this long and has never been found by chance (yet), but there's no good reason to force it yet still make the border so large. If the goal was to make players fight over resources more, then you have sorely and utterly failed. Of course, if you wanted to do that, then the world border would have to be much smaller like how it was (or perhaps still is) in Gold's server, but I don't strongly advise doing this because it will negatively affect long term gameplay. The trading of resources does not need to depend on scarcity and supply/demand; it can exist out of convenience. Like, if I wanted to trade with a larger faction, I could ask for something that wouldn't be a scarce or exhaustible resource, but would just take me a lot of time to get, like nether stars or diamonds or enchanted books. So basically I think the world border should be removed because the average player will just leave after being griefed, unless they can just live much farther out. People should be free to base in the overworld without fear of being griefed and not have to become a hermit who lives in the end dimension.
It's not really possible to satisfy both types of players on one server unless you segregate them. Adding PVP features like guns will only turn away players who want to build, so adding PVE focused features would be better because it's typically less intrusive. The server kind of exists in a middle ground right now so it's hard for me to be certain what things will definitively improve the server. The thing I think would actually improve the server the most is anally raping Tenor while Stone watches
>T.crakkka who hasn't actually played on the most recent update and is trying to give sincere advice as to what would improve this SNCA minecraft server like a retarded dementia patient
edit: thanks for the likes
β23718[Quote]
>Jannies should not give handouts to players, ever. This includes overpowered weapons, or weapons in general; building materials; spawn eggs; overpowered armor
^TSMT
Remove the Guns plugin and remove the op armor & weapons plugins like the X Protection X Sharpness.
Either combat should be vanilla. Or everyone should have X sharpness weapons. No smp, no anarchy, no popular server has irregular weapons like this, iirc 2b2t punished people with duped admin weapons and had to use plugins to remove modded lvl 32 weapons like this since it was easy to abuse without repercussion.
β23719[Quote]
>>23696 (OP)i think this is a great idea
i also prefer PVE because i mainly just enjoy mining, building, and growing my faction
the ladder of which i can't do if the server is dead
and if i can't do that theres no point in doing the first two
β23724[Quote]
>>23713>>23714
>Jannies should not give handouts to playersTrue. They should just not interfere outside of talking and stopping bad actors
> so instead you should be able to cheaply buy every building block in bulk (especially quartz)block prices are relatively cheap rn if you are in endgame or if you are in a faction. having the prices be sightly higher, but adding the possibility to buy (not sell) all building blocks would encourages players to create buildfag factions and stuff.
> I don't see anything you could realistically replace these rewards with that wouldn't directly affect gameplay. But perhaps people wouldn't need as much of an incentive if the events were more fun and organized better.Just cool cosmetic items would be nice. For example an item with custom text or a bedrock block with custom text and unbreaking enchant to make it look cool, but no actual enchanted weapons (sword of history)
> imagine most existing players would not be okay with having their tools and shit taken away from them just to fix this issuei would not be against an inventory and echest wipe, i just want to keep my collection items (heads, items that are not useful but are cool). Hell i would be for a total server restart if we keep the same plugins - the OP shit and + economy re-balancing
> There needs to be more of an incentive to work together.you are right. in sc2 you couldn't play solo because the grind was real and you would join a faction and share resources and machines, but on this server we don't have that. The alternative i propose is not to add more mods like slimfun, but improve the factions mod. make it so that faction leaders and gate a farms and machines and tpas to special places so that only high ranking officials are allowed to go to. Also increase prices by a lot. This will force players to join factions that have farms or it will force the creation of new factions (mountain niggas) that will create new farms.
> The reason why I think the server needs this is because people are far more likely to get bored when playing a glorified single player game with a built in discord chat.TSMT
> As much as I don't care, or may even psychotically enjoy having my base griefed, most people do not feel the same way. Preventing players from hiding far out only serves to make it easier for them to be griefed, which will cause them to leave the server, or be forced to beg jannies for a rollback.If everyone is safe and cannot be attacked then what's the point of any of this. just add claims and make them actually work and not like in sc2 where if you didn't log in every day you would lose power. You should only lose power if you get killed or if you are inactive for two weeks and your claims are at or near spawn. Also stop alts from joining factions or ban alts idk one of the two so that ppl don't abuse alting.
Also this will force buildfags to make big factions in order to protect their builds and they could build at spawn
> beg jannies for a rollback.NO MORE ROLLBACK FAK (unless there is a good reason like hacking, etc…)
> If the goal was to make players fight over resources moreNever was, spawners can make an infinite amount of those
> Adding PVP features like guns will only turn away players who want to build, so adding PVE focused features would be better because it's typically less intrusive.I disagree. This will force buildfags and PvPfags to make deals and also this would force buildfags to have a few PvPfags in their faction so that they can be protected
Otherwise there will be no intensive for both of them to play together.
inb4 (larping le bad)
Let me larp okay
> The thing I think would actually improve the server the most is anally raping Tenor while Stone watchesLets do this
Quant
β23761[Quote]
>>23713I can understand the idea, what I think would be best for soycraft is making it probably a PVE server with options for PVP, because one of the big things that ruined sc2 was that mist couldn't get the server to a good middle ground. SC1 worked because it was small and slow, so it was rare to get griefed, but also because most everyone was a buildfag unless people were intentionally being little shitters. SC2 failed because there were too many ways to avoid PVP made for PVE players that could be exploited by PVPers, making PVP not fun. Because of that, mist had to balance it to make the protections worse, meaning that PVE players couldn't have fun.
What I liked doing is building infrastructure on the server partially because full chests make my balls tingle, but also because it was a great form of soft power.
I liked Slimefun because there was always something to do aside from grinding multiple shulkers of netherite armour to go raid spawn with, same with MCmmo. Others didn't because PVPcacas could use them to get those kits faster and faster. Others wanted to not deal with neutrals so they could just fight.
Its hard to build a strong server with the player numbers we have thats super orientated for PVP. If you've ever played 2b2t, Constantium, or really any PVP server etc. then I want you to think about how often you bump into people on those servers outside of spawn or other special areas, then imagine that with soycraft numbers; as much as I wanna be optimistic for Soycraft, I'd be lying through my fucking teeth if I said I ever expect the server to get more than 30 people on regularly.
PVE is IMO better to build a long-lasting server in, but it needs to be healthy. Basically everyone who isn't in mountainniggas have unlimited everything, actual money doesn't matter aside from purely being another dick-measuring contest. These super precious items that have sharpness Οͺ,000 are incredibly unfair, anyone can see that. Making anything on armour or weapons better than vanilla is a very bad idea, leading to more balancing issues.
Cont.
β23762[Quote]
>>23761But meanwhile, I think it can be good if there are side-grades available for people who really want them. The stone sword that gave victims poison (I don't remember the name) that you could craft before was kino, there should be one like that for weakness / slowness, its cool but not UNFAIR.
People don't hate powerful weapons, they hate UNFAIR weapons. Its the reason why people don't like Crystal PVP, because when theres something to LOSE then people will get upset.
People don't get upset if someone's pick mines better than they do, they get upset if someone can do double the damage. You should only make changes around PVE as its easier to balance, I.E if you add MCMMO don't enable anything in PVP.
What I keep advocating for is adding more things to grind on because if theres more and more stuff to grind for then it'll be better to build together and make farms, that's what Abstain did in sc2 and we did well, because we divided up what to research, then built farms according to what we needed.
I've discovered that "if you build it, they will come" can generally work for building, as I made farms at Memel which led to people wanting to build at Memel. If jannies want people to build, then give people incentive to do so, same with pvp, like making certain custom structures with spawners that people can turn into farms so theres an incentive to fight over land, but not just bomb each others bases. Or you could have areas with large deposits of diamonds / nether so its possible to get strategic areas with lots of ore.
What you could do if you want people to build is to have incentives to do so, but I can't think of any right now
(((you))) probably can though.
β23763[Quote]
>>23761>>23762But TL;DR if you want a pvp server then make it fair, maybe by having strategic points with certain benefits that can be fought over instead of people putting everything a Οͺmillion blocks out and clittyleaking when their bases get griefed (I'll admit that I'm included in this.)
If you want a PVE server then give people stuff to do aside from just building. Maybe some sort of quest line or industry to build up, IDK.
β23801[Quote]
Whole Sharty is slowing down tbh