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Currently MassiveRestore goes through maps at a rate of 7-10 seconds/chunk, taking about a month to restore a world. This is a suggestion to slow down MassiveRestore to four months (I was originally gonna suggest 6 or 3, but 4 seems a good balance).
Why?
MassiveRestore is great for keeping the land clean and pristine but it kinda makes the world boring. There's nothing to explore out there other than natural terrain, which gets monotonous after a while. There's no ruins or abandoned towns filled with goodies to loot or secret passages to explore. No sense of history or civilization or activity. (Yes, you can explore factions, but since they're claimed, access is pretty limited)
I feel knowing that the world gets reset every month might be a bit of a turn-off for some players. If I recall, the average length of stay for a MassiveCraft player is about three months. Thus, I suggest that MassiveRestore be slowed down to at least three months. I was gonna suggest six months since only resetting twice a year seems semi-permanent for the average Minecraft server, which makes the whole resetting deal less scary. Then I settled on four, just so griefing and ugly stuff aren't around for too long, and 4 months means a year is evenly split into three restores.
This would give players the chance to build and play in the faction worlds without having to worry about resets, and without having to scramble to create a faction to claim their land, and then dealing with taxes and whatnot. They can just... build! These first three months can be like a trial for players; if they feel like staying, they'd hopefully be familiar enough with the server by then to create a faction to claim their land. Hopefully by giving them this longer breathing period, players can relax more and thus be more encouraged to stay.
More ideas I thought of:
- Creates a niche for the explorer/scavenger types.
- Also creates a niche for the sole survivalist and private type who want to live off the grid without a faction claim to advertise their position.
- Avoids enforcing the notion that you have to be bound inside your own faction box. Perhaps will encourage more travelling.
Cons:
Terrain grief is the biggest problem with a slower restore time. But this can be alleviated with player effort if we can occasionally patrol the worlds and fix up grief ourselves, perhaps even decorating it after doing so. We can take down pillars, refill holes, and so on. We can beautify griefed builds into overgrown ruins. This can be a source of more global player activity. I intend to run a faction solely devoted to this purpose should this suggestion be accepted.
Further things to think about:
New players will have a different perspective than existing players. For existing players, the change is 1 month to 4 months, they can judge for themselves how they feel about that. For new players, the change is a four month restore from no restore at all, assuming they've either never played on servers before or their old server doesn't have restores.
Why?
MassiveRestore is great for keeping the land clean and pristine but it kinda makes the world boring. There's nothing to explore out there other than natural terrain, which gets monotonous after a while. There's no ruins or abandoned towns filled with goodies to loot or secret passages to explore. No sense of history or civilization or activity. (Yes, you can explore factions, but since they're claimed, access is pretty limited)
I feel knowing that the world gets reset every month might be a bit of a turn-off for some players. If I recall, the average length of stay for a MassiveCraft player is about three months. Thus, I suggest that MassiveRestore be slowed down to at least three months. I was gonna suggest six months since only resetting twice a year seems semi-permanent for the average Minecraft server, which makes the whole resetting deal less scary. Then I settled on four, just so griefing and ugly stuff aren't around for too long, and 4 months means a year is evenly split into three restores.
This would give players the chance to build and play in the faction worlds without having to worry about resets, and without having to scramble to create a faction to claim their land, and then dealing with taxes and whatnot. They can just... build! These first three months can be like a trial for players; if they feel like staying, they'd hopefully be familiar enough with the server by then to create a faction to claim their land. Hopefully by giving them this longer breathing period, players can relax more and thus be more encouraged to stay.
More ideas I thought of:
- Creates a niche for the explorer/scavenger types.
- Also creates a niche for the sole survivalist and private type who want to live off the grid without a faction claim to advertise their position.
- Avoids enforcing the notion that you have to be bound inside your own faction box. Perhaps will encourage more travelling.
Cons:
Terrain grief is the biggest problem with a slower restore time. But this can be alleviated with player effort if we can occasionally patrol the worlds and fix up grief ourselves, perhaps even decorating it after doing so. We can take down pillars, refill holes, and so on. We can beautify griefed builds into overgrown ruins. This can be a source of more global player activity. I intend to run a faction solely devoted to this purpose should this suggestion be accepted.
Further things to think about:
New players will have a different perspective than existing players. For existing players, the change is 1 month to 4 months, they can judge for themselves how they feel about that. For new players, the change is a four month restore from no restore at all, assuming they've either never played on servers before or their old server doesn't have restores.
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