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Instulius
Instulius's picture

It's obvious and we all know it that this game is currently shit it was once a great game with exploration, wars, and huge bases this is no longer the case. There are three paths for this game now.

 

1. Remain in its current state a shadow of once was.

 

2. Completely reset the server: Remove purchasing items from the shop this has damaged the economy more than it already was by the diamond temples. Clear everyones items and private chests, again the everything in this game is basically worthless already due to the crazily inflated economy and if you want to fix that you need everything gone. This would be a very harsh action and not last very long as eventually everyone would regain their wealth.

 

3. A new competitive gamemode.

  • No private chests and when you die you lose everything
  • Have spawns up to 10k but beyond that have randomly generated terrain this makes building way safer as you can build a large base further out without having to worry about other people being able to teleport to your base.
  • A real clan system. A clan list with all members in a clan. A clan can have 3 modes open, request to join, or invite only. Clan spawns which would act as a world spawn except for clan members. Clan territory that can work similar to territory in creative mode except permanent unless sold. A clan chat.
  • NO RESETS. One thing that absolutely killed the original survival mode was the fact that your base could get completely wiped out this made people no longer want to build and people just camped on good mines to easily get rich. This encourages exploration as people have to travel to get resources.
  • It costs 500 coins to join the mode, this prevents a flood of new players and will decrease server lag.
  • NO PURCHASABLE ITEMS. If you can just buy items with coins then it defeats the whole point of mining and exploration.
  • A unique currency that can be purchased with in game items. This currency can be used to buy territory. This can also be donated to a clan bank where leaders can decide what to use it for this could include paying other clans and buying clan territory.
  • Clan territory this can only be purchased when a clan has 5 or more members the cost of territory grows based on how much territory you have.
  • Personnal teritory its like clan territory except only you can use it you can either purchase it or you can be gifted it. Max size one player can have is a 100chunks.
  • Clan raids during a clan raid a specific clan's territory protections become invalid this would cost an amount of clan currency to begin based on the size of the territory (the bigger the territory the more it would cost). This last one hour and can be renewed before the end of the time for the same amount of Clan currency. Lasts one hour and can only be done when the clan you are trying to raid has 50% or more of its members online. This prevents your base from being raided while you are away. When your clan is being raided you also can get a notification so that way you can join the battle.

I would write more but I don't have time if you want me to go more in detail about anything ask me in the comments.

BlueTangs Rock3
BlueTangs Rock3's picture

I agree with this, a server dedicated to clans and a more legitimate survival experience should be added to PoC as a second server to Survival (Kinda like how there's two Global Creative servers for different purposes), while the original server would be re-purposed as a casual mode where in-game shops and lucky blocks could still exist in their unedited or a mostly unchanged form.

BlueTangs Rock3
BlueTangs Rock3's picture

Though as for the thing about how there can be Spawnzones for a certain range around the world origin (0:0), but after that being natural/non Spawnzone-orientented biomes and terrain, I do have some questions about this.

 

First, I would imagine that the limited size Spawnzone range (in this case it would be within the ±10,000:±10,000 coordinate range) would consist of the same biome templates as the original server, as to remain familiar to the people, and after that range it becomes naturally generating terrain (for this comment, I'll call it the Wilderness zone) that can change over time with updates when generating new chunks in the Wilderness zone, for instance an update that adds a new resource or biome can generate in newly generated chunks in the Wilderness zone, while currently existing Wilderness zone chunks remain unchanged (which might cause a few steep cliffs between new terrain and old terrain, but that would likely only happen in newer locations or previously unexisting areas that were not too significant), but at that ±10,000:±10,000 border how would the existing biome terrain templates transition into the naturally generating terrain past that point? 

 

I'm asking this because, as seen in PoC Singleplayer mode, world terrain is much different and is typically more messy and lower quality than the terrain in PoC Multiplayer.

 

I can think of a possible solution of creating a "transition region" between the Spawnzone region and the Wilderness zone region that helps the two drastically different areas transition much more smoothly, this region would likely be pretty small, probably about a 25 coordinate wide from the Spawnzone side to the Wilderness side, and could either be a relatively flat, plains-like biome to mostly avoid steep cliffs between the transition, or a relatively shallow ocean-like biome which could be an easier way to deal with the transition problem as the surface terrain in the region could never too much above sea-level.

 

Regardless though, I would like to hear other people's solutions to this theoretical problem as well.

ALITTARY
ALITTARY's picture

Idk seems a bit too clan focused with all that clan coins and clan territory. Sounds like that should be a mode of its own we all know how massey clans are nowdays and the survival you seem to be leaning to is a more survival of the fittest battle royal, Which honestly could a gamemode on its own. I think the aspect we currently have is more appealing to all players and less grind till you die and quit,sure people would get a bit better at surviving but eventually people would get tired of restarting over and over again.

Sure they could hide their loot in chest but if their are no spawn zones at a certain cordnite and up then it would take forever to take ventures there and back again way to long compared to just jumping some spawns. If they make any bases near the few spawns you said would exist which are located close then everyone would easily and constantly be raiding them. I liked the old explore and survive version of the game, the one your explaining seems more like it would just make the cummunity more hostile tarwards each other and frantically scared of others destroying their base.

I like the whole reset game idea and remove shop one but I'm not sure about some of these extra clan oriented things like renting clan territory all ground other than spawns should be breakable being able to make unbreakable builds just seems wierd. Having people pay 500 coins to join back in also seems a bit harsh Im not sure if you meant the whole thing as in a ( seperate) gamemode or a replacement for our current survival multiplayer but I'm pretty sure the planetcraft admins want to let as many possible players into the game as possible creating walls like 500 coins would be like weeding out the younger kids which there are a lot of. This game was meant for them and removing practically more than half the games players could create some real problems, After all I like seeing players like them sure they can be dumb or usually annoying with freind request but honestly having a game with only blood thirsty adults and teens would get sickenning and stale. I see what your idea is talking about but unless all the extr clan stuff is for a seperate gamemode The admin just won't go for it. 

Instulius
Instulius's picture

ALITTARY, Yes you dumb bitch I literally said there were 3 paths for this game the 3rd was literally called 

 

"3. A new competitive gamemode"

 

Under which I listed all the ideas for said new gamemode

ALITTARY
ALITTARY's picture

Instulius,I'm sorry I thought you meant a new competitive game more as in making multiplayer a new competitive gamemode. Their is no need to get aggressive the word could be used either way.wink

BlueTangs Rock3
BlueTangs Rock3's picture

ALITTARY wrote:

Idk seems a bit too clan focused with all that clan coins and clan territory. Sounds like that should be a mode of its own we all know how massey clans are nowdays and the survival you seem to be leaning to is a more survival of the fittest battle royal, Which honestly could a gamemode on its own. I think the aspect we currently have is more appealing to all players and less grind till you die and quit,sure people would get a bit better at surviving but eventually people would get tired of restarting over and over again.

Sure they could hide their loot in chest but if their are no spawn zones at a certain cordnite and up then it would take forever to take ventures there and back again way to long compared to just jumping some spawns. If they make any bases near the few spawns you said would exist which are located close then everyone would easily and constantly be raiding them. I liked the old explore and survive version of the game, the one your explaining seems more like it would just make the cummunity more hostile tarwards each other and frantically scared of others destroying their base.

I like the whole reset game idea and remove shop one but I'm not sure about some of these extra clan oriented things like renting clan territory all ground other than spawns should be breakable being able to make unbreakable builds just seems wierd. Having people pay 500 coins to join back in also seems a bit harsh Im not sure if you meant the whole thing as in a ( seperate) gamemode or a replacement for our current survival multiplayer but I'm pretty sure the planetcraft admins want to let as many possible players into the game as possible creating walls like 500 coins would be like weeding out the younger kids which there are a lot of. This game was meant for them and removing practically more than half the games players could create some real problems, After all I like seeing players like them sure they can be dumb or usually annoying with freind request but honestly having a game with only blood thirsty adults and teens would get sickenning and stale. I see what your idea is talking about but unless all the extr clan stuff is for a seperate gamemode The admin just won't go for it. 

As for the respawning problem, that's where the bed can come in, sure you probably couldn't sleep in it, but you could still use it to set your spawnzone in a location, or maybe you could actually sleep in the bed if no less than 25% of players on the server go to sleep at the same time, as some MineCraft servers do work like that.

 

As for "the small number of spawnzones that actually exist", if we go by what Insultluis' suggestion says, the world would remain like regular survival multiplayer (having a spawnzone every 50 coordinates), all the way out to ±10,000:±10,000, which is a region of 20,000 coordinates from one end to the other, which should mean that the space could contain 400 spawnzones from one end to the other and that's without considering total surface area, so there's still plenty of spawnzone space until the Wilderness zone starts.

 

As for the 500 coins problem, it could be worth it if it was a one-time only cost rather than you having to consistently pay 500 coins to enter each time, though if we make it a one-time only cost but still want to have less people join and flood the server, it could be a 1,000 coin one-time price to be whitelisted onto the server, which is easy for an account that's been out for a long time which would be most of the people who that kind of server would be relevant to, but for new players who are still trying to save up to removing ads it would be less likely for them to join and flood the server.

Instulius
Instulius's picture

BlueTangs Rock3, Ya i meant join as in permanently being able to play not every time you want to play.

ALITTARY
ALITTARY's picture

BlueTangs Rock3, Yeah the idea of 1 time paying is much better that way people play on other servers first and if they are active they will earn up money over time untill they can use the multiplayer server and other players can watch add's for some time to support the game and earn money to pay the one time fee. 

ψՃՃՃψ
ψՃՃՃψ's picture

Good idea . Ill save my amendments for later in case pocadmins care to even look at your post and reply to it let alone putting any of this in action. Nice ideas btw i too want old days back plus poc would be unique in its game category which would attract more players and if pocadmins are broken hearted due to no considerable earnings from this game , by doing stuff like this to game , by attracting more traffic by introducing new items and exclusive stuff which could be bought with money only pocadmins may find peace one day. But tbh they are literally dead inside . Sounds like a couple of lame useless devs who gave up on their own project after bit of disappointment . Sorry admins if i sound harsh but yall never take any suggestion in acc unless yall bout to release new updates and need yes and nos lol never any suggestion never any feature of choice.