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Next map: spawn points.
17 February, 2019
12:54 pm
dlbuunk
Moderator
Guide
Forum Posts: 50
Member Since:
25 December, 2015
sp_UserOfflineSmall Offline

We need to talk spawn-points.

There's five of them, in the same general area, and four of them seem to be used rarely.

Then there's centre spawn: a rough encampment, with trails leading off into the wilderness the neat road and the build-up area. It's jarring. Yes, it makes sense and helps immersion early on. But for a large part of the lifetime of the map, it just doesn't.

Then the spawn area has a full and somewhat chaotic look, which is understandable, but perhaps not the best first sight for a survival server.

I would have gone there, if it were my first time on the server. "Random Teleport" sounds a bit experimental and dangerous. The four cardinal-direction spawns seem subordinate and minor. "Spawn Center" sounds like a safe option to jump into.

 

So, how to solve this? The most radical approach would be to bin all spawn-points, leaving just the RTP.

But, but, what about people who like to live with others?

What about them? RTP allows for multiple people, and /tpa now works for all ranks (still not sure how good an idea that was).

But, but, what about players who aren't there when the new map first starts?

They'll surely have old friends and can join some place.

No, but, I mean, new players, that weren't on wabbit before?

They'll have to play some survival on their own while they're new players. That's part of the intended effect.

Then, but, what about public farms, grinders, the shopping district?!

They'll develop somewhere. Some players will end up living in communities, and building communal stuff. At some point some people will organise a shopping district too. Mightn't be all in the same place. If you're of high rank, you can expend a home on it, otherwise you'll have travel though the overworld or nether, or hope to get a teleport from someone who is close by. You won't have immediate access to everything, and that's perhaps a good thing. Putting in some effort in getting something is eventually more rewarding than instant gratification. (That's why we play survival, not creative.)

That's awful, we'll end up with half a dozen shopping districts, all ill-maintained and underused.

In the unlikely event that that were to come to pass, we could have an off-map shopping district, as before.

Okay, smart-ass, if you know it better then everyone else, why are the spawn-points there to begin with, huh, huh!

The RTP hasn't been here forever. It was introduced at some point, and had issues in its infancy. The spawn points are a holdover from days of yore. They serve no further purpose and should be removed.

 

A less radical option would be to get rid of the centre spawn, and move the other four spawns further away from each other, so as to reduce the load on the single centre-spawn.

Another less radical option would be to have just the centre spawn, but limit access to those of a certain rank.

18 February, 2019
12:45 am
Flare
Admin
Forum Posts: 268
Member Since:
13 January, 2015
sp_UserOfflineSmall Offline

So, as far as a shopping district goes, you either want tonnes or for staff to make one? Ah yes, because it's so easy. -_-

 

The reason we have the directional spawns is for people to form communities around them and to allow easy access to public areas, just because you don't see them used all the time does not make them completely useless. 

They are an easy function to add and for any payoff at all is worth it for the 5 minutes they take to set up. It's been a part of wabbit since the 1.8 map and will remain there for the foreseeable future. 

If you have an issue about what we do, don't simply tell others how to fix it. Ben always says "If you want something changed, always try it yourself" and in this case I 100% agree. Think something is underused? Add something to give it some attraction rather than abandon it all together.

I also know that some people already plan to use directional spawns to set a easy location for group bases and considering I suggested this to them, it would be very mean to go back on something I said. 

They cause no harm and are there for those who want them, if you don't wanna use it then simply don't. It's not like removing it will cause something else to go in it's place.

Many thanks,

- Flare

18 February, 2019
9:19 am
dlbuunk
Moderator
Guide
Forum Posts: 50
Member Since:
25 December, 2015
sp_UserOfflineSmall Offline

Flare, it seems that you read my post in a hurry, and misunderstood what I was actually suggesting.

I was saying that I don't expect, much less want, there to be multiple shopping districts. I assume that under my proposal, it will end up in one place somewhere, but in the unlikely event that doesn't happen, the staff could (not should, or must), provide one off-map.

The rest of your response seems to be focussing on the idea that my prime objective is to get rid of the four directional spawns on account of them being under-used. It is not. They're underused, yes, but actually fit into the landscape, and don't hurt as-is.

My main issue is the central spawn, for reasons set out in my opening post. Now, one partial solution would be to get rid of the central spawn, but keep the directional spawns, and move those further apart from each other. However, this is moving the issue, and subdividing it. Hence my suggestion of getting rid of all spawns, central and directional. I know it's a radical proposal, and I understand the first reaction can be "That's ridiculous, of course not.".

Now, it seems that you've promised people that there will be four directional spawns (in effect, a free /home), and I think promises ought to be kept. Ruling out getting rid of the directional spawns still leaves the option of just having the directional spawns, and not a central one.

My final point did indeed mention getting rid of the directional spawns (as no longer needed), but its primary purpose was to suggest preventing new players from using spawn-points, and only allowing RTP for them, as that would lead to both a better game, and a nicer map.

Then, you quote Ben as saying "If you want something changed, always try it yourself.", and I completely agree. If this were an issue that could be fixed by ordinary players alone, I wouldn't have bothered to make this thread.

Finally, might it be an idea, to at some point, change over the special protection spawn-central (or similar things on the new map) has, for an admin claim, and trusting some long-time players with it, so that it can be made to fit in with its new environment better, once the area around it is build-up?

18 February, 2019
10:15 pm
Flare
Admin
Forum Posts: 268
Member Since:
13 January, 2015
sp_UserOfflineSmall Offline

I also think you misunderstand my point in response. Simply getting other to do something about a thing that's already there is not what we will do. If you want to see them used properly in the image you think is best, do it. We won't stop you unless you break rules. You seem to be the only person to have raised this "problem" which seems to be completely opinion based and does not seem to suggest a solution you yourself could take part in which seems to shift a sort of blame. This is the way it comes across, regardless of the intention.

Many thanks,

- Flare

21 February, 2019
10:03 pm
ForestCam
Player
Subscribers
Forum Posts: 14
Member Since:
8 December, 2018
sp_UserOfflineSmall Offline

/sethome?

People play for more hours on the server so that they can sethome in places that are important to them. Sorry if I misunderstood your point here, but I don't think we need any more shopping districts or spawnpoints. If people want to live together, they can find a place in the wild and tpa to each other where they can build something together. Furthermore, if everybody wanted to be connected, a group can get together to make something near spawn, Wabbit doesn't need more spawnpoints, in my opinion.

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