Making Craftland Fun Again Part 0: The Intro

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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Thu Mar 14, 2013 7:33 pm

nickmcski wrote:Well it dosnt have to be on shops, mabey 3% of our money gets taken every IRL day, and 5% on all shops.
Then it won't be just the shop owners affects it will affect everyone,

Love that idea this is excatly why i told people to leave a comment :D
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Thu Mar 14, 2013 8:09 pm

22dsf23 wrote:
Mr_Blobby wrote:You do realise we already know of the issues, it's the action that isn't as simple to lay out.

Reset?
Player complains.

Don't Reset?
Player complains.

You should see the predicament by now.
I know its be said before but nothing has ever came out of it i hope to change that.
There are to many things that need to be changed, one of this are the players.
No player will ever change if they have it as good as they have now, and forcing a reset will only get them leaving.

People like things the way they are, yes, there is no economy, but most players are happy.
On the other side, can also make them bored, so they leave.

Not only the players need to change, the server itself needs to change too, as in the way to get rid of the loads of spawners that are in. Spawners is a feature that makes the game give you a global challenge to get one or more to make a grinder and achieve some riches.

Eventually all games comes to an end, this game only ends when you think you are done.
This is a sandbox game/survival game, the survival part ends when you have achieved everything there was to do.
The sandbox part ends when ever you like, to acquire blocks to build, you can mine, craft or trade blocks to make the things you like to make.

The most players that are still online are because they like to exploit the economy as much as they can.
It is as if there is a reset they don't have anything to do so quite or just rage quit because of it.

Besides all this, nidefawl would also needs to work this when it comes to this, but I haven't seen him commenting much about all this.
He knows there are few 'problems' but eventually its not that a big deal.

Also, a topic about resetting things will only bring unrest to players that they "might" loose there stuff.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Thu Mar 14, 2013 8:36 pm

A game has to change you? if that is the case then many changes must be made. The perfect game fits the needs of everyone not the players fit the needs of the game. And yes i fully know that there WILL be ragers. But only a few will go which would honestly be the players we could do without. within a month at the very most it will be fixed. Noobs should see it as a chance to become the new powers of the server.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by nickmcski » Thu Mar 14, 2013 9:41 pm

Well one world is already planed to be reset.
I assume that once we see how that reset goes then possibly others when needed.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Fri Mar 15, 2013 1:16 am

nickmcski wrote:Well one world is already planed to be reset.
I assume that once we see how that reset goes then possibly others when needed.

Cool only problem is that people will move all there stuff to one world.... All it would really do is reset the the land and grinders.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Fri Mar 15, 2013 8:02 am

Note that you will have to reset every map, since there are grinders in aether and a few in nether too.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Mr_Blobby » Fri Mar 15, 2013 11:20 am

22dsf23 wrote:A game has to change you? if that is the case then many changes must be made. The perfect game fits the needs of everyone not the players fit the needs of the game. And yes i fully know that there WILL be ragers. But only a few will go which would honestly be the players we could do without. within a month at the very most it will be fixed. Noobs should see it as a chance to become the new powers of the server.
That's your flaw.

How can you determine who is right?
Just because you like one thing, doesn't mean others do.

The game cannot fit the needs of everyone, because everybody's needs are different, it would quite literally be impossible to do so.
You have to tend to majority.
Unfortunately for some people, they don't fall inside that category, just because you think your right, how does it give you the right to say their wrong? Most people DO enjoy themselves here, doing a straight up reset without extreme amounts of caution and consideration for each individual would be wrong.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by SoundWave355 » Fri Mar 15, 2013 6:54 pm

Blobby thank you for your support, like you said majority rules. Majority of craftland isn't "rich" most players struggle under the economy and have no grinder to support them. A reset I feel would be best to equal everyone out. Long term planning is also in need to stabilize everything.

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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Fri Mar 15, 2013 7:31 pm

Blobbly i know it cant fit the needs of all. Like i said there WILL be ragers. If its impossible to make Craftland perfect then will damn sure try to get as close as possible.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Cynthriel » Fri Mar 15, 2013 8:45 pm

SoundWave355 wrote:Blobby thank you for your support, like you said majority rules. Majority of craftland isn't "rich" most players struggle under the economy and have no grinder to support them. A reset I feel would be best to equal everyone out. Long term planning is also in need to stabilize everything.
SoundWave is catching onto something. Certainly a lot of new players nowadays, and we will only be getting them faster. Everyone has focused so much on what players have, while we have worlds that are scarce in comparison to what they once were. Many players had achieved wealth from taking advantage of features or bugs (Swamp world, interest glitch.) The majority of new players do not have such wealth and are not super-hyper-turbo rich.

So why is it that everyone concentrates on the few old players who play, the ones that are so rich?

There are certainly less resources, so it's harder for the new players. I realize that the economy is not completely trashed; underneath rich players selling and hoarding everything, there are new players who actually have a balanced economy. This is because the new players have no way to get a large stock of wealth.

They do not have spawners for enchants that they'd need to get fast money.

They do not have as much natural resources. (Still plenty, but more difficult to get to.)

They didn't get tons of money from the interest glitch, so they didn't buy out the shop.

A reset would work. It'd need some extra planning, but the best thing to do is just carry along while things are planned. I'm still trying to help put ideas on the table with nide. It's like we're working out the wrinkles in a shirt.

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