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Author Topic: Minecraft: Nations at War ~~Applications now open~~  (Read 47915 times)

Fiskav

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Re: Minecraft: Nations at War
« Reply #45 on: April 13, 2012, 10:40:27 pm »

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« Last Edit: December 08, 2015, 01:13:19 am by Fiskav »
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IronyOwl

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Re: Minecraft: Nations at War
« Reply #46 on: April 13, 2012, 11:14:32 pm »

Need help choosing.
Knowing what the gods/biomes actually do will help greatly with that. Right now all we know is the first draft color scheme and that the terrain and features will be appropriately themed as well.
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Fiskav

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Re: Minecraft: Nations at War
« Reply #47 on: April 14, 2012, 01:11:27 am »

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« Last Edit: December 08, 2015, 01:12:02 am by Fiskav »
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andrea

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Re: Minecraft: Nations at War
« Reply #48 on: April 14, 2012, 04:12:16 am »

perks won't have much weight for me, since more often than not I used the game as a glorified chat room. rather, I think I'll go toward the highest concentration of dwarves. If there is no such thing, I'll choose based on biome, but those screenshots aren't nearly enough.

if I dislike them all, I may have some sort of plan.

Fiskav

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Re: Minecraft: Nations at War
« Reply #49 on: April 14, 2012, 05:47:45 am »

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« Last Edit: December 08, 2015, 01:11:56 am by Fiskav »
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Meta

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Re: Minecraft: Nations at War
« Reply #50 on: April 14, 2012, 07:21:27 am »

perks won't have much weight for me, since more often than not I used the game as a glorified chat room. rather, I think I'll go toward the highest concentration of dwarves. If there is no such thing, I'll choose based on biome, but those screenshots aren't nearly enough.

if I dislike them all, I may have some sort of plan.
This. I won't choose a nation based on some colors on a prototype.
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Fiskav

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Re: Minecraft: Nations at War
« Reply #51 on: April 14, 2012, 05:28:54 pm »

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« Last Edit: December 08, 2015, 01:11:39 am by Fiskav »
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The Merchant Of Menace

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Re: Minecraft: Nations at War
« Reply #52 on: April 14, 2012, 05:31:51 pm »

I'm probably going to base it mostly on other player's choices. But I'm waiting until we have more info in order to make my decision either way
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Johnfalcon99977

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Re: Minecraft: Nations at War
« Reply #53 on: April 14, 2012, 06:25:25 pm »

I want to be Dark. It sounds interesting, especially if they just don't outright make him the "Evil" god.

For some reason I imagine him as just an overly Cynical/Deadpan, Bored and inactive god who reacts to sunlight like a Nerd who has spent too much time with his computer. In other words, he sounds like my kind of guy.
« Last Edit: April 14, 2012, 06:27:55 pm by Johnfalcon99977 »
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Solifuge

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Re: Minecraft: Nations at War
« Reply #54 on: April 14, 2012, 07:42:17 pm »

I'd probably pick light/life, because everyone and their grandmother will pick Dark.

Yes, I will be that Hipster.

EDIT: Got my new skin picked out and everything.
« Last Edit: April 14, 2012, 07:44:56 pm by Solifuge »
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Johnfalcon99977

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Re: Minecraft: Nations at War
« Reply #55 on: April 14, 2012, 07:50:57 pm »

I've ruled out Day, it seems like too many people are trying to get into it and I don't want to be disappointed.
Not quite as hipster as you would like it, as it seems :P
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Fiskav

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Re: Minecraft: Nations at War
« Reply #56 on: April 15, 2012, 01:29:51 am »

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« Last Edit: December 08, 2015, 01:11:30 am by Fiskav »
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IronyOwl

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Re: Minecraft: Nations at War
« Reply #57 on: April 15, 2012, 02:35:27 am »

Interesting. I guess people like the nice bright colors?
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Sheez

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Re: Minecraft: Nations at War
« Reply #58 on: April 16, 2012, 02:25:26 pm »

In seriousness, it's like Cyster has made it her personal mission to seek out every good idea to address the server's problems and shoot them down, while throwing in a passive attack or two on the people who made them. I didn't notice it until I was on the receiving end of this three four times in one week, but sheesh!

I'm pretty sure she's going to drive the server into the ground, if Sheez and Emp don't have the gumption to tell her to stop freaking out about change, and address these problems on their own.

  So, here's the deal dudes. We are currently going through a full revision of our previous plugins. Reworking the whole shebang. During this process, we're going to be realistically assessing what needs to happen to get the base mechanics of the game up and running. This means breaking every constituent mod down to it's component parts, figuring out how best to make it function, fit with everything else, and then work to get it coded, tested, and running. We also want to do this on something resembling a reasonable timeline, so that N@W doesn't sit in development for an overwhelming period of time and lose interest.

  This is applicable to you because there are things that folks that are suggesting that fall, broadly, into two categories:

A) Ideas that, while potentially cool, are not core mechanics that N@W needs. While these are neat and are things we usually hold on to in case we have the time to make them work (we do have a 'crazy BS' section of our planning doc), ultimately, it's better to just say "No, these aren't happening" and then pleasantly surprise someone later than it is to say "Yes, this is going in" and delay the process to make sure that happens.

B) Ideas that look to solve issues we've had throughout the course of Season 1 and 2. These suggestions tend to be somewhat more relevant, and as such get more attention from us. They do have their own issues, however. Usually, the suggestion put forth would mean even -more- work than we're already looking, suggests we lean on someone else's mod, or just simply doesn't fit into our current scheme. This isn't entirely your faults. It's just part of the design process. Inevitably, we're going to know more about how things are currently shaping up than you are. We may also have a better idea of why an idea would mean more work.

And that right there is the real kicker. We can't sit down and always tell you -why- a thing won't work, because that often means tipping our hand as to the other mechanics we're working towards. And being the inquisitive folk you are, you'll dig for those answers. I've watched it happen, where Cyster will announce one thing and then suddenly we're detailing something else that's only tangentially related. And rather than tell you all of our plans and thoughts regarding a feature we're working on, we'll leave it vague because it's still being developed. And people still take those ideas and run with them, usually in the wrong directions. That's a problem, because then those folks start to feel like they've got the inside scoop and then run around spouting all of their incorrect information as fact. I'm sure you've seen it happen, because all of us have been doing our best to shut it down.

That's not the kind of situation we want to deal with. But, at the same time, your input is incredibly valuable. And I love that you are excited and curious about what we're doing, and willing to get involved. There are things that we're considering that have been brought up by you guys, and everything you mention goes under some kind of review. Many of your ideas have caught our own imaginations and are filed under the "Shit we'll look into when we have more time" folder, because goddamn it would be cool to have dual-wielding and mounted combat and other stuff that, while exciting, isn't directly part of our core process. We love those things, and they're all the more valuable because you're also interested in them.

On that note, I'd be interested in finding out where and when you feel like you've been attacked. Most of our criticism has been (in my mind at least) pretty reasonable and constructive. We do take a look at most everything you reference, and talk sometimes pretty extensively about it. You may not always see our discussion on a thing, but it does happen behind those fancy admin doors. And when something doesn't work, or is too much, we let you know with a fairly impressive regularity, especially given the number of ideas, misconceptions, and hearsay we address on a weekly basis.

I mean, can you think of many dev projects that accurately, and frequently, give feedback on the stuff their users suggest? I've got one that I can count (those poor PZ guys), and the amount of grief those guys go through is ridiculous. Even here, toadyone commenting on a post is a fairly odd occurrence when you look at all the suggestions that happen on a daily basis. Part of that is volume, but not all of it is. We've been responding to a significant portion of the ideas that get thrown our way, save where they've already been answered. I think it would be reasonable to expect a few more no's than a community where your ideas don't really get responses. I've figured that getting ignored is significantly worse than getting a no, but if you feel differently that's something I guess I want to know about as well.

I'm sure you've also noticed the weekly polls we've been setting up. Part of this is to make sure that we're heading a direction that concurs with where your heads are at, and part of it is just to get straight feedback on some of the things we're looking at. We do it because your opinions are valuable, and something that we want to make part of N@W. Just, you know..not all of 'em will make it. That's just the nature of the process.

The first quote worries me. I don't particularly think it was meant that way, but it came off sort of like "We want worship numbers to be balanced, so we'll be arbitrarily cramming people into the boxes we want them to be in in order to make that happen."

We do want worship numbers to be balanced. And I am not afraid of throwing people into other nations to make that happen right off the bat. Initially. That's the important thing. There's going to be some give and take, some flow between different gods, that will happen during the game. We're talking about ways to naturally balance some of the issues that'll result from it. Because it sucks when everyone defects to one god and suddenly there's no one to fight, or worse when everyone but your nation does so, and the entire server is out for your blood.

Next two make me kind of sad; instead of building grand temples to all the deities, we'll have to pick just one concept/perk setup and all roll with it. What if we want lava everywhere but don't want to worship Fire? What if we want torches everywhere but still want to worship Night? What if we want to worship Air but like building everything below ground? If our entire nation is devoted to a deity, either we're going to have to cram our building style to suit that deity, or it's going to be kind of strange that half our fortress is on fire but we're still at war with Fire's worshipers.

So, this is one of those situations where someone's taken something and run with it. I dunno quite where you're seeing that they will dictate your style, Owl, but I'd be happy to look over it if you can find a place where that's been stated.

Also, why break theme? Just, you know, a question as to why you might do the other thing.

Rival issue makes me concerned and a bit sad, since our allies and enemies are pretty much going to be preset and immovable. Could be neat, but I hope this isn't just a heavyhanded attempt at making war more likely by forcing everyone to be EnemiesTM from the get-go.

We should work to make war more likely. That was one of the major issues in Season 2, no one went to war. It simply wasn't worth it. Part of what we're doing is incentivizing war, but another fair bit is also giving you someone constant to go to war with, who will also be interested in going to war with you. We're a pvp-oriented server. That's sorta what we do.

I'm..I'll be honest. I was hesitant to pop in here. I don't want you guys to feel like I'm trolling your space or anything. But these are concerns that I think are worth addressing, and ones that I can address. So I'm here, and this is what I got.

Lemme know if you've got any questions. I'll do what I can to get you answers.
« Last Edit: April 16, 2012, 02:32:52 pm by Sheez »
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Sowelu

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Re: Minecraft: Nations at War
« Reply #59 on: April 16, 2012, 02:37:47 pm »

Hey, thanks for popping in!

I haven't a clue about the whole thing, I'm getting in pretty much fresh from scratch, so I don't have many preconceptions to start with.  It also means I'm pretty early on the list for "dump me in any nation and I'll be fine".
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