[Server] Persistent Kingdoms [City vs City] [Offline]

angelo1123_
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Re: [Server] Persistent Kingdoms [City vs City]

by angelo1123_ » Post

I like that website idea what if we make the skin on the site and when we press enter u get the skin and add it manually
Mhk (mmm-kay) means okay.

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LRV
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Re: [Server] Persistent Kingdoms [City vs City]

by LRV » Post

Can you give that skin to Marsplaneman2 Marsufoman and otehr paylers called similar(that are accounts of ma perosn playing on my pc, but he forgot the password on most)
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This is the wanted skin.
This is the wanted skin.
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This is a cool signature. :)

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Re: [Server] Persistent Kingdoms [City vs City]

by LRV » Post

sparky wrote:Skins are meant to be unique and identifiable, which is not really possible with inventory based skin switching.
I may be biased, since iirc I haven't changed my skin since the server started. (about a year ago.)
My dream would be a website that you can go through character creation or import a skin directly, but I'm not sure if that's possible.
It is, TPS has already done that(without a skin creator, but with a MC->Mt skin compiler).
Last edited by LRV on Sun Jan 21, 2018 09:06, edited 1 time in total.
This is a cool signature. :)

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Re: [Server] Persistent Kingdoms [City vs City]

by LRV » Post

[removed]
This is a cool signature. :)

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

I have upgraded the server from 512 MB to 2 GB RAM, (And the 4 GB Swap)

Hopefully if anyone had trouble with lag before, it will work fine now.
I'll probably decide at the end of the month if its worth the extra $5/mo :P

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

You know, I logged in to PK server once, but I don't get the idea.
What is the goal of regular player on your server?

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

Basically join a kingdom, prepare for war, then wait for war (that bit can take a while)

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

It is not clear how to "join kingdom". There is no advertisment, no formspec, nothing like this.
How do I know, when war starts?

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

There is info about all of that in the wiki, you can use an existing one or the one that you start with

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

According to wiki, I need to find out someone and ask him to "join" me.
When I have logged in, there were only Siegfred online and he doesn't seem to be leader of any kingdom.
I checked "Kingdoms" page on the wiki and found that "Divines" don't say who is their leader.
Pages for "Falling_Roses" and "Hype" don't exist.
I would like to see some sign with button "apply to kingdom X" instead of searching and talking this through. I don't think other kingdoms leaders are in the my timezone.

Suddenly, "Siegfred" was leader of Treagentien, which don't exists in the wiki.

I also found recipe for "bandage" and crafted one, because I was curious. It doesn't seem to heal me.
Though, I found wiki article which says that bandages are used to heal someone else.
I would prefer if I get some message like "you can heal only other players with bandages" instead of searching the wiki.

You clearly need some kind of message for "diplomacy" button for players which are not in any kingdom. May be "you need to join any team first".

It is possible to "skip night" for any player. I think this feature is not good for MP server.

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

Thanks for the feedback, I'll try to fix the wiki.
Perhaps information of the basics should be more easily accessible then the wiki is, but things like bandages and backpacks are fairly advanced, so I think it's fine for them to only have wiki pages.
An application button would be nice, but I don't really know how to do formspecs.

Skipping night is done by the majority. if half of the players or more are in bed, night will skip.

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

Automatic generation of wiki pages is better option, than manual update.

I joined one kingdom today and talked to different people there. There is no "city vs city" in game. They seem rather peaceful and don't compete with each other. It seems they don't have any reason to do so. People even don't seem to like to kill each other.

So your project look like medieval role playing server. With the exception of mesecons. They don't very fit to medieval theme.
Assuming that there is no pvp, you don't really need ctf mod.

If you want intensive pvp on your server, we can talk more and discuss means for motivating people to fight.

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Re: [Server] Persistent Kingdoms [City vs City]

by rubenwardy » Post

The code behind capture the flag was originally intended for this kind of game play, so I did do limited thinking about this:

Economy
To encourage fighting, I was thinking about utilising resource scarcity (although this is hard, given the infinite map) and because of that key points of interest. In real life castles and cities are placed near harbours and such to protect them from pillaging.
There's also money and produced resources that could be pillaged from towns you win against.

Points
Score for each faction, etc

---------

It's possible for this to work well, you'd need to limit the map size and force cities to be known to each other. Probably a bit late for this server however
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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

I'm thinking about adding some limits too. Fixed map size is one of them.
Other - is reduce amount of dirt. It might work if whole map is desert with patches of green grass.
Maybe remove buckets. It will force players to play around existing water and do some engineering.
Assuming that map is fixed and metals are not renewable, add obsidian weapons with possibility to construct obsidian farm.

Points are good, but you also need rankings. How do you know, are you doing good or not?
Last edited by Xudo on Sun Feb 04, 2018 16:28, edited 1 time in total.

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

The sever is supposed to be a combination of medieval RP and PVP wars.
You have a point there is not much PVP going on, and there needs to be some sort of incentive to fight.

I was thinking of having a weekly war or something. I don't really know

for finding bases I was thinking of making an item that will tell you how far away the closest flag is, to make a hot-or-cold method of finding flags.

mesecons is just for basic machines, such as gates and traps. nothing terribly fancy.

edit: I don't want to reset the world at this point, so suggestions will have to take that into account.

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

I think you can fix world size without resetting. Cut world by extreme edges of cities on X-Z plane. On Y you can just decide max depth (ex. 300).
To make resources rare, you can do "The winter has come". It means:
- Turn all grass to snowy grass.
- Freeze all water.
- Remove buckets.
- From time to time add "snowstorm", which will cover all farms with snow.

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

sparky wrote:An application button would be nice, but I don't really know how to do formspecs.
Some time ago I made pull request to ctf repository with apply command. It is not button, but better than nothing.
https://github.com/rubenwardy/ctf_pvp_engine/pull/17

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

if you want to push to https://github.com/Elkien3/kingdoms_game I can take a look at it

(regarding the earlier post: I don't really want to WE the entire map either :P)

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

To limit map you can add some script like "when player moves outside of playing area, he gets teleported in this area.
There is no need to WE map for this.

What about adding cool recipe, which require player bones as resource? Maybe flag-protection or special chest or something else.

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

yea i have worldedit, but a few people like to build right at the edge so it would have basically no impact. I was mostly referring to turning all the water to ice and dirt to snow.

I think having bones be a valuable resource would cause bone farming via spawnkilling and suicide.

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

I think it is very possible to allow looting of bones only from players of some team.

I don't get your point about building on the edge. Why do you think it will give no impact? What kind of impact do you expect?

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

I guess I don't know. what kind of impact were you hoping for?

edit: Thanks for the PR, its a very nice function I've been wanting for a while.

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Re: [Server] Persistent Kingdoms [City vs City]

by Xudo » Post

General idea is to limit resources. If you need something and cant take it for free anywhere, then you have only option to take it from someone.
Limiting the map is about resource "territory" - size of protected area.
Why would I steal enemy flag if I can just go a little further and place flag there?

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Re: [Server] Persistent Kingdoms [City vs City]

by LRV » Post

The reason why there is no war: Everyone has allied himself with erveryone and now everybody fears if he disallies himself with someone everyone wil declare war to him.
This is a cool signature. :)

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Re: [Server] Persistent Kingdoms [City vs City]

by RWЯ » Post

LRV wrote:The reason why there is no war: Everyone has allied himself with erveryone and now everybody fears if he disallies himself with someone everyone wil declare war to him.
No worries im here now :D
If I feel it then I do it (I don’t need a reason why)

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