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    posted a message on Epitome - 1.16, PvE, Casual friendly, Economy, Claims, No teleports

    Epitome is a server focused on maintaining the spirit of survival mode, leveling the playing field between casual and frequent players, and being open with its community.


    Server address: mc.epitome.world

    Web: https://www.epitome.world

    Discord: https://discord.epitome.world

    Map: https://map.epitome.world


    What does this mean?

    1. Global shop - We have only a single centralized shop, and not a plethora of player run shops. The players are still the ones setting prices and selling their wares, they just do so from a single centralized shop. This makes it easier for both sellers & buyers.
    2. No teleports - Teleports & warps take away a lot of the challenge of survival. Instead we use a network of roads in the nether, with portals spread out across the world (with Dynmap to show their locations).
    3. Hard difficulty - The game difficulty is set to hard, with a high server render distance allowing mob spawning to be very active. Things like zombie hordes, and going out at night, are a very real threat.
    4. Daily boosts - We provide daily bonuses which grant things like a small amount of money, short XP boosts, etc. Something to help those who only play for a little bit.
    5. No vote/pay-to-win gameplay abilities - We don’t provide any gameplay affecting abilities. Meaning no flying, infinite water buckets, or anything of the sort. Everything you get from voting is either for claim management, or purely cosmetic.

    While we are primarily a PvE server, we do allow players to enable PvP in their claims. So you can duel, set up arenas, etc.


    We also have a small creative world you can use when you want to explore new designs or game mechanics, and show someone else, or remain a part of the chat without having to go to single player.


    Our rules?
    1. Be respectful.

    That's pretty much it. Griefing, being an ass in chat, playing unfair (x-ray), etc, are examples of being disrespectful.

    Some people need specifics, so a more detailed list is available on the site, and in-game.


    What does this look like?
    Claim management

    Advanced claim management capabilities: Visualize claim regions, add members, & control granular permissions.

    You can create claims, and then create subdivisions with different members or permissions. Useful for managing towns, or granting access to just a small part of your base.

    Granular permissions let you do things like allowing people to shear sheep, but not kill them. Or let people use buttons & pressure plates, but not breaking blocks.


    Nether roads

    Ice roads in the nether with portals spread out across the world.


    Global shop

    A global shop which allows anyone to sell & buy. An easy centralized location where you don't have to go from shop-to shop trying to find someone selling what you're after, and that has it in stock. Or where you can sell something without going through the effort of having to build and maintain a shop.

    Posted in: PC Servers
  • 0

    posted a message on Epitome - 1.16, PvE, Casual friendly, Economy, Claims, No teleports, No pay/vote-to-win.

    Epitome is a new server focused on leveling the playing field between casual and frequent players, maintaining the spirit of survival mode, and being open with its community.


    Server address: mc.epitome.world

    Web: https://www.epitome.world

    Discord: https://discord.epitome.world

    Map: https://map.epitome.world


    What does this mean?

    1. Global shop - We have only a single centralized shop, and not a plethora of player run shops. The players are still the ones setting prices and selling their wares, they just do so from a single centralized shop. This makes it easier for both sellers & buyers.
    2. No teleports - Teleports & warps take away a lot of the challenge of survival. Instead we use a network of roads in the nether, with portals spread out across the world (with Dynmap to show their locations). This also encourages building of a community, and results in people getting to know who their neighbors are.
    3. Hard difficulty - The game difficulty is set to hard, with a high server render distance allowing mob spawning to be very active. Things like zombie hordes, and going out at night, are a very real threat.
    4. No vote/pay-to-win gameplay abilities - We don’t allow any special gameplay affecting abilities. Meaning no flying, infinite water buckets, or anything of the sort. Everything you get from voting is either for claim management, or purely cosmetic.
    5. Stats - We track tons of statistics about the server and its players. The server stats show you the health of the system. We don’t hide the TPS, or any other metrics. If things aren’t going well, we’re not going to lie about it and hide the details. As for the player stats, well those are just for fun.
    6. Preservation across map resets - When the next version of minecraft releases, and a map reset is required to to gain all the new features, we will offer a means to preserve a limited amount of your work. The exact details are to be determined, but likely this means something like allowing you to take the contents of 1 chest, and a small region of blocks (e.g. a structure block, or world edit schematic).

    We will soon be adding daily bonuses which grant things like a small amount of money, 1-hour XP boosts, etc. Something to help those who only play for a little bit.


    While we are primarily a PvE server, we do allow players to enable PvP in their claims. So you can duel, set up arenas, etc.


    We also have a small creative world you can use when you want to explore new designs or game mechanics, and show someone else, or remain a part of the chat without having to go to single player.


    Our rules?
    1. Be respectful.

    That's pretty much it. Griefing, being an ass in chat, playing unfair (x-ray), etc, are examples of being disrespectful.

    Some people need specifics, so a more detailed list is available on the site, and in-game.


    What does this look like?
    Claim management

    Advanced claim management capabilities: Visualize claim regions, add members, & control granular permissions.

    You can create claims, and then create subdivisions with different members or permissions. Useful for managing towns, or granting access to just a small part of your base.

    Granular permissions let you do things like allowing people to shear sheep, but not kill them. Or let people use buttons & pressure plates, but not breaking blocks.


    Nether roads

    Ice roads in the nether with portals spread out across the world.


    Global shop

    A global shop which allows anyone to sell & buy. An easy centralized location where you don't have to go from shop-to shop trying to find someone selling what you're after, and that has it in stock. Or where you can sell something without going through the effort of having to build and maintain a shop.


    Player stats

    Tons of player stats, tracking all sort of metrics, like how many diamonds you've mined, or how many zombies you've killed.

    Posted in: PC Servers
  • 0

    posted a message on Epitome - 1.16, PvE, Casual friendly, Economy, Claims, No warps, No pay/vote-to-win.

    Epitome is a new server focused on leveling the playing field between casual and frequent players, maintaining the spirit of survival mode, and being open with its community.


    What does this mean?

    1. Global shop - We have only a single centralized shop, and not a plethora of player run shops. The players are still the ones setting prices and selling their wares, they just do so from a single centralized shop. This makes it easier for both sellers & buyers.
    2. No warps - Warps take away a lot of the challenge of survival. Instead we use a network of roads in the nether, with portals spread out across the world (with Dynmap to show their locations). This also encourages building of a community, and results in people getting to know who their neighbors are.
    3. No vote/pay-to-win gameplay abilities - We don’t allow any special gameplay affecting abilities. Meaning no flying, infinite water buckets, or anything of the sort.
    4. Stats - We track tons of statistics about the server and its players. The server stats show you the health of the system. We don’t hide the TPS, or any other metrics. If things aren’t going well, we’re not going to lie about it and hide the details. As for the player stats, well those are just for fun.
    5. Preservation across map resets - When the next version of minecraft releases, and a map reset is required to to gain all the new features, we will offer a means to preserve a limited amount of your work. The exact details are to be determined, but likely this means something like allowing you to take the contents of 1 chest, and a small region of blocks (e.g. a structure block, or world edit schematic).

    Our rules?
    1. Be respectful.

    That's pretty much it. Griefing, being an ass in chat, playing unfair (x-ray), etc, are examples of being disrespectful.

    Some people need specifics, so a more detailed list is available on the site, and in-game.


    What does this look like?
    Claim management

    Advanced claim management capabilities: Visualize claim regions, add members, & control granular permissions.


    Nether roads

    Ice roads in the nether with portals spread out across the world.


    Global shop

    A global shop which allows anyone to sell & buy, and where you can search for specific items instead of shop-hunting.


    Server stats

    Tons of statistics on the operational health of the server.


    Player stats

    And player stats too.


    Where can you find it?

    Server address: mc.epitome.world

    Web: https://www.epitome.world

    Discord: https://discord.epitome.world

    Map: https://map.epitome.world

    Posted in: PC Servers
  • 0

    posted a message on Any interest in a near-vanilla server (no warps, but economy & grief protection)?

    Thanks for the recommendation!


    The server does indeed sound somewhat similar, but point #2 (economy) seems to be a critical difference. It sounds like your system operates off of chests and a trust based exchange system. The graylisting hopefully handles the trust part, but still I have strong opinions against player chest shops.


    Still will probably take a look though :-)

    Posted in: PC Servers
  • 0

    posted a message on Any interest in a near-vanilla server (no warps, but economy & grief protection)?

    After trying to find a server that satisfies my requirements, I've discovered it doesn't exist and am considering starting one up. But I'd first like to see if there's any interest in it. So below are my thoughts, and I'd love to hear commentary, or if anyone would enjoy such a server.


    As mentioned in the subject, the goal is to be pretty close to vanilla. I don't want to spoil the game play by making things easy. But I do want to embrace the social aspect, and the fact that it is a multiplayer game.


    • No warps - In my view:
      • Warps hurt the social aspect of the game. When you can just zip around all over the map, it makes it too easy lose track of who your neighbors and fellow players are.
      • Takes away from the challenge of the game. When it takes effort to do something, it makes the accomplishment feel all that much greater.
      • There are great solutions like blue ice roads, or mine carts. Of course such a transit network will need to be built, but this is minecraft after all, where we build things.
      • In fact, I'll probably organize a central transit network, and provide rewards for people who pitch in to build it (see the section on vote rewards below).
    • Economy - Likely https://www.spigotmc.org/resources/globalmarketchest-gui-shop-plugin.64921/
    • The intent is to be multi-player after all, and in my view that means trading resources. Tossing things on the ground to exchange them is a poor solution. Especially when you can only deal with people online at the same time. However I dislike the typical shop-based systems because:
      • Finding a shop carrying the item you're looking for involves a lot of wandering around (assuming shops are even centralized to begin with).
      • People often set shops up, and then don't maintain inventory.
      • Building and maintaining a shop is a significant effort. This makes it practically impossible for casual & new players to sell anything and make money.
    So the idea is to effectively have a global shop, where its easy to sell and find things. I would prefer a hybrid solution, such as a separate chest for each item, and people buy/sell from the one chest for that item. But I don't think there's a mod to do such a thing. So GlobalMarketChest is the next best thing.

    • Grief protection - It's an unavoidable fact that there are assholes out there. Thus there needs to be facilities in place for protecting the world. This is just the typical stuff like land claiming, chest protection, & mod tools.
    • No pay/vote-to-win functionality. It's an unfortunate reality that you have to get people to vote for your server for others to discover it. So there has to be some sort of reward system or nobody will bother voting. However these rewards will not affect gameplay. Also if a donation/store system is set up, then the things you get are the exact same things you could get from voting. As for what these "things" are, a few I've been thinking of are:
      • Colored names. Nothing obnoxious like rainbow-names. You'd get one color.
      • Colored text (chat & signs). Again, one color per message.
      • Claim blocks.
      • CoreProtect inspector access - Yes, this is normally a mod tool, but I don't see any reason why players can't have access. It helps with the grief management, and it alleviates load on mods if players can do it themselves. Rollbacks would still need a mod though.
      • Cosmetic objects - Mini blocks/heads. No heads that you can obtain in game, such as mob heads (as you can use charged creeper). But all the little specialty ones where the only way to get them is with /give commands.
      • Extended view distance.
    • No "PG" chat rules - I don't want chat to be a total cesspit, but swearing in moderation, and when appropriate, would be fine.
    • Client side mods allowed - No x-ray, auto clicker, or similar mods. But things like minimap, textures, etc would be fine.
    • Undecided about AFK restrictions, though there will probably be some.
    • Light restrictions on mob farms (to protect the server), but nothing overboard. Like 20 mobs per chunk or something, but you can spread out to multiple chunks.
    • Light restrictions on redstone, but again, nothing overboard. Like no 0-tick devices, or anything excessive which lags the server.

    The server would reset when new versions come out. In actuality I'm thinking there would be a new server in parallel, and people could join it when they are ready. I'm also thinking that people would be allowed a one-time one-way inventory transfer to the new server as well. Basically whatever you can hold. That way it's not a total kick in the pants for people who have put in tons of effort to acquire resources.


    The End would probably reset every month or so (depending on player activity). However the central island would be preserved in case anyone built anything.


    As I want to encourage the social aspect, I want to provide a mechanism for people not in the game to chat with those in the game. I'm thinking either a discord bridge and/or Dynmap (which would provide other features as well).


    If the server is created, yes mods will be required, and so being among the first players will mean a high probability of becoming one. However it is not a guarantee. Someone joining when the server is new has just as much of a chance to be an ass as someone who joins later. So if you express interest, it'll be considered.


    ----


    Anyway, bit long, but been thinking about it for a while. So again, feedback welcome, especially if you are interested.


    Thanks

    Posted in: PC Servers
  • 0

    posted a message on Community input into the idea of a resurrected server list
    Quote from MrPistachios»

    I think the servers should also expire so that owners have to re-enable it to be listed. I used to see a lot of dead servers on the list before so maybe they would need to log in and hit confirm to have it be shown without losing comments etc


    That's where uptime checks come in. If the server has 0% uptime for the last X days, automatically hide it.

    Posted in: Forum Discussion & Info
  • 1

    posted a message on Community input into the idea of a resurrected server list

    There are already several server lists, so any new one would need to offer functionality not found on the others.


    In my opinion, minecraft-mp.com is currently the best list available. Why? Filtering. There are so many servers out there, that just presenting a list sorted by some sort of scoring system, or players online, etc, only helps you find the popular servers, not the ones suited to your play style.

    However while minecraft-mp.com is currently the best, and definitely in the right direction, I think it's missing major functionality to address the goal of finding servers. Thus my suggestion would be to follow their example, but take it further.


    Some of the things I think minecraft-mp is missing:

    • Ability to get more than 1 page of search results.
    • Ability to search servers *without* specified tags.
    • Many servers show a player cap of "1", yet more players than this online, making searching by max players significantly broken.
    • Search/filter/sort by uptime.

    It would be nice if players could influence tags present on a server as well. This is probably a difficult feature to get right, but I find many servers with tags they don't deserve, or without tags they should have. For example, I've run across so many "vanilla" servers that aren't anywhere close to vanilla, it's to the point where the tag is worthless. So maybe if a tag is contested, still show it, but color it or give some other indicator of such. I've seen some sites (not minecraft sites, but other sites with tagging systems) where tags are entirely user driven, where the top user submitted tags show up.


    lastly, some sort of comment system for the server, where people can post feedback/reviews. This should probably be sorted by some sort of "useful"/"not useful" flagging system, rather than just putting new comments at the top. And server owners should not be able to remove comments. For filtering spam, it should probably be such that anything with a high amount of "not useful" flags gets automatically removed.


    Since the proposed comment and tagging system have user-driven functionality, it would probably be good to integrate them with the voting system. For example when a player votes, they have to pick one or two tags. Maybe if they leave a review, the server is notified as part of the callback, and they can dish out additional rewards. And a callback notifying of the "useful" flags, so servers can reward players who submit useful reviews, encouraging quality content.



    The idea is to give control of the rating system to the users. Make it harder for server owners to be dishonest, and make it easier to keep the server profiles up to date by distributing the burden of profile maintenance. This crowd-sourcing approach has been shown to work really well in places like Wikipedia, Stack Overflow, and others.

    Posted in: Forum Discussion & Info
  • 0

    posted a message on Looking for a server *without* warps

    Seems this is really hard to find, but I'm seeking a server that:

    * Does not use warps. Or if it does, that there are no player warps, and the server warps are minimal, like maybe a "shops" warp.

    * Has economy, or some other way of trading items.

    * Land claiming would be nice, but not a requirement if the server is otherwise good about handling griefing.


    That's it. Other things might be nice to haves, but those 3 criteria alone will likely result in very few, if any, servers.

    Posted in: PC Servers
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