[Discussion] ECC 2.0 Spawn Project

Discussion in 'General Discussion' started by ClarinetPhoenix, Apr 3, 2021.

Thread Status:
Not open for further replies.
  1. ClarinetPhoenix

    ClarinetPhoenix She does what she wants.
    Owner Events Manager ECC Sponsor Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ IX ⭐ Gameplay Architect Premium Upgrade Wiki Leader

    Joined:
    Jun 23, 2014
    Messages:
    6,982
    Trophy Points:
    96,870
    Gender:
    Female
    Ratings:
    +5,380
    Welcome everyone! As you have probably heard, we are looking to put together a brand new spawn to start fresh, new and modern with the launch of ECC 2.0!
    We also wish to build something with community input and involvement to address the challenges and issues that we currently face with the current spawn.
    The purpose of this thread is to provide both a “roadmap/update/progress” thread for everyone to keep updated on the Spawn and Spawntown Project, as well as a thread for open discussion about ideas, concerns, questions and suggestions as the spawn project progresses.

    However,
    We wish to begin with asking you, the community to give us some feedback on the current spawn an the spawn project.
    Some questions to consider when answering this:
    • What do you like/don’t like about the current spawn?
    • What are some changes you would like to see?
    • What are some new ideas you might think would be good additions to spawn?
    • What can do w/ spawn to make it more engaging/cool to hang out at?
    • What can we do w/ spawn to make it more welcoming and easier to navigate and use for both veteran and new players?
    Below you can see the current ideas/thoughts and progress regarding the spawn project. Feel free to leave your comments and suggestions, we want to hear from you!

    Project Goals:
    Create a community-invested spawn that “works”.
    • Helps new and old players navigate and find everything quickly.
    • Encourages fun activity and community interaction, we don’t want spawn to be a ghost town anymore.
    • Move ECC forward with a new and modern spawn with new blocks, designs and concepts
    • Improve on the things we have to make things better/fresh and new for the ECC 2.0.
    • Keep it ECC!

    Update: 4/27
    Current Spawn Design/Ideas:

    [​IMG]
    The current idea, based on some of the comments in this thread was to do a raised spawn point -- mount olympus was in the inspiration, where the surrounding areas can be viewed almost immediately by anyone logging in, or by anyone doing /spawn.
    This is a very very early work and I know it looks like a cake -- its the running joke right now. However there is plans/work in place to terraform, add buildings and in general make it look nice.
    The theme is ancient greek ruins on the top and it slowly evolves into medieval to industrial to modern on the ground floor.
    There are two main paths leading down the sides, which will take you all the way to the ground floor through the various levels. The second level is mostly decorative and room for extra portals just in case. The bottom level will contain the market and server shops.
    Outside the "cake" (lol) I'm thinking we can add in those fun buildings, community areas, parkour and whatever else.
    We are not looking on forcing a tutorial on new users this time, they will spawn at the top/center and will have the option to attend whatever tutorial we come up with.

    Portals:
    The current idea is to have all the "main" portals right at the top, where they are easily accessed and visible.
    [​IMG]
    Mining, Nether, End and Events(negotiable) portals up here on the top level, strategically placed to the west and south of the spawnpoint, as those sides are home to a community town and events, therefore not blocking the view of player spawntowns. The idea however is to keep the island shallow, so it doesn't block any view of below.

    Market and Server Shops:
    [​IMG]
    Market:
    The idea here is to have the market placed inside the final level, on the ground floor with a single entrance.
    The Market is getting a rebuild, as @Bsqt is building it with a very modern theme in mind, this is a very early stage.
    There are 11 stations total(outlined in white) and 2 prime stations right at the entrance.
    The gold areas are little stalls for a small number of chests/shops we are considering implementing for short rentals, perhaps weekly -- still many decisions to be made here.

    Server Shops:
    Behind the prime shops we were considering having a staircase leading down to an underground section(stone bricks), this is where you can find the server shops, and with organization we can have it all in one place. I'm currently thinking of just retaining the block/rare/unobtainable items and color shops moving forward, along with the exp shop. Underground is also future proof as we will have lots of room for expansions for future updates.

    Spawntown Project/Plans:
    ECC 2.0 is a chance for us to try something new with spawn and the spawntown city hub surrounding.
    After discussing with several community members, as well as my own observations over the years I have decided to approach the idea and appeal of spawntowns differently for ECC 2.0.

    My goal is increase the prestige and appeal of spawntowns and make spawn and the surrounding spawntown hub active and lively again, to make it worth having a town right at spawn again.
    With that said, I have designed a new layout for the spawntowns:
    [​IMG]

    Spawn:
    Spawn itself won't be walled off anymore, we are currently building spawn so that it shows off the surrounding towns right off the bat for a new player logging in. The wall will not be there, and while we may preserve the flags and towers, we won't be hiding the spawntowns behind a wall. Spawn will flow from spawn into the roads into the spawntowns.
    You can keep an eye on the spawn progress above. Updates will be posted once there has been significant progress.

    Dedicated Communities(Pink):
    This idea was actually brought to me by @Mission001 and I've decided to run with it.
    The pink towns on the layout will be what we call "Dedicated Communities" right at spawn. One of the reasons that spawn is so dead is because we lack any sort of incentive to be there. Players who log in run through the tutorial and are immediately taken to the mining world, or told to do /rtp to get away from spawn.
    Even though we need active communities, I did not want to force ALL spawntown owners to run towns and communities at spawn, spawntowns are still assets and we should still allow players to choose what to do with it, as long as they do something -- more on that later.
    In addition, Staff do not enjoy nor really have the time to dedicate all their time to running /warp plots the way it could be run.
    My idea to a solution is to have these two towns, which will be technically owned by the server/administration to be lent to user(s) who apply and are fully interested in this to run these towns as communities. Consistent and active communities is a sorely needed gap that we seem to struggle to fill. I think we can lessen the gap somewhat by promoting running communities at spawn.
    The users would not own these towns outright, but are able to build and run them however they please as long as they run an active and welcoming community.
    As an incentive and reward for the often thankless job of running a plottown;
    The owner(s) -- up to five would also be able to collect a weekly stipend for their efforts. The number has not been decided yet, but I am thinking of somewhere around 50-75k/week. This would be handled with a background rank added to their account with the collection command on a cooldown. In addition, the town owners would profit from the LWC's of evicted users.

    However as such there will be rules and regulations for these towns.
    • Town must remain active and be consistently maintained.
      • Grief and farms(if applicable) must be attended to.
      • Town owners and helpers must always be attempting to add new users to the town -- plots should be free, after all this is to help new players and build communities.
        • We can and will track this easily via logs.
      • Town owners and helpers must maintain town evictions to keep space available for new additions
      • Town owners must be expending time and resources into keeping their town active and welcoming and making an impact for new players.
    Basically you can't sit on a ghost town and expect to continue to earn the stipend, the town must be making a positive impact on new players and contributing to the activity at spawn.

    Town must remain in the hands of the registered community owners, they cannot be sold.
    • Other users may be added to assist with the town, but only the registered owners will have access to the weekly stipend.
    • If the current owners wish to step away and no longer wish to run the town they must inform Administration. If this happens Administration will find a new team to run the town.
    Town Owners found to not be actively running their community will have the rank revoked and the town will be seized back and a new team will be found to run the town.
    Checks will likely be done weekly or so(subject to change), it would be a simple review of the town to make sure its active, a quick check of logs to check for additions of new users.

    Dedicated Community owners will be selected via an application process and the decision will be made by Administration. Similar to Staff apps, we will open and close apps as needed.
    I likely will open applications shortly before we launch ECC 2.0 and get the selected teams all settled up and briefed on the job.

    The idea here is to offer an official job of running a community at spawn. With a server-issued incentive that doesn't rely on abusable methods like ranking up users and is very lightweight on Administration in general.
    The only thing we're doing is ensuring the towns are active and making a positive impact on the life of new players and adding to the life of spawn

    Player Spawntowns (Green):
    We will be raffling the 17 remaining towns around spawn that are going to be player spawntowns. These raffle tickets will be earned via various methods over the next several months. We'd like to offer an opportunity for all players to get in on a spawntown. Contests and methods will vary from VMR/Skyblock/Main contests, events, and even redeeming unused assets for tickets. Stay tuned for more information.

    However, since the plan is to impose...requirements/regulations for owning a spawntown, I've decided to reveal the plan as is right now. For there will be rules and expectations for those who win/own spawntowns.

    The challenges we face with our current spawntown setup are as follows:
    • There is no real incentive to have a town right at spawn, other than "its at spawn" with spawn being dead, its hard to want a town there if no one is gonna see it.
    • New players spawn in at the enclosed tutorial, and if they don't go through the portal at the end, either log out, or are told to use /wild to get out of spawn, completely bypassing any opportunity to view the spawntowns. There is also the wall...
    • Towns are frequently bought and held by users who have no intention of building them up.
      • There is an enforcement system in place for these towns to ensure they are being developed, but to be quite frank its rather loose and largely relies on a town becoming a problem of interest to get Administration to take it on. I for sure haven't bothered enforcing it.
    The first of the challenges we will be looking to address by increasing the overall activity at spawn with the dedicated communities and by rebuilding spawn in a way that encourages activity and doesn't scare people off. Including not having players spawn into a tutorial and having information forced on them. We are looking at making some changes with spawn itself to make sure that the spawntowns and being at spawn has both a logical and aesthetic appeal.
    The latter one, now this is where I plan to introduce a new enforcement system, and this one rather than a "when we feel like doing it" will be run on a monthly schedule.

    I know there was some talk about putting some strict regulations on what users can do with their spawntown. Such as no markets/stores, no personal vaults etc.
    Quite frankly, I don't think what the town is used for is a problem, but so long as something is being done with it and it is visually appealing at spawn. The goal here is for spawn to no longer look dead and abandoned and present a good first impression of ECC for incoming users. Spawntowns are still assets and should remain as assets, we are an economy server after all. Plus the fact that towns are assets isn't the issue, it is the fact that there is no regulations in place to have users actually do something with the towns they purchase right at spawn.
    With that in mind I plan on implementing some rules and regulations for spawntowns.

    I am currently considering a strike system:
    Two strikes and you're out.
    Spawntowns are evaluated on a monthly schedule to determine if they meet the requirements.
    Strike 1: You receive a warning, via forum PM that your town isn't meeting progress/development standards.
    Strike 2: If no significant progress has been made to improve the town, the town will be seized by Administration to be auctioned off to another user.

    Administration is not looking to seize property prematurely. This is being in place to ensure progress is being made on the towns consistently.
    Even if your project takes a year to finish, if its being consistently worked on, then you will keep your town. These rules are simply to make sure that towns are not sitting empty and without significant builds/purpose on them.
    When your build is done, and it looks decent for the spawn city hub, you wouldn't be subject to the regulations anymore, as it adds something to spawn.

    Tentative Rules:
    Spawntown owners must utilize their town in a way that adds to the city hub project at spawn. It must be visually appealing and not add an abandoned look or sit unfinished.
    Significant progress must be made on a monthly basis until the project is largely finished and/or adds to the spawn city hub.
    You are not required to build massive and impressive builds, but your town must have a purpose and must add something to the spawn city hub.
    Whether a build is "enough" to add to spawn will be at the discretion of Administration, but the expectations will not be insane.

    This is very much a "see how it goes" kind of situation, as we do begin to launch ECC 2.0 and we raffle the towns and actually launch and implement this system then we can start to put things in action and work accordingly. I did however wish to let it be known what the general "plan" is.

    Roads(Yellow):
    These represent roads that make every spawntown accessible by walking.
    [​IMG]
    The idea is to allow respective town owners to modify the roads next to their town if they so wish rather than dealing with whatever design administration/build team decides for the road as well as for the towns right on spawn to decide to merge their towns with spawn with design work or not. Entirely up to them.
    The current idea is these are added as separate regions, but the current official owner of the adjacent town will have build perms for these road sections. The wool in the screenshot represents the road section.
    The yellow/stone bricks/sand will represent an enforced walkway that will remain server territory to ensure there is a way to walk around to all the towns.
    I'm thinking we should have simple rules for the road portions of the regions.
    • No walls, as it is part of the road you're not allowed to build a wall for the purpose of blocking people out.
    • Treat it as a sidewalk, don't use it as an extension of your town build.

    Warp Plots(Purple):
    Staff will continue to run the /warp plots at spawn. This is mainly to ensure that alongside the communities that there is always somewhere for a new player to get a home. We can't guarantee there will always be town owners online to welcome new users, therefore /warp plots will be there to fill the gaps, however the plan isn't make it the first choice for players. We may also look into hiring town helpers from the community to assist within the town to help take a load off Staff. This is something I am considering and will make a decision on later.

    Events(blue):
    The idea with events at spawn is to bring the fun right to spawn, especially during event town months, or to implement some fun games that can be consistently played on the daily. Something that comes to mind is potential coasters, slots, and perhaps areas where users can host smaller events. The area will be large enough for 4 spawntowns, and fitted with a central point right on the edge that is right off spawn for aesthetics.

    Feel free to comment or ask any questions regarding anything posted, its all up for open discussion.
     
    • Winner Winner x 2
    • Optimistic Optimistic x 2
    • Potato Potato x 1
    • List
    #1 ClarinetPhoenix, Apr 3, 2021
    Last edited: Jun 1, 2021
  2. OConner1279

    OConner1279 President
    President ⛰️⛰️ Ex-Tycoon ⚜️⚜️⚜️ Prestige ⭐ I ⭐

    Joined:
    Apr 10, 2020
    Messages:
    530
    Trophy Points:
    14,160
    Ratings:
    +624
    Having looked at the current spawn project as it was being built, I think that what exists now should probably not be completely thrown out in favor of a wholly new design.

    That being said, the new spawn should 100% take advantage of the 128 block increase in height that is coming in 1.17. considering that it is more than possible to create 1.16 worlds that have such a height using mods, there is no excuse for ignoring this part of 1.17 (the whole reason we have to reset!) in the spawn construction.

    Since the post here seems to be focused on how to make spawn less of a 'ghost town', there are a few ideas that I suppose I'll throw in:
    • Allow players to build stuff beyond market stalls and decorative statues in spawn. An area for casinos, player-run mini-games, item giveaways, or even town portals would all be possible.
    • Placing /warp plots right next to spawn
    • Placing /warp events right next to spawn
    • Put /warp pvp inside spawn, in some sort of arena or through use of those extra 128 layers.
    • Maybe place /warp tutorial somewhere that actually connects to the rest of spawn (maybe right next to the exit into /warp plots?). Perhaps we could have a "tutorial coaster" that literally deposits new players into /warp plots?
    • Investigate any other uses for areas in spawn before making it into "dead space" like many areas of the current spawn now are.
     
    #2 OConner1279, Apr 3, 2021
    Last edited: Apr 3, 2021
  3. Theranos

    Theranos Mayor
    Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐

    Joined:
    Feb 2, 2013
    Messages:
    187
    Trophy Points:
    39,310
    Gender:
    Male
    Ratings:
    +53
    On the topic of direction and organization - I've seen that colored paths in the ground tend to work well - Ie. a green wool/clay path labeled "mining" that someone can follow to the mining warp, maybe a golden path that leads to the shops warp, etc. that all originate from the main square.

    Fresh Edit : On that note, I disagree with Oconnor, in that I believe that using the main spawn area (Not including the surrounding towns in this opinion) for anything other than tutorial/directory services would needlessly complicate things. I'd move the current exp/nstar conversion thing and any star tool stores to market warp, that way all the stores are actually where they are intuitively.
     
    • Friendly Friendly x 1
    • Creative Creative x 1
    • List
    #3 Theranos, Apr 3, 2021
    Last edited: Apr 3, 2021
  4. socksforsupper

    socksforsupper President
    President ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ VII ⭐

    Joined:
    Apr 13, 2020
    Messages:
    123
    Trophy Points:
    31,860
    Ratings:
    +84
    I like the rollercoaster idea.
    I think it would be cool if you had a tutorial coaster. Sort of like your ecc history coaster going right now. New players could ride and see what their first steps could/should be.
     
    • Agree Agree x 3
    • Potato Potato x 1
    • List
  5. oxwood2

    oxwood2 Builder
    ECC Sponsor Resident ⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ II ⭐ Premium Upgrade

    Joined:
    Jul 1, 2013
    Messages:
    2,893
    Trophy Points:
    76,160
    Gender:
    Female
    Ratings:
    +1,684
    no blowtube pls that's all i ask
     
    • Like Like x 1
    • Winner Winner x 1
    • List
  6. kenny0011

    kenny0011 Resident
    Resident ⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ III ⭐

    Joined:
    Aug 12, 2019
    Messages:
    1,272
    Trophy Points:
    38,660
    Gender:
    Male
    Ratings:
    +816
    A lot of these ideas seem very familiar... almost like they have been copied pasted from an ideas page from a previous administration, that initially made headway into a new spawn, then got promptly killed by the next administration.... now to be claimed as their own?

    Anyway, imma be a bit biased here and kind of explain through the ideas that I had (some of which have somewhat survived the 6+ months since the spawn project initially started)

    Portals

    Generally, adding more portals to the intial /spawn to be obvious. That is, when a new player does /spawn, they should immediately see what is important. I personally class these as portals to mining, market, events, and towns (more on this later). These things are generally what ECC is about, and most importantly, what a new player will want immediatly.

    Next is the second most important stuff. That being things like nether and end portals. These ideally should be placed behind wherever someone faces when doing /spawn. Furthermore, with funky flag configurations, these portals can be "locked out" with entry deny flags (with g:survivor iirc added as members), with entry deny messages linking to information about nether / end access.

    Finally, and I guess even more out the way, you put other server portals. Even more so now, if any advertising is done people are going to be looking for a 1.17 economy server, not a 1.12 skyblock server. (This infact is one of my gripes with the current tutorial set up, with one of the first things people see on spawning to their left is skyblock). Combining a PvP portal with a survival games portal would cover any PvP in a seperate area off spawn. (Think current /warp pvp just with an added portal to SG).

    Server Shops & Market

    I think I directly remember saying something along the lines of "has anyone ever actually brought an iron helmet from /warp pvpshop?". Getting rid of a lot of the crap thats sold in the server shops, and keeping it simply to colour shop and block shop as things that people actually use it for. (As well as certain special items such as turtle helmets, which otherwise are unobtainable IIRC).

    While the "rotating stock" idea does seem neat, I can imagine it being somewhat abandonded after a while, and very easy to "fuck up" on pricings, with stuff either being too expensive and no one buys, or too cheap and affecting player markets.

    Personally, I would say get rid of the EXP shop as well at this point. With vanilla enchanting being enabled (and being substantially cheaper than prices on enchants), I honestly think letting max tools being a player driven market (as opposed to being loosly pegged on nstar / xp price) is the way to go.

    As for market, it's nice to see my "pop up stall" idea still being present! This was effectively a response to lots of newer residents ranking up, then asking "how do I get a plot in market then?" and being shot down saying that you basically need lots of money to buy off another player or be incredibly lucky / plan it in advanced. These were to basically be 5 or so chests that a user could rent / request, with flags set that only placing / breaking of signs would be allowed (as to somewhat make management of these stalls something that GameAdmins could do without requestint rollbacks from SA's as with normal spawn shops).

    Spawn Walls & Adjacent Towns

    I believe the reasoning for removing these walls was to allow for greater intergration between spawn and spawn towns. An example of this working relatively well in my opinion is MainEast's spawn, where the paths have been changed to black concrete as to better blend in with the spawn towns there.

    As for moving plots back to within spawn local, massive plus one. As staff, being able to still see plots local as part of spawn local allowed for users to still ask questions in local chat and not be ignored.

    As for spawn towns in general, I believe that they should be given to builders who have demonstrated actual builds, as oppose to who simply has the most cash to buy one off another player.

    New Portals

    These were primarily going to be a farm for new players to make basic money and get food iirc. I however was generally opposed to this idea, as I personally believe that the first thing a new player is going to see is a big portal that says "FARM", and harvest a bunch of crops without planting, either purposfully or by accident. This would leave staff constantly spending time replanting a farm, when, quite frankly, they have better things to be doing.

    I also mentioned earlier of a "towns" portal. This would effectively be a heavily curated portal room to various towns within ECC. Not only would this have a showcase of the best builds on ECC, but also have portals to community ran plot towns. Think how cool it would be if a builder could do /warp towns and see exactly where all active plot towns are. Again, I think this would be postive change, as it directs players to "real" towns, and again, frees up some of the time staff do constantly managing the staff plots town. (In case you can't tell at this point, I dispise /warp plots).

    Finally, this /warp towns could also bring back to town of the month idea, and allow for competition for builders to actually build cool stuff.

    Lag And Performance Issues

    While it be nice to fit a lot of stuff into spawn, too much can cause performace issues for our brothers who want to play ECC on their toasters. This is why one of the proposals was to move /market out of direct spawn (as market typically has many signs which generally cause performance issues on lower spec potatos).

    Tutorial

    This is something that is both a good thing and bad thing. Most new players spawn in tutorial, see a bunch of signs and don't read them. They then end up in the mining world, and complain that they get griefed, house reset etc. Personally, I think it should be cut right down, instead making people use /help commands, or linking the wiki where greater detail should be put anyway.

    As for making the tutorial more interactive, I found ways of making it so that pressing a button would put information into the chat box using deny messages. Furthermore, should interactive chat command features return, these work in these messages. (Think a button that a new user can press, they get "Click [/kit starter] for a bunch of iron stuff to get you started!" kind of thing.)

    Also, remove the portal that leads to mining at the end of tutorial. Have it go to /spawn. That is all.

    Final Thoughts

    A few staff members are probably reading this and thinking "what kenny has said is nothing new", and yeah, that's cause a new spawn has been an idea for 6+ months now (and a lot of stuff I've said here is from my own notes made in convosations and meetings when initally planning stuff). While it's nice to see that this project is finally getting some legs on it again, it's a bit disingenous to claim that it is an entirely new idea from this administration team. (Again, I'm seeing ideas that I came up with at the end of my run as GA being still passed round). No matter who runs or works on this project in the future, I hope the people who worked tirelsly on the first drafts of this project get the credit and recognition they deserve.
     
    • Winner Winner x 18
    • Like Like x 1
    • Potato Potato x 1
    • List
    #6 kenny0011, Apr 3, 2021
    Last edited: Apr 3, 2021
  7. FirstNolan

    FirstNolan Former GameAdmin
    ECC Sponsor Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade

    Joined:
    Aug 23, 2020
    Messages:
    1,125
    Trophy Points:
    45,710
    Gender:
    Male
    Ratings:
    +285
    Glad this was mentioned. Nonetheless, glad to see that this project is getting jump started again from the past administration.
     
    #7 FirstNolan, Apr 3, 2021
    Last edited: Apr 3, 2021
  8. Speed42jh

    Speed42jh President
    President ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade

    Joined:
    Jun 28, 2020
    Messages:
    248
    Trophy Points:
    42,760
    Gender:
    Male
    Ratings:
    +211
    being apart of the ‘new spawn project’ was pretty cool when i was on the team. i remember @icondigi was the one that was really adamant about this project being finished and i supported that. it’s great to see that the whole project is being revived in a way and also what kenny and nolan said, give credit where it’s due.

    nonetheless i love the idea of reviving this project.
     
    • Agree Agree x 4
    • Potato Potato x 3
    • List
  9. Leafnova

    Leafnova Builder
    Builder ⛰️ Premium Upgrade

    Joined:
    Aug 30, 2020
    Messages:
    15
    Trophy Points:
    12,800
    Ratings:
    +54
    Hello everyone.

    Please allow me to step in here and apologise that the original post did not include further details about how the previous spawn project was started or who was involved.

    For those of you who don't know much about the spawn project, this was something that many members of the staff team discussed and brainstormed through last year. The project was officially put on hold to allow the staff team and Clar to focus on building the 10 year anniversary events, in which they did a fantastic job :)

    While I apologise if I miss naming any particular individual here, the spawn project could not have been what it is currently without the tireless efforts of many staff members including @iSneaky, @FuryFudge, @icondigi, @blazwura97, @Mission001, @LimeLush, @kenny0011, @JRigz, @FirstNolan, @Speed42jh, @HypeDav, @TaylorBros22, @Karin_88 and more. Many, many hours of discussion and planning and building, and re-building went into the project as it currently stands, and it would not have ever gotten off the ground without any of you, and I hope that you know I mean that, after working with many of you during the project and our many chats. Speaking for myself alone, I know this was a real labour of love for many of you, and you all gave up your free time to help create this vision we had all talked about, for which I am truly thankful. I hope that we can finish off this spawn project and let many players enjoy the hard work you all contributed to.

    While I do apologise that this was not mentioned in the original post, it was not intentional for this project to be claimed as being the work of others, as this was entirely not the case, and the work of many individuals contributed to this spawn project. Now that the 10 year anniversary events have been finished, this spawn project is being restarted, as we informed the team that it would be when we announced the hiatus some months ago.

    With that said, I hope you all forgive the misunderstanding that the original post did not clarify this and we can finally finish off this project.

    Leaf :)
     
    • Friendly Friendly x 6
    • Like Like x 1
    • Winner Winner x 1
    • Optimistic Optimistic x 1
    • List
  10. LimeLush

    LimeLush How is he still staff?
    Mythic ⚔️ I ⚔️ Game Admin ECC Sponsor President ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ V ⭐ Gameplay Architect Premium Upgrade

    Joined:
    May 9, 2020
    Messages:
    1,311
    Trophy Points:
    46,410
    Gender:
    Male
    Ratings:
    +446
    Normally, I avoid adding onto discussions like this, as I can see that some of the posts are very polarizing and emotionally driven. While the current re-design was near completion, making some changes to the re-design would help improve it even more before its introduction to the server once we move into ECC 2.0. I think that showing this and asking for community feedback is a great way to further improve on the re-design that former staff members created because we are trying to make a spawn that is best for the players we support. After looking at the original post on this thread, I love the idea of a rollercoaster and personally I think removing the walls and flags around the border would make the spawn towns more noticeable to new players that start at spawn. Hopefully, we as a server can gather some other good information/feedback from the community and make the current re-design as amazing as possible!
     
    #10 LimeLush, Apr 3, 2021
    Last edited: Apr 3, 2021
  11. rsdworker

    rsdworker Builder
    Builder ⛰️ Ex-Resident ⚒️

    Joined:
    Sep 11, 2015
    Messages:
    181
    Trophy Points:
    14,790
    Gender:
    Male
    EcoDollars:
    $0
    Ratings:
    +60
    i do love it i think its makes easier for new players and like - I think player shops should be within towns where players can buy or sell - while spawn shops exist also pop up stalls would be nice to sell things to new players
     
  12. Nicit6

    Nicit6 N6
    Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ II ⭐ Gameplay Architect Premium Upgrade

    Joined:
    Jul 13, 2013
    Messages:
    9,914
    Trophy Points:
    102,160
    Ratings:
    +8,058
    hi everyone your least favorite inactive ex-somebody here,

    I would like to respectfully suggest the current spawn builds be gutted. While I don't think they're bad builds (actually, I think them to be pretty good), I think they ultimately don't provide the first impression we want of the server most of us love.

    I'll preface this by stating I don't want this to come off as an attack on those who worked hard on it. I know I've had disagreements with a fair few of you. The ideas on this thread are actually really good -- I think @kenny0011 really hits the nail on the head on making an absolutely killer spawn. I'm just not sure what currently looks to be done executes on these ideas... really at all. And of course I'm not trying to discredit anyone here. Everyone who's put in work so far needs to be credited however that's going to be done once the project is finished.

    Both shown iterations look to have players starting off in a well, surrounded by portals. Of course this makes portals close and tiered structures are always nice. However I think it's a bit derivative of the lobby server. Moving from one to the other would grant an extremely similar view and that could be pretty confusing to newer players. The other issue with the well is you can't see out of it -- and that leads to less players exploring. The spawn I get the impression Kenny has envisioned has lots of hustle and bustle. Tons of cool features and lots to see. Why not start players off where not only do they have access to portals, but are overlooking are the neat stuff we have at spawn?

    The other point I have is the flat garden-esque theme of the more completed spawn. It's gorgeous, though not particularly... on theme? This is EcoCityCraft and to me at least that means cities and buildings and shops. Obviously there are limitations on this, since it needs to be fairly straightforward to navigate and also contain functional space (and too many empty skyscrapers might look a little tacky). Perhaps some of the space could be filled with a tutorial ride as suggested above by @LimeLush which travels above the city and through various buildings -- think Disney's Tomorrowland Transit Authority PeopleMover.

    I would like to also suggest that even if we don't keep the entire spawn wall, we at least find a way to incorporate the towers and maybe even the flags -- they've stuck around for nearly a decade now through several new spawns and I definitely think we should pay a little homage to them, even if it's decided for spawn to be more open.

    Anyway I know talk is cheap, ideas and execution are two different things. So again I'm not trying to diminish what anyone has spent time working on. This is just my 2c about what I think an ECC spawn should look like.
     
  13. icondigi

    icondigi FuryFudge Lover
    Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ II ⭐ Premium Upgrade

    Joined:
    Oct 3, 2012
    Messages:
    2,123
    Trophy Points:
    78,060
    Gender:
    Male
    Ratings:
    +2,466
    As the previous project lead on this project, I'll admit I was a little offended there was no mention of my team and I's tireless efforts to start this project.

    For 4-5 Months, I spent countless hours, up all night drawing and planning everything out for this project. I had everything organised from the tutorial writers, plugins, layouts, pros and cons, schematics, areas, builders + MORE.

    When we were close to finishing this project, a sudden and unexpected change of administration took place, which immediately resulted in the ending of the spawn project, with no remorse or consideration to the many people and hours who worked on this project. To then have this project started up again, and claimed as a project that took place under the new administration is completely offensive and disrespectful to those who spent so long working on this.

    Just to ensure everyone gets the correct credit, the people who helped get this project off the ground include:
    @FuryFudge, @iSneaky, @FirstNolan, @DCxCyBeR, @TaylorBros22, @Speed42jh, @kenny0011, @edrandom, @JRigz, @LimeLush, @MadMonster_, @Karin_88, @HypeDav, @oPriam, @ChefCraft19, @TankNoodle, @blazwura97

    I appreciate the credit @Leafnova decided to give, which is something that I would've thought would be mentioned in the original post. Nonetheless, I was under the impression I was going to be able to continue helping create this project, but as I wasn't consulted I understand that is different.

    In saying that, I agree the project which we started has quite a lot of work to be done. We were ready to open this to the public and make many needed changes which I'm glad are now being made. I do like @Nicit6 's idea of keeping the portals, but being able to showcase more of spawn, it would just need to be in a way that doesn't allow players to get lost and log off quickly (which is what the current spawn does).

    In regards to the market area, we came to the conclusion that the new updated version was finished and ready to be carried over. However, would love for people to be able to see it and provide feedback on how we can make it better. (/home icondigi:market)

    I still have all my notes, files, documents, plugin recommendations, mockups, schematics & more if you were wanting to include me going forward.

    icon
     
    • Like Like x 10
    • Winner Winner x 3
    • List
    #13 icondigi, Apr 3, 2021
    Last edited: Apr 4, 2021
  14. LaggyTryHard

    LaggyTryHard ♛Exalted Builder♛
    EcoLeader ⛰️⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade

    Joined:
    Jun 15, 2017
    Messages:
    1,361
    Trophy Points:
    52,160
    Gender:
    Male
    Ratings:
    +964
    The smaller the spawn is, the better. If a building doesn't need to be in there/serves no purpose then just cut it out.
    You don't need to make spawn super pretty to look at, leave that for the spawn towns. We got those fancy rules in place now too- so spawn town owners need to actually develop the locations rather than just leave them bare.

    Also as it is atm, it looks like the area you warp into is a copy/paste of the lobby. To make it clear that you've changed locations, you can invert the map so that instead of the sunken-in flooring, you would have the player spawn in on a much higher elevation. Also, if you remove the giant walls, then the player can potentially see much farther out and see the spawn towns surrounding the area.

    The walls are kinda annoying since for decoration purposes, they aren't anything interesting to look at and they only seem to prevent the user from exploring.
     
    • Agree Agree x 4
    • Like Like x 1
    • List
  15. Nicit6

    Nicit6 N6
    Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ II ⭐ Gameplay Architect Premium Upgrade

    Joined:
    Jul 13, 2013
    Messages:
    9,914
    Trophy Points:
    102,160
    Ratings:
    +8,058
    out of curiosity -- do you have numbers/what's your source here? (or was this just given in your project scope?)

    like I'm sure this happens (and to an extent can't be avoided), but having worked statistics I'm really curious if we have a numbers breakdown of people who logged in briefly and left because they were lost versus taking a look around and just deciding "not for me".
     
  16. Ishanv

    Ishanv King of Trivia
    Mythic ⚔️ I ⚔️ EcoLeader ⛰️⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐⭐ X ⭐⭐ Premium Upgrade

    Joined:
    Nov 5, 2020
    Messages:
    353
    Trophy Points:
    42,860
    Gender:
    Male
    Ratings:
    +176
    I dont know if this will solve the problem, but maybe have a map the player is given to see the spawn and where everything is. Dont know if this is possible or if it will help, but it may be a solution.

    Edit: Either that or just make the spawn more organized :p
     
    #16 Ishanv, Apr 3, 2021
    Last edited: Apr 4, 2021
  17. BobbyBlack

    BobbyBlack Community Spokesperson
    Mythic ⚔️ I ⚔️ ECC Sponsor President ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐⭐ XI ⭐⭐ Gameplay Architect Premium Upgrade

    Joined:
    Jun 14, 2012
    Messages:
    1,826
    Trophy Points:
    74,160
    Gender:
    Male
    Ratings:
    +1,516
    When i joined the team this "spawn project" was indeed a thing, but it wasnt being worked on at that moment. Yes the new administration took the lead on it as the administration should be the ones behind projects of this magnitude, not someone who isnt. I would also like to note that the new administration did indeed try to talk with the lead of the project and work with those who were building it.

    Now onto the spawn build being worked on. When i joined the team and seen the first iteration of it, it was just a flat out copy of the lobby with a library for exp/star tools, an autofishing area, and a fountain with parkour around it, and a board of signs with the makers of that spawn. Does this sound like a proper spawn to you?

    It did not even have room for all the needed buildings/things needed at spawn.

    I personally look forward to the new spawn project as it will be the community throwing ideas together, not just a handful of members from the staff team. Also administration will take lead and make sure what needs to be done is done.

    This thread should be a place to discuss the new spawn and get it done. Not complain about the past. Lets be honest, if anyone else had been put into administration there would not be a big problem. You few who have something to say about the current administration just do not like them. Without being bias about who they are and who the old administration are, the current administration takes lead, are active ingame/forums and are getting things done. They have taken lead of this spawn project as they should, not passing it to others who don't even know what needs to be at spawn, etc.
     
    • Potato Potato x 6
    • Winner Winner x 2
    • List
    #17 BobbyBlack, Apr 4, 2021
    Last edited: Apr 4, 2021
  18. Imaginex

    Imaginex Living in a Daydream
    President ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Gameplay Architect Premium Upgrade

    Joined:
    Mar 6, 2014
    Messages:
    1,945
    Trophy Points:
    72,660
    Gender:
    Female
    EcoDollars:
    $5,655,100
    Ratings:
    +1,244
    So, it sounds like a pit might not be the best move. What if we did a mountain, or tower, of some sort instead? With a large spiral staircase down, leading to portals or shops as you descend.

    This will give us a way to show off the new height, and new players will immediately be able to see the spawn towns. Additionally, since there will be no fall damage, players without fly could easily fall to whatever level they’d like to go to, and just /spawn to return to the top.

    Additionally, I like the idea of doing a city build theme. Though @jmichael214 ‘s spawn had a few glaring issues, you can’t deny that it felt like a city.
     
    #18 Imaginex, Apr 4, 2021
    Last edited: Apr 4, 2021
  19. OConner1279

    OConner1279 President
    President ⛰️⛰️ Ex-Tycoon ⚜️⚜️⚜️ Prestige ⭐ I ⭐

    Joined:
    Apr 10, 2020
    Messages:
    530
    Trophy Points:
    14,160
    Ratings:
    +624
    Maybe we could create a thread every administration change for the ex-staff and the new staff to attack each other!
     
    • Like Like x 2
    • Potato Potato x 1
    • List
  20. kenny0011

    kenny0011 Resident
    Resident ⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ III ⭐

    Joined:
    Aug 12, 2019
    Messages:
    1,272
    Trophy Points:
    38,660
    Gender:
    Male
    Ratings:
    +816
    My appologies. It seems I somewhat opened a bit of a can of worms so to speak with my comments, with most the discussion on new spawn being focused on two paragraphs in otherwise what I consider a fairly lengthy analysis of the new spawn project.

    My aim for my original post was simply bring context to an otherwise somewhat long forgotton project. A lot of the ideas proposed in the announcement were somewhat without context in my opinion, being solutions to problems that otherwise had not been discussed in the announcement. Furthermore, a lot of the original meetings / discussions about new spawn did occur many moons ago, with the vast majority of the team that had these meetings no longer being hugely active. I was simply using my own notes from these meetings as to give further insght to some of the ideas initally drawn up.

    As for discussing the actual project, I like @Nicit6 idea for new players to spawn "overlooking" spawn (and that comes from someone who makes it their goal to disagree with everything!). I think it's one of the archive's spawns that has the tutorial as interconnecting islands that spread out across spawn, allowing new players to "look out" over spawn. Prehaps this could be pushed further, with small "bubbles" interconnected via portals, going not just over spawn, but across spawn towns as well (as to make explorers look out, think "oh thats a cool thing" and later search for it in spawn).

    I also somewhat like @LaggyTryHard idea for making spawn as small as possible, and instead have greater focus on spawn towns. Let's be real, spawn will always be a pretty static place which shouldn't be changed, however spawn towns have the potential to be much more dynamic. In my opinion, the economy should wherever possible be player driven. The same thinking can be done for spawn. I also like the big brain idea of elevating up the portals (a big brain idea coming from an actual good builder!)

    As for the walls, I think it was known this was going to be a somewhat contentious issue. They can always be moved somewhere else, for example surrounding warp plots / events, or even just copy pasting the current spawn, surrounding it with barriers and call it the new /warp pvp.
     
    • Friendly Friendly x 2
    • Agree Agree x 1
    • List
Thread Status:
Not open for further replies.