[Suggestion] Mining World Wilderness

Discussion in 'Suggestions' started by Enegek, Nov 30, 2013.

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  1. Enegek

    Enegek tbone199205 in the house
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    Suggestion:
    I think it would be a fun idea to make the last 500x500/1000x1000 edge of the mining world (The Wild) have higher ore generation upon mining world regens, and have the rest of the map have normal or lower ore generation upon regens. Another thought to that is to apply the same concept to spawners. Have more spawn in the "The Wild" and less/none spawn in the center. I would also suggest (I know it's been debated on, and AKM has said it won't happen but just hear me out) to enable pvp in "The Wild". This would allow for players to have access to a place with high reward and balance that out with high risk. To ensure that players don't blindly wander into "The Wild", I'd also strongly suggest that 50 blocks away from "The Wild", a message would appear saying, "Warning: You are about to enter The Wild. PvP will be enabled. Continue at your own risk." Then another message at the direct edge of "The Wild" saying, "Now entering The Wild - PvP Enabled". Putting it that far out into the mining world, with the addition of the messages, would save new players looking to go there for either refuge or resources from getting killed by other players. It would also allow for those players who like to play risky and fight outside of arenas to have a zone in which they can enjoy. I would also recommend disabling donation features within the zone, with the exception of water/pyro features.

    Reason:
    This would add yet another feature to the server that could potentially attract new players and bring back old players. It would also ensure the safety of those who do not wish to partake in the risk to stay out.

    Other Information:
    Some might argue that, "If you want to PvP like this, go to the nether".
    I feel the experience you would have here would not feel anything like the experience you get in the nether.

    Another argument might be, "What about the new players? It won't be fair to them if there is more ore out there."
    This is a Hardcore Economy Server. Ranking up and earning money, especially for new players, should not be an easy task. Not to mention, it adds another goal for players in the game.
     
  2. kukelekuuk

    kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯ
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    the problem with this is that /wild teleports to a random location across the whole map, also the fact that 1 person with vanish and an eff7 has an immense advantage here, they would mine along all of the wild because it would give a crazy amount of ores. not to mention the area would be HUGE

    The map right now is 5000x5000, which is 25000000 blocks, a 500 thick area would be (5000*5000) - (4000*4000) = 9000000 blocks, that's almost 28% of the whole map as wild, it's more than half if you have 1000 block thick wild.
    Having 2/7 of the map with extra ores and pvp would result in people simply making more money than they already do with eff7s. And like I said earlier, someone with vanish could profit from this a lot without any risk.
     
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  3. Enegek

    Enegek tbone199205 in the house
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    The /wild warp does pose a problem for this idea, that I do not dispute. Not to mention I'm not focusing on it's location or size either. It's more of the concept that I'm interested in. I would be interested in hearing ideas from you on how something like this could be implemented.
     
  4. kukelekuuk

    kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯ
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    Well, I'm not a pro at world generation, but this would require a custom generator to be written that is functionally identical to the normal world generation and has extra ores after a certain chunk coordinate has passed.

    As for the pvp, that's a simple one, just set the whole world to pvp and make the area in the center a giant worldguard region with pvp deny and build allow
     
  5. Enegek

    Enegek tbone199205 in the house
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    An idea that may solve the problem of people mining on the border would be to generate a bedrock wall that outlines the underground at like 54 and under. This would be more work, but it would solve that problem. This wouldn't exactly be the prettiest solution, however functionally it should work. The reason I say this would only be that level and lower would be because that leaves room for low terrain to spawn without revealing the bedrock right away.
     
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