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Main World 2.0 - Printable Version

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RE: Main World 2.0 - 9bjames - 10-15-2012

I understood that, but it would still be an inconvenience to many players, and I don't see it being worth it.
I would have to go back to the point that I myself wouldn't enjoy it at all, if I was being made to move to another main world. I prefer to keep all my builds in one place, and for me, there's still plenty of unzoned building space which I can expand into. Like I said, I don't think we should stop players from being able to go and build in there, but instead give them a nudge in the right direction. Make it more known about the new main world, make the new world more obvious... but don't block off the old one.


RE: Main World 2.0 - shppthwhtfx - 10-15-2012

@james oh, didn't see that quote from ind xD that explains his stance.

@ind would it be possible to allow new zones for veteran members or at least the expanding of current zones to make room for building adjacent to current builds? Or is that contradicting your efforts too much? =/

@james I understand your hesitance at this seemingly extreme action, but if we don't "lock down" the old world, it won't be a real museum because people will still be able to build random grief structures and many builds in main world aren't zoned and can be griefed without the overzone. My question to you is are you willing to agree to my proposal as a compromise that keeps in mind the building class as you are trying to? If not, then ind agreeing to it won't matter and you'll squabble with each other until you come up with a random agreement xD I'm trying to help both sides, I promise!


RE: Main World 2.0 - Indrae - 10-15-2012

I'm against new zones for veteran members. The reason being that it would show an unfair advantage for older players.

However, if someone is working on a build they have now and want to expand it, an exception could be made for that.


RE: Main World 2.0 - 9bjames - 10-15-2012

@Shpp - I can understand that making an overzone would help in some instances (griefing etc.)... and I also understand that if it's a museum, you're not meant to touch, or break the goods... XD
But again, just for the idea of making it into an area to showcase the previous world... locking it just loses so much accessibility.

My whole base is in that world. I keep all of my goods there, and I wouldn't be willing to move that amount of chests. If I then ended up with a new build idea which I wanted to add to my base (functional or decorative, maybe even just on a whym), and then it turned out I would have to move to another map entirely because I couldn't build near my old builds, I wouldn't really be alright with that.
I'm only saying all this, not because I think it'll be an issue for me, but there's probably plenty of other players who will be in the same situation. I just don't think turning a widely used world into a museum would benefit the community as much as leaving it open.

My general opinion is that it'd be a bad idea... just remember though, this is only an opinion, and I'm only trying to flag up any problems that could come about from this, to see if there are ways around it. I'm open to suggestions; really, letting old players build freely in the main world 1.0 is the closest idea which meets half way, but there's still problems with that as well...


RE: Main World 2.0 - EducatedPizza - 10-15-2012




RE: Main World 2.0 - Indrae - 10-15-2012

I think meeting halfway would be more like acknowledging that in some cases people may want to add on to builds that they have in Main World 1.0. I'd be willin to make an exception if there zone does not allow them to do that.

Also, keep in mind that warps make it so trivially easy to get from world to world that even if someone's supplies are in the old world, it would just take a quick warp and back to get what they need.


RE: Main World 2.0 - Eaglefighter - 10-15-2012

yeah, peopel wont have to move their storages over, which makes building new things in the new world easier.


RE: Main World 2.0 - 9bjames - 10-15-2012

True, warps make it easier, but don't underestimate how tedious it can get having to keep warping back and forth. I've had to break down buildings, and implement them closer just to get past that issue before, really breaks concentration and work flow when working on something big.


RE: Main World 2.0 - Eaglefighter - 10-15-2012

my storage is quite deep underground so i always just warp there, there is an entrance but its qutie a pain to go down and up that water every time, got quite used to it. and you can always jsut make a couplke of chests at your new big build and bring voer the stuff that you need.


RE: Main World 2.0 - Indrae - 10-15-2012

The city idea may not be a bad idea. We could even take a page from the voxel box and create a building where they can go to check out various building techniques.