10-11-2012, 05:04 PM
@lily we're not going to transfer them over, but we can continue making the fish tour thing. We've tried to complete it like three times now and I don't think it ever got done. I don't know the warp to the most recent one, but fishy's attempt was /warp temptour##, my attempt is in the same building as /warp shoplist and the third attempt was made by a member who built a large room about 10 blocks in the air with signs to all the interesting builds (again, dont remember the warp).
As for your second point, not all our members are as patient as us and get tired quickly of adventuring through taken wilderness to try to find that spot worth building on. There is one zone I've seen that is absolutely pointless taking up space to build which we can use as a new## until this new main world happens: colesonnew, it's at the far right of the map near the bottom and set up like a new## already, it was supposed to be new21 I think but another one was made before it could. We need to resize the zone to fit only the welcome center and release it.
@everyone Here is a list of ideas for main world 2.01's zoning policies:
Zone Size:Build Size
If we are making main world 2.01, I would like to suggest we put a limit on how large zones should be made from existing structures. We zone areas so that builds aren't griefed. If someone asks an OP to zone a large area with no builds on it, they should refuse in my opinion. I have zoned large areas in the past for people without thinking too much about it, but that might be why we're having problems now. People want remote areas to build in so they ask for giant zones to buffer for them, but this isn't structured and can get out of hand.
I suggest that we make a rule for OPs where they can't zone more than 20 to 30 blocks radius from an existing build. It can be the base of a structure so that the owner can mark their territory, but something has to be being protected. Not a few cobble/dirt/sponge pillars; not a cobble square pretending to be something, something that hints there will be effort made to make a build such as the area being completely flat or the build already is under construction. This mainly applies to large zones. If there's a 70x70 area that is leveled or something with a floor laid, then a 100x100 zone seems more justified. A 20x20 build does not need a zone larger than 50x50 or even 40x40.
Zone-Here Warnings
Perhaps zones larger than 1000 sq. blocks (100x100 or equivalent) should have greeting and farewell flags so people don't wander in thinking they can build? This is less important xD
Players should be warned that underground builds need some sort of universal marking above ground to show that something is in fact there so OPs don't accidentally zone over them (yes they should check but we cant always be lucky with our wooden sword strokes, we should anticipate non-perfection).
New## Reserved Areas
We could make it clear where we're going to make new## warps so that people who want to spread out will know to stay away from those areas. We can set up a system of reserving 500x500 areas at x=0 z=0, x=1000 z=1000, x=-1000 z=-1000, x=1000 z=-1000 and so on so that they're a good distance apart making room for exploration after the new## area is filled but before we open the next. When we realize the newest one is full, we simply resize the zone to cover only the welcome area and change the warp at spawn. The new## reserved areas should have greetings and farewells if we do use this idea.
We don't have to have too many of these, but it should be enough to last until the map is reasonably full and our new system of zoning is fully understood and exploited again.
The Culmination of My Thoughts
Those things will hopefully keep us from having the same issues we have with main world 1.0: large empty zones, large zones still that have small structures at the middle, even larger zones that have large complexes in the middle but really don't need that large of a buffer. We can expand peoples' zones as needed, if they want solitude they should build far away from wherever we send new people and perhaps even prepare the land they'll want if they're that paranoid of overcrowding.
As for your second point, not all our members are as patient as us and get tired quickly of adventuring through taken wilderness to try to find that spot worth building on. There is one zone I've seen that is absolutely pointless taking up space to build which we can use as a new## until this new main world happens: colesonnew, it's at the far right of the map near the bottom and set up like a new## already, it was supposed to be new21 I think but another one was made before it could. We need to resize the zone to fit only the welcome center and release it.
@everyone Here is a list of ideas for main world 2.01's zoning policies:
Zone Size:Build Size
If we are making main world 2.01, I would like to suggest we put a limit on how large zones should be made from existing structures. We zone areas so that builds aren't griefed. If someone asks an OP to zone a large area with no builds on it, they should refuse in my opinion. I have zoned large areas in the past for people without thinking too much about it, but that might be why we're having problems now. People want remote areas to build in so they ask for giant zones to buffer for them, but this isn't structured and can get out of hand.
I suggest that we make a rule for OPs where they can't zone more than 20 to 30 blocks radius from an existing build. It can be the base of a structure so that the owner can mark their territory, but something has to be being protected. Not a few cobble/dirt/sponge pillars; not a cobble square pretending to be something, something that hints there will be effort made to make a build such as the area being completely flat or the build already is under construction. This mainly applies to large zones. If there's a 70x70 area that is leveled or something with a floor laid, then a 100x100 zone seems more justified. A 20x20 build does not need a zone larger than 50x50 or even 40x40.
Zone-Here Warnings
Perhaps zones larger than 1000 sq. blocks (100x100 or equivalent) should have greeting and farewell flags so people don't wander in thinking they can build? This is less important xD
Players should be warned that underground builds need some sort of universal marking above ground to show that something is in fact there so OPs don't accidentally zone over them (yes they should check but we cant always be lucky with our wooden sword strokes, we should anticipate non-perfection).
New## Reserved Areas
We could make it clear where we're going to make new## warps so that people who want to spread out will know to stay away from those areas. We can set up a system of reserving 500x500 areas at x=0 z=0, x=1000 z=1000, x=-1000 z=-1000, x=1000 z=-1000 and so on so that they're a good distance apart making room for exploration after the new## area is filled but before we open the next. When we realize the newest one is full, we simply resize the zone to cover only the welcome area and change the warp at spawn. The new## reserved areas should have greetings and farewells if we do use this idea.
We don't have to have too many of these, but it should be enough to last until the map is reasonably full and our new system of zoning is fully understood and exploited again.
The Culmination of My Thoughts
Those things will hopefully keep us from having the same issues we have with main world 1.0: large empty zones, large zones still that have small structures at the middle, even larger zones that have large complexes in the middle but really don't need that large of a buffer. We can expand peoples' zones as needed, if they want solitude they should build far away from wherever we send new people and perhaps even prepare the land they'll want if they're that paranoid of overcrowding.
I like ducks
., /l、
゙(゚、 。` 7
. l、゙ ~ヽ
. じしf_,)ノ
Those who fight for justice must walk a narrow path, for those who complain about the injustice of the world usually end up being the ones committing those injustices later on.
., /l、
゙(゚、 。` 7
. l、゙ ~ヽ
. じしf_,)ノ
Those who fight for justice must walk a narrow path, for those who complain about the injustice of the world usually end up being the ones committing those injustices later on.