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The way I've tried to balance it is that you'd have to spend a similar amount of time working at the arena as to how much time you'd spend looking for ore. For example, completing wave 30 gives you a single diamond ingot atm, wave 10 or 15 or something a gold one. I've no idea how well a properly organised group could survive - I'm hoping that most wouldn't make it to 30 but some dedicated/experienced players would be able to with a bit of work, getting them rewards on a similar level to those they would receive if they spent all that time mining.

To be honest, I imagine the way that I've balanced it most players would be better off mining but the arena could be a fun distraction and still net a useful reward.


i think the best way to tackle this (may also be pain in rear). Is to lower the rewards at later date as eventually people will get better and better at it.
 
That sounds like a plan.

To be honest I actually reckon that for the higher tier items I've made it too hard to get a decent reward vs time ratio. I'm hoping during the testing a couple of people will give it a really good go and see how far they can get :)
 
didnt know where the area was to try it out

It was on the other test server, not the one today.

When we played, like 4 or 5 of us, we were lucky to get past lvl10 so I don't even want to think what lvl 30 is like! But yeah, it's certainlly better to have the reward levels set too high than too low.
 
That sounds like a plan.

To be honest I actually reckon that for the higher tier items I've made it too hard to get a decent reward vs time ratio. I'm hoping during the testing a couple of people will give it a really good go and see how far they can get :)
Forgotten test servers ip but i can try and have a go. Is testing still up?
 
First report on the mod livingbuilding

http://forums.bukkit.org/threads/mech-livingbuilding-9-extend-your-creative-limits-1060.27510/page-4

the first impression is it was really good.
But so far one issue i have found is the the trap door fails to work.
i have tested this a lot and shown it to others. I currently dont use trap door much
but for those that do it will break them if they are powered by redstone or switches.

I have not checked yet to see if this is the case for piston's/door or any other item that
activates using redstone
 
First report on the mod livingbuilding

http://forums.bukkit.org/threads/mech-livingbuilding-9-extend-your-creative-limits-1060.27510/page-4

the first impression is it was really good.
But so far one issue i have found is the the trap door fails to work.
i have tested this a lot and shown it to others. I currently dont use trap door much
but for those that do it will break them if they are powered by redstone or switches.

I have not checked yet to see if this is the case for piston's/door or any other item that
activates using redstone

Yeah, this has been reported to me by someone else too.

I've installed an updated plugin to hopefully fix the issue.
 
By the way, figured out when *ahem* testing mobarena what "You were not quick enough!" means.
It means you didn't kill the mobs quick enough that round.

Hope this clears some things up in the arena.
 
max-idle-time: <time> - The time (in seconds) the arena players have to kill another monster. If no monster is killed after x seconds of arena start or the last kill, the arena will end. Useful for keeping players from dragging out arena fights.

Apparently upping that to 30-60 might help, but who knows. If you could FT we'll try.
 
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