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didnt know where the area was to try it out
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.
didnt know where the area was to try it out
Forgotten test servers ip but i can try and have a go. Is testing still up?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?
Inventories:
http://linktart.co.uk/testing/stats/ seems t have a bug when refreshing the page it is sending more items to the player.
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
the mob arena is cool
the barter signs are grate that will make things more interesting