Races! (As in, species)
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Drakenguard
Oblivire
Spookster
ShadowScale
invisibledragon
MoaOxii
Ciabatta
The_Glitch
Jams
BurgerWarrior
14 posters
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Races! (As in, species)
Since we've just about moved name coloring to FE, I was wondering if we could add races to the server, like on Dravic's server. Things like Pure Giant, Pure Tiny, Elves, Lizards, Fishmen, etc. etc...
Thoughts?
Thoughts?
BurgerWarrior- Posts : 540
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Re: Races! (As in, species)
I like the idea, I Also have a few races but whether or not you want to hear them is the case. ヾ(@⌒ー⌒@)ノ/
Jams- Posts : 231
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Re: Races! (As in, species)
Oooh y- oh no i'm out of agreeing words
The_Glitch- Posts : 525
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Re: Races! (As in, species)
Ooh! This was something Invisi mentioned to me the other day, but she was too shy to post about it here. SIlly filly, missed out on the opportunity to be credited for the idea.
But yes, she actually suggested we use both the Vanilla teams to designate races, and the Forge Essentials teams to designate trades within those races. This way, we could take advantage of the /kit feature to offer different tangible benefits to being a specific race-trade.
The only real issue we have is purely technical, since I don't know how /kit works yet, and there is certainly the task of planning out the different races. I would hope we could have some very creative ones in there (ponies, anyone?).
It's kind of a shame this isn't a Bukkit server, as we would probably have an easier time diversifying the different races and trades.
Oh, and Jammy, of COURSE you can voice your opinions! In fact, it's almost your duty to. XD
But yes, she actually suggested we use both the Vanilla teams to designate races, and the Forge Essentials teams to designate trades within those races. This way, we could take advantage of the /kit feature to offer different tangible benefits to being a specific race-trade.
The only real issue we have is purely technical, since I don't know how /kit works yet, and there is certainly the task of planning out the different races. I would hope we could have some very creative ones in there (ponies, anyone?).
It's kind of a shame this isn't a Bukkit server, as we would probably have an easier time diversifying the different races and trades.
Oh, and Jammy, of COURSE you can voice your opinions! In fact, it's almost your duty to. XD
Ciabatta- Admin
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Re: Races! (As in, species)
*cough* Hylian *co _HICCUP!*
MoaOxii- Posts : 550
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Re: Races! (As in, species)
I wasn't shy I just forgot.
Anyway I was thinking that any kit items would have to be soul bound, unfortunately I don't know how it works. :/
Anyway I was thinking that any kit items would have to be soul bound, unfortunately I don't know how it works. :/
invisibledragon- Posts : 135
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Re: Races! (As in, species)
Lol. Invisi. ^^
And Soul Bound? D:
And Soul Bound? D:
Ciabatta- Admin
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Re: Races! (As in, species)
Ciabatta wrote:Lol. Invisi. ^^
And Soul Bound? D:
Hehe, I forgot your not a gamer =P
Soulbound means that items are tied to a certain player, and can't be sold, traded or given to any other player or NPC or such.
It comes from MMO games like World of Warcraft =]
ShadowScale- Posts : 699
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Re: Races! (As in, species)
Ciabatta wrote:But yes, she actually suggested we use both the Vanilla teams to designate races, and the Forge Essentials teams to designate trades within those races. This way, we could take advantage of the /kit feature to offer different tangible benefits to being a specific race-trade.
The only real issue we have is purely technical, since I don't know how /kit works yet, and there is certainly the task of planning out the different races. I would hope we could have some very creative ones in there (ponies, anyone?).
It's kind of a shame this isn't a Bukkit server, as we would probably have an easier time diversifying the different races and trades.
Eh, I'm not sure how well trades would work, given that everyone tends to just do everything themselves except when it comes to community builds, and to my knowledge, just about every survival player has a full assortment of diamond tools...
Anywho, we can always have another topic (or use this one) to vote on races and discuss the pros and cons
BurgerWarrior- Posts : 540
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Re: Races! (As in, species)
Its kinda irrelevant but I'm a big fan of Skyrim, and the races play quite a big part in the game. Maybe we could base some of our races on those ones?
Jams- Posts : 231
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Re: Races! (As in, species)
Jammy wrote:Its kinda irrelevant but I'm a big fan of Skyrim, and the races play quite a big part in the game. Maybe we could base some of our races on those ones?
*cough* Argonian *cough* xP
ShadowScale- Posts : 699
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Re: Races! (As in, species)
ShadowScale wrote:Jammy wrote:Its kinda irrelevant but I'm a big fan of Skyrim, and the races play quite a big part in the game. Maybe we could base some of our races on those ones?
*cough* Argonian *cough* xP
You forgot the Hi- *HICCUP*
MoaOxii- Posts : 550
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Re: Races! (As in, species)
Races? does that mean species king queens? War betweens races?
City only for a specific race?
Hehehe
Well maybe some scary race?
City only for a specific race?
Hehehe
Well maybe some scary race?
Spookster- Admin
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Re: Races! (As in, species)
...If any of you were on Dravic's server, you should not be asking any silly questions like this
Races never actually affected anyone's skin (I distinctly remember SpeederTGS having a Spartan suit for a skin, but using the Feline race...), and I think I was the only one that ever bothered distinguishing anyone because of their chosen race. It's more like a set of permanent Blessings that have pros and cons, but don't disappear on death. And that change your scoreboard name color.
Races never actually affected anyone's skin (I distinctly remember SpeederTGS having a Spartan suit for a skin, but using the Feline race...), and I think I was the only one that ever bothered distinguishing anyone because of their chosen race. It's more like a set of permanent Blessings that have pros and cons, but don't disappear on death. And that change your scoreboard name color.
BurgerWarrior- Posts : 540
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Re: Races! (As in, species)
The true amount of races are limited only by names and by what constant potion effects they are given. Basically, command blocks assigned you to a team. This team did not change your name color or where your score is on the leaderboard (Pretty sure it was a dummy team). There was then a piston clock based on a BUD switch that ran consistantly in the loaded chunks near spawn to constantly update the potion effects of each specific team. Pretty sure there were Argonian, Giant, Tiny, Deep Sea Creature(My favorite, forgot the real name), Elf, Feline, Wolf, Demon, and none. The problem is that piston clocks have been deemed a poor decision. I believe the races can and will still work with other methods, but I'm pretty sure you will lose them if you die. So there are a few options, some of which I have discussed with Shadow over steam. We could use the 5 minute clock, which is a clock based on the fact that minecraft drops despawn in exactly 5 minutes (My personal opinion is we should use this). It would require the potion effects have a 5-6 minute duration. This would cut down on lag. Another option would be to use extremely long duration potion effects and the removal of the other race effects. This is, I believe, how blessings currently work. Other options include different types of clocks(A BUD switch with hoppers or a minecart clock could be interesting), and potentially just a button you spawn on top of the gives you your race's effect. ...Anyways, it's possible, but doubtful it will act quite as nice as the constantly refreshing potion effects. Then again, I am biased. Thoughts?
Oblivire- Posts : 1
Join date : 2014-03-30
Re: Races! (As in, species)
Oblivire wrote:The true amount of races are limited only by names and by what constant potion effects they are given. Basically, command blocks assigned you to a team. This team did not change your name color or where your score is on the leaderboard (Pretty sure it was a dummy team). There was then a piston clock based on a BUD switch that ran consistantly in the loaded chunks near spawn to constantly update the potion effects of each specific team. Pretty sure there were Argonian, Giant, Tiny, Deep Sea Creature(My favorite, forgot the real name), Elf, Feline, Wolf, Demon, and none. The problem is that piston clocks have been deemed a poor decision. I believe the races can and will still work with other methods, but I'm pretty sure you will lose them if you die. So there are a few options, some of which I have discussed with Shadow over steam. We could use the 5 minute clock, which is a clock based on the fact that minecraft drops despawn in exactly 5 minutes (My personal opinion is we should use this). It would require the potion effects have a 5-6 minute duration. This would cut down on lag. Another option would be to use extremely long duration potion effects and the removal of the other race effects. This is, I believe, how blessings currently work. Other options include different types of clocks(A BUD switch with hoppers or a minecart clock could be interesting), and potentially just a button you spawn on top of the gives you your race's effect. ...Anyways, it's possible, but doubtful it will act quite as nice as the constantly refreshing potion effects. Then again, I am biased. Thoughts?
No clocks. ;3
Most of the issues have to do with the preservation of the continuous effect of the race traits,... you sacrifice server performance in order to maintain this effect infinitely on the player, including when they switch to a new race. But this infinite effect is, quite frankly, just a luxury, and we're all about toughening it out here on Big Sister, so petty luxuries can and should be spat upon.
I mentioned this to Shad as well a few days ago, and I am of the belief that the infinite duration potion effect is probably the way to go. Sure you lose it when you die, but we would compensate with race "embassies" littered all throughout the world where a player can recover their native buffs very easily. Plus the effect would be all encompassing thanks to the command block dynamic of team identification (e.g., /effect @a[team=LittlePiggies] clear), so in theory any teammate in any part of the world can easily restore your native buffs if they happen to be in closer proximity to one of these embassies.
It's a bit more crude, but it will be very fair and functional (and above all, simple), and we can compensate with other team-specific perks that can be accessible to each race). [such as /kits, team specific teleports and stores, and so on]
Ciabatta- Admin
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Re: Races! (As in, species)
Thanks for working out some possible options for us oblivire . I agree with the 5 minute clock sounds good.
Though also the spanning into a buttons sounds good as well and give us a reasons to create as sort of team house for each race .
Though this might not work if people have there spawn set to a bed.
Though also the spanning into a buttons sounds good as well and give us a reasons to create as sort of team house for each race .
Though this might not work if people have there spawn set to a bed.
invisibledragon- Posts : 135
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Re: Races! (As in, species)
Dah i didn't see ciabatta's reply but yea embassies would be fun
invisibledragon- Posts : 135
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Re: Races! (As in, species)
Ooh. That's a pretty good idea.
Drakenguard- Posts : 55
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Re: Races! (As in, species)
I hope races are acualy added soon, water breathing is going to be very useful for something I'm going to build in the future. As long as it isn't downvoted too much, they should be fine.
Cybershockk- Posts : 6
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Re: Races! (As in, species)
Cybershockk wrote:I hope races are acualy added soon, water breathing is going to be very useful for something I'm going to build in the future. As long as it isn't downvoted too much, they should be fine.
A blessing already gives you water breathing, but yeah suppose it would be nice all the time =]
ShadowScale- Posts : 699
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Re: Races! (As in, species)
With all these new cities popping up we could have races/classes with prefixes to show their allegiance/race to each corresponding city. It would really spice up the cities. For example my city is the high heavens, so the prefix would likely be Angel and the buff would be resistance or jump boost, idk. But if each city had their own thing it would really bring some variety
Drakenguard- Posts : 55
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Re: Races! (As in, species)
Aye, that's a great idea.
Although I think it's high-time we started having a thread dedicated to actually drafting out each proposed race/species/whatever, what their powers/kits will be, and where they'll be based out of (bearing in mind that I can import anything you guys need for this).
It'll make a lot more sense for us to figure out what to [technically] do, if conceptually we have it all mapped out properly.
Although I think it's high-time we started having a thread dedicated to actually drafting out each proposed race/species/whatever, what their powers/kits will be, and where they'll be based out of (bearing in mind that I can import anything you guys need for this).
It'll make a lot more sense for us to figure out what to [technically] do, if conceptually we have it all mapped out properly.
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Re: Races! (As in, species)
Drakenguard wrote:With all these new cities popping up we could have races/classes with prefixes to show their allegiance/race to each corresponding city. It would really spice up the cities. For example my city is the high heavens, so the prefix would likely be Angel and the buff would be resistance or jump boost, idk. But if each city had their own thing it would really bring some variety
Im with drake's idea!
(Still doesnt have a good resident number in his town )
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Re: Races! (As in, species)
Agreed. Yet you would have to set a number of residents in the town to reach before starting a race, otherwise people will be creating rushed towns just to create their own race. (Eheh.. Not sure if that made sense..)
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