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Unread 01-05-2011, 02:54 PM   #71
Shyria Dracnoir
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Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana. Shyria Dracnoir is like, the Tom Brady of NPF.  Okay.  Joe Montana.
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Default Her Majesty Wants YOU

Attention all Enterprising Spleunkers, Archaeologists, and Fellow Afficionados of the Mineral Sciences:

The Royal Geological Society has recently discovered a massive network of caverns spanning a humongous stretch of territory deep below the deserts and forests of our great kingdom. Much of these caves remain unexplored, though rumors abound of vast riches contained within their depths; artisan springs, coal and iron veins, even rumors of lava and redstone in the deepest pits. Naturally, proper exploitation of these resources could provide a tremendous boom to the economic and scientific prosperity of the realm.

Consequentlly, the RGS has established a small base camp near the main entrance to the catacombs and invites fellow adventurers to take part in the exploration of these great caverns, availing themselves of the society's communal resources as necessary (naturally such business should be conducted in the most gentlemanly fashion; failure to do so could result in explusion from the society, preferably into the magma incinerator).

All interested parties should seek out the base camp as pictured below. Though proper maps are hard to come by, directions are not; follow the Great Rift beyond the VaultTech construction area and look for a small patch of trees bordering the desert.



We look forward to making your aquantiance soon.
-I. Hitchens, Chairdragon of the Board, RGS
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Unread 01-05-2011, 03:12 PM   #72
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Ness, any idea what's making it so laggy?
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Unread 01-05-2011, 03:50 PM   #73
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I didn't have any lag problems during my visit
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Unread 01-05-2011, 06:38 PM   #74
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Originally Posted by EVILNess View Post
Has he added sized maps? I don't think he has.
The normal settings don't let you size control maps, but you can load in a premade map with special settings or mods or something that make it so that the map is fully generated from the start, and ends at a certain point.

If we chose to reset to help cut back lag, I'd suggest we find one such map, get a full map of it out for everyone to see ahead of time. We can all agree on what map we'll use, where each person will build, where we'll put community projects etc ahead of time. Then the map goes up for everyone to start playing and building, and then about 3 days after the building starts, we turn on monsters. By this time, a safe zone will have been created around the spawn to protect everyone from the creepers.


If you want to go a step further, there is something a friend of mine who does a lot of custom minecraft servers found worked very well. He had teams made ahead of time, each team having one trustworthy person with admin priviledges. The teams consisted of 3 people each, and were assigned for certain things like Transportation, Town building, and similar tasks. Ultimately, everyone was free to build wherever they pleased, so long as certain rules were followed, but public projects such as roads, tree farms, towns etc were all done by the members of the appropriate teams, or at least cleared by them first. It takes a bit of work to do things this way, but leads to a very organized, neat server. Roads are important in particular, because having warp points set at important locations makes different locations feel isolated and separate, whereas we usually played with no warps except the spawn a very organized road system to connect everything. Travel time was up a bit, but everything felt more connected and it was easier to know the geography because you would travel it frequently and had a full map to look at.
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Unread 01-05-2011, 08:37 PM   #75
Steel Shadow
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Right, done with mmo Christmas at last! Could ya put me on the whitelist now? User name is steelshadow.
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Unread 01-05-2011, 08:57 PM   #76
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Quote:
Originally Posted by Pip Boy View Post
If you want to go a step further, there is something a friend of mine who does a lot of custom minecraft servers found worked very well. He had teams made ahead of time, each team having one trustworthy person with admin priviledges. The teams consisted of 3 people each, and were assigned for certain things like Transportation, Town building, and similar tasks. Ultimately, everyone was free to build wherever they pleased, so long as certain rules were followed, but public projects such as roads, tree farms, towns etc were all done by the members of the appropriate teams, or at least cleared by them first. It takes a bit of work to do things this way, but leads to a very organized, neat server.
Hey man, if you want to work on a real NPF-Town, this sounds actually pretty fun, i still had my eyes on recreating Ivalice from Final Fantasy Tactics in Minecraft but that is just WAY too huge...

But making a community effort to build an actual town we all work and agree on would be quite nice. The best thing is that we really just need paint to Draw some rudimentary plants and agree on location of stuff
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Unread 01-05-2011, 09:16 PM   #77
Pip Boy
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But making a community effort to build an actual town we all work and agree on would be quite nice. The best thing is that we really just need paint to Draw some rudimentary plants and agree on location of stuff
This is precisely why having a pre-generated map is helpful. Before we even start the game, we could have a geographic map that shows named continents, bodies of water, and other landmarks, then another map with our planned building projects overlaid onto this map. As for towns, I think the best thing to do would be to have a group of two or three people build town walls and boundaries designating our build area, then build one or two buildings to set the theme, then leave empty lots that anyone who wants to can claim for their own buildings there.

On a related note, does anyone know how difficult/costly it is to host a small dedicated ventrilo server? Having Vent or Teamspeak available as a communicative medium would be great.
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Unread 01-05-2011, 09:28 PM   #78
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I don't think a map reset will solve any lag problems, because it can't be the size of the map if it isn't lagging everyone. I still get not a bit of lag while tooling around.
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Unread 01-05-2011, 09:44 PM   #79
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Whereas it took me 3 minutes to load the map earlior today, when yesterday I had no lag problems.
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Unread 01-05-2011, 09:52 PM   #80
Marc v4.0
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Whereas it took me 3 minutes to load the map earlior today, when yesterday I had no lag problems.
Then it clearly isn't the map size causing the problem
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