Author Topic: Hanzocraft and Mayyar  (Read 8598 times)

synderfin

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Re: Hanzocraft and Mayyar
« Reply #15 on: July 19, 2012, 06:05:54 am »
A possible solution to the safe zones in the wilds is that the warps go to a bedrock platform a certain unreachable height above the selected wild that is non pvp and safe. Below these floating platforms would be a small water area so when people warp to the wilds thay are on these safe platforms out of reach from potions and arrows, also a good place for shops, and then when the wish to go down into the pvp wild they can simply drop into the water.
This solution also stops people safe zone hitting who run out of safety, punch someone, then run back in.
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Tactic

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Re: Hanzocraft and Mayyar
« Reply #16 on: July 19, 2012, 06:48:48 am »
I also have a solution to safe shooting/hitting and potion spamming in safe zones similar to Shark's. We did have a market idea a while back, so I think it's about time we implement it. So what we could do is remove the safe zones in the wilds, making it all PvP. Then next to all the warp signs to the wilds at spawn we could add a warp to Market. So basically, the Market will be like all the wild safe zones, a protected area covered with bedrock walls and located somewhere far out in the wild. I think this will stop the safe shooting/hitting and also allow people to market/shop in peace* without people pushing them out of the safe zone and killing them or potion spamming them.
« Last Edit: July 19, 2012, 06:52:24 am by Tactic »

CKDavid

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Re: Hanzocraft and Mayyar
« Reply #17 on: July 19, 2012, 02:03:02 pm »
I also have a solution to safe shooting/hitting and potion spamming in safe zones similar to Shark's. We did have a market idea a while back, so I think it's about time we implement it. So what we could do is remove the safe zones in the wilds, making it all PvP. Then next to all the warp signs to the wilds at spawn we could add a warp to Market. So basically, the Market will be like all the wild safe zones, a protected area covered with bedrock walls and located somewhere far out in the wild. I think this will stop the safe shooting/hitting and also allow people to market/shop in peace* without people pushing them out of the safe zone and killing them or potion spamming them.
The issue with removing the safe zones entirely is that people will just start standing at the spot where people spawn when they click a warp sign and kill them as soon as they warp to a wild.

Okieskinny

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Re: Hanzocraft and Mayyar
« Reply #18 on: July 19, 2012, 02:04:41 pm »
I also have a solution to safe shooting/hitting and potion spamming in safe zones similar to Shark's. We did have a market idea a while back, so I think it's about time we implement it. So what we could do is remove the safe zones in the wilds, making it all PvP. Then next to all the warp signs to the wilds at spawn we could add a warp to Market. So basically, the Market will be like all the wild safe zones, a protected area covered with bedrock walls and located somewhere far out in the wild. I think this will stop the safe shooting/hitting and also allow people to market/shop in peace* without people pushing them out of the safe zone and killing them or potion spamming them.
The issue with removing the safe zones entirely is that people will just start standing at the spot where people spawn when they click a warp sign and kill them as soon as they warp to a wild.
Someone with high axes and repair could just sit there and axes spam, then repair when needed  >.>

Tenebrae

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Re: Hanzocraft and Mayyar
« Reply #19 on: July 19, 2012, 02:22:41 pm »
I also have a solution to safe shooting/hitting and potion spamming in safe zones similar to Shark's. We did have a market idea a while back, so I think it's about time we implement it. So what we could do is remove the safe zones in the wilds, making it all PvP. Then next to all the warp signs to the wilds at spawn we could add a warp to Market. So basically, the Market will be like all the wild safe zones, a protected area covered with bedrock walls and located somewhere far out in the wild. I think this will stop the safe shooting/hitting and also allow people to market/shop in peace* without people pushing them out of the safe zone and killing them or potion spamming them.
The issue with removing the safe zones entirely is that people will just start standing at the spot where people spawn when they click a warp sign and kill them as soon as they warp to a wild.
Someone with high axes and repair could just sit there and axes spam, then repair when needed  >.>
Sounds like a plan :P

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Re: Hanzocraft and Mayyar
« Reply #20 on: July 20, 2012, 03:50:04 am »
This probably isn't a good idea for stopping safe shooting/hitting because it'd take so much time to do but whatever
What if we put voxel ports on the edges of the safezone that teleported to the pvp zone, and make the pvp zone a few blocks lower than the safezone, so it'd be like this:
We could region part of the pvp zone so that you can't build up to just jump across the voxelports so you can go in and out of the safezone to hit people and stay safe.

Tenebrae

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Re: Hanzocraft and Mayyar
« Reply #21 on: July 20, 2012, 08:47:40 am »
Maybe if someone is in a No-PvP area any item they use will do no damage to any player it hits/affects? Is it possible with ModDamage?

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Re: Hanzocraft and Mayyar
« Reply #22 on: July 26, 2012, 03:12:28 pm »
The warp of wilderness2 should spawn you in a 1 block deep water pit. If you leave it you are in pvp zone. One good thing is that you can't get pushed out of it.
I agree with alex

Tenebrae

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Re: Hanzocraft and Mayyar
« Reply #23 on: August 20, 2012, 04:39:19 am »
No need to worry now
« Last Edit: August 20, 2012, 04:41:23 am by tenebraemaximus »

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Re: Hanzocraft and Mayyar
« Reply #24 on: August 20, 2012, 05:35:45 am »
No need to worry now
Another thread reviver eh?


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Re: Hanzocraft and Mayyar
« Reply #25 on: August 20, 2012, 06:56:23 am »