The Old World of TWiT
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The Old World of TWiT
I've been trying to find some unexplored land recently and I haven't one biome without a house. I've walked into every cave near my house and there's already a torch in it. It has bugged me ever since I started playing more frequently. I think we should reset the world, have a fresh world where we wouldn't have to make a seperate world for our resources. This world has been up for a long time. Many people agree with this idea and many people don't. TWiT Craft is like the regular world there's so many houses, buildings, stores. I think it's about time we start calling TWiT Craft Earth... Please vote yes if you agree, if you don't... you don't!
-Sincerly, 5murg111
-Sincerly, 5murg111
- VanteS
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Re: The Old World of TWiT
Hey 5murg, so you want a fresh new survival map to play on because the current map is full of old and abandoned buildings and all the mines near your home have been explored.
If you want to venture into unexplored mines I recommend mining in the resource world, it is reset monthly and remember you can modreq old abandoned buildings to have a mod remove them.
As for a survival map reset, I welcome the discussion. Like I've said many times before, the release of Minecraft version 1.7 would be the best time to start a new Survival map.
I vote yes, I would love to get a new survival map!
If you want to venture into unexplored mines I recommend mining in the resource world, it is reset monthly and remember you can modreq old abandoned buildings to have a mod remove them.
As for a survival map reset, I welcome the discussion. Like I've said many times before, the release of Minecraft version 1.7 would be the best time to start a new Survival map.
I vote yes, I would love to get a new survival map!
- FreonKnight
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Re: The Old World of TWiT
I strongly disagree with 5murg111 and vote no. I have been a player in TWiTCraft since before the Resource World and can tell everyone for a fact that if Resource World were removed and we only had one survival world, the primary map would be mined out to the point where a new player would not find a clay ball or diamond anywhere near spawn. I speak from experience being one of the heavy miners that can clean out a section of the Resource World without leaving any clay or coal behind. Also, the threat of any type of server map reset would strongly discourage any type of large development projects and I would see a world full of cobble and dirt boxes, not a world with public rail systems and players with sufficient resources to start stores to sell to new players to give them a hand up. No one is going to invest the time to build an Endermen Farm, and those that do will lock it up private like crazy to prevent others from using them.
Serious question: How many players begging for a fresh world would want one if they knew there were no xp farms anywhere and they would have to build their own from scratch? In my opinion, they'd just move to a different server rather than invest in the work necessary to make one, leaving the rest of us in a "fresh world" struggling again.
Also, without a Resource World, there's only going to be one Dragon Egg, and I'll bet that whoever gets their hands on it is going to rub it in to any other player on this server, resulting in petitions for a Resource World to allow for everyone to get a chance to fight the Ender Dragon.
As for having a fresh world, I only see a world that temporarily will have original desert and jungle temples. Once a player like Timberwolf1777 finds a temple, it won't be left standing after 20 minutes. NPC villages will be enslaved or pillaged in no time. And then, we'll be right back to where we were before. In my opinion, most of the players that want a fresh world don't invest the time and effort into building large community projects that benefit others.
As for the argument that we need a fresh world because there's no land near spawn, I believe our current system of Eminent Domain works perfectly, with mods removing abandoned buildings of players that haven't been logged in for awhile. The overall end result is a spawn surrounded by buildings of frequent players that contribute most to the TWiTCraft Community, not players that stick their heads in after playing on other servers for months, then return expecting their prime real estate to be there without having loyalty to TWiTCraft. As a defense mechanism to getting land near spawn seized involuntarily, it encourages community-benefit constructs like Rail Stations and Trading Centers, not giant private skyscrapers. In addition, even if a player hasn't logged in for a few months, their shop still operates, and based on new updates, their $10 saddle sign that never sold any suddenly gets cleaned out thanks to horses, so the shop still contributes to the community.
I say all of this having no region nor building anywhere near spawn, being way out there having to take rail whenever I want to go "home". It frustrates me that new players whine about not being near spawn, and being too lazy to take an existing rail line to other communities like Sky5, Sandale/Lakedale, etc. And I can testify for a fact that I have very few neighbors way out in the wilderness, so there's still lots of open land to build entire towns.
So once again, I vote No.
Serious question: How many players begging for a fresh world would want one if they knew there were no xp farms anywhere and they would have to build their own from scratch? In my opinion, they'd just move to a different server rather than invest in the work necessary to make one, leaving the rest of us in a "fresh world" struggling again.
Also, without a Resource World, there's only going to be one Dragon Egg, and I'll bet that whoever gets their hands on it is going to rub it in to any other player on this server, resulting in petitions for a Resource World to allow for everyone to get a chance to fight the Ender Dragon.
As for having a fresh world, I only see a world that temporarily will have original desert and jungle temples. Once a player like Timberwolf1777 finds a temple, it won't be left standing after 20 minutes. NPC villages will be enslaved or pillaged in no time. And then, we'll be right back to where we were before. In my opinion, most of the players that want a fresh world don't invest the time and effort into building large community projects that benefit others.
As for the argument that we need a fresh world because there's no land near spawn, I believe our current system of Eminent Domain works perfectly, with mods removing abandoned buildings of players that haven't been logged in for awhile. The overall end result is a spawn surrounded by buildings of frequent players that contribute most to the TWiTCraft Community, not players that stick their heads in after playing on other servers for months, then return expecting their prime real estate to be there without having loyalty to TWiTCraft. As a defense mechanism to getting land near spawn seized involuntarily, it encourages community-benefit constructs like Rail Stations and Trading Centers, not giant private skyscrapers. In addition, even if a player hasn't logged in for a few months, their shop still operates, and based on new updates, their $10 saddle sign that never sold any suddenly gets cleaned out thanks to horses, so the shop still contributes to the community.
I say all of this having no region nor building anywhere near spawn, being way out there having to take rail whenever I want to go "home". It frustrates me that new players whine about not being near spawn, and being too lazy to take an existing rail line to other communities like Sky5, Sandale/Lakedale, etc. And I can testify for a fact that I have very few neighbors way out in the wilderness, so there's still lots of open land to build entire towns.
So once again, I vote No.
Re: The Old World of TWiT
Just to be clear, this isn't a vote to reset the server. Voicing opinions is good, but don't think this is in any way official tally or a done deal.
The new biomes sound neat, but I'd be hesitant to start over just yet. There isn't enough known about what's coming in 1.7 or shortly down the road to make that determination yet, in my opinion. Let's just wait and see how things unfold.
The new biomes sound neat, but I'd be hesitant to start over just yet. There isn't enough known about what's coming in 1.7 or shortly down the road to make that determination yet, in my opinion. Let's just wait and see how things unfold.
- Timberwolf1777
Re: The Old World of TWiT
I tend to agree with Freon about the land near spawn. There's plenty of land close to spawn that can get recycled or even gifted from a friend (For example, I just made Warriorbox a new tower home in my backyard near spawn.). Most of us have some land close to spawn for easy access to the resource world, etc, and another larger plot for farms and such much further away. This system actually works well for new players as they will go find empty land farther away, make a farm, gather their resources and money for a while, then discover they can reclaim plots near spawn if done correctly. Once that happens, then they have their smaller "Spawn home" and the larger farm both automatically. As for removing the resource world, that seems like a silly idea as any new world we had would get mined out near spawn, just like it is now ... and all of the rest of Freon's points.
Having an additional world that is 1.7 with a second spawn and a second twitmart, bank, leoville, etc where materials were transferable between the two is interesting but I have a few concerns there. Our community isnt large and it would neatly divide it between the oldtimers (like myself) who have massive builds that we have invested many many months into and would be unwilling to leave, from the newer players and those who want a fresh start. I know that any additional world would, for me, become another resource world where I would go to it solely to experience the new biomes, maybe make a cool farm for some mob or other, look for cool stuff to loot, and return with my plunder to the "Real" twitcraft world where I have my home and my shop. I think our active community might be spread thin because of this. If instead we were to reset the map completely, many payers would stay and maybe reinvest with a new round of creative energy but I know that several of us wouldn't return. For me that would be End of Line and time to find a new passion.
I dont know what the solution is, but I do think we should keep discussing it.
Having an additional world that is 1.7 with a second spawn and a second twitmart, bank, leoville, etc where materials were transferable between the two is interesting but I have a few concerns there. Our community isnt large and it would neatly divide it between the oldtimers (like myself) who have massive builds that we have invested many many months into and would be unwilling to leave, from the newer players and those who want a fresh start. I know that any additional world would, for me, become another resource world where I would go to it solely to experience the new biomes, maybe make a cool farm for some mob or other, look for cool stuff to loot, and return with my plunder to the "Real" twitcraft world where I have my home and my shop. I think our active community might be spread thin because of this. If instead we were to reset the map completely, many payers would stay and maybe reinvest with a new round of creative energy but I know that several of us wouldn't return. For me that would be End of Line and time to find a new passion.
I dont know what the solution is, but I do think we should keep discussing it.
- VanteS
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Re: The Old World of TWiT
I think you guys are missing 5murg's point, he is not interested in land near spawn.
It's not that he can't find land near spawn, he can't find land anywhere no matter how far from spawn he goes without land littered with derpy old and abandoned structures.
He has two options, submit a modreq to remove the structure, although that might be a daunting task considering the amount of abandoned builds on TWiTCraft. Option 2 would be removing the structure himself and risk a ban for destroying property. A risk I see people doing now and one I personally took before I became mod.
The TWiTCraft survival map is so old and developed that it has become increasingly difficult for 5murg to find untouched wilderness to build/explore/mine.
This is a problem that will only intensify as the map ages.
Finally, I'm not in favor of removing resource world but many players avoid it and mine in the survival world because of the increased difficulty setting.
It's not that he can't find land near spawn, he can't find land anywhere no matter how far from spawn he goes without land littered with derpy old and abandoned structures.
He has two options, submit a modreq to remove the structure, although that might be a daunting task considering the amount of abandoned builds on TWiTCraft. Option 2 would be removing the structure himself and risk a ban for destroying property. A risk I see people doing now and one I personally took before I became mod.
The TWiTCraft survival map is so old and developed that it has become increasingly difficult for 5murg to find untouched wilderness to build/explore/mine.
This is a problem that will only intensify as the map ages.
Finally, I'm not in favor of removing resource world but many players avoid it and mine in the survival world because of the increased difficulty setting.
Re: The Old World of TWiT
I'm not saying remove the resource world I'm just saying the map is old, and it's sad that we have to have another world for our ores...
Re: The Old World of TWiT
I have been on TWiTCraft a long time and even from the start I couldn't find much land to build on. And asim0v I'm not saying that this is official or anything I just want people's opinions.
- Timberwolf1777
Re: The Old World of TWiT
It is old, yes. But you fail to see that that is also a good thing. If we were resetting the world every few months to keep the world fresh and new, there would be no hyrule castle, fairy tail castle, fort valkyrie, aquadome, flea market, citadel, giant telescope, airfield, etc. All of these projects take months and months to build in survival and our world is richer for them. Resource exists so we can look for strongholds, hunt dragons, loot temples, loot fortresses all without having to reset the world we live in every couple months. Resource world is a good thing as it gives us the option of exploring the newest biomes and resources without preventing us from creating some of the massive builds we work so hard on. without resource, you are basically asking for a constantly recycling derpville And thats a world I have no interest in.
- Warriorbox
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Re: The Old World of TWiT
I have been in Twitcraft since March of this year.... following several aborted attempts, (died of starvation a coupla times, hit by mobs a couple of times) I found a patch nobody seemed to want, with a couple of old builds on it, and following a modreq, I claimed the land. Its a good size, a landscape I love and not all that far from spawn (-600, -600 is my front door) and I can walk, swim, ride my horse in the space of one day to spawn from my home if I have to.
I don't know what sort of land you are looking for 5murgh but I think I could find another piece of similar size, providing you aren't too fussy about the terrain... jungle and snow seem to be available in large patches around me and certainly looking at the dynmap there are loads further out.
I don't know what sort of land you are looking for 5murgh but I think I could find another piece of similar size, providing you aren't too fussy about the terrain... jungle and snow seem to be available in large patches around me and certainly looking at the dynmap there are loads further out.
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- PosterAnonymous
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Re: The Old World of TWiT
A soft transition over time to a new survival map is fine by me. I think the dynamic map needs to be in place for the new map, however. Maybe we could offset server load by getting rid of the dynamic map for creative/flatland? I know some won't be happy about that, but it's a fair compromise in my eyes.
I also think that this would be a good chance to plan the new map a little better. We could lay out a better city with plots/market districts, maybe try PvP outside of Neo Leoville's city limits (think: walled city with the dangerous outside world beyond), and generally manage the map a little better so as to encourage managed development vs. the free-for-all we have now with cobble boxes all over the map.
A dream, I know, but it would be nice if it were so...
I also think that this would be a good chance to plan the new map a little better. We could lay out a better city with plots/market districts, maybe try PvP outside of Neo Leoville's city limits (think: walled city with the dangerous outside world beyond), and generally manage the map a little better so as to encourage managed development vs. the free-for-all we have now with cobble boxes all over the map.
A dream, I know, but it would be nice if it were so...
PosterAnonymous,
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Re: The Old World of TWiT
Proposal: Let's consolidate the 1.7 biome discussion to this single thread for ease of communication. Makes more sense and saves us from having to retype our points. 
PosterAnonymous,
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