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Topic Rating: +5 (5 votes) 
April 11, 2013
12:34 pm
Bonzai728
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Creating this thread for people to post opinions on what they think works or doesn't work in the newbie spawn.  Obviously we may not be able to incorporate everything that people bring up, but please let us know if you feel there is something we should improve.  Where appropriate, please include approximate coordinates so that we can find the issue in question.

While the building itself is complete, there are still things to figure out regarding permissions and the like, so try and keep comments of those sorts to a minimum as they will likely be addressed in the future.

April 11, 2013
1:06 pm
summertree
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Could you please provide instructions on how to find the place, so we can go take a look?

April 11, 2013
2:51 pm
meatbawllz
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perhaps we should put a warp sign somewhere in vetropolis bon? Maybe upstairs in the bell tower.

Founder and owner of VeteranCraft. "He who says he can, and he who says he can't, are both usually right." -Confucious
April 11, 2013
5:12 pm
billyb87
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I haven't taken a look in a few days, and I'm sure there's more than a dozen signs leading them as well as the overhead map, but a good majority of kids, I mean new players, enter, leave spawn, and get lost looking "where to build".

 

I think we should have in addition to signs/website map, some kind of colored path (even though it'd be ugly) that leads directly to portal ships or rails.  Also I haven't looked closely at Vetropolis, but maybe some directional signs within the plaza and pathways directing people closer and closer to the transportation/shop areas?  Usually when I TP to someone claiming to be lost or need help to the ships, they're bouncing around the gardens near the bell tower, and I think it's void of signs in that area.

April 11, 2013
5:52 pm
summertree
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+1

I haven't seen the new area yet, but the idea of colored paths to the various methods of transport sounds like a good idea.

 

Like, green to the harbor, blue to the airships, and yellow to the rail station.  It doesn't have to be ugly, and would be another test of reading comprehension if there's a sign that says 'follow these colors to get to these places.'

April 11, 2013
7:14 pm
frelling
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+1

meatbawllz said
perhaps we should put a warp sign somewhere in vetropolis bon? Maybe upstairs in the bell tower.

A temporary [Warp] sign has been placed in the Viewing Room of the Bell Tower (spawn point).

Human beings, who are almost unique in having the ability to learn from the experiences of others, are also remarkable for their disinclination to do so. - D. Adams
April 11, 2013
8:31 pm
jaysea
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Guys you did an awesome job with it, I think it's rad! Especially like how answering wrong teleports you back. I think those animals are going to be dead in a matter of days though... miba and I put a few sheep in Emu's wool shop and they were slaughtered pretty fast :P I've got no complaints about it. Pros: basically everything, especially the nether facade! Cons: the mining camp seems a little barren, but it's still super neat! Also is there going to be ways to stop players from jumping off the starting ship before they teleport to the nightmare? Anyway, again: awesome job!

April 11, 2013
9:43 pm
Bonzai728
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summertree said
I haven't seen the new area yet, but the idea of colored paths to the various methods of transport sounds like a good idea.

 

Like, green to the harbor, blue to the airships, and yellow to the rail station.  It doesn't have to be ugly, and would be another test of reading comprehension if there's a sign that says 'follow these colors to get to these places.'

We have discussed this in the past and we feel that it would end up looking tacky, so we are trying to handle it via signage rather than the pathway approach.  Between the dynmap and the signs as they enter spawn that point them in the right direction, I believe it should be sufficient for initial wayfinding.  Many of the people who get utterly lost and don't use the resources they currently have available to find their way around, will be weeded out by the new spawn process anyway, so hopefully that will reduce some of the people who need help with just finding the harbors.

April 11, 2013
10:51 pm
LightWarriorK
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In addition, we've created a "Newbie Spawn Plaza" that will serve to help new players "right off the boat" to find their way around Vetropolis.  There will be some other wayfinding improvements as well, but between the new plaza and the existing wayfinding methods....there is really NO excuse.

And whatever happened to just wandering around and discovering new things?  *le sigh*

"Awake, oh man, and be wise." -Thoth
April 12, 2013
3:36 am
Adituno
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  • it's easy to fall down here -378, 72, 1264 (and below) maybe add a teleport from the lowest level all the way back up again?
  • -437, 28, 1302: the sign about the green letters (V/VN/S) doesn't make sense to someone who might not see chat at that time. At least add something that you're talking about the chat.
  • -451, 30, 1297: (reminder about non-donors creations expiring after 30 days) how is this a reminder? I see this information for the first time here. (did i really miss a sign? o_O)
  • -377, 20, 1248: it might be a good idea to explain the concept of shillings before explaining the donor ranks
  • -351, 22, 1206: i find it ironical that the rule "no 1x1 towers" is on a 1x1 tower. Maybe explain on the back why this is an acceptable exception to the rule?
  • -279, 22, 1224: Residence plugin - maybe add the information that no mod is required for this? Not everyone knows what exactly a "plugin" is.
  • -273, 22, 1319: "namely the major mods" - it's plugins, not mods. i suggest using the correct term (even if it may be hard to make it fit on the sign ;-)
  • -273, 22, 1330: afaik, set up cost for jcshops is now 600 shillings, not 500. Also, "almost anything" - enchanted items can't be sold via jcshops for example.

WOW. Now that i am through, i have to say, this was absolutely mindblowing. You all have done a GREAT job building all of this!

April 12, 2013
9:05 am
meatbawllz
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jaysea said
I think those animals are going to be dead in a matter of days though...

Actually, I think those naturally spawned in there so if they die, i think they'll come back. If someone brought them down there, correct me now. I know someone put a sign saying not to kill them, but wasn't sure if the sign maker just assumed someone else brought them down, or if they themselves brought them down. I know the day after we finished that zone, there were a bunch of sheep naturally spawned in there.

Also is there going to be ways to stop players from jumping off the starting ship before they teleport to the nightmare? Anyway, again: awesome job!

Yes, we still have to add a bunch of move false zones around areas like that. Also, there are places people can find their way back to the trail if they fall off the path (ie: bridge over lava to Cthulhu's head)

Founder and owner of VeteranCraft. "He who says he can, and he who says he can't, are both usually right." -Confucious
April 12, 2013
11:21 am
Trip6s6i6x
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New spawn area looks awesome. Seroiusly! You all put alot of work into it and it absolutely shows!

On the testing side, I already got in contact with LWK last night in-game and had him fix a few signs that had grammatical errors... and also found a few ways to break out of the spawn area or fall/jump through into inescapable areas, or in one case, a way into the main world diggy diggy hole area around the new spawn area via swimming up lava falls - LWK fixed those issues / escape points as well.

I'm gonna see if i can find anymore ways to escape the spawn area over the next day or two as well (mostly because i like to play Houdini, lol... but also because you know eventually some people are going to try to anyway and it's better to lock things down as tight as possible now before it goes live. Kiss

Don't Panic -Douglas Adams
April 12, 2013
1:04 pm
Pherian
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I might be wrong, but I believe there will be a lot of move false zones around the areas. Regardless, the testing is appreciated; I hadn't even considered someone would ride a lava fall through the ceiling. Thanks for testing that! :)

I told the doctor I broke my leg in two places. He told me to stop going to those places.
April 12, 2013
1:32 pm
LightWarriorK
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The move-false zones are in place, for the sake of practicality we have one for the ship and one of the main area.

Any non-staff that tries to leave the ship by jumping off will be forced back.  Anyone who escapes or hacks through the walls of the main area will not be able to do anything, and will be stuck and forced to restart.  We might put signs scattered around the area informing them of this, but pretty much anyone who has actually hacked out of the permitted area earns themselves a ban.

Assuming a [Newb] group is set up, anyone who manages to hack their way out of spawn without passing the trials won't be able to do anything anyways, and will be easy to spot and excise.

"Awake, oh man, and be wise." -Thoth
April 12, 2013
1:35 pm
Bonzai728
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Adituno said

  • it's easy to fall down here -378, 72, 1264 (and below) maybe add a teleport from the lowest level all the way back up again?
Added slabs in the middle.  Obviously doesn't look the same, but I wasn't sure how to keep the same look but not create a shortcut or a hazard of them getting stuck.  Can revisit this later, but at least now it isn't a usability issue.
  • -437, 28, 1302: the sign about the green letters (V/VN/S) doesn't make sense to someone who might not see chat at that time. At least add something that you're talking about the chat.
Fixed it the best I could with limited sign space, hopefully it makes more sense now.
  • -451, 30, 1297: (reminder about non-donors creations expiring after 30 days) how is this a reminder? I see this information for the first time here. (did i really miss a sign? o_O)
Changed to say IMPORTANT instead of Reminder.
  • -377, 20, 1248: it might be a good idea to explain the concept of shillings before explaining the donor ranks
Sign at this point changed to say "Earn shillings (our currency) and get perks for more fun!"
  • -351, 22, 1206: i find it ironical that the rule "no 1x1 towers" is on a 1x1 tower. Maybe explain on the back why this is an acceptable exception to the rule?
This isn't a 1x1 tower, it has a top and everything.
  • -279, 22, 1224: Residence plugin - maybe add the information that no mod is required for this? Not everyone knows what exactly a "plugin" is.
I feel like most people at least have a vague idea of what a plugin is if they have been on any server before.  Given that we are aiming at people who at least have some experience with SMP, I think this is a bit more information than we need to explain here on tiny little signs.
  • -273, 22, 1319: "namely the major mods" - it's plugins, not mods. i suggest using the correct term (even if it may be hard to make it fit on the sign ;-)
Fixed.
  • -273, 22, 1330: afaik, set up cost for jcshops is now 600 shillings, not 500. Also, "almost anything" - enchanted items can't be sold via jcshops for example.
Fixed.

 

Thanks for taking the time to go through and write this up Adituno, it is much appreciated.

April 13, 2013
10:11 am
summertree
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There are two signs that disagree.

The first one that says how much you can earn per day by voting says 350, and the one in the plaza says 400.  Was this because one link got removed after the second sign was placed?

April 13, 2013
12:01 pm
summertree
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One other thing: it might be good to have something explaining that people can create a party and keep their chatter to each other in it, rather than in general chat.

April 13, 2013
12:48 pm
Bonzai728
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summertree said
There are two signs that disagree.

The first one that says how much you can earn per day by voting says 350, and the one in the plaza says 400.  Was this because one link got removed after the second sign was placed?

Fixed this, that is exactly what happened...LWK worked on this plaza very early on in the process and in the interim one of the sites was taken off the list.

 

The bit about party chat is a good one, will look at where we can fit it in.  Even if it is just something to the effect of "Use party chat to talk privately with your friends! /party ? for more info."

April 13, 2013
10:56 pm
WallyBean
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+1

Checked out the new spawn today and was pretty damn impressed.  Small tweaks I would suggest are as follows

 

The ship, its cool but finding your way around or where you are supposed to go on it can be a bit confusing, especially for someone who has never been on one before.  The only reason I had an idea where I might find things is because I have explored many of the ships in the harbor.  Perhaps some colored flooring path or something for them to follow?

 

At the start of the pathing is a sign that says something along the lines of "You might of noticed the quality so far, we have very high standards."  Sounds pretentious, if its nice they will know it by seeing it, not because you told them its nice.  Also the begining is very simple and they won't be impressed at the point they see that sign, maybe in the temple at the end, but not there.  It makes it seem like we have very strict build requirements to which isn't the case either, thats off putting though because people generally want some creative freedom, thats implying its here.

 

The donor section.  It doesn't flow well like the other parts, easy to get turned around in and then you are just looking for the exit, is there any way to path that better?

"The road to hell is paved with good intentions." -unknown
April 14, 2013
5:27 pm
meatbawllz
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WallyBean said
The ship, its cool but finding your way around or where you are supposed to go on it can be a bit confusing, especially for someone who has never been on one before.  The only reason I had an idea where I might find things is because I have explored many of the ships in the harbor.  Perhaps some colored flooring path or something for them to follow?

I agree that the wayfinding on the ship itself isn't that clear cut. I don't want to put colored path, but I'm thinking we could and should either fence off some areas or use more 'this way' signs to avoid getting lost. I actually live here and got lost twice. If we put gates, they will be able to still explore the ship, but not get lost.

 

The donor section.  It doesn't flow well like the other parts, easy to get turned around in and then you are just looking for the exit, is there any way to path that better?

This room might make sense to have a colored path? I agree, it isn't really a linear path, although in all honesty it isn't that complicated, and also, the question in that section is pretty simple.

Founder and owner of VeteranCraft. "He who says he can, and he who says he can't, are both usually right." -Confucious
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