Innectis Community Forum

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Announcements / Status Report 11/30/2016
« Last post by Vector on December 01, 2016, 12:50:41 AM »
Time for another status report! It has been awhile since the last status report, so let's just get on with the important changes!


New Changelog System

We switched from the forum topic changelog into a broader system that allows even better tracking on new versions. I went ahead and corrected some mistakes from the original changelog, but did a lot more with the new changelog system.The highlights include:

  • Separate HTML page that lists all versions that have changes logged
  • Jumping between versions really easily, permalink gets the full URL of a specific version
  • RSS feed to keep track of new versions without having to check the forum
  • Update posts are automatically created on the forum when new versions come out
  • Update message when logging into the server that directs you to the latest version changes

This is the first part of the new changelog system. The other part involves comprehensive statistics on updates that might interest you. There is a version you can view here that is not the final version. As this statistic document is not final, nor is it official as that will come later, you can see some of the things that will go into the final version. This 2nd part of the changelog system will be released at a later time.


New Tutorial


The old tutorial has been replaced by a new one. This one is more condensed and gets to main points of the server more quickly. Guests no longer have to take a long time before completing the tutorial. Hopefully this should encourage more guests to stay on the server.


Official chat moved from Skype to Discord


The official chat that we had been using for years has switched from Skype to Discord. As many of you know, Discord is one of the most popular forms of communication when it comes to communities. With this service we are now able to take advantage of more features than what was possible with Skype. One thing that I love about Discord is its moderation, something we had poor use of on Skype. Another benefit is channels, where discussions are held where appropriate. Another feature I'd like to use eventually we can get through integrations.

You can connect to the discord at http://discord.innectis.net


Staff move to Slack


The staff have moved our main communication from Skype over to Slack. For those of you who don't know what Slack is, it's a communication tool meant for teams that operates much like Discord, with more features meant for teams. This will allow us to be more productive as it's also a channel-based tool, so we can have designated channels for various topics. There are of course other features that make it perfect for teams. For more information on slack see here.


Minecraft 1.11 Update


It took us only 6 days from when Mojang updated Minecraft to 1.11 until we were on 1.11 ourselves. It actually took us less than 3 days from the release of Minecraft 1.11 for Paper until our server was updated as well. As the official update is taken care of by Spigot, I would like to thank them for making the server much more stable before release. As always with Minecraft updates, I want to make sure the server is stable enough before updating Innectis to it. Fortunately, we had very minor hiccups, including the fishing rod behavior breaking, but that got fixed recently.


Stay tuned for future status updates!
62
Build-A-Feature / Re: Official Shop System
« Last post by Rawrling on November 29, 2016, 03:20:20 PM »
My thoughts;

Have a server shop so as to set a baseline price. you dont need to hard cap the prices if the server will buy it. (example: If diamonds become crazy common you can sell them to the server for say 50vt each. no one would sell them for less because they would lose money.) and in that way the soft cap will help regulate prices of all items. And on that note have the "market" have a market price. so diamonds sell to server for 50  and marker price is 75. that way you can afk sell items for a higher price if they are in demand. it also will make compitition in a small way. if its not on the market you can people who are on to sell their diamonds but they can charge more because its not in the market. it will push for live transactions and player interactions. have the server sell a few items (any wooden tool. maybe stone tools. some basic stuff. maybe 10 coal per day per person at a high cost)Make the server prices always be the worst so that you want to buy and sell to players. server coal may be buy for 25 each and sell for 5.

Other ways to make monies. It is my opnion that we need classes. scarsity makes profits. but in minecraft everyone can do everything. And the creative players go unrewarded.
Make a kit system for classes. you choose a class and are locked into that kit/perks. you can spend vt to change class as a moneysink and to help people do as they want.
So like a miner gets free stone picks. or maybe a stone pick with infinate uses.
A farmer gets say one free farming kit a day. (Farming kit includes One stack of 10 saplings of random varity but all the same ((Takes more then one day to get all tree types. maybe add rarity to saplings?)) and a random stack of say 10 seeds. and a stack of 32 bonemeal)
A construction worker gets A basic tini world edit (twedit lite)

So say im a farmer. on my lot i want a barn and a small home. i hire a construction person to build it. the builder buys / gets materials and builds the property. a server mod or admin inspects the work and awards vt based on complexity. the buyer pays on a tip system with a minimum of 50% the amount the admin/mod had the server pay.

So as a miner i can throw away cobble or i can save stacks and stacks of it to sell in bulk to a builder. that way everything can be used for profit but you may not have the space to do so. then there is diversity. i can be a low "tier" miner who sells cobble and some coal/iron. or i can strip mine and only go for good stuff but because i have a forever pick i never need to go up thus i toss out my cobble so i can keep mining.

Merchants would also be a nice class. they can change the market value by maybe 10% as well as get prefered spots in the market. they would be land owners who will buy a few lots pay to have homes build then sell the lots with homes on them for profit.

Thats all for now :)
63
Build-A-Feature / Re: Official Shop System
« Last post by SGT_ADZ on November 28, 2016, 09:13:29 PM »
Well currently it takes forever to gain vT. You can only get it via mining ores.

That is another problem I want to address. Ever since it was removed for killing mobs, vT was worthless.
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Build-A-Feature / Re: Official Shop System
« Last post by Eggnaug on November 28, 2016, 07:09:44 PM »
Well currently it takes forever to gain vT. You can only get it via mining ores.
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Build-A-Feature / Re: Official Shop System
« Last post by SGT_ADZ on November 28, 2016, 05:38:13 PM »
I don't like the price restrictions idea. If a person's price is too high, no one will buy it. If it's low, well you're doing it wrong.

It's not a restriction, it's a range. It gives you the option to sell high or low, and doesnt bottom out the most valuable items. The whole point of it is that it gives users the option to find a reasonable and competitive price to buy and sell at. This exact thing happened in the Fifa games, and it's worked wonders. Nobody else seems to have any good ideas for it, so why not give it a go? vT is worthless without something to use it for, always has been, and always will be unless it changes soon.
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Build-A-Feature / Re: Official Shop System
« Last post by Eggnaug on November 28, 2016, 02:13:33 PM »
I don't like the price restrictions idea. If a person's price is too high, no one will buy it. If it's low, well you're doing it wrong.
67
IDP Updates / IDP Version 10.9.5
« Last post by Feed Bot on November 27, 2016, 03:24:53 PM »
IDP Version 10.9.5

Bugfix: Voting was not able to give vote points
Source: IDP Version 10.9.5
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IDP Updates / IDP Version 10.9.4
« Last post by Feed Bot on November 27, 2016, 03:22:20 AM »
IDP Version 10.9.4

Bugfix: Fixed iron doors and iron trapdoors from opening properly in
                  most cases (broken for some blocks still)
          Bugfix: Fishing rod bobber was unable to catch entities
Source: IDP Version 10.9.4
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Build-A-Feature / Re: Official Shop System
« Last post by SGT_ADZ on November 27, 2016, 01:25:29 AM »
Price Ranges
-Items can only be sold between x price, and x price, dictated by the operator of the official shop.
   Example: Diamonds Min Value: 30vT  <----> Max Value: 300vT
                   Iron Ingot Min Value: 10vT <----> Max Value: 100vT

This gives users the flexibility to dictated their own prices, at a reasonable price, whilst not ruining the economy by bottoming the value out of every item in the game like previous shop systems before it. If prices aren't controlled, and kept a close eye on, the market turns to **** and is completely ruined.

User Shops
Have a central location where player ran shops are located, similar to the oversized mall we used to have.
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Build-A-Feature / Official Shop System
« Last post by Vector on November 27, 2016, 12:49:40 AM »
Over the years, there has been an official shop system in various forms, but has not been in a form that works very well. The last version was removed over 2 years ago. Now we want to bring it back, but in a way that works well. Give us your ideas and let's turn them into a great shop system.
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