[SUGG] An idea to make freebuilding managable

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[SUGG] An idea to make freebuilding managable

Unread postby timoarto » 01 Jun 2012 10:50

A supportive and constructive reflection upon the new Freebuild wilderness system.

How much of a game would minecraft be when Steve would just be locked in a world of blocks, but where he'd only have the ability to look at them without interacting in any way? Exactly, it would be the s**t game in human history. Not because sightseeing isn't fun, but because it would mean that an entire engine becomes obsolete. If minecraft were just a giant sightseeing tour then I'm fairly sure it could have been made with better graphics. however, the entire sandbox idea is what makes minecraft unique and is the key reason of why it has already become a classic.

Before I start this off, please allow me to introduce myself. My name is Timoarto, I am an experienced minecrafter and have a fair amount of knowledge regarding both minecraft server administration and Real life human societies.

Statement 1: defining aspects

The most important difference between minecraft and real life is not the immersiveness, but in fact the level of technology available. Unlike a human society, a server runs without an age of the ancients, without a middle age, and stops somewhere between the space age and the renaissance. The inhabitants instantly have access to a great variety of tools, matrials and resources. As well as the real life knowledge about modern architecture, networking and logistics. As expected, a modern society without a modern government goes into an anarchistic frenzy, ruining the server in a matter of minutes.

This, is why we have plugins, moderators, ops, officers and administrators. Because they represent what we would call a Government. It is their duty to aid the inhabitants of the server in their goal to expand into the wilderness and to moderate it's fair use. A well organized and properly prepared "government" is able to overcome the issue of an apparant anarchistic idea, like the "free build wilderness" idea. In this text I will continue to explain on how I think the server could regulate the free building principle whilst remaining true to the foundations of minecraft and centuries of human social values.

statement 2: moral profiling

When players are released into the wilderness we can easily classify them within three large groups, The Builders, The Griefers, and the Role Players. everyone knows these and everyone knows their aspects. We also know this. Roleplayers and Builders put time and efford into their work, and work towards a certain goal unlike griefers, who want easy acess to resources in order to seize them, destroy them, or abuse them. If they can't get those they will simply move along because Griefers typically aren't interested in long term work or planning. This is the situation from which I will work onwards, defining roleplayers and builders as the good people, while formulating rules to liquidate Griefers.

Statement 3: Goals of the Builders and Roleplayers

When builders and roleplayers join the server they will start working towards their goal. Because that goal is obvious from the start. Namely: freedom to build and produce resources. (as defined in Statement 1). If we have instant free-build around them, they will immediatly reach their goal which might cause them to become griefers. The reason for this is that when you join and can immediatly acess the wilderness you have no ties to the server or the other people around you. In short, you can't relate to them.

Thus, the goal of "the government" should be to extend a period in which the new player s will relate to their neighbours and the environment. Right now, players work towards becoming a faction member. Because this A. provides safety, and B. provides a place to live. while they gain their fortune to becoming a faction member (5000 dollars.) they learn to find their way around the server and interact with the other players. This reduces the chance of them becoming griefers, and is thus the point from which I will work on.

Statement 4: avoiding Griefers and providing freedom

This "fighting for your freedom" principle can be used to profit from. I suggest, that when a new player joins he is to be made a member of the server group "newcomers" whom can only build in work and warzone areas. while they work to gain their fortune they of course settle in the spawn city, interact with others and in short build a relationship with others. Meanwhile they remain motivated to work on day after day because they have the prospect of one day becoming free, and then being allowed to go into the wilderness.

To stimulate this, they would be offered the chance to move to the server group "members" for the price of $10000 and a high enough level in their job's skill. once they do so, they gain the right to manipulate the wilderness. the server administration, or "government" profits from this because they now have a new member whom they can trust and who will actually contribute to a nice and good looking server. Meanwhile, as you might understand, Griefers have been virtually eliminated. The amount of time and efford it will take are most likely not worth the short-period satisfaction need of Griefers.

Statement 5: maintaining Law and Order

Of course, there still could be incidents where people abuse their freedom or engage in bad behaviour. To avoid large scale griefing the server administration could plan a route through the vital parts of the server, for admins to fly through once in a while. Checking the area for any disturbances or seemingly inadequately large expansions. This way, even in a short time period Griefers might still be able to do something. But for the amount of work they had to go through to do so they cna only gain little satisfaction. As they will quickly be found and eliminated from the server.

Again, there will also be people engaging in generally unfriendly acts. attacking others or stealing stuff. Perhaps even cosmetic griefing. These are the things you can use the officers for. It will give them an interesting (and solvable) case, allowing them to finish disputes and earn their title.

Statement 6: reflection

of course, all these things are only very sketchy. But they are achievable. With the current attitude of "if it didnt work in the past, it won't work now" we are going to get nowhere. Progress exists only for the sake to be made, and thus the administration should always look into new ways of progressing their server.

A final word

IF you managed to read all this AND understand it, I thank you for taking the time to do so. if you have any counterarguments or ideas please provide them but remember to keep them constructive. If you dont like something, there is always a reason why, and a reason can always be formulated in an informative manner. That way, we can reach understanding with each other and make some actual progress.

Yours most sincerely,
Timoarto.
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Re: [SUGG] An idea to make freebuilding managable

Unread postby squoob01 » 01 Jun 2012 12:10

viewtopic.php?f=180&t=15112

If you do not agree with this, or would like to see the other side of the argument.... please go to the link above
The Squoob has spoken !!!!
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Re: [SUGG] An idea to make freebuilding managable

Unread postby dunem666 » 01 Jun 2012 15:12

will be completly removing building in wilderness and will set it back to original state.

we have made 2 new zones to acomplish the point covered in this post. and has been spoken of before

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