- Wed May 18, 2011 7:08 pm
#13254
Due to all the complaints, etc, within this thread, development on 3.0 has been frozen.
An updated plan for 3.0 will be presented when appropriate. However, we feel that at this time, working on updating creative will be more beneficial at the present time.
The information in this thread is subject to change.
Are you ready for the next era of MineRealm? Put any preconceptions about how Realms should work out of your mind. We’re completely changing the system! In this thread, we will be referring to realms as “Countries”, to help reduce confusion. However, in the final release, they will be called Realms.
PVP
I bring this up first, as it’s really one of the least important things, yet is something constantly questioned. First, the Wilderness is being removed in MineRealm 3.0. PVP will by default be disabled for all players. Players, however, can choose to enable or disable PVP, on a per-player basis, via the “/pvp” command.
Only players with PVP enabled can attack other players or be attacked. There is a 10 second delay to enable/disable PVP for a player, and nearby players are notified (if they also have PVP enabled). Additionally, if you have PVP enabled, there will be a 10 second delay for any warps, such as /spawn.
We also intend to add PVP rankings (displayed on MineRealm.com). Rankings will likely not be included with the initial release of 3.0, however.
Beds
These are being disabled. You can still place them, but not sleep in them. They will not be able to be used as respawn points.
Parties
Parties will be implemented with 3.0
To create a party: /party create
To join a party: /party join (Must be invited)
To invite someone to a party: /party invite <user> (only the party leader can invite users)
To leave a party: /party leave
To remove a user from the party: /party remove <user> (only the party leader can remove users)
To disband a party: /party destroy (only the party leader can destroy parties)
To chat to other party members: /p <message>
If the party leader leaves the party, the second person in the party (or so forth) will be automatically be assigned as the new party leader.
Friends
You can now create a list of friends. Right now, the sole purpose for this is to easily see if specific users are online or not.
To add a friend: "/friends add <user>".
To remove a friend: "/friends remove <user>".
To see online friends: "/friends online".
Messaging
In addition to the /msg command, /reply will be implemented.
Usage: “/reply <message>” - this will reply to the last PM you received.
New Map
One of the biggest changes with MineRealm 3.0 will be the new map. Please note though, that we aren’t yet anywhere near switching to MineRealm 3.0, and this is still planned for the (far) future. MineRealm 3.0 won’t be released until, at least, MineCraft 1.6 is released.
The new map size will be 5,000 x 5,000. We will also have the Nether with 3.0, although the map size for the Nether has not yet been determined. However, the Nether will ultimately act as a Free For All area, with full PVP, etc, enabled. It will not be possible to establish anything within the Nether (such as setting your home there, etc)
Explosions & TNT
As they make everything look awful over time, explosions (from creepers and such) will be disabled. TNT will also be disabled, as it’s causing issues on the present survival server. It may be re-enabled in the future, however.
Chest Protection
As much as I like having chests being able to be accessed by anyone, I feel it’s in the best interest of everyone to have basic chest protection at this point. By default, any chests placed by you will only be able to be accessed by yourself. No fancy commands!
However, you can choose to share ALL your chests with another player. Simply type “/chests <user>” and your chests will be shared with that player. If at some later point, you decide to block access to your chests from that player, simply type the same command again.
There will also be the following chest options added (for sharing your chests with the specified groups):
/chests friends
/chests party
Anti-Griefing
We will be implementing new anti-griefing tools for moderators. This includes, but is not limited to, the ability to rollback blocks destroyed/placed by a specific player and notifications if a user comes on the server, and is doing nothing but destroying stuff.
Basic Commands
We’ll still have basic commands, such as /home, /sethome, /who, /spawn, etc. The current guides will be updated, as appropriate, when MineRealm 3.0 is released.
Countries!
Now this is where the major changes are. =]
The map will consist of 10,000 50x50 plots. Plots are merely used for reference, and have no configurable options, beyond being able to assign a name for them, and getting the coordinates to a plot.
By default, when MineRealm 3.0 starts, there will be no countries. There will still be a central spawn point, within a neutral plot that can never be conquered.
When a user joins the game for the first time, they will not be a member of any country. However, they can then decide to join any country they wish, without requiring an invite. This is the only time they will be able to join a country without an invite.
Something to clarify right away is that countries are fairly large areas of land, and are not meant to just outline a single city. There should be multiple cities, etc, within each country.
Now, if a group of users wish to start their own country, it’s a fairly simple process.
1. Get a party of 6 players
2. The party leader must have 60 diamonds.
3. Type “/country create <name>”.
This will create a country by that name, and the country will be assigned 10,000 plot credits (PC). However, the country will not yet have any land.
For a country to claim land, one of the country leaders or captains must go to a plot that they wish to conquer. Within a plot, a user can type “/plot attack <#>”, specifying the number of credits they wish to spend on a plot. In order to take over a plot, they must spend, at a minimum, the current number of credits that plot is fortified with, plus an additional 1,000 credits. (For fortification)
This is a bit like the game of Risk. =]
For a country that has claimed a plot, they can fortify it with credits, to prevent other countries from taking over the plot. This can be done with “/plot fortify <#>”. A plot must always be fortified with at least 1,000 credits. If a plot currently is assigned 5,000 credits, and a user types "/plot fortify 3000", it will return the 2,000 extra credits back to the countries total credit count.
Now, although a country can choose any location to set up their initial plot of land, countries can only claim additional plots of land that are adjacent to one of their current plots.
Country Elections
To define the 3 main leaders of a country, citizens of a country can type “/country election” to call for an election. If at least 80% of the online players (of a specific country) call for an election (a minimum of 3 players), then an election will be called.
An election will last for 24 hours, and players can vote for the new leaders of a country.
Country Captains
Leaders of a country can define (or remove) country captains. These are the players that have the ability to go out, conquer plots, fortify plots, etc. (Country leaders also have these abilities)
Gaining Plot Credits for Countries
Gaining plot credits for a country is based on the number of blocks placed within a country. Each block placed will count as 1 plot credit.
(Illegal) Immigrants
A user can build within countries that they are not a member of. However, leaders or captains of a country have the ability to use “/country deport <user>”, returning that user to the country they are a member of.
Spawn / Respawn Points
There will still be the central /spawn, which people can warp to at any time. However, there will also be a "/country warp" command for each country, so users can easily go to the warp point for the country that they are a member of. When users die, they will return to the warp point for the country that they are a member of.
Attacking Other Countries Plots
When attacking a plot of another country, there is a 1 minute delay before that plot is conquered. During that time, the captains and leaders of that country will be notified, and will be able to use “/plot <name> defend” to spend credits, defend a plot, and fortify it (with 1000PC).
Auto-Defense
For countries that wish to have a plot (or plots) protected, for when no country members are online, they can type "/plot autodefend" for a plot. This will have the specified plot(s) automatically defend themselves when they're attacked, at risk of spending all of the countries plot credits. This is typically only recommended for the core plots of a country.
Transferring Citizenship
If a user wishes to join a different country, they must take the following steps:
1. Travel to within the country they wish to become a member of.
2. Type “/country immigrate”.
3. A leader or captain of the country must accept their immigration request within 1 minute. Otherwise, they are automatically deported.
Probation
Country leaders and captains can put a user on probation, using the "/country probation <user>" command. This will prevent that user from destroying blocks placed by another user. Mods will also be notified when this command is used.
Conquered Countries
If all of the plots within a country are conquered, and the country has less than 10,000 plot credits left in it’s reserve, the country will be considered conquered, and destroyed. Members of the conquered country will automatically become members of the country that conquered them.
--
Also, please read this:
We’re still working on sorting this all out, and we’ll be updating this thread as necessary with relevant information. We look forward to ushering in this new era of MineRealm, and appreciate your feedback & suggestions.
Thanks for playing MineRealm!
An updated plan for 3.0 will be presented when appropriate. However, we feel that at this time, working on updating creative will be more beneficial at the present time.
The information in this thread is subject to change.
Are you ready for the next era of MineRealm? Put any preconceptions about how Realms should work out of your mind. We’re completely changing the system! In this thread, we will be referring to realms as “Countries”, to help reduce confusion. However, in the final release, they will be called Realms.
PVP
I bring this up first, as it’s really one of the least important things, yet is something constantly questioned. First, the Wilderness is being removed in MineRealm 3.0. PVP will by default be disabled for all players. Players, however, can choose to enable or disable PVP, on a per-player basis, via the “/pvp” command.
Only players with PVP enabled can attack other players or be attacked. There is a 10 second delay to enable/disable PVP for a player, and nearby players are notified (if they also have PVP enabled). Additionally, if you have PVP enabled, there will be a 10 second delay for any warps, such as /spawn.
We also intend to add PVP rankings (displayed on MineRealm.com). Rankings will likely not be included with the initial release of 3.0, however.
Beds
These are being disabled. You can still place them, but not sleep in them. They will not be able to be used as respawn points.
Parties
Parties will be implemented with 3.0
To create a party: /party create
To join a party: /party join (Must be invited)
To invite someone to a party: /party invite <user> (only the party leader can invite users)
To leave a party: /party leave
To remove a user from the party: /party remove <user> (only the party leader can remove users)
To disband a party: /party destroy (only the party leader can destroy parties)
To chat to other party members: /p <message>
If the party leader leaves the party, the second person in the party (or so forth) will be automatically be assigned as the new party leader.
Friends
You can now create a list of friends. Right now, the sole purpose for this is to easily see if specific users are online or not.
To add a friend: "/friends add <user>".
To remove a friend: "/friends remove <user>".
To see online friends: "/friends online".
Messaging
In addition to the /msg command, /reply will be implemented.
Usage: “/reply <message>” - this will reply to the last PM you received.
New Map
One of the biggest changes with MineRealm 3.0 will be the new map. Please note though, that we aren’t yet anywhere near switching to MineRealm 3.0, and this is still planned for the (far) future. MineRealm 3.0 won’t be released until, at least, MineCraft 1.6 is released.
The new map size will be 5,000 x 5,000. We will also have the Nether with 3.0, although the map size for the Nether has not yet been determined. However, the Nether will ultimately act as a Free For All area, with full PVP, etc, enabled. It will not be possible to establish anything within the Nether (such as setting your home there, etc)
Explosions & TNT
As they make everything look awful over time, explosions (from creepers and such) will be disabled. TNT will also be disabled, as it’s causing issues on the present survival server. It may be re-enabled in the future, however.
Chest Protection
As much as I like having chests being able to be accessed by anyone, I feel it’s in the best interest of everyone to have basic chest protection at this point. By default, any chests placed by you will only be able to be accessed by yourself. No fancy commands!
However, you can choose to share ALL your chests with another player. Simply type “/chests <user>” and your chests will be shared with that player. If at some later point, you decide to block access to your chests from that player, simply type the same command again.
There will also be the following chest options added (for sharing your chests with the specified groups):
/chests friends
/chests party
Anti-Griefing
We will be implementing new anti-griefing tools for moderators. This includes, but is not limited to, the ability to rollback blocks destroyed/placed by a specific player and notifications if a user comes on the server, and is doing nothing but destroying stuff.
Basic Commands
We’ll still have basic commands, such as /home, /sethome, /who, /spawn, etc. The current guides will be updated, as appropriate, when MineRealm 3.0 is released.
Countries!
Now this is where the major changes are. =]
The map will consist of 10,000 50x50 plots. Plots are merely used for reference, and have no configurable options, beyond being able to assign a name for them, and getting the coordinates to a plot.
By default, when MineRealm 3.0 starts, there will be no countries. There will still be a central spawn point, within a neutral plot that can never be conquered.
When a user joins the game for the first time, they will not be a member of any country. However, they can then decide to join any country they wish, without requiring an invite. This is the only time they will be able to join a country without an invite.
Something to clarify right away is that countries are fairly large areas of land, and are not meant to just outline a single city. There should be multiple cities, etc, within each country.
Now, if a group of users wish to start their own country, it’s a fairly simple process.
1. Get a party of 6 players
2. The party leader must have 60 diamonds.
3. Type “/country create <name>”.
This will create a country by that name, and the country will be assigned 10,000 plot credits (PC). However, the country will not yet have any land.
For a country to claim land, one of the country leaders or captains must go to a plot that they wish to conquer. Within a plot, a user can type “/plot attack <#>”, specifying the number of credits they wish to spend on a plot. In order to take over a plot, they must spend, at a minimum, the current number of credits that plot is fortified with, plus an additional 1,000 credits. (For fortification)
This is a bit like the game of Risk. =]
For a country that has claimed a plot, they can fortify it with credits, to prevent other countries from taking over the plot. This can be done with “/plot fortify <#>”. A plot must always be fortified with at least 1,000 credits. If a plot currently is assigned 5,000 credits, and a user types "/plot fortify 3000", it will return the 2,000 extra credits back to the countries total credit count.
Now, although a country can choose any location to set up their initial plot of land, countries can only claim additional plots of land that are adjacent to one of their current plots.
Country Elections
To define the 3 main leaders of a country, citizens of a country can type “/country election” to call for an election. If at least 80% of the online players (of a specific country) call for an election (a minimum of 3 players), then an election will be called.
An election will last for 24 hours, and players can vote for the new leaders of a country.
Country Captains
Leaders of a country can define (or remove) country captains. These are the players that have the ability to go out, conquer plots, fortify plots, etc. (Country leaders also have these abilities)
Gaining Plot Credits for Countries
Gaining plot credits for a country is based on the number of blocks placed within a country. Each block placed will count as 1 plot credit.
(Illegal) Immigrants
A user can build within countries that they are not a member of. However, leaders or captains of a country have the ability to use “/country deport <user>”, returning that user to the country they are a member of.
Spawn / Respawn Points
There will still be the central /spawn, which people can warp to at any time. However, there will also be a "/country warp" command for each country, so users can easily go to the warp point for the country that they are a member of. When users die, they will return to the warp point for the country that they are a member of.
Attacking Other Countries Plots
When attacking a plot of another country, there is a 1 minute delay before that plot is conquered. During that time, the captains and leaders of that country will be notified, and will be able to use “/plot <name> defend” to spend credits, defend a plot, and fortify it (with 1000PC).
Auto-Defense
For countries that wish to have a plot (or plots) protected, for when no country members are online, they can type "/plot autodefend" for a plot. This will have the specified plot(s) automatically defend themselves when they're attacked, at risk of spending all of the countries plot credits. This is typically only recommended for the core plots of a country.
Transferring Citizenship
If a user wishes to join a different country, they must take the following steps:
1. Travel to within the country they wish to become a member of.
2. Type “/country immigrate”.
3. A leader or captain of the country must accept their immigration request within 1 minute. Otherwise, they are automatically deported.
Probation
Country leaders and captains can put a user on probation, using the "/country probation <user>" command. This will prevent that user from destroying blocks placed by another user. Mods will also be notified when this command is used.
Conquered Countries
If all of the plots within a country are conquered, and the country has less than 10,000 plot credits left in it’s reserve, the country will be considered conquered, and destroyed. Members of the conquered country will automatically become members of the country that conquered them.
--
Also, please read this:
Kerovon wrote: I think the big reason why there are objections to the immigrant plan is that you are currently equating 3.0 Countries with the current realms. Countries are not meant to be small affairs with just your small group of friends in them. They are meant to be massive expanses of land with multiple cities inside of them. You don't get to exercise the same degree of control over membership because they are meant to be very large.--
If you want to make something with just your friends, you can go to one country and make a separate city inside of it. I know that I am already in talks with another realm for us to merge into one country in 3.0. We will probably make 2 separate cities, but we will be one country. Some of our members don't get along, but they aren't required to interact, just like you aren't required to interact with a neighbor you dislike.
There will be substantially fewer countries built than there are realms right now. There are currently 163 realms. I wouldn't be surprised if we end up with 10-15 countries. To really understand this system, you need to not try to fit the country idea into the current realm framework.
We’re still working on sorting this all out, and we’ll be updating this thread as necessary with relevant information. We look forward to ushering in this new era of MineRealm, and appreciate your feedback & suggestions.
Thanks for playing MineRealm!
"When you do things right, people won't be sure you've done anything at all."