Customized Terrain
I'm reviving this in addition to Monkey0x9, because
I think this is something that will make the server unique, for at least one reason. There are 2 types of people in this [minecraft] world: Those who like amplified terrain, and those who don't. However, there is a very elegant solution to this that doesn't mean splitting the world in half to make half amplified and half normal. It's kind of like that, but kind of not. Custom terrain generation is a huge step forward in the randomization of worlds, in that you have control over the style in which it then randomizes according to. As mentioned earlier in this topic, there are also some preset options already made which we could easily grab and not have to do much work at all with, if any.
One in particular was a preset called "
Mountains And Plains"--
http://worldpresets.com/?post_type=world_preset&p=644
I went on singleplayer to explore some of it and get some
screenshots galore:
http://imgur.com/a/JS1d9#0
That particular preset caught my eye before, and is one that Kerm mentioned, and others support.
Opinions on this preset, anyone? What is so wonderful in my opinion about this customized preset, is that it manages to find a way to
naturally satisfy both regular and amplified terrain fans. If you flip through some of the screenshots I have in the above link, you will see that there are regions where the land is more level and easy to traverse, and places where the land is more amplified especially in extreme hills. It goes even further than this-- the "amplified" bits are actually more aesthetically pleasing than default amplified terrain. The terrain still does unrealistic things, as it is Minecraft obviously, but it's smoother, does less crazy things, and even has multiple flatter areas or plateaus within the amplified areas so that maybe even some non-amplified fans could still actually enjoy it. As for the lower or otherwise flatter terrain, there is a very good mixture of it such that there seems to always be some of this between any extreme areas.
When people want to travel from point A to point B on the map, they absolutely have the option to not have to deal with amplified terrain by simply travelling through these beautiful, wide flatter valleys. These would make for very nice path building on top of the convenience of travelling over it. Could go further, but seriously, just look at the screenshots I took-- it speaks my mind.
To add something new to this, keep into consideration that 1.9 will also have a new dungeon and more structures otherwise with new blocks, similar to what we saw happen with 1.8.
Some structures will also exist in the end, making more reason for the end to be enabled, which is another separate point to discuss in and of itself. 1.9 snapshots will be rolled out soon, so I think it will be a good opportunity to share some thoughts on 1.9 aspects including perhaps some terrain related stuff.
Transportation
I very honestly think that transportation won't be that much of a problem, especially if we settle with having something like the server and town spawns available. As Monkey0x9 very elegantly put it in a way I don't think much more needs to be added to it:
Monkey0x9 wrote:
In the begin you create easy pathways to speed up traveling, later when you have the recources you can create railroads (wich probably is gonna be first on the bussiest nether path) or maybe ice and trapdoor paths (=ultra fast, but uses your hunger bar a lot). So the speed of traveling through the world is more dynamic too, as it grows with the time of the world. But of course, paths in the overworld will come too, because they tend to look a lot better, and they can be traveled by horse (horses and nether aren't the best combination).
Yes, especially at first you will need to rely more on taking a little more time to go from A to B. But that is something that evolves with time as the server as a whole evolves. I am not a fan of the idea that all should be easy from square 1, and also the idea that things should still be easy in the end. I have to say, I really love good builds, and I couldn't agree more with liking the sight of the builds. But the thing is, I think our need for good transportation over time as we develop from the start, will bring good builds, particularly outside of towns. If we can freely teleport to all of our common locations, this absolutely wrecks the reasoning for creating paths. Why create paths from town to town and to and from spawn if you can teleport to others, and to both spawns? Adventuring to random places doesn't encourage making official paths, since you likely won't go there again. In creating paths from the lack of teleportation ability of any degree, we encourage more builds outside of towns that contribute to the overall good looks of the map. While I am in favor of ideally ridding teleportation altogether, I wouldn't say that we'd need to rid all of it. As comic put it, we can compromise this by having limited teleportation of some form. Whether that be certain teleportations, or finding another way to reduce its potency, that'd be okay.
But then one could argue, well why do you need to care about it? Can't we just enable teleportation altogether so that those who wish to do so, can freely do so, and those who don't want to, don't have to? Well... sure. I guess. The problem is, one doesn't simply not use it and not have internal conflict. What if two people want to meet up for something, but one person uses teleportation, and the other opts out? If I were in favor of teleportation, it'd be a burden to have to always wait for the other player because I could just teleport at the blink of an eye. And I as particularly the person who wouldn't want to use it, would feel like I'm a burden to others, and would be urged to use it to not keep people waiting on me because I'm the odd man out who is stubborn about not using teleportation. This is why I would use any amount of teleportation ability, if given the abilities to do so, to the fullest extent.
Furthermore, this further pushes people away from doing things like building stuff in the wild such as paths. Part of the motivation I would have as a builder, would be that I not only get to enjoy it myself, but enjoy having others enjoy it. For me personally, it would be more of the latter. Why would I build a path from A to B in the wilderness, if I knew most to all people would just teleport around it and never bother using it? I did things like make a recent treasure hunt, because mainly I really enjoy seeing others play it and get to enjoy the experience themselves.
The other thing with teleportation, is that it defeats the purpose of horses other than having them because they're simply awesome. I'm sure some people like just having them in their barn all day, but I'd love to actually ride it too. Technically, the problem with even having a town spawn is that if you want to ride a horse to anywhere, you need to ride it back-- and if you don't care to make the return journey because you can just teleport back, then why even have horses other than for decoration? Minecraft 1.6 was all about the latest and greatest in being able to ride horses from place to place, and I've kind of almost forgotten about the fact that they're meant for transportation because we use teleportation all the time on the current 1.8 map.
Another thing to consider with respect to a possible enabled end: we would have enderpearls in especially great amounts if that be the case. Enabling the end would allow virtually unlimited access to enderpearls, and would help to compensate for the time to travel to a destination that might otherwise take a while. But that's just vanilla behavior, nothing special. Needed to make this a point though, because we have lacked great quantities of enderpeals on the current 1.8 map mainly due to the fact that there is no end world.
Graylist
I would highly advocate this. I think we need to figure out and draw a line as to what crowd we want to be addressing and dealing with. Not that there is anything necessarily wrong with leaving a server open to public, but then you have many more troubles to deal with from random strangers, we could have a tendency to address what makes all the new users happy, and such and such. If we focus on establishing a community of mature users, and limit who we let be members of our server, then the job will not only be easier, but we can focus on "us", meaning the community that we establish with each other, and the friendships we make. Other well known communities that are actually whitelisted such as Mindcrack and Hermitcraft, are well known for their smaller, tighter-knit communities, and friendships with each other. I feel if we establish something similar on some level by simply making membership by short application to make sure we generally accept mature and constructive people, we can definitely increase the quality of interaction with any average member. And since it is all a positive feedback loop: people will tend to go on when people are on, because people are on. As long as our membership count is reasonable, it will sustain itself. We might even see more members online at any given time because we all know each other more, and have a greater tendency to want to be online with the people we know.
Difficulty
I bring this up again to the spotlight, because this directly has to do with the standard we want to set on the server, which can be based on who we let on as members (potential graylist). This 'difficulty' is not directly referring to mob difficulty, but could include it. I am referring to any and all things that makes gameplay more interesting in the least. We can either make the average Joe happy, meaning everything is easy and convenient and you don't have to lift a pinky, or we can stretch ourselves a little and keep things either more interesting, or even edgy. Being very honest, I know I hate when creepers blow stuff up and I have to fix it, but I still love it at the same time. I like having to fight off mobs that actually pose a threat when I go certain places. I like the idea of adventuring with no teleportation, and making sure I'm returning safe. It's what keeps things mixed up and interesting. When I'm in full protection gear and got all my endgame status going, the game is far too simple and it's easy to feel it gets boring beyond the casual building. All of the extra complications also help me to value more what I do and have. So again, should it be such that we make sure Joe surely won't die to zombies the first night on the server, and that it always remains easy to simply build with ease, or do we have it so that it is a little less convenient to perform certain tasks and a little more difficult to deal with enemies?
However, I think while we should discuss this, we should discuss it in particular after 1.9 snapshots roll out. The game mechanics will be changing, including more proper fighting. That said, it could get harder naturally in ways, and that is the points that we should then address-- will it be difficult enough overall to keep things interesting?