Hey everyone!
As always going to try to keep it short and to the point. We're 12 days into our SkyBlock release (the first major additional game mode EcoCityCraft has released in 7 years) and things are off to a pretty decent start.
We have been hard at work fixing dozens (literally) of bugs daily and working hard at trying to make everyone happy.
Some of the recent approved suggestions can be found here:
Main:
https://www.ecocitycraft.com/forum/threads/skyblock-changing-entity-limits.175680/
Others:
https://www.ecocitycraft.com/forum/threads/skyblock-reducing-player-limitations.175621/
https://www.ecocitycraft.com/forum/threads/skyblock-villager-limit.175679/
https://www.ecocitycraft.com/forum/threads/skyblock-reducing-challeneges-required-to-advance.175610/
https://www.ecocitycraft.com/forum/threads/skyblock-please-let-skyblock-be-skyblock.175719/
https://www.ecocitycraft.com/forum/threads/skyblock-change-extreme-vip-color.175775/
https://www.ecocitycraft.com/forum/threads/skyblock-island-levels.175591/
https://www.ecocitycraft.com/forum/threads/skyblock-auction-plugin.175780/
https://ecocitycraft.com/forum/threads/the-balancing-of-skyblock-and-other-suggestions.175519/
The main subject I would like to bring up was a mistake we made during SkyBlock launch (@JamieSinn & myself). We were approaching SkyBlock from a very performance oriented way that to be frank shouldn't concern us much at this time, as opposed to first waiting on those issues to arise, and then working at fixing them.
We've realized that limiting everything right off the bat, will simply turn off many players, old & new, and this should be approached from the opposite direction. Sure, if we had 100s of players, we could be cautious, but let's be real, we peak at around 50-60 right now. Restricting such a small player base so heavily makes no sense, and further works at lowering that number of players as opposed to increasing it and attracting new players. I hope some of you can understand where we are coming from however. @JamieSinn & I have a history of being extremely in detail when it comes to how the server is performing on a software/hardware level, heck the performance oriented Spigot project was literally created for EcoCityCraft long ago!
We're making a big change now however to loosen up and give players A LOT more freedom. Please understand though, limits may have to be altered in the future, and perhaps restricted in some areas should performance issues arise.
Basically, we've decided to approach SkyBlock from a different direction and will be reducing limits heavily for player's enjoyment, while fixing issues as they occur (should they even occur).
Hope you all enjoy the changes!
TL;DR:
Let's see how things go with the 10x increase !
Code:# Mobs, animals and other living entities BAT: 100 BLAZE: 100 BOAT: 100 CAVE_SPIDER: 100 CHICKEN: 100 COW: 100 CREEPER: 100 DONKEY: 100 ENDERMAN: 100 HORSE: 100 HUSK: 100 IRON_GOLEM: 100 LLAMA: 100 MAGMA_CUBE: 100 MULE: 100 MUSHROOM_COW: 100 OCELOT: 100 PIG: 100 PIG_ZOMBIE: 100 POLAR_BEAR: 100 RABBIT: 100 SHEEP: 100 SKELETON: 100 SKELETON_HORSE: 100 SLIME: 100 SNOWMAN: 100 SPIDER: 100 SQUID: 100 STRAY: 100 WITCH: 100 WITHER: 100 WITHER_SKELETON: 100 WOLF: 100 ZOMBIE: 100 ZOMBIE_HORSE: 100 ZOMBIE_VILLAGER: 100 VILLAGER: 100 # These are the ONLY blocks that can be limited (because they are entities). BANNER: 200 ITEM_FRAME: 300 FURNACE: 100 CHEST: 500 TRAPPED_CHEST: 500 ENDER_CHEST: 10 JUKEBOX: 50 DISPENSER: 50 DROPPER: 50 SIGN: 100 MOB_SPAWNER: 100 NOTE_BLOCK: 50 ENCHANTMENT_TABLE: 50 BEACON: 120 SKULL: 500 DAYLIGHT_DETECTOR: 100 HOPPER: 300 REDSTONE_COMPARATOR: 300 FLOWER_POT: 200 PAINTING: 50 ARMOR_STAND: 50 BREWING_STAND: 200
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Discussion in 'News, Announcements & Server Information' started by andrewkm, Apr 12, 2018.