+3 day announcement ahead server gets empty new players look somewhere else players ask when the new server will be up exactly players complain why the reset can't be right now, don't wanna wait/do nothing for n days players get rude, provocative.. (sums up, creates a bad sphere) and try with all their power to prevent a reset super angry players run amok on the server (griefing, destroying their base, tricking other players..) -3 day announcement ahead many don't notice it until it happens similar to +3 day but a lot less (from experience) new players often wait in excitement for the fresh server and starting with everyone else friends reach out to each other and often start together major players and those that knew about the reset are actively working on calming the outrages players down no announcement rage quits (many return after a few days) flame war increased griefing at the beginning nearly no one prepared and therefor only a very few amount of players that are "ok" with the situation Disclaimer Those are some of the things we have experience, while some are overstated in terms of wording, it is what we experienced. keep inventory no early economy major gap between new players and old ones no way for new players to make some money through trading limited resources taken before any fresh starting players get to them bad impression to players that are new to the network/server keep claim blocks main if not only reason for voting quick and complete claiming of the maps most beautiful and resourceful places (for building and farming) currency and market relation (selling of claim blocks) base download no harm so far
If People keep inventory, they will most likely take all their me drives with them and People could basicly take all there items with them. Then it wouldnt feel like a reset. Send from Phone.
I can also see very, very many cases of NBT overload then lol[DOUBLEPOST=1441793370][/DOUBLEPOST] such fill, much wow
About the "ahead"-time I must say the "-3 days ahead" sounds best for me. It really would give a hint that something is happening while having a quiet short timeframe before it actually will happen (so you don't fall into the "Watch forums for days just too see 'when' something is happening"-trap). After the situation about the regrowth-server... well I wish I wouldn't have known so far ahead, but here it was a pretty special case since people who follow the thread about the modpack in the ftb-forum pretty much knew that a reset will be "most likely happening". Slind pretty much hits the nail about my mind, I'm asking me alot about "When will the new server be online so I can start". Luckily my next thought always is "They're busy! They have alot of things to do, so show some patience, damnit" I dislike alot the "no annoucement", simply cause this feels like the players are "not needed to tell". I, as player, like to have at least a lil bit the feeling that I actually matter. It's just about the mindset I think, being informed about such things simply feels better than being surprised and not told anything. (it's like all the changelog-threads about the different servers where you tell what you tweak around it. It just feels better to actually being told that something/what is happening) --- About the "Keeping inventory": For me it needed a few days of getting my mind clear about this. In the beginning I thought "At least let me keep all the seeds so I don't need to go through the grindy start of the modpack again". After a few days of thinking about it, I must say: This grindy start 'is' part of the modpack, so if I would keep these things after a reset I would kinda miss a part of the modpack comepletly. Maybe a "less liked part" of it, but it's still part of the overall-experience of the modpack. So especially in cases of modpacks which are like regrowth, which gives you a very special way of how to achieve things, keeping the inventory I think would just break alot of things. Especially seen between old players (who would keep the inventory) and new players. The gap would be big, especially since as old player you pretty much would be forced to ignore the newer player in terms of "working together" since you would be too far ahead of them already. So my opinion there is: A world reset should be a hard reset, inventory included. As painful as it might feel, I think this would be the best for the servers. (even if some old players might quit then because of that) --- About the claimblocks: I'm very very twisted here. At the one hand I think bad about how much of the world will be claimed right ahead after the first two days of the server. And I don't mean just "Nice places to build a base on" but all the dungeons, aura nodes, oil-sources, so pretty much everything that has some worth to it (and I'm pretty sure there will be quiet a few players who would run around claiming everything possible). Of course with the automated farm-world reset that wouldn't be 'that' big of the problem anymore, but I think about new players, too. When the whole overworld is claimed on many little places, it might be difficult for that to find a nice spot for their base when they run into alot of "tiny, 10x10 claims" all the time. Especially since I did notice that some people seem to forget to delete the claims after they picked up what they wanted there (like the aura node) and simply leave little, empty claims laying around. On the other hand I think about how long I had to wait and vote for being sure that my whole base is claimed and I don't have to fear that some joker might or might not grief my base. Especially now that the voting-sites are down to three, so it will take longer before you have the claimblocks together to protect larger bases. The important part of what I wanted to say: So maybe a compromise would be good here, that people start with 500 or 1'000 claimblocks or so. That would be about enough for people claiming their base-territory (around 2 or 4 chunks) but not enough to just run around to claim every aura node and dungeon they find.
I like the idea of keeping claimblocks on reset. To add to that thought, I think it might would be very overpowered for people to keep all of their items on reset (if that is what you are referring to). Tier 3: One item kept on reset Tier 4: Two Tier 4+: Two That would be the way I would approach it, though that could be easily exploited with items with inventories. Golden bags of holding, for example. Just my two cents
1 month prior to reset - tag server as not recommended if there are multiple Beside that, i think it was okay how it was handled in the past. Make map downloadable and everyone who really wants to play further can do so in LAN or own server.
How about with claim blocks, if you are a returning player intent on starting over and you have played around a week Game time (or longer) on the server you AND you had enough claim blocks, you carry over enough blocks to claim one or two full chunks? One chunk is plenty enough to get started and get a tower built until you can get enough claim blocks to spread out. Yes I understand even with the votes being as they are you get enough to do this the first time you vote. Just say as a thank you for coming back. Keeping inventory is a thought, but maybe reward players for coming back, say like on Regrowth, no keep inventory but give say a full mana tablet and I donno a reward bag or 3 or ??? Something that takes the edge off the reset without being too OP. Make it based on play time say for the last week, make it so players will stick it out to the last day in hopes of getting something good. Resets are supposed to be a good thing, brings new life and resources/less lag/corrupt chunks, etc... I've been on several servers where a flat out party on the server was thrown for resets. Mini games were put up for the last week and the week after, things were rewarded for games played, made players interested in the reset and in the community. I've been playing a lot on Hubis, I know dang well I will be asking for a map download when and if it resets. I've spent a lot of time working on my base, I have the largest area of GREEN on the map from what I can tell. But, if it restarted tomorrow I would be back in having fun starting over. I don't think I would ask for one thing back, I would miss all the cool stuff I have but, maybe I'd play Ars or witchery more the next time around. That's the fun about resets, lets you start over and work a different path... learn/try something new and put what you already know about a pack to use instead of bumbling around trying to figure things out.
A reset should be a reset, nothing carry over. I liked the way that Crundeecraft started (not big fan of pack though) with the building contest. All players have an objective and equal footing. Once the server establishes itself, the perks start kicking in. people that wanted to can save up votes for the startup time and get an nice size claim after the building contest is over.
One idea I had as a possible way to make inventory carry-over work (and be somewhat balanced) is to have it like this: When the reset happens the new map runs in parallel to the old map for 1 week, during this time you can log into the old map to use a one time sign command at spawn (PowerNBT based) that once used exports a copy of your current inventory to a special folder (setup to automatically mirror itself to a corresponding directory on the new map server using rsync or similar) ready to be claimed using another single use sign command at the new server spawn, BUT during that time anything that is considered a storage item (an item that can contain other items like a ME cell or bag of holding etc) will be added to the banned items list on the old map so you won't be able to carry across anything like that as it will be deleted from your inventory the moment you try. That way you get to keep your armour and whatever 36 (stacks of) items you think will best serve you on the new map (tools, rare worldgen items like inscriber plates, stacks of metal blocks, machines etc) but no more than that, so that way you actually have to think carefully about what to take since you won't have nearly enough space to take everything. And if the full inventory + armour is too OP I could even limit it to X number of slots, for example just the 9 slots on your hotbar would be saved and everything else ignored, and super OP tools like draconic staff of power, kami pick etc could also be added to the banned item list so they can't be taken either. Just a thought anyway While I do like the idea of build competitions in theory, and obviously any such competitions would have to be fair to non-donors, I must say I strongly disagree with forcing all donors to go without all their perks when a reset occurs regardless of whether they actually intend to participate in the competition or not, that is literally the reason I never got into playing Crundee because I refused to play without the perks I paid good money for and by the time the competition was over and the perks were reinstated I'd already lost interest. If there is ever to be a build competition again in future I think it should be on a completely separate server that runs only for the duration of that competition while anyone who doesn't want to participate can play on a different node of the same modpack that is intended for normal players and then when the competition ends people who did participate in the competition could carry their inventory over one-way to the normal server to carry on playing on that modpack after the competition server is closed.
Ideas regarding build competitions would be up to the people running the competitions though of course they can ask for my help if they want it, but as for the inventory carry over idea, that would only really require one admin and possibly myself to implement on a per server basis and wouldn't take much effort to do at all really. I/Admin log into the old server and make a sign at spawn then /svs add *nbt $<player> = *<player> Inventory (optional, number of inventory slots) & /svs setcooldown 9999y, the command when run creates a file in plugins/PowerNBT/nbt/ with the name <player>.nbt containing the players saved inventory NBT data and can only be used to save the inventory once due to the over 9000 year cooldown I/Admin log into the new server and make a sign at spawn then /svs add *nbt *<player> Inventory = $<player> & set the same silly long cooldown, this command retrieves the inventory from <player>.nbt from the plugins/PowerNBT/nbt/ on the new server, again the command can only be used once so you can only retrieve a single copy of the saved inventory Admin logs into PuTTY and symlinks the folder <oldserver>/minecraft/plugins/PowerNBT/nbt/ to <newserver>/minecraft/plugins/PowerNBT/nbt/ so that any files created on the old server are instead automatically saved to the new one Admin enables a modified itemrestrict config to ban the storage items and anything particularly endgame, creating this list is literally the most time consuming part of the entire process but once the list is made it should be mostly reusable in future resets 1 week later I/Admin log back onto the new server and remove the retrieval sign Admins are then free to shut down and archive the old server Spoiler
When you create an svs sign the "<player>" tag automatically replaces itself with the name of the player that clicked the sign, so if for example you were to click the sign with the command *nbt $<player> = *<player> Inventory what that actually translates to is /nbt $knoxz = *knoxz Inventory which basically means create a file with the name knoxz.nbt with the contents of your inventory. Once the sign is set up, each player can just right click it twice (once triggers a warning in chat then you have to right click again to confirm) to save their inventory, and then right click the corresponding sign on the new server to retrieve it.