»Survival World Generation

Discussion in 'Survival' started by Cryolive, Apr 25, 2017.

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What would you support to improve Survival World Generation next reset? Does it need 'improvement'?

  1. Expanding the /wild radius or world limit in both the Overworld and the Nether

    90.0%
  2. Increasing the number of generated structures in both the Overworld and the Nether

    50.0%
  3. Reverting the Nether

    30.0%
  4. Reverting biomes in the Overworld

    30.0%
  5. Nothing; survival is fine right now!

    10.0%
Multiple votes are allowed.
  1. Cryolive

    Cryolive Journeyman Member

    Messages:
    29
    Ratings:
    +12 / -0
    Hello,

    I have a bit of feedback in terms of world generation on the survival server. I will structure my feedback so it's not just a rant, so please, before replying, read all of it. I will avoid talking about the economy, mods, and other issues in this thread. I hope you enjoy reading!

    What I like:
    1. The large trees. They're majestic, and I love the natural-looking roots and arches. I've seen many great builds people have made taking advantage of these, and they're a great, easy source of wood for new players.
    2. The mountains. They're much less barren, and with at least some grass and flowers/trees covering them, they look much more habitable.
    What I dislike:
    1. The world limit. There are many reasons to have one; server maintenance for one and ease of monitoring by staff, sure. However, as time goes on, it limits the ability of newer players to get started and veteran players to expand.
      Newer players relying on /wild will often get teleported to areas that have already been used simply due to the algorithm not being lenient with free space. Most of the time, my /wild teleports have taken me to what should be a jungle biome, but is simply flat land with holes in the ground and griefed builds.
      More established players will run into issues with claiming land near other peoples' builds if they need to expand - although I haven't run into this personally, a couple of members have.
      And then, just in general, it isn't fun. The survival reset thread shows off the fact that it is intended that we "explore and ravage" structures, but a world limit doesn't offer this opportunity to newer players.
    2. The structures. Leading on from the last point, there's little to really explore in the world. Strongholds, jungle and underwater temples, villages, and similar structures have all been raided, and the world limit prevents these from regenerating. I burn out quickly from building because I do a lot of it, but when I explore, there's very little to find except pink sheep and the occasional abandoned mineshaft. I've been advised to not even try to go to the End.
    3. The biomes. Most of the biomes are fine - plains, forests, grasslands, mountains look and feel like they should. However, a couple are either completely removed as far as I can tell or changed to the point where I feel that they just aren't fun:
      The mesa biomes just have orange and hardened clay, making them boring to look at and reducing the value of finding one;
      Snowy biomes are completely absent, making the change in scenery as one explores either blue ocean or dry green plains. There's little snow to break up mountain tops or plains, and it's impossible to get outside /shop, which makes some builds hard to theme, and others hard to even complete;
      Jungle biomes are rarely actually jungle - rather, they're leaf-covered grasslands with large trees very far apart;
      Desert biomes are either removed or incredibly rare, and while I like the sparse placement of glass, it's still quite hard to obtain.
    4. The Nether. It's completely barren, as far as I've explored. There are little pockets of netherrack here and there that haven't been overwritten by the world terrain generation, but apart from that, naturally spawning glowstone and magma blocks are nonexistent a few months on after the reset, and nether quartz is an even rarer find. No blazes or ghasts spawn, making it even less appealing to explore.
      Black hardened clay, while thematic, makes it incredibly difficult to see in the Nether. It's hard to tell the distance fog from the black clay, and this is on both the default resource pack and Soartex. There's no contrast between this, soul sand (which I don't mind), and the background, and this makes it hard to see anything unless you switch gamma all the way up, which is not a solution. It's also very hard to traverse - the cliffs are sheer and random.
      The obsidian/lava plains are just terrible to explore, build upon, or even look at. Even with a fire resistance potion, it's hard to traverse because of the one/two-block wide gaps in the obsidian, and thus most of my time was spent looking at the ground rather than at where I was going. It's hard to build on this because of the uneven ground, and the fact that obsidian takes a really long time to break, and the contrast is just awkward between dark purple and bright orange, which, considering the black clay/soul sand and dark red fog, just makes for an uninteresting landscape.
    5. The cobblestone. I've been clearing out small plots (40 x 80) for builds, and while this seems minor, it's really annoying running into a cobble block when clearing out grass & dirt near the surface. Apart from the annoyance, small things like this add to a lot of time wasted on switching tools when trying to get builds completed. It can't be said that it provides easy access to stone, because when has anyone ever had trouble finding a cave?
    6. The caves. I don't know for sure if anything's changed, but they seem much more... sparse, compared to single-player. Rare ores like diamond and emerald are extremely rare, and it's much harder to find abandoned mineshafts from what I can tell. This has contributed to the inflation of the economy and sparsity of resources that haven't been counteracted by vote rewards or similar, at least for an average player like me.
    What I'd recommend (in rough order of importance):
    1. Expanding the radius of /wild. Survival gets enough players (~70) to warrant spreading out just a little bit more, and while the world limit might not need to be changed, if we could make /wild a bit more inclined towards the outskirts of the limit, it would be much easier to expand. This way, the world is still the same size but players get more room to build and explore.
    2. Increasing the number of structures. If there is to be a custom world generated the next time the server resets, please spawn more strongholds, temples, villages, etc. Not necessarily closer together, but perhaps increase the world limit so that exploration is actually rewarding rather than pointless as it seems now.
    3. Reverting the Nether. If we were to get netherrack back, islands in the lava, genuine fortresses and glowstone mounds, and ghasts, it would be much more interesting, useful, and rewarding than the state it is in currently.
    4. Keeping the trees but saving the biomes. I like the trees, but if they could be integrated into the original jungles, forests, and plains as additions rather than replacements, it would make the biomes much more interesting than either green or blue. In addition, snow would break up the monotony a lot.
    5. Avoiding the random cobble blocks. There's literally no reason to have these if it can be helped.
    6. Expanding the world limit. Actually encourage and reward exploration. Everyone gets more room to do what they want.

    Other suggestions veer into the territory of making a robust economy (which survival isn't at the moment), so I'll end it there. Feel free to critique and respond to the above :)
     
    #1
    • Like Like x 4
  2. MoonmooN

    MoonmooN Honorary Poster Member

    Messages:
    498
    Ratings:
    +140 / -0

    I wanted to add this to your suggestion because I think this would be an awesome world to build in, and I agree on the world border limit they should expand it abit bigger. In my opinion new players are drawn to how the world generation is made and the one in the vid will make people flock to gcs survival server tagging @Rabascm (coz hes the only H-A I know :D)

    Edit: Also I forgot to mention, if they did another world 2 with the same level of ore generation. I hope they expand that as well, because from my experience mining in pvp world has been really hard after 2 months of its release, I always strip mine and when I encounter a cave I discover it to be already raided by another players because torches are present and ores that were clearly supposed to be there are mined now
     
    #2
    • Like Like x 1
    • Agree Agree x 1
  3. httpgeek

    httpgeek Journeyman Member

    Messages:
    27
    Ratings:
    +3 / -0
    that would be so beautiful they for sure need to add that in next reset will change the feel in GC :)
     
    #3
  4. Jobless

    Jobless Enthusiast Member

    Messages:
    101
    Ratings:
    +17 / -0
    Yeah i agree it would be so op and the server will be called as OP Survival.
     
    #4
  5. Sherif

    Sherif Forum Master Member

    Messages:
    1,772
    Ratings:
    +1,078 / -0
    Hey, Sire
    Yes Current World Generator Is not good as was expected,
    :(
    +1
     
    #5
    • Agree Agree x 1
  6. Fury153

    Fury153 Addict Member

    Messages:
    172
    Ratings:
    +15 / -0
    +1 i agree
     
    #6

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