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Messages - Oplegoman

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1
Ban Appeals / Re: Clownsie's Ban Appeal.
« on: October 16, 2021, 10:01:01 AM »
Your application is lacking in details about your behaviour on the server and I find this rather concerning. As you have had multiple punishments from staff for a multitude of things. Do you not feel sorry about these?

You did not have to make a second post for your appeal, it should have been in the same thread as this one. To me your attitude has not changes, you are not taking the time to think about your actions and to reflect on them critically. I suggest that you take the time to do this. Take the time to admit it was your fault for being banned and not your brothers, take ownership of the mistakes.

Your appeal is under review and an answer will be given in the next 7 days.

2
Senior Member Application / Re: Fallen_Phantom's SM application
« on: October 15, 2021, 05:08:12 PM »
Your application will be under review and an answer given in the next 7 days.

3
Ban Appeals / Re: back unban
« on: October 15, 2021, 05:05:41 PM »
Your appeal will be under review and an answer will be given within the next 7 days.

4
Non-Minecraft Topics / Re: Question
« on: October 15, 2021, 05:03:14 PM »
Hi,

So you are saying its 860 blocks square or 860 north and 860 south therefore like 1.7k across. If so this would be unworkable for world edit as this would be in the region of $12,000. If its the smaller area it would be $3,000.

Even if we did heavly discount this it would still be extremly expensive and we would like you to keep your money for yourself and not spending it to clear blocks in a game. This world edit request as it stands will not be workable for us or yourself.

If you have further information to include about it, this can be look at if you are wanting to go down this path with wanting to world edit it away.

5
Ban Appeals / Re: Clownsie's Ban Appeal.
« on: October 12, 2021, 07:52:56 PM »
Not acceptable, right format and actually provide evidence as your solution is not workable for us. Spend some time to think about it.

6
Ban Appeals / Re: Levi925487's Ban Appeal
« on: October 12, 2021, 05:55:41 PM »
There are issues with your appeal, your mining movements and patterns have been looked at by multiple people since the last time you -xrayed. Annu gave you ample oppurtinity to explain yourself and you could not. This would need further explaining by yourself, take your time to come up with something.

By saying you are happy with being permanently banned is a red flag, as anyone who did not x-ray would not want to be banned in the first place. Best for you to be honest with us as that will stand you in a better position in your appeal.

Your appeal is under review and will be answered in the next 7 days.

7
Ban Appeals / Re: Unban Appeal By GeoSial
« on: October 12, 2021, 04:45:21 PM »
Do not give your password to any of them, if they are too young to play on minecraft on their own account its likely they are too young to be playing on Sentinel. I have unbanned you now, but you need to /changepassword as soon as you join to get a different password.

8
Thank you for the suggestion but on our server we do not use datapacks due to their unstable nature if they interact with plugins which are altering other things. If there is a plugin that could be reviewed.

9
Gotham / Re: Gotham Tax Info
« on: October 11, 2021, 04:34:29 PM »
omg because of ace, going to have you pay people to visit now!

10
Gotham / Re: Gotham Tax Info
« on: October 10, 2021, 12:31:50 PM »
What is the cost to travel to gotham, would be nice to have it in the post for none resisdents to know!

11
Server Announcements / Re: Changes to Towny Taxes
« on: October 04, 2021, 05:54:20 PM »
Thank you both for the intrest in the changes and replying here about them. I shall handle Remiaw's comments first and give answers as best as I can.

As for taxation, in general, is a way for a society to care for itself with upkeep on roads, social care and security. This is something we are trying to simulate here with these changes and I believe these do a good job. As for towns rising and falling, this is rather a natural thing to occur its been happening with our towns since the start. If the town staff make their town more intresting for people to join with town only facilities, it could be worthwhile to join such towns and with these changes residents are not able to live there for free unless they are a VIP.

These changes were made before looking at the change in cost, the gotham figures have gone down now that inactive residents now get removed after 60 days.

As for claiming outside of their general area this will be dealt with with the town mayor, no need to make it public for all to see.

Minimum distance between towns as of the moment are the defaults and I cannot comment on how it was before. I can only comment on how thing are going forward. As for such policies towns hold it should be reported if you feel it breaks the rules as we are unable to know what is going on all the time with towns, we like to leave them to their own devices. As for looking for land we now have dynmap which is more user friendly than trying to create functions within towny (I do believe there are some functions within towny to see how close towns are though). These stats are for outposts and not towns.

As for overclaiming it should be expected that if your town loses 'power' the cost to maintain it will go up, this means there is always an insentive to keep town memebers happy and within your town. This is also slightly negated by the change of plots given per resident from 16 to 18. As these plots its for your town to decide if they are worth the extra cost to keep protected or if they can be unclaimed. As for grief, we will handle these matters and punish the player but as per the rules we would not role them back.


Nick, I am sorry to hear that you feel this way about the changes, We did only display larger towns in which the changes would be more noticeable. If we take a look at your town and what would happen with the upkeep, it would rise but only rise to around 600. This is also an incentive to get people to join your town or forge an aliance with other towns!

If you feel this is hitting smaller towns hard and other smaller towns believe it does, I can take a look at seeing what can be done to help smaller towns. No change is perfect first time around and taxes for the majority is never a nice thing.


12
Bug Reports / Re: Kattalox Bug
« on: October 03, 2021, 04:09:42 PM »
Fixed, this was caused by Towny going into safe mode to ensure nothing else broke, fixed this a few hours ago now.

13
SentinelCraft Magazine / Re: Sentinel Craft Magazine #7 October
« on: October 01, 2021, 05:14:59 PM »
Totally professional, loved it!

14
Server Announcements / Changes to Towny Taxes
« on: September 29, 2021, 09:55:40 PM »
Towny Economy Reforms

Dear SentinelCraft community!

We have not forgotten about towny and have spent some time looking at other ways in which we can improve the towny gameplay and make it different from it just being survival with friends. In our previous reforms, we looked at making town and nation upkeep more dynamic than the default linear system. We feel like this change went well and added a new dynamic towny.
We understand that that change was rather small, and we hope that the following set of changes will cover more, compared to before.


Tax Changes

At the moment many towns have set their plot taxes for their residents to zero. While this is great for the residents, this is unfortunately not really how towns or cities work. By doing this, we are removing a massive feature of what the towny plugin can offer us. With this update, we encourages town owners to set taxes for the use of the plots. The changes we have decided to implement are the following;

1 - Increased plot upkeep from $2 to $5.
2 - Set a minimum tax to be a town to be $20 per resident per day.
3 - Added further levels on the multiplier to currently cap out at 58 residents with a 3.0 multiplier, increased from 42 and the 2.2 multipliers.


These changes will result in doubling or even tripling the upkeep of a town, hitting Gotham the hardest. The reason for these changes are to get towns to use the tax system with residents. Moreover, towns to have to think about their next expansion, recruitment and overall claimed area. Tax changes that are going to be handed down to the player are;


1 - A minimum tax of $20 a day per player, but a recommended tax of $25 or more is a good starting point for towns, towns should look at setting their taxes to help manage their town upkeep. This is up to the mayor' decision.
2 - Recommended/default plot taxes for new towns:
      o   Default tax - $25
      o   Shop Plots - $50
      o   Embassy Plots - $100
      o   Normal Plots - $20

These values should be treated as a starting point for how towns manage their funds. This is a way for town members to contribute to it automatically. It is to be expected that these values are likely to be increased in towns.


Examples!


You will have 7 days to look over these changes to see the implications for your town and pull together a taxation policy if your town wishes. These changes are none negotiable



Outposts

To help give back to towns instead of just adding more negatives, we have decided to give towns outposts. These outposts can act as an extension to the original town away from the actual town. As we are wanting to use this feature, blatant plot bridges to claim other areas will be dealt with. Blatant in this case is where towns have claimed areas outside of their vicinity. Towns should use outposts going forward for these. Any plot bridges will be dealt with, and is up to Senior Staff judgement. We have highlighted some towns "guilty" of this and we shall be discussing it with them.

Key aspects for outposts are the following stats;
1 - The minimum distance from other towns is 10 plots
2 - The minimum distance from your town is 5 plots
3 - The maximum distance from your town plots is 50 plots
4 - Towns with 10 residents can have 1 outpost
5 - Towns with 28 residents can have 2 outposts
6 - Towns with 50+ residents can have 3 outposts
7 - The cost to make an outpost is $25,000

To allow outposts to something which could be worthwhile, we have changed the number of town blocks you get from each citizen from 16 to 18. This means that you will be able to claim 2 more plots per active resident. Be careful if your town shrinks, you do not want to be hit with the overclaimed upkeep!

TLDR;
1 - Strong Recommendation for setting up taxes for plot owners.
2 - Plots that towns have overclaimed have an upkeep of $10.
3 - Further expanded the scale for the multipliers to 58 residents capping out at a 3.0 multiplier.
4 - Allowing towns to have an outpost away from the main town.
5 - Plots a town gets for each resident changed from 16 to 18.
6 - You will have 7 days after this post before the tax changes get implemented



15
Moderator Application / Re: Bloke's Mod Application
« on: September 26, 2021, 12:05:18 AM »
Your application has been accepted!

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