Update on rebalance

Discussion in 'Announcements' started by sk89q, Feb 21, 2014.

  1. sk89q

    sk89q Administrator
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    Here's an update on the rebalance:
    1. We expect to complete as soon as possible: We are aiming to finish before the middle of the coming week, but we want to finish as soon as possible. It should not take more than a week from today.
    2. Resets like this are unheard of: We've been running servers since 2010 (modded since early 2012) and this has never happened before. While I have historically helped or built the modpack myself, I was mostly absent during the creation of 1.6's modpack due to time constraints, but now I'm able to afford some free time.
    3. We'll try to make it up with new gameplay: The new world may be... considerably different... in gameplay mechanics after the reset. The emhpasis will still strongly be on automation, but we're going to swapping (big) mods, adding new ones, and removing some. We're trying to make it up for everyone giving you all something substantially new to play with, whether you like automating, adventuring, decorating, building, or achieving end-game.
    4. If you regret losing all the work on machines: You're probably going to be building entirely different machines. A lot of the machine work (and recipes) that you have done is not applicable on the new modpack, so the amount of work that you will be repeating will be minimal.
    5. If you regret losing all the work on Thaumcraft: Well, I know nothing about Thaumcraft. :p People who do are working on that, however.
    If you have been absent, we have reluctantly decided to "redo Alice 1.6." This is because the balancing in 1.6 has been particularly broken and the modpack has been our most conservative yet (changing very little from MC 1.5). In order to make things right, we're going to rebuild the modpack and relaunch. We are providing you the opportunity to transfer over aesthetic builds.
     
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  2. wolfenstein19

    wolfenstein19 Active Member

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    Nothing to apologize for there. Better an end in horror then a horror with no end.

    On a serious note though some of the new concepts sound amazing :D
     
  3. Kirazy

    Kirazy An idle texturer

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    Are we losing IC2? S:
     
  4. Neonbeta

    Neonbeta Person who did stuff and things

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    Unless the MPT has had an epiphany, I honestly doubt it.
     
  5. Kirazy

    Kirazy An idle texturer

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    Unno. Kinna sounds like it by the descriptions. I just want my Reinforced Stone. :(
     
  6. Neonbeta

    Neonbeta Person who did stuff and things

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    IC2 and it's addons generally make up a large amount of the automation part of gameplay. Doubtful it would be removed in such a short period of time. But I have no idea; Either way, it will be interesting to see how much the gamplay changes in this "new modpack".
     
  7. NolanSyKinsley

    NolanSyKinsley IRC lurker

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    Nice to hear a (tentative) timeline, sounds like it is going to be worth the reset.
     
  8. Toma678

    Toma678 Member

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    Would it be possible to throw out a list of the proposed new mods/ones to be removed? Just so that people can voice an opinion before the changes are set in stone of the final release, because changing something in the beta stage of the modpack would be easier..? Just an idea.

    Also, I volunteer to be an official server breaker! (tester) that is if you're looking for them anyways :D
     
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  9. LeiserGeist

    LeiserGeist Gamer, Software Developer

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    I too would like to see a change list, and also volunteer to be a "server breaker" (as Toma put it) if needed.

    I really hope you change your mind about quarries, but I guess we'll see. Regardless I look forward to seeing what you guys have planned.
     
  10. NolanSyKinsley

    NolanSyKinsley IRC lurker

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    Wait, what is happening to quarries?
     
  11. kylania

    kylania Active Member

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    Thaumcraft 4.1 has entirely changed, so starting fresh with that will be good.
     
  12. Neonbeta

    Neonbeta Person who did stuff and things

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    No it has not. Azanor has only majorly changed the research mini-game and how you obtain research. Everything else is just new items added.
     
  13. Rulerjdog1999

    Rulerjdog1999 Youtuber

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    I honestly don't mind keeping Gregtech, as long as it gets some MAJOR nerfing. 1.4 with GT was fun and kept the game fresh with little tediousy. Ever since 1.5, greg has lost his head.
     
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  14. Martwaza

    Martwaza Member

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    is there already a new modlist?
    I would like to have some of these mods installed:
    Tconstruct, fossil archeology mod and Biomes O' plenty
     
  15. NolanSyKinsley

    NolanSyKinsley IRC lurker

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    I think they said that tcon may come back and BoP is in, idk about the fossil mod though. I know they said they had ~60 mods they were looking at, and probably already have the ones selected that they want to use and are just configuring/bug fixing at this time.
     
  16. tjmaximum

    tjmaximum New Member

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    i think tconstruct can be included and i hope it is
     
  17. punk_and_goth

    punk_and_goth AFK a minimum of 23 hours, 59 minutes per day.

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    hit it with a hammer well be ok
     
  18. Magi1053

    Magi1053 That one guy
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    I think it would be best to start fresh, otherwise people who did thaumcraft would have a unfair advantage over people who didn't do it on this world
     
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  19. MyrddinE

    MyrddinE Active Member

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    Retaining Thaumcraft research is the same as retaining machines (as far as gameplay is concerned). I too believe that if we are starting fresh, let's just start fresh.
     
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  20. wolfenstein19

    wolfenstein19 Active Member

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    I whole-heartedly support this. Thaumcraft research full completion inclusive Kami takes about 12-15 hours if done correctly. Its a huge part of the difficulty of getting Kami tools to begin with. So you would be giving some people a MAJOR headstart.
     
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