TechnoViking
Member
There are a few things that really confuse me and I'm wondering how these mechanics/rules work.
- First something really weird that more people seem to be confused with
- I've been trying to get certain enchants on my gear for some time now.
This always tells me its to expensive or it'll say nothing, take my levels, do nothing and then still say to expensive afterwards. Why does it work like this and is there anyway to get predefined enchants on my combat gear?
And if not, is it possible to get infinity on a bow without having to gamble for it? I have tried hundreds of times by now to get infinity in this dialogue.
- Is it eventually possible to get two nether portals for a city or empire? My friend lives in an outpost in the PvP zone as he is the only one in our town that really loves PvP, the rest of us setup the town far away in the PvE zone where we have our nether portal. My friend would really like more convenient access to the nether and we'd be willing to spend whatever would be needed in resources or time on this. Currently the only option I know is to split up into two towns so that we could have another nether portal.
3.1 Is there any other way to get a second nether portal for a town?
3.2 While on the topic, why are nether portals restricted the way they are? I assume its to prevent people from using nether portals to spawn inside of someones base but am I correct with this assumption?
- When using cannoneers in combination with acrobat disengage you'd be able to clear some extremely high walls in order to base raid, would this kind of cheese be allowed?
- I understand that the end is not available yet but when reading the global chat I read something about an end portal in the PvP zone, has the end portal already been found and if so anyone know where it is?
- 6.1 Are you able and/or allowed to use other towns their nether portals if you can get to them?
6.2 Is it allowed to raid another town by using that town's nether portal?
- Rule 5.1 in the rules compendium states the following:
The construction of item/XP-grinders is prohibited. Additionally, take note that spawners do not provide any Class XP. (Mobs must be able to hit you) (This includes autofishers)
The term item grinders is pretty vague to me and before I plan any type of farm I'd like to figure out if this farm would be allowed.
Since this rules states that item grinders are not allowed while also mentioning spawner mechanics I feel like this rule is referring to auto killing and item collection setups around spawners.
7.1 Does this rule also refer to big farms for farm-able materials like wheat, sugarcane, pumpkins and melons for example?
7.2 Does this rule also refer to mob farms consisting out of darkrooms for item collection? (this one I'm pretty sure is yes but wanted to make sure anyway)
7.3 Any other tips I could keep in mind when planning out my farms? (For example I'm already assuming that repeating redstone clocks without an off-switch are not allowed since they would lag out the server)
- Yesterday I tried out the traders a little to see if its possible to have a decent emerald per hour gain (EPH) from them, it seems quite nice but it only feels slightly faster then other activities for max EPH. Many other activities also offer the added benefit of granting other resources.
I'm wondering what can be considered as exploiting since I've seen that trader prices have already been tweaked which I presume was because it was considered as an exploit.
8.1 Is it okay to try and buy certain products in one town so that I can then sell them for profit in another town?
8.2 Is it okay to setup for example a sugarcane farm and then sell the sugarcane to npc vendors?
8.3 At what point is the EPH to high? Yesterday before some stealth nerf the EPH seemed to be around 2K which I now consider to much if I'd encounter this rate again, at what point should I be wary of EPH and report this to the moderation team?
- How does ontime work? Tried staying logged in all day today but it doesn't seem to count my time logged in correctly. I was afk a lot of the time so I got the feeling that ontime is affected by being afk but the hours don't really add up when factoring in afk time.