ItsJerryAndHarry Minecraft Server
Jan
27
- PARKOUR REVAMP -
Wow
Wow
4 new maps
Mesa (medium) - Credits to @hmj + @Mxrk
Black & White (easy) - Credits to @ItsJerry
Flooded Mall (easy) - Credits to @ItsJerry
Effort (hard) - Credits to @Darkstorm77
Spectator Mode
Right-click while holding the 8th slot in hotbar to enter Spectator Mode. This mode allows you to fly around so you can practice certain sections or find hidden shortcuts
Star System
You can now get 1 ~ 3 stars based on how quickly you complete each Parkour map. Try to get all stars!
(Input is needed on the current times for 3 stars, some might be too hard or too easy)
GUI Menu
Right-click the ender eye or talk to the Villager to open the new GUI Menu. This menu shows you exactly how many stars you have on each map and also lets you see the rankings in a new way.
Return to last checkpoint
You can now instantly return to the last checkpoint using the compass item.
Time deltas
Both checkpoints and map finish times now show deltas to see how much faster/slower you were than your previous best time. Note that if you already had a record on a map, you will have to first beat it again in order to see the new checkpoint deltas.
Other minor changes
- Minor text / layout changes in various places
- Some maps were moved to better suited difficulties
- Changed the Parkour spawn location
- Added a sidebar while in the Parkour lobby
- Moved holos down by 0.5 block so they're not in your face
Jan
15
2 New Parkour maps
Credits
Office (Easy) - Made by Heatdude
Volcano (Medium) - Made by Heatdude
Credits
Office (Easy) - Made by Heatdude
Volcano (Medium) - Made by Heatdude
Dec
22
Hey guys!
We know you all are excited and ready for the next factions season. I'll be honest.. we aren't, haha. BUT we're trying and we're getting there (be real, you all know you suck <3).
Just going to get this out of the way for anyone about to ask:
This is NOT the actual factions changelog or announcement about the timeline for release. NO timeline will be given at this time because we are not far enough into development to actively determine that.
Only SOME of the changes will be announced in this thread. Again, this is NOT the actual factions changelog.
This Pre-Announcement is intended to give you all a quick update on current factions release progress and give you an opportunity to provide some more input or feedback on upcoming changes and our current planned process for the future of factions.
Please use this thread to make some suggestions for factions changes.
Please note any thread on the Suggestion section of the forums involving factions has been fully reviewed and the currently planned changelog has been heavily impacted by many of those suggestions already.
Now, a pre-announcement would not be complete without some feature reveals, so let's go ahead and get into that now. Worth noting -> Some of the below changes are in testing and not fully implemented yet and if they do not flow well, they may be altered or removed
A glimpse of the future:
The factions RULES thread has been updated to reflect next season's rules. Please review these and posts questions/feedback here in this thread. These rule changes include many things, so if you plan on competing, read them thoroughly.
General
+ /f stealth aka /f ninja has been enabled and tested. For those that don't know, there are things you cannot do when an enemy is nearby. Turning on stealth masks you from being an enemy so that you can sneak up on people without warning them an enemy is near.
+ The Ally system has been disabled. Your faction works alone and every fac for themselves. Allying has been made against the rules.
+ Inappropriate Faction Names have been blocked. You are now threatened when attempting to create inappropriate faction names. Inappropriate faction name rules have been strengthened because of this.
+ Faction Names can be pre-registered to prevent name sniping. Instructions for pre-registration will be part of the actual announcement thread.
+ New factions cannot be created after grace period has ended. If you are a late joiner to the season, please find an existing faction to join.
+ Seasons are intended to last only 1 month duration. Faster resets intended to encourage more long-term factions joining.
+ More cannon improvements
Economy
+ Shop priced reworked completely (and dupes fixed, ofc)
+ Shop rework is intended to allow manual-effort farms (primarily sugarcane) to be the most rewarding start economically, but mob spawners produce the most income by far to make spawners bigger risk for bigger reward.
+ Mob Spawners do not spawn in the wild.
+ Mob Spawners are obviously getting a rework to change productivity.
+ Migrated to Collector Beacon system similar to current ones on Skyblock
+ Cactus do not grow anywhere. Cactus only produces drops when inside a faction claim and a collector beacon is present in the chunk.
+ Pistons do not push Mycel, Sugarcane, pumpkins or Melons
+ Harvester Hoes are primarily now a 1x1 hoe, but it is possible to get up to a 3x3.
Raid
+ Includes f1nnster wall limit of 3 chunks
+ When cannon fire is detected in a faction claim, the faction is placed on lockdown.
+ Lockdown mode notifies the faction being raided that a raid has been detected.
+ Lockdown mode prevents players in the locked down faction from using genbuckets, cuboid tools (trench, etc) or mining spawners while in lockdown phase.
+ Lockdown lasts for 15 minutes from the last detected cannon shot that lands inside the raided factions claim
+ After lockdown ends, the raided faction obtains a 15 minute Protection period.
+ During protection the faction cannot be attacked, cannot recieve damage to their faction claims, and ability to use gen buckets is enabled for them to quickly recover.
+ The /lockdown and /raid commands show lockdown phase and time remaining for your faction or another listed faction. the /lockdown <faction> search only searches by faction name, not by player names.
Strikes
+ Strikes and DQ's will gain a public thread similar to the one for Kitpvp.
+ The amount of Strikes a faction has now shows up in /f who
+ Strikes are announced to the factions online members when they are issued.
+ Upon recieving a 4th strike or a DQ, your faction will be taken over by the server. Your claims will be locked and all members removed from the faction. The faction balance will be reset. Claims will be unraidable and untouchable. Your faction title will reflect that this faction has been DQ'd.
Schematics
+ A new item has been created that comes with a pre-loaded schematic.
+ Placing this item generates the stored schematic.
+ Schematics do not replace existing block and only replace air, so you must clear the area first.
+ Schematics will feature some small to medium sized cannons, but not any floating cannons. We want cannoning to still involve cannoners and talent.
+ Schematics will also feature some SOTW farm elements (like a cactus farm).
+ The feature is intended to bring some balance to players that are not familiar with Schematica printer or cannoning and still want to compete, but we anticipate it also having plenty of uses for those that are heavy factions players.
Roam/Freecam
+ /roam or /freecam has been implemented.
+ This literally places you in spectate mode and allows you to experience freecam cheat for a limited duration window of time and within a pre-specified radius.
+ This cannot be used while in combat
+ A zombie version of you is spawned in your place and if it takes damage it will cancel your roam session
+ We feel this change helps mitigate the want to use freecam hacks as well as the potential abuses of those using replaymod, but also helps bring some competitive direction and report possibilities to the regular player base.
Events
+ Not going to announce the new events yet, but there are new events planned. This log section is here because:
+ None of the suggested events (boss monsters, koth clones with minimal differences, whatever) have been accepted. We did create a new event that focuses on factions actually competing that reflects what we hear you all wanting, but we're still possibly open to ideas for events if any can be thought up.
Pre-Season Testing
+ We have a team that will be doing some testing as we develop the changes, but since there always tends to be some bugs that slip by, we're going to have a pre-season period lasting approximately 1 week before the actual season.
+ It has not been determined or finalized on who will be permitted to participate in testing, so please, do not ask to be a tester. We'll announce details of this with the official change log.
+ Testing will feature a short grace period followed by a period or raiding. We hope testers play it like an active season to test as much as possible in order to have as smooth SOTW as possible.
+ We will not be using the same world in testing as we will for actual season release, so ofc, focus on testing.
We know you all are excited and ready for the next factions season. I'll be honest.. we aren't, haha. BUT we're trying and we're getting there (be real, you all know you suck <3).
Just going to get this out of the way for anyone about to ask:
This is NOT the actual factions changelog or announcement about the timeline for release. NO timeline will be given at this time because we are not far enough into development to actively determine that.
Only SOME of the changes will be announced in this thread. Again, this is NOT the actual factions changelog.
This Pre-Announcement is intended to give you all a quick update on current factions release progress and give you an opportunity to provide some more input or feedback on upcoming changes and our current planned process for the future of factions.
Please use this thread to make some suggestions for factions changes.
Please note any thread on the Suggestion section of the forums involving factions has been fully reviewed and the currently planned changelog has been heavily impacted by many of those suggestions already.
Now, a pre-announcement would not be complete without some feature reveals, so let's go ahead and get into that now. Worth noting -> Some of the below changes are in testing and not fully implemented yet and if they do not flow well, they may be altered or removed
A glimpse of the future:
The factions RULES thread has been updated to reflect next season's rules. Please review these and posts questions/feedback here in this thread. These rule changes include many things, so if you plan on competing, read them thoroughly.
General
+ /f stealth aka /f ninja has been enabled and tested. For those that don't know, there are things you cannot do when an enemy is nearby. Turning on stealth masks you from being an enemy so that you can sneak up on people without warning them an enemy is near.
+ The Ally system has been disabled. Your faction works alone and every fac for themselves. Allying has been made against the rules.
+ Inappropriate Faction Names have been blocked. You are now threatened when attempting to create inappropriate faction names. Inappropriate faction name rules have been strengthened because of this.
+ Faction Names can be pre-registered to prevent name sniping. Instructions for pre-registration will be part of the actual announcement thread.
+ New factions cannot be created after grace period has ended. If you are a late joiner to the season, please find an existing faction to join.
+ Seasons are intended to last only 1 month duration. Faster resets intended to encourage more long-term factions joining.
+ More cannon improvements
Economy
+ Shop priced reworked completely (and dupes fixed, ofc)
+ Shop rework is intended to allow manual-effort farms (primarily sugarcane) to be the most rewarding start economically, but mob spawners produce the most income by far to make spawners bigger risk for bigger reward.
+ Mob Spawners do not spawn in the wild.
+ Mob Spawners are obviously getting a rework to change productivity.
+ Migrated to Collector Beacon system similar to current ones on Skyblock
+ Cactus do not grow anywhere. Cactus only produces drops when inside a faction claim and a collector beacon is present in the chunk.
+ Pistons do not push Mycel, Sugarcane, pumpkins or Melons
+ Harvester Hoes are primarily now a 1x1 hoe, but it is possible to get up to a 3x3.
Raid
+ Includes f1nnster wall limit of 3 chunks
+ When cannon fire is detected in a faction claim, the faction is placed on lockdown.
+ Lockdown mode notifies the faction being raided that a raid has been detected.
+ Lockdown mode prevents players in the locked down faction from using genbuckets, cuboid tools (trench, etc) or mining spawners while in lockdown phase.
+ Lockdown lasts for 15 minutes from the last detected cannon shot that lands inside the raided factions claim
+ After lockdown ends, the raided faction obtains a 15 minute Protection period.
+ During protection the faction cannot be attacked, cannot recieve damage to their faction claims, and ability to use gen buckets is enabled for them to quickly recover.
+ The /lockdown and /raid commands show lockdown phase and time remaining for your faction or another listed faction. the /lockdown <faction> search only searches by faction name, not by player names.
Strikes
+ Strikes and DQ's will gain a public thread similar to the one for Kitpvp.
+ The amount of Strikes a faction has now shows up in /f who
+ Strikes are announced to the factions online members when they are issued.
+ Upon recieving a 4th strike or a DQ, your faction will be taken over by the server. Your claims will be locked and all members removed from the faction. The faction balance will be reset. Claims will be unraidable and untouchable. Your faction title will reflect that this faction has been DQ'd.
Schematics
+ A new item has been created that comes with a pre-loaded schematic.
+ Placing this item generates the stored schematic.
+ Schematics do not replace existing block and only replace air, so you must clear the area first.
+ Schematics will feature some small to medium sized cannons, but not any floating cannons. We want cannoning to still involve cannoners and talent.
+ Schematics will also feature some SOTW farm elements (like a cactus farm).
+ The feature is intended to bring some balance to players that are not familiar with Schematica printer or cannoning and still want to compete, but we anticipate it also having plenty of uses for those that are heavy factions players.
Roam/Freecam
+ /roam or /freecam has been implemented.
+ This literally places you in spectate mode and allows you to experience freecam cheat for a limited duration window of time and within a pre-specified radius.
+ This cannot be used while in combat
+ A zombie version of you is spawned in your place and if it takes damage it will cancel your roam session
+ We feel this change helps mitigate the want to use freecam hacks as well as the potential abuses of those using replaymod, but also helps bring some competitive direction and report possibilities to the regular player base.
Events
+ Not going to announce the new events yet, but there are new events planned. This log section is here because:
+ None of the suggested events (boss monsters, koth clones with minimal differences, whatever) have been accepted. We did create a new event that focuses on factions actually competing that reflects what we hear you all wanting, but we're still possibly open to ideas for events if any can be thought up.
Pre-Season Testing
+ We have a team that will be doing some testing as we develop the changes, but since there always tends to be some bugs that slip by, we're going to have a pre-season period lasting approximately 1 week before the actual season.
+ It has not been determined or finalized on who will be permitted to participate in testing, so please, do not ask to be a tester. We'll announce details of this with the official change log.
+ Testing will feature a short grace period followed by a period or raiding. We hope testers play it like an active season to test as much as possible in order to have as smooth SOTW as possible.
+ We will not be using the same world in testing as we will for actual season release, so ofc, focus on testing.
Nov
08
Skyblock Season 3
21st of November, 2020 - 3 PM EDT
21st of November, 2020 - 3 PM EDT
There is an unbelievable amount of work that went into this update, so before I spam you with a (condensed) changelog, let's talk about what's important... what makes this a truly Unique Skyblock experience.
This is the first time we've updated a server to a version above 1.8! This change is substantial and there was a lot of new things we've had to consider in the development that just never existed in our world before. Shulker Boxes are pretty cool, but their default functionality could be improved. So yeah, we knocked that out. Elytra? Flying with fireworks is fun. Let's uh, not have to deal with phantoms though, so.. membranes are a crate item. Besides... who needs sleep? Ew. And Villager raids? No way man, too OP. Scrap that nonsense. Have you seen those farms on YT? LOL! GG EZ!
Economy? Yeah.. in order for the economy to be robust enough to last a long time, it probably should require you to input a little bit of effort to make money and really encourage player trades. That does mean, however, that there needs to be a reason to trade. If everything is easy to get or is obtainable from the shop, then why do you care what a player is selling?
Crates? Well, people like and dislike things about crates and that's probably not going to change. So, to bring some spice to the world here, we split crates up into 3 groupings and added in drop parties. All 4 of these things come with unique items and 3 of them are not purchasable in the store. Wanna guess which one is? HA! You probably got it wrong. The highest tier crate is only obtainable from in-game achievements or other crates.
Island.....s? People loved the old donor islands we had. Why? Because they provided easy materials to grind on repeat and cheat and pay 2 win all the way yay yay yay! Well. Sure, we'll bring back that concept... with a twist! Buying a donor island isn't permanent unlock. Switching to a use-based system means we can eliminate farming of islands AND give them away for free in-game. That could be from crates... BUT IT'S NOT! Nope.. It's from drop parties or from Missions! But to really spice things up, we wanted to make these donor islands super unique. So, we did some (seriously) heavy lifting and can promise that literally no other Skyblock server in existence has this kind of diversity. You might want to avoid falling head-over-heals in love with your island, because uh, you really do want to try out these other islands! Every single one offers something unique and if you want to have the best shop out there, well, you better.. catch 'em all? (Hint: Double meaning here!)
Missions! Yeah, there weren't a ton last time and probably wont be this time either (or is there?). And last time they were really used to try and farm for crate keys. We get it. Don't worry. Some missions are intended to be done over and over again! Some missions are designed with the idea that you probably need to scrap your island and start over again and again. Some are designed to help you unlock new islands to try and explore other things. It's uh.. also pretty different :)
PvP is not the big draw to Skyblock. So hey, we left in the 1.16 combat mechanics and you all can learn to try and fight this way if you want. It wasn't without issue in the last implementation. So we migrated the platform off of spawn and made it similar to prison. Jump into a portal to get taken to the arena. The beautiful... MUST SEE arena. In fact, hey.. let's throw in some envoy's to encourage an attempt at combat :)
Alright... Ask your questions below... cuz HERE WE GO!
Changelog
+ Updated to 1.16.4 server base (Still backwards compatible through 1.7)
+ Access to the Nether can be obtained by completing a challenge
+ PvP Arena has been moved off-spawn like Prison (jump into portal to be teleported to the pvp arena) with Envoys added
+ A Drop Party zone has been added to spawn. Drop parties will happen entirely at random.
+ Mob Arena has been added featuring a new Mob Arena map. Can earn money and can earn crate keys (if you make it far enough).
+ Islands can now be rated (like creative plots)
+ Chest shops have been updated to allow holo displays
+ Collector Beacons have been added to help mob farms. They collect all drops in a radius, includes a custom gui where you click to sell the contents.
+ Custom craftable Catcher Eggs can be thrown at mobs and now have a small chance to capture those mobs and provide you with mob eggs. This makes unique mobs tradable. Eggs can ONLY be placed to spawn a mob by the island owner.
+ /trade, market, shop and chest shops have all been updated to allow for safer transactions. Please use your resources wiseley and trade safely to avoid scams.
+ Kits were redone to focus on gear, mining equipment and food instead of value-based blocks.
+ Mob-Spawners now count toward island value
+ Ore blocks (that offer island value) are now stackable to consume less island space while leveling up your island.
+ Improved protections against pvp bypassing and grief (please avoid giving people access to your island!)
+ Much better island settings and UI system for controlling your island (/is cp)
Crates
+ There are now 3 types of crates with varying benefits.
+ Only way to obtain Totem of Undying, Elytra, Phantom Membrane, Conduit, Unlimited use wands, OP Enchants, Mob Spawners, and certain Mob Eggs
+ Donor commands have been added into crates as duration-based vouchers. This will allow donors with perks to trade them to non-donors and will allow non-donors to experience those perks for limited-use durations.
Kits
+ The amount of kits have not changed.
+ The kits available in the server store have not changed (Food, Terracotta, Prismarine, Glass, etc)
+ The value of these kits may have changed due to being unable to purchase them in /shop (more trade value)
+ Rank based kits have changed. Per community request, donor kits now provide crate keys. Offers long-term benefits (always valuable) without being completely overpowered.
Donor Islands
Donor islands have returned! People seemed to miss these islands and the cool different themes that came with them. So, we have made some alterations on how they work and what they provide and we've brought them back in style. Just wait til you see the designs!
+ Every island will come with the same base mobs of Zombies, Skeletons, Creepers and Spiders.
+ Each island will have some unique mobs that naturally spawn along with these base mobs.
+ Each island will come with some unique blocks, items, or mobs that give it an exchangeable benefit to the island (for player-based trading). Some of these may purely be cosmetic and others may not be.
+ Donor islands will operate on a use-base system. That means you may unlock or purchase 1-time uses of the island type but do not ever have permanent access so that islands can not be endlessly farmed for their resources. This should make their tradeable commodities of more interest to the player base. That also means you may be able to earn or obtain uses without any purchase since we no longer have to give away unlimited use.
Note: This does mean that BIOME type no longer changes what mob type will spawn. It Still impacts slime spawners, frequency of spawns and such. For example, non-ocean biomes will not spawn any water mobs (vanilla mechanic) and mooshroom biome spawns basically no mobs. Otherwise, changing biome will primarily be an aesthetic change. Oh.. and getting Ice :)
- Default Island [FREE]
- Naturally spawns Sheep, Pig
- End Island
- Naturally spawns Enderman
- Unique Blocks: Endstone, Purpur, Chorus plant/fruit, End Rod
- Nether Island
- Naturally spawns Magma Slime, Piglin, Hoglin
- Unique Blocks: Teal+Crimson Blocks, Soul Soil, Magma blocks, Shroomlight
- Naturally spawns Magma Slime, Piglin, Hoglin
- Mooshroom Island
- Naturally spawns Mooshroom cows
- Unique Blocks: Mycel, Mushroom Blocks
- Sea Temple Island
- Naturally spawns Guardians, Drowned, Squid, Cod, Salmon
- Unique Blocks: Prismarine (all 3 types), Sea Lanterns, Sponge
- Tridents (from Drowned)
- Naturally spawns Guardians, Drowned, Squid, Cod, Salmon
- Coral Island
- Naturally Spawns Tropical Fish, Pufferfish, Dolphins, Turtles
- Unique Blocks: Coral Blocks, Lily Pads
- Bucket Fish (3.5k tropical fish types!)
- Farmhouse Island
- Naturally spawns Cow, Rabbit, Chicken
- Unique Blocks: Birch, Acacia, Dark Oak, Spruce
- Hive Island
- No unique spawns, but comes with two pre-spawned bee's
- Unique Blocks: honey, honeycomb, beehive
- Remember: Bee's pollinate plants over time, productivity is good :)
- Arctic Island
- Naturally spawns Polar Bear, Snow Golem, Stray
- Unique Blocks: Blue Ice (also easy way to get ice, packed ice and snow)
- Naturally spawns Polar Bear, Snow Golem, Stray
- Jungle Island
- Naturally spawns Pandas, Parrots
- Unique Blocks: cocoa beans, Jungle, vines, Mossy blocks
- Desert Island
- Naturally spawns Husk
- Unique Blocks: Terracotta, Cactus, Red Sand
- Raid Island
- Naturally spawns pillagers, vindicators, ravager
+ 50+ missions to start, more planned for later release
+ Some missions can be done over and over again and provide a method for getting crate keys
+ Some missions are easy but, due to the unique nature of islands, may actually take a while (or trades with other users) in order to complete.
+ Missions reset when you disband your island, so starting a new island means the ability to do missions all over again (with few exceptions).
Daily Rewards
+ Login each day and use the command /daily to get rewarded!
+ Day 1 reward: $25
+ Day 2 reward: $50
+ Day 3 reward: $75
+ Day 4 reward: $100
+ Day 5 reward: Common Crate Key
+ Day 6 reward: Common Crate Key
+ Day 7 reward: Holy Crate Key
Economy
+ Adjusted prices of (most) items in shop to bring economic balance back between manual grinders and mob grinders (All unique blocks may be sellable, but not buyable)
+ MULTIPLE options for methods to produce money (honey, honeycomb, sugarcane, spawners, mycel, mushroom blocks, etc, via shop)
+ Large focus on player trades and trade value to encourage an economy driven by exchange
+ Manual labor farms are currently weighted to aim to be the most productive/fastest ways to produce money. Spawners/Cactus or afk methods are intentionally slower.
+ Sugar Cane cannot be pushed with pistons - preventing automated cane farms
+ Missions will also be seen as a valuable way to produce money and help encourage resetting your island to re-do the missions
+ Built-in forms of gambling added to allow safer gamble transactions and avoid scams
Shulker Boxes
+ Can be opened by right-clicking the air while holding
+ Has a few unique commands:
---- /bsb sort will sort blocks from your inventory into shulker boxes in your inventory (to fill stacks)
---- /bsb toggle <type> will filter items that you pick up directly into your shulker boxes instead of into your inventory (like a back-pack style functionality). Options include All blocks into shulker, only filling stacks, or none (vanilla).
Note: The reset date is to provide us with adequate time to test and debug the new skyblock features. World downloads of the current skyblock island world will be provided upon release in a reply to this thread. It is recommended to save the co-ordinates of your island if you want to look back on it.
Payout
Winners will be announced in a reply to this thread on 19th of December at 3PM EDT
Prize must be redeemed by following the instructions in each announcement.
Buycraft prizes must be redeemed within 30 days.
1. $50 Paypal OR Buycraft
2. $40 Buycraft
3. $30 Buycraft
4. $20 Buycraft
5. $10 Buycraft
Winners will be announced in a reply to this thread on 19th of December at 3PM EDT
Prize must be redeemed by following the instructions in each announcement.
Buycraft prizes must be redeemed within 30 days.
1. $50 Paypal OR Buycraft
2. $40 Buycraft
3. $30 Buycraft
4. $20 Buycraft
5. $10 Buycraft
As usual, please post any bugs you find in the Report Bugs section on the forums.
-ITSJERRYANDHARRY
Oct
06
To the IJAH Community,
for the last several years we've tried and tested a number of policies on handling banned players and improving the environment with common chat behaviors. We strongly believe that in certain game modes toxicity is expected and most certainly required -- to an extent. But we've gone back and forth with what that extent is.
Today, based on your feedback, we are ready to announce a couple of changes to the rules and our policies that where we've previously stood our ground.
Thanks for your understanding.
Regards,
Administration
for the last several years we've tried and tested a number of policies on handling banned players and improving the environment with common chat behaviors. We strongly believe that in certain game modes toxicity is expected and most certainly required -- to an extent. But we've gone back and forth with what that extent is.
Today, based on your feedback, we are ready to announce a couple of changes to the rules and our policies that where we've previously stood our ground.
- Hitler Skins are now considered inappropriate skins.
- All Racist or Derogatory terms are considered instantly warnable. This will now extend out to include N***a as it stems from purely racist terminology and is almost exclusively used to demean players or make them feel uncomfortable. Yes, we do know that some people use it to mean "brother" and so on. We've used this same logic to justify keeping it allowed on the server for years. But the reality is that it gets very little use in this manner and the majority of our player base simply want it gone. We agree.
- A hacking ban will now only last for 30 days if it was your first offense. All other hacking bans will be permanent with the option to appeal for an unban after a minimum of 3 months have passed. 3 months may be extended further based on bypassing or unacceptable behavior during your ban duration.
Thanks for your understanding.
Regards,
Administration
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