The state of 1.14

Re: The state of 1.14

Postby ABParadigm » Fri Jul 19, 2019 4:52 pm

I'm going to say it as bluntly as possible; if we reset the server I will stop playing. I could see other folks leaving as well as a result of this. Even if we do reset the server, the Hermitcraft server updated from 1.13.2 to 1.14(.2 I think?) and ran into these game breaking bugs. I think even if we reset the server for any reason, we won't be guaranteed safe from issues like this in the future unless we make a new server for every single version. It just isn't worth it.
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Re: The state of 1.14

Postby Mellorian » Fri Jul 19, 2019 7:32 pm

Yeah, I would much rather lose villagers and have chunks overwritten than a server reset.
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Re: The state of 1.14

Postby Dax23333 » Fri Jul 19, 2019 10:05 pm

A server reset is just giving up, and if we do that to avoid bugs which delete things then it kinda defeats the point. Kinda like burning down your house so that it can't be damaged a paticularly windy day that is forecast in the near future.

At any rate we have no idea if these bugs will affect new worlds as well. So we might well end up with a new world with crippling bugs rather than an old one, which would I think be more rubbish.

I would think a good way to go forward would be to catiously enter into 1.14.4 knowing full well that if major damage occurs the server will roll back. I doubt it'd be as bad or as sudden as what happened during the 1.13 time warp though. The bugs we know about do not appear to be as destructive as that. But if we do this, it would be important to make sure everyone knows what is going on. Spam that chat, anything. But people got annoyed in 1.13 when it rolled back. I'd think a weekend, week max for this uncertain period. Don't want to make it a month because that is an awful lot of time to lose.
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Re: The state of 1.14

Postby SwayLight » Fri Jul 19, 2019 11:25 pm

Still would like to know where LVS goes going forward as it's no longer LVS and that was a major selling point of it, that it was a vanilla latest version PVE server. Being stuck in 1.13.2 might be damaging in other ways.
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Re: The state of 1.14

Postby Mellorian » Sat Jul 20, 2019 1:29 am

I believe Lvs is much more than just a latest version server at this point, and that while losing that selling point may affect the influx of new players, it wouldn’t remotely obsolete it entirely.
It would definitely be the less desirable outcome to be stuck on 1.13.2 though.
However, a server reset to cater to future players at the sacrifice of the old seems silly, and sets a bad precedence for the future of those new players.
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Re: The state of 1.14

Postby SneakySkeleton » Sat Jul 20, 2019 1:36 pm

Another update, more problems. Let's hope we don't have the same issues once 1.15 is around the corner.

Waiting for 1.14 to become stable has been painful, and I think it's time we have a shot at updating the server. However, if in fact updating does become problematic and we do experience these bugs, we will likely have to have major discussions about what we do in the future.

Despite being near clueless about the behind-the-scenes methods of updating the server, I worry that sticking to 1.13.2 until 1.15 drops could be very risky and may make dealing with issues even worse when that time eventually comes. Also, I worry that sticking to 1.13.2 won't attract many new players to the server. The server is often quite quiet since the update [1.14] dropped, and updating would likely bring older players back along with new players.

If an update to 1.14 happens, but with a possibility of reverting back to 1.13 if things go wrong, I think it should be made very clear to all. I think it should come in the form of a title on the screen (the large text commonly used in mini-games) to ensure people can't miss it.

A world reset has been mentioned in a few past posts. I don't think we should be discussing such extreme measures this early without knowing what the circumstances are if we are to update; to me that is defeatist. I agree with ABP that many players who have spent hundreds of hours on projects would be extremely disappointed for this to happen.

Since the initial post on this topic, I have been watching the 2 main bugs mentioned. The bug tracker for the chunk issue has had no activity for almost a month at this point, and I'm hoping it won't affect us. Losing villagers, whilst being really annoying, is recoverable. Given the features of 1.14, I had already planned to get myself a new villager population anyway, even if the bug wasn't looming over us. If this happens to be a really bad issue, could there be any assistance the Guardians could give some badly affected players?
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Re: The state of 1.14

Postby ABParadigm » Sun Jul 21, 2019 9:15 am

I would also like to note that Zero0hm and CenturionsWar have been playing in 1.14 for awhile, and they say they have run into this disappearing villager bug only with nitwit villagers out of roughly 300 villagers. I don't know if this is true, but if someone could somehow test this out, that would be very helpful.
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Re: The state of 1.14

Postby AlyCatMeow » Sun Jul 21, 2019 9:39 am

Zedwick, I first want to say thanks for all you're doing to make the server a fun place.... I can see the quandary you are in, and I promise you all of my catlike rage is directed at Mojang, not you...
The dilemma: Update and risk issues that could run off the veteran players who have poured literally thousands of hours into the server. Don't update and risk new players not being as interested.
I think, sometimes it's less what is best for the people and more what is best for the server. New players joining is very important. As is keeping veteran players coming back.
I know I have worked hard and built up a base that some say rivals Spawn in less than a year. I love my base, it really is my happy place. I would be devastated if any of it got corrupted. And to be completely honest, I cannot guarantee I would return to the server if such a nighmare of a thing occured (in an irreversible manner).
However I know this is not my single player world, this is a SERVER and I realise how important it is to move forward as a server and make it a pleasant gaming experience for ALL, old players and newcomers alike... And the fact is, we are ALL hyped for 1.14 (THOSE LANTERNS THO!)
My best shot at a solution (I'm a dumb cat when it comes to these things) is to make backups of the server as it is right now and grit our teeth and try the update. And if things don't go well and Zedwick's beard causes a nuclear apocalypse, we can use a little beardy magic and restore the server back to it's previous state in 1.13...
I hope my rambly and barely coherent cat gibberish helps even a little in the way of community feedback... :P *places a daisy in Zedwick's beard* (thunder crashes ominously)
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Re: The state of 1.14

Postby Wizkid24 » Sun Jul 21, 2019 2:06 pm

Honestly i think the best solution is to have a back up like a few people are saying we should do but a month long testing thats a bit of long wait to not build and test up stuff maybe 2 and a half weeks i guess either way if it borks still i wouldnt be opposed towards making a new server starting from 1.14
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Re: The state of 1.14

Postby Pettmol » Sun Jul 21, 2019 10:51 pm

It seems like most I'd like to say have been mentioned, still I'll throw in my opinion on the subject.

I agree that a reset seems like a really bad idea. One of the main selling point about lvs in my mind is the fact that it doesn't reset. You can build, play and know that if you leave for a month or a few, it'll still be there when you return. It also doesn't seem to me like it'd solve much, bugs would still be there with the new world.

I also really support the idea of having a short test periode. For a few days we'll test out 1.14, it'll be made clear that if it doesn't work it'll be rolled back to 1.13. That way nobody will be too attached, and they've been warned. I'd also suggest making a thread titled "Bugs we've found in 1.14" so that we can everybody can add in what bugs they encounter, seeing as that'll give us a much better idea how it works on here instead of relying on second hand tests.


I'd also like to add this topic, where I posted my suggestion on how we could deal with the issue of new land until or along with the script.
viewtopic.php?f=4&t=3137


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