I'm going to separate three things here,
firstly I don't give a **** about worldguard (PERIOD), having land protections is a nice way of reducing griefing on existing stuff in fact the only reason why it was brought back for the world I refer to as gontown was because of the excessive griefing, I think it's a courtesy that the admins even bother to protect the land we ask for regardless of what we're building, admins are not real estate agents, you don't OWN anything, if you want strict property boundaries, I hear secondlife are having a sale on linden dollars
I don't give a flying **** about alleged policy changes especially since there is nothing printed except for the friendly spiel by Cas and I'm pretty sure there's a point about reserving land and not using it.
On performance:Crashes happen, especially when worldedit is involved (bridge, over-it, kthx)
http://forums.bukkit.org/threads/major-lag-issues-1-3-1.91283/page-2#post-1271828'nuff said, pretty sure this was the part of the immense latency issues and the severe rubberbanding, the server runs Bukkit-1.3.1-R1.0-1-gd7bca09-b2321, two revisions prior to the fix, it should also be pointed out that earlier in that very thread they metion a draw distance adjustment which I think Hydraah had mentioned making.
as a general practise most adept server admins don't race to install the latest build immediatley, notice that in the thread linked that even though new builds address performance faults it introduces new functionality issues.
In the case of our hard working system admins, they have commitments that extend beyond our little
FREE microcosm and I'm more than happy and patient enough to let the dust settle especially considering that there are other performance related issues with minecraft and the fact that these issues stack with buld related issues of bukkit is not suprising.
The fact that minecraft crashes and performs as poorly as it does is more a reflection of the development and testing lifecycle by both Mojang and the Bukkit teams respectivley.
There are plenty of factors that also load the server and this in itself could potentially be mitigated by running a No lag plugin that stacks entities and keeps them to a round minimum, it also reduces the overloading due to excessive mob spawning which drop spawners are a perfect example, anyone remember the blaze spawner in gontown? Mob Cages are not bound to the same limits as the default mob spawning algorithm in fact it will keep loading more until the object graph for that chunk has reached its limit.
On Player conduct:The display this evening and really in general last few months has been ****, there's no two ways about it:
I was going to post a few examples there's really no need to single anyone out, I've heard and read a great deal as I'm sure the admins have and it really doesn't achieve anything, sniping at other players and the admins is an exercise in futility.
I'm pretty sure our ingame admins only have OP access to the game (server) and not the actual infrastructure on which it runs, they typically have enough access to restart the server when it's really messed up and the ability to remove players for misconduct, its a really fantastic display of maturity to see the go betweens get shot because of something they have no control over. They're aware of the lag, THEY PLAY THE GAME TOO! the most valuable thing they can do (and I'm sure they do) is pass on your feedback, but you could also post on here, your observations.
This thread has achieved squat, by all means share your grievances but why not also make suggestions, point out changes or threads that others have made about the issue. First and last post I'm making in this thread, I appreciate the effort that goes into running the game especially considering the amount of personal time it must consume. While I agree there is some serious performance issues with the server I'd rather make an effort to work with the people trying to deal with it, where I can. As for the rest, I feel it belongs in another thread "fix your server" has sfa to do with policy and conduct.