Let me start off this response by saying that yes, I have read through the original post, and all 12 pages of this thread. I don't respond to a lot of these sorts of threads due to their toxic pretense, which makes it difficult to craft a
serious response; since this thread was a bit more polite, I'm happy to make a response. I can't respond to every detail of every question simply because some questions aren't my responsibility/decision to deal with (i.e. maps), but I'll respond to what I can.
- I don't deal with maps, so I can't give a proper response here; I'll leave that to someone else (AlpakaWhacker). However, I will say (not bringing up any particular examples) that maps are usually removed because they're underplayed. On the flip side of this coin, people also complained when we didn't remove underplayed maps...
- In this day and age, forged evidence is more common than ever before, and the only way we can verify if evidence is legitimate or forged is the timestamp on the sidebar. In the past week alone, I've prevented several people from getting falsely banned due to forged evidence, and the only way I was able to do that was using the information on the sidebar and comparing it to our logs. That's why we don't accept cropped screenshots/videos as evidence, and why the sidebar is most likely never going to go away (also, it's been around since at least late 2013). You can, however, "minimize" the sidebar down to a size that should be rather unobtrusive, while still providing us with all the information we need to verify evidence, by using the /sidebar minimize command.
- Once again, I can't give a proper response here, as items in maps are an issue with the mapping team (AlpakaWhacker).
- I can definitely see your point here, and I'd agree myself that the current hub is a bit lacking in activities (any 2013ers remember the trampoline in the hub? ). I'm sure this is something the mapping team can look into. In addition, we're reworking the dynamic switching logic a bit for the hubs so that the system makes less hubs with more players in each. The player cap per hub will still be 64 for performance reasons, but instead of having 15 hubs, with the first few having 64, 48, 25, etc. players then the rest having 1-5 players, we're more aiming to make all hubs have 48-64 players during peak times.
- The old lobby was nice, but everything has to change at some point or another. Once again, this is more of a map issue, which I can't really respond to.
- It's not as simple as just picking up the extra servers and moving them to Canada. No Minecraft community worth its salt uses "shared hosting" - the typical hosting you'd get if you search for "Minecraft hosting" and buy a server for $2 a month. Rather, larger Minecraft communities such as us use dedicated server hosting/colocation, which allows us to fit many different Minecraft servers on a single "node", similar to the way a host would - in this way, we're basically our own host. Each node of ours hosts at least 25 servers (EU nodes host more because they're more powerful).
So, could we technically take some of the US nodes and go on an epic MCGamer road trip from Phoenix, Arizona to somewhere in eastern Canada? Well... yes and no. In theory, yes, but in practice, it's a lot more complicated than that. To start, we'd have to find a datacenter that doesn't suck and accepts colocation, which in itself isn't too difficult. Next, we'd have to deal with buying more hardware for the Canadian rack, which would be pretty expensive - keep in mind that some of the hardware you'd find in a datacenter (i.e. multiple switches, power distribution units, blade server housings, etc) can add up to 5 figures after the dollar sign. We'd then still have to deal with added monthly cost for the colocation.
The other option would be to rent dedicated servers out of the region, as we did previously. Although this is more expensive over time, it's cheaper upfront.
However, both of these options carry the same connotation: added monthly costs. Keep in mind that MCGamer is just like any other large Minecraft network in the way that we have to operate as a business first, and a game just behind that. Nothing any network does to their gameplay will matter if they're in the red financially. Canada was being operated at a net loss month-over-month, even with the additional money from premium memberships the region brought in. It simply didn't make financial sense from a business standpoint for us to continue our operations out of that region.
- The community is honestly pretty split on this. We ran an in-game and forum poll some time ago, and if I remember correctly, the in-game poll was something like 30% supporting mobs and 70% opposing, while the forum poll was practically opposite (70% supporting, 30% opposing; as I said, apologies if these numbers are wrong, I don't remember the exact results off the top of my head). That said, I wouldn't be against running an in-game poll again; if a sizable majority of in-game players vote on an in-game poll in support of adding mobs, we might consider adding them.
I'll go over a few other concerns I saw outside of the OP, as well.
Anti-cheat: I won't go too in-detail here, because it's been said over and over on other threads, but it's impossible to make a perfect anti-cheat for Minecraft that catches every hacker and has no false positives, as much as some communities would like you to believe it can be done. I'm not claiming that we have the best anticheat; we don't, and that's no secret. What I am saying, however, is that it's being worked on. Finding the fine line between banning innocent players and banning hackers is difficult, and we're working on staying on the right side of that line.
/stats command output: I'm sure we can modify it a bit. Not too much to say here.
Relog glitch: Recently patched (
in game build #251) - no longer relevant. Not much to say here either.
Old forum style: Probably not happening, sorry. It'd take an unjustifiable amount of effort to make some portions of our site (i.e. the leaderboards) work with the old style, and it increases the amount of maintenance time we spend on the forums (which means less time being spent working on things that matter in-game). We do want to look into getting a "dark" version of our current forum theme for sometime in the future, however (I'd appreciate this myself, as I much prefer dark themes over light themes).
TL;DR: No. I'm not TL;DRing this post. Just read it.