Lunar Network

Competitive Minecraft PvP

The first Citadel of Map 6 will be tomorrow (Saturday) at 3PM EST.

Rosters will be locked at least 5 hours into Citadel (at 8PM EST). However, if we determine that we have to extend the time that we lock rosters at, we will. Factions will have multiple warnings as to when rosters will be locked. This will happen via our Telegram chat and in-game. Two hours into Citadel, force invites will be enabled and each faction will have a total of 10 force invites to use up until rosters get locked.

Once rosters get locked, all force invites will be reset and each faction will have a total of 5 force invites. Factions WILL be able to use their 5 force invites during the roster locks.However, please keep in mind that they will NOT RESET.

Timeline
‣ 3PM EST: Citadel is activated
‣ 5PM EST: Force invites are enabled (10 total)
‣ 8PM EST: Earliest time rosters may be locked; force invites reset to 5 (read above)
‣ 10PM EST: Cap time will be decreased to 25 minutes
‣ 11:30PM EST: Cap time will be decreased to 20 minutes

Keep in mind that the rules from last Maps Citadel will be in affect this Map as well. Read them here: https://www.lunar.gg/forums/41853/mid-citadel-update-important

I hope you guys have been enjoying Map 6. Please ask any questions below regarding tomorrow's Citadel and I will do my best to answer them.

Additionally, I recommend using the IP unprotected.lunar.gg for minimal lag.

Hey guys...what a day it has been. I'm going to be fully transparent in this post in order to explain the situation that we're in.

Obviously, SOTW did not go according to plan. For the first 2 and a half hours, the server was unplayable. As I was writing a post saying that we were going to postpone Teams until further notice, my staff told me that the server was starting to become stable. And eventually, it did. I realize there are still lag issues right now, but it does not compare to the <10 TPS that we had for over an hour. The main reason for this is that we are running a 1.8 Spigot, which is still fairly new to us. This spigot still has a lot of issues with it (evidently), and we're still working on fixing them.

Now, why a 1.8 Spigot? We are in a unique position where we are able to almost identically revert the crappy 1.8.9 PvP mechanics back to 1.7.10 while running a 1.8 server (thanks to Lunar Client). To my knowledge, no one in our community has been in that position. Our vision for the future is to actually update and fundamentally change HCF and get it out of the stale state that its in. We believe that this cannot be done on 1.7.10 due to the various limitations that are present. This is on top of the fact that 1.7.10 is an extremely old version that is used by a very small percentage of the Minecraft community.

To put this into perspective, let me give you guys a few numbers. In the last 6 months, Viper, Lunar, Faithful, MMC, and VeltPvP have not been able to exceed 5,000 concurrent players combined. Today those five servers peaked just shy of 5,500 players, and that is because of the extreme and unprecedented circumstances that are currently happening around the world. If we go back a few years, 1.7.10 and HCF servers were still very much "alive" (i.e: Kohi, MineHQ, Badlion, and even some current ones). Hypixel, (a server that does not even allow 1.7 connections), is peaking at nearly 100,000 players. So yeah, we do want to get out of 1.7.10, but we are facing many challenges in doing so.

I also see a lot of posts saying "Server xyz can hold 700+ players with little lag, why can't Lunar!?" There are many reasons for this, one is that some servers go to extreme measures in order to "prevent" lag, such as: having no mobs in the map and only cow spawners, making it so no one is visible for the first 500-750 blocks from spawn, making the view distance 1 chunk, etc.. These are all things we can hypothetically do, however, I do not think a solution should be to make the game feel even less natural than it already is. Another reason is that they are running a 1.7.10 spigot. You guys may not remember, but we also held 600+ people on SOTW Map 1 and 2.

Moving forward, does this mean that every SOTW is going to lag? Well, no. We will be having a meeting with our Head Staff and Development team in order to discuss our next steps. If we absolutely cannot figure these issues out, we will take the necessary steps and make out plugins run on 1.7 instead of on 1.8. However, in our eyes, that is a step backward, and not forwards. We will keep you guys updated on this matter.

On a more positive note, I want to thank all of you for over 1,000 players on the network and thousands more on the client (these numbers are still private). I'm sorry that our releases haven't always been the smoothest, but we're not giving up. We will always strive to make the best possible server and client, and none of it would be possible without you guys.... so for that, I thank you.

~Matt

Teams Map 6 will be releasing this Saturday (March 28th) at 3PM EST. As stated a few days ago, the faction size will remain at 25-man teams. The kit will be Protection 2, Sharpness 2, Power 4.

It is also worth noting that the PvP tag has increased from 30 seconds to 45 seconds. Players are also no longer allowed to place chests, or any storage blocks, in the Nether. Additionally, classes will be enabled and there will not be passive strength. This will change in the coming maps as we try out new things.

If you are a power faction leader with a 20+ man roster, please make a ticket under the "HCF" category (make sure to include your roster). I will be inviting leaders to our Telegram group chat and giving leaders who need it a temporary rank for the map.


More information regarding Map 6 can be found at https://lunar.gg/teams-map6.

Be sure to join our official Telegram chat to be the first to know about updates, giveaways, and more: https://t.me/lunarnetwork

We hope you all have fun and we'll see you all on Saturday!

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