Welcome to our Forums!

Type /register while in-game to register for a forum account.

Consider Implementing Battle grounds & resources

2To16Hobos

New Member
I had an idea as an entire overhaul to the lokan pvp/pve experience. What if instead of having the 3 resource islands there was 1 single island. This island would have a boat from spawn or a warp from your base. At this island there would be open pvp, but with a twist with the resources there.

NEW RESOURCES
At the island you would be able to hold tiles, like in a game of domination. While holding these tiles you gain resources (like wood, stone, etc) that would be added to your towns "resource pool". With these resources you could upgrade your industries, build new buildings, or even trade them for items. You can also contribute these resources to a sort of progression system perhaps to get even more perks? Once the player has these resources in their "inventory"by the scoreboard; if they die they would lose the resources and they would be transferred to their killer. To safely collect these resources they would have to return to a boat or an extraction point of some kind. There would need to be multiple extractions points so not just a single one can be camped ruining the experience.

BATTLEGROUNDS PVE
Inside the battlegrounds itself (the island) there could be different pve events such as open boss battles, dungeons to go and raid to get loot, or even running quests of gathering resources. This would add onto the lokan lore and experience for the players having this.

BATTLEGROUNDS PVP
With the need to collect these resources to progress this would mean lots of open world pvp. This would keep the action going to fight to enhance the players pvp experience overall. This would give another option of pvping by other than conquest battles, ganking, duels, or just by coming across someone in the open world.

INDUSTRIES
With the new resources additions this would allow industries to be upgraded. An example for this would be the mine. You can upgrade the rate it gathers resources, the storage its able to hold, and the amount or even types it can gather. The industries would also have its own base level that the sub levels cannot exceed.

NEW INDUSTRIES TYPES
1: Blacksmith. Here you can use the gathered resources to repair, forge, and even combine tools together. The blacksmith could also be used to perhaps reinforce armor, weapons, and tools increasing its enchantments levels (with some balancing of course).
2: Builder. This would be required to upgrade your buildings as a sort of "check and balance" restricting the levels you can upgrade your industries. This would make it so you cannot upgrade a blacksmith to max level and your arcanum is still level 1.
3: Engineer. Create new redstone products here. This could be where you forge things like the base redstone components, void storage, and other things to add in. Perhaps automated potion brewing with a new item? Or a harvester for crops?
4: Brewer. A building that would brew potions for you. This could be used to perhaps combine potion types together to give multiple affects to the player. Or this could be used to get potion types that would be unavailable. Like if lets say we went to 1.15.2 and phantoms were disabled to get slow fall potions.


tell me your ideas what y'all think :D
 

FroggyFruit1357

Well-Known Member
I like the general concept of KOTH / Domination in Loka. The way you have it implemented seems out of place. I disagree with your industry ideas and I think that this would make way too drastic of a change to any of the core components of the server to be easily added.
The blacksmith could also be used to perhaps reinforce armor, weapons, and tools increasing its enchantments levels (with some balancing of course).
Conquest on Loka is made to be accessible to all no matter how far you are into the game. Being an owner of a new town you benefit most from this. The idea is you can get on the server and grind for a few hours to get a max set and some potions and have the same playing field (gear-wise) as anyone else. Also Im not sure how you can balance sharpness VI without getting into the infinite buffing of the counter. (There's a term for this and I can't remember it) Enchantments are balanced as is.
Like if lets say we went to 1.15.2 and phantoms were disabled to get slow fall potions.
As far as I know, all content in vanilla Minecraft will eventually find its way into Loka, even it's through non-vanilla means (eg. implementing the content elsewhere)
open boss battles, dungeons to go and raid to get loot, or even running quests of gathering resources
+1
 

Magpieman

Old One
Staff member
Old One
NEW RESOURCES
At the island you would be able to hold tiles, like in a game of domination. While holding these tiles you gain resources (like wood, stone, etc) that would be added to your towns "resource pool". With these resources you could upgrade your industries, build new buildings, or even trade them for items. You can also contribute these resources to a sort of progression system perhaps to get even more perks? Once the player has these resources in their "inventory"by the scoreboard; if they die they would lose the resources and they would be transferred to their killer. To safely collect these resources they would have to return to a boat or an extraction point of some kind. There would need to be multiple extractions points so not just a single one can be camped ruining the experience.

We plan to add concepts similar to this in random events. The reason we would want to avoid doing it in the exact way you suggest is resource islands were initially designed to help newer players gather resources. Granted they do need (and will get) a second pass in the near future to help push this. But some of the mechanics you suggest are similar/the same as we have planned for some of the events.

BATTLEGROUNDS PVE
Inside the battlegrounds itself (the island) there could be different pve events such as open boss battles, dungeons to go and raid to get loot, or even running quests of gathering resources. This would add onto the lokan lore and experience for the players having this.

This is more of our long term goal for the server. We are slowly building towards this, but it's a way off atm. For things like dungeons and numerous boss battles, we need loot, crafting/skills and a combat system to support it. This is what makes it such a large undertaking, but is what we eventually aim to do.

BATTLEGROUNDS PVP
With the need to collect these resources to progress this would mean lots of open world pvp. This would keep the action going to fight to enhance the players pvp experience overall. This would give another option of pvping by other than conquest battles, ganking, duels, or just by coming across someone in the open world.

Again the idea is random events will create and encourage a lot of open world pvp.

INDUSTRIES
With the new resources additions this would allow industries to be upgraded. An example for this would be the mine. You can upgrade the rate it gathers resources, the storage its able to hold, and the amount or even types it can gather. The industries would also have its own base level that the sub levels cannot exceed.

Currently, industries output increases based on territory and storage etc is based on mastery level. I personally would rather tie further industry progression to town progression beyond level 25 rather than resources, but perhaps it could be a mix of both.
https://loka.fandom.com/wiki/Industries

NEW INDUSTRIES TYPES
1: Blacksmith. Here you can use the gathered resources to repair, forge, and even combine tools together. The blacksmith could also be used to perhaps reinforce armor, weapons, and tools increasing its enchantments levels (with some balancing of course).
2: Builder. This would be required to upgrade your buildings as a sort of "check and balance" restricting the levels you can upgrade your industries. This would make it so you cannot upgrade a blacksmith to max level and your arcanum is still level 1.
3: Engineer. Create new redstone products here. This could be where you forge things like the base redstone components, void storage, and other things to add in. Perhaps automated potion brewing with a new item? Or a harvester for crops?
4: Brewer. A building that would brew potions for you. This could be used to perhaps combine potion types together to give multiple affects to the player. Or this could be used to get potion types that would be unavailable. Like if lets say we went to 1.15.2 and phantoms were disabled to get slow fall potions.

When we take a look at revisiting town progression (specifically past Lvl 25) we'd like to add the remaining industries. We would avoid 'win more' mechanics like upgrading armour/enchants though. The concept of combining potions intrigues me though. It may well turn out to be too powerful, but I like the idea.

Some cool and interesting suggestion.
 

SigmaFlash

Well-Known Member
Slicer
We plan to add concepts similar to this in random events. The reason we would want to avoid doing it in the exact way you suggest is resource islands were initially designed to help newer players gather resources. Granted they do need (and will get) a second pass in the near future to help push this. But some of the mechanics you suggest are similar/the same as we have planned for some of the events.



This is more of our long term goal for the server. We are slowly building towards this, but it's a way off atm. For things like dungeons and numerous boss battles, we need loot, crafting/skills and a combat system to support it. This is what makes it such a large undertaking, but is what we eventually aim to do.



Again the idea is random events will create and encourage a lot of open world pvp.



Currently, industries output increases based on territory and storage etc is based on mastery level. I personally would rather tie further industry progression to town progression beyond level 25 rather than resources, but perhaps it could be a mix of both.
https://loka.fandom.com/wiki/Industries



When we take a look at revisiting town progression (specifically past Lvl 25) we'd like to add the remaining industries. We would avoid 'win more' mechanics like upgrading armour/enchants though. The concept of combining potions intrigues me though. It may well turn out to be too powerful, but I like the idea.

Some cool and interesting suggestion.
Or simply instead of the brewer making different types of potion brews, you could make a potion industry that is essentially an autobrewer but without all the redstone.
 
Back
Top