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Suggestion Looking at the server going forward

nerdcat

Well-Known Member
Community Rep
NO TLDR BECAUSE WE ONLY WANT PEOPLE WHO WILL READ THE ENTIRE FORUM POST TO RESPOND! DON’T BE LAZY.. LOKA LIFE BALANCE


Expansions for nether

  • More Shrines
  • More buildings like dreadfort


Fun grinding methods

  • Good quests
  • Puzzles? More fun things, nothing specific. (Ex: Sewer/Candy Quest)
  • More interactive things


Updates to fishing

  • Allows you to sell fish to npc for a set price per pound
  • Allows you to buy certain baits to increase odds for a fish size (as a money sink)



Deal with increased inflation

  • Money sinks
  • A Set price for brewing mats (Shop)
  • XP Bottle NPC


Un-Boring conquest

- Rotating mods and effects through months
- Different modules get added and removed each month
- To balance things out, add a new fun aspect of conquest with strategy
- Increase out of battlezone timer so new players that are clueless about /kill don’t leave the server or have a fit over losing their prized sword



Industry Upgrades

  • Make NPCS do things besides clear lore, add a nice GUI or a function to upgrade industries
  • Leveling up that specific aspect of /town level increases output of industry linearly with the NPC showing progress and benefits of leveling it up
  • Separate point but make /town level if you hover over small levels it shows you progress to the next level of it

Conquest Expansion

When you attack others it should cost money to attack (we suggest 300 shards) this way people can’t spam place everyday without the intent to win and only trap. This would only be for fighting other towns/alliances and not neutrals or Rivinia. If the attackers win they take double the amount (600) from the leader of the alliance/town, but if the defenders win they take the attacking cost. It should also cost 500 shards to call reinforcements as the majority of reins recently are for fun and have no importance, whoever wins the reins keeps the 500 (added back into the leader’s tgen/war chest) this is also more realistic and adds a nice twist to conquest. We also think the cost should be raised on Balak as the stakes are higher, and Balak has been boring recently.

If this wanted to be expanded even more, it could be a way to implement rebellions, coalitions, and conquering (not killing towns they’d be physically unaffected). Ideas for a later date :)

Decrease Conquest’s barrier to entry

Despite it constantly being said that the barrier to enter conquest is small and really easy to get over, it is actually the opposite. In my opinion it seems nearly impossible as a small town to start conquest unless you are getting actively taught and have no life outside of minecraft, the amount of grinding needed to pay for a few people up to 20-50 at a time is ridiculous and grinding needs to be scaled up and made easier or more interactive. A new town may join the server and settle completely randomly or place on a town and get entirely wiped and instantly quit. You should not need to grind 2-3 hours a day like it's your job to get setup or compete with anyone else on the server.

Things towns (especially new ones will not have or probably won't)

- Autobrewer
- Enough Materials
- Knowledge of meta or industries
- Where to mine (instinct is to just stripmine)
- Even though the wiki exists and has all necessary information, not all players will read through this and the server needs to be made for those that do not want to read paragraphs of information to play. It is often said how players with short attention spans won’t play but, the complexity and lack of certain features leads to really fast player burnout and lower player retention, in order to keep the server alive and doing okay for a good while, the bar needs to be brought down for who can play the server.


Also with the rollbacks of lockdowns going on in real life, people are not able to spend as much time playing to continue to enjoy the server, because no pot mats and no materials = not fun. Player counts have also been going down after fights and the server player number will continue to go down if things do not change. Grinding should only take about an hour to do for each task, instead of 3-5. The spawn rates for creepers should be raised as when there are a lot of people on the server they’re extremely low.



Things that people think new players should know about.

- Rivi and it’s buffs (conquest points)
- How conquest works
- What is the meta? (Grinding, Conquest, PvP)
- They also do not know that they physically cannot get ran off the server if they lose a conquest fight
- But most people that join randomly set up a town or place on a town as a nomad, and get killed 50 times and quit, never seen again



Loka also (somewhat falsely) advertises itself as factions, towny, survival, and roleplay. Which leads to new players joining and being disappointed by the lack of the towny plugin, factions elements, vanilla survival, and a COMPLETE LACK OF ROLEPLAY.
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Our opinion on the never ending end ganks

End ganks are quite possibly the worst thing to exist on the server currently. It might possibly be the cause for player burnout and currently grinding issues. It is not just fights caused by disputes over grinding, people go there just to go and to fight. And surprisingly it is an actual amazing social experiment. It shows the complete lack of judgement and control that Loka players have, end ganks should absolutely be restricted because people are ruining the server for others and for themselves.

Cons of End Gank:
HUGE money sink
Wastes XP, sets, and causes constant player burnout because some do not feel the motivation to grind endlessly in a mine. There should definitely be more things to get sets and stuff.
Makes grinding hard for players, and especially new players

PROs of End Gank:

Provides fights, even for a small amount of time (entertainment)

Nerf, remove, or make fast travel available to all players

Point towards remove: The fact that players can die at a dock and be back there in less than 10 seconds is absurd and should not be a thing.

Nerf: Add a cooldown for use or block it being used on certain continents

Make Available for all (+ remove maybe): Why should only continent capitals have this perk? Waiting for boat rides is often tedious and unenjoyable, it also allows people with capital perks to have a slight advantage at dock fights due to them
getting there earlier than a team that does not have those perks.
Example: A player is combat tagged and is waiting for it to expire. The enemy team, whos player just died to the last player, spams alliance chat for them to get over there because he is tagged. This allows the players with the perks to get there faster and kill him, but if it was the reverse, the player would get out of combat tag and escape while the players without the perks would have to wait for the boat and gets there just as it expires.

ALSO BOAT RIDE NOT FUN I DO NOT ENJOY!!!!!!!!!!!!!!!!





Gank Isle/Continent -

We need a new Gank Isle/Continent as currently there is no point where you gain zero profit, as you can die super easily due to void or other players. We suggest making this new Isle be entirely red tag with no safe spots. This continent should have an area to grind that gives good rewards, for the high risk. Idea: The area gives you some form of extra looting on a sword similar to starter docks swords. These swords shouldn’t drop on death (when you die they’re gone) and as soon as you leave the area they disappear. This new isle will keep people intrigued rather than camping and ganking in grinding spots. Add a KOTH on this new Gank Isle that would give an abundant amount of grinding materials.

XP Bottles -
Currently XP Bottles are completely ungrindable you can't grind xp bottles you have to wait , but if there was a shop (Or maybe a quest you could do similar to nyx quests where you get 3 stacks of small 1 and a half stacks of medium or 1 stack of large). WeI propose that we are able to bottle the XP we get in a standardized xp size (vanilla), the other 3 sizes will still exist from the dungeons, but there will now be a fourth bottle which is the Bottled XP bottle (bad name TBD). This allows people to save and reuse later their hard earned XP. This means there will not be a huge gap of wealth and gap of ownership of XP which results in easier grinding for sets and things, which is also a solution to the barrier to entry and large amount of time used grinding problem. This also allows town members to grind without needing perms to industries or asking owners.

GP - (Or gunpowder but i’ll be calling it gp)
Gunpowder is the most annoying thing to grind and is the only reason there aren't new major groups i’ve been approached by many group leaders who all want to play Loka, but these groups start a town and it instantly flops because you can’t grind enough gunpowder to contest a major continent.

New Towns -
I’d like to put you in the shoes of a new player. You have recently found a new server with 30 people (Good numbers) and you make a new town. You get raided in a week all of your stuff gets ran, you have little to no potions due to how hard it is to grind, and if you take a single tile you get your tiles run by strength farmers. So you’re left to take tiles and constantly lose. We’re proposing to give new towns immunity for three days. If you’re a new player, creating a town should automatically initiate town lockdown for three days to prevent new players from being farmed. This way they can build safely and learn about Loka instead of being farmed until they log off to never be seen again

Also let us delete forum posts <3
Thanks for reading if you made it this far, we appreciate the support <3.
Yours truly,

RP & Friends
 

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Zaidgvv

Active Member
+1 the richest towns on loka in terms of war materials are also the towns with people who no life the server, if you arent willing to spend a large amount of time on the server chances are you are gonna end up very broke, also i feel like grinding should be more fun, it shouldnt have to be just mindlessly sitting in a cave for 3 hours to get 1 shulker of gp
 

Marioistrash

Well-Known Member
Guardian
I agree with having more money sinks. I don't like where lokas economy is rn. I think some of the things you said are planned, but crypt and the team working hard on other things rn.
 

SwissCipher

Member
+1 the richest towns on loka in terms of war materials are also the towns with people who no life the server, if you arent willing to spend a large amount of time on the server chances are you are gonna end up very broke, also i feel like grinding should be more fun, it shouldnt have to be just mindlessly sitting in a cave for 3 hours to get 1 shulker of gp
yea i agree, i also like the idea about nyx quests giving xp because if you dont have access to dungeon you have to spent ALOT of money on xp because the xp prices now are INSANE i used to buy a stack of large for 800 but now 1 stack of large is like 3k, +1
 

Cryptite

Elder
Staff member
Elder
Loka also (somewhat falsely) advertises itself as factions, towny

FWIW, we do this because almost no server listing websites allow anything like a "Custom" tag, so we either have to flag ourselves as towny/factions (because we're arguably similar to those) or risk people having no idea what kind of server Loka is.

Granted nobody will ever know what kind of server Loka is from a server list site; hence we want to make some YT vids in the future to break it down better for new players.
 

Lampp_

Well-Known Member
This is just my personal opinion but i think the sentiment that alot of people are gonna quit loka has been pretty true due to how extremely stale the server is and how grindy it is and a extreme lack of new players and just TLDR: The server will stop hitting 30-50 people if this isn't fixxed and it gets please if even half of these got added the server would be alot better and would increase the life time of the server by alot
 

mimo4

Well-Known Member
Slicer
+1. some very good suggestions especially about gunpowder since it is arguably the least interactive and fun thing to grind yet arguably one of the most essential. more curious to hear about how you think the end gank problem can be solved without angering a large portion of players who find it fun and want it to stay the way it is (i assume theres sizable groups that both like and dislike end ganking)
 

nerdcat

Well-Known Member
Community Rep
FWIW, we do this because almost no server listing websites allow anything like a "Custom" tag, so we either have to flag ourselves as towny/factions (because we're arguably similar to those) or risk people having no idea what kind of server Loka is.

Granted nobody will ever know what kind of server Loka is from a server list site; hence we want to make some YT vids in the future to break it down better for new players.
Yep, sounds like a good solution as loka is a insanely complicated server.
 

bat3415

Well-Known Member
Staff member
Elder
GP - (Or gunpowder but i’ll be calling it gp)
Gunpowder is the most annoying thing to grind and is the only reason there aren't new major groups i’ve been approached by many group leaders who all want to play Loka, but these groups start a town and it instantly flops because you can’t grind enough gunpowder to contest a major continent.
So I don’t want to respond to everything, there’s a lot here and some of them are really good ideas. But have you spoken to these groups(that you say elsewhere in this post could be 20-30 people) and told them that if each player does a nyx quest a day(and most are fairly quick) they’ll probably get enough GP to support their efforts just from that alone?
 

Zaidgvv

Active Member
So I don’t want to respond to everything, there’s a lot here and some of them are really good ideas. But have you spoken to these groups(that you say elsewhere in this post could be 20-30 people) and told them that if each player does a nyx quest a day(and most are fairly quick) they’ll probably get enough GP to support their efforts just from that alone?
You'd be hard pressed to find 30 people who are active and are willing to do the nyx quest and all get gp
 

bat3415

Well-Known Member
Staff member
Elder
You'd be hard pressed to find 30 people who are active and are willing to do the nyx quest and all get gp
This is not a problem with Loka’s grinding systems then in my opinion, 3-4 people should not be able to support a 30-40 player alliance active in conquest on their own.
 

TheFreshLemon

Well-Known Member
Slicer
So I don’t want to respond to everything, there’s a lot here and some of them are really good ideas. But have you spoken to these groups(that you say elsewhere in this post could be 20-30 people) and told them that if each player does a nyx quest a day(and most are fairly quick) they’ll probably get enough GP to support their efforts just from that alone?
The thing is, although these are massive groups of people not all of them grind and are mainly PvPers. Therefore the logic behind this is extremely flawed and that not everyone will log on to do these quest or even learn about them. It also will take at least 10 minutes to do each quest, if they don't know anything about Rivi it could take even longer because they'll need to either ask for help or struggle finding the locations and understanding how to do each task.

Assuming 10 people get the gunpowder quest, that's 30 stacks of gunpowder which will make roughly 6k pots, now assume each person uses 200 pots, 200 x 30 = 6k. It's simply not enough for all of these people warping to MULTIPLE fights a day.

It shouldn’t and it’s to whoever is placing what their intention is
It should. There's no reason that people should be able to pull a Vinovia, Dzneland, or Philobierra and place 3x a day on someone just to lose and trap for lore. It's annoying and an inconvenience to the people who want to play actual fun conquest. There's also no reason that people should just place on each other and call reins just to kill farm each other for an hour straight.
This could be easily abused by just placing on small towns / alliances while being the most dominating one on the continent
This is the risk for owning tiles. Small towns won't have a bunch of tiles especially if there's a dominating alliance on the continent, we've decided to rethink how this works anyways and came up with this.

It would still cost shards to place (still suggesting 300), but if the attackers win they gain 150 from the defenders rather then double. If the defenders win, the money just vanishes and they keep their tile. If modules are destroyed the price to add them back should be half of what they costed before for a limited time. (Ex: If it costed 256 Wool for 6 hours it would cost 128 wool).

disagree with this, it’s a policy you can choose and I don’t think it should be available to all just because of a slight advantage at dock fights.
Adding a cooldown to it could possibly solve the issue but that takes away the benefit of the perk
I agree that it shouldn't be able for all as that defeats the purpose of the boats, but for nether and end you should not be able to use fast travel. The other week I died in nether to fall damage and Jewy got my stuff, I flew back and kept him tagged until I died again, went back and tagged him again and even Iris showed up and eventually killed him, then Jewy comes back and fights us. This could go on forever and should exist while people are trying to grind, as for continent regular continents I think that it should stay the same.
 
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jakeman5

Well-Known Member
Slicer
First off I want to give a huge amount of props for taking the time and really addressing what you think is hindering the server rather than saying "make the server better"

I also agree that this server is facing some struggles right now. It all really stems from where the server is trying to go. At the end of the day is this server going to aim for activity 24/7 or only activity when there are fights? Based on the answer to that questions there are 2 options. Make changes or stay where we are if we only want activity during fights.

I believe the goal of the server should be aiming at having people be as active as possible. The current way fights occur are not sustainable in my opinion. Grinding is not fun nor is it rewarding when 5-10 people can grind for days on end for their pots to be gone in a week. I know for me as an owner of a large town I had to lock up my pots for the last month to avoid using all our materials. I hated doing this because I was essentially forcing my players to go inactive because me and the other people in my town that grind didn't have enough time to sustain the town (not in a conquest month). I just have a general feeling like this server intentionally makes everything extremely time intensive. The server SHOULDN'T have to be this time intensive to have fun. There is so many time sinks in this server, if we are aiming for growth that number needs to be reduced. That starts with grinding.

I also believe that the current state of alliances and towns isn't ideal. Where we are just adding towns to alliances is not productive to the servers health. The ability to add as many towns as you would like stops the creation of new alliances and that decreases the number of fights. It would be much better to have 6 alliances with 50 people than 3 with 100 people. I believe that limiting sizes of alliances would be extremely beneficial to server growth as it would lower the barrier to entry and make fights less laggy. I would propose a limit of 3-5 towns MAX per alliance.

Let me know what you think but that's all I have to say.
 

Cryptite

Elder
Staff member
Elder
If you cap towns in an alliance, all the players will just collapse into however many towns can be in an alliance and literally nothing will change other than you would actually restrict players' freedom to create their own towns how they like. Further, any player exclusions that would result from this would cause them to likely leave as they're preventing from having fun "doing the big fights with the big towns".

Unfortunately, any caps on town/alliance sizing is regrettably a poor idea and quite the opposite, would harm growth on the server. We know this to be true as we've tried variations on this theme over Loka's 10 years.

That said, I also want to give kudos to nerdcat for the thoughtful post. While we may not agree with all the ideas, a lot of the ones we do agree with are already planned/known about. We're definitely going to be going over these ideas and more in our upcoming LCR meeting. Additionally we'll be happy to review some of these in the next SOTS as well (a week or two from now).
 
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