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Suggestion Looking at the server going forward

Sparky___

Well-Known Member
Slicer
You aren't technically, you can have as many players in a town as you want.
So then we agree, on a basic level, that it is possible the barrier to entry might not change at all and possibly even that limiting the amount of towns in an alliance would not necessitate there being less players in an alliance?
The server cannot handle the high numbers and it lags terribly, then players never come back. I think this would assist in stopping that. I don't think there is enough to do on the server as a whole and creating more fights and making materials necessary for fights more obtainable would alleviate that to a certain extent.
These are points that can be resolved through things already in progress (better-er), such as Sharding.
 

jakeman5

Well-Known Member
Slicer
So then we agree, on a basic level, that it is possible the barrier to entry might not change at all and possibly even that limiting the amount of towns in an alliance would not necessitate there being less players in an alliance?
It might not change anything at we don't know. That's the point though, we don't know. However if there is one thing that is quite clear, whatever the system is right now doesn't work well. Every change is a gamble to a certain extent.

Technically it doesn't necessarily means less players in each alliance however I am 99.999% sure that it would result in that.
These are points that can be resolved through things already in progress (better-er), such as Sharding.
These solutions don't fix the main problem at hand which is the inability to have consistent activities and supply said activities. (Besides grinding)
 
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FoxyBearGames

Well-Known Member
Guardian
Towns with 75-100 actives DO NOT WORK
I believe that this is not a fair argument as in the past Sylvis had around 45 actives, with me managing the brewing, grinding, building, etc. Compared to Southern Valyria I believe our town was much less organized and frankly, was in complete poverty. I remember being in voice chat with many members of the PVP community laughing at the amount of potions/materials we had, however we still pulled through and won Garama and World Capital. This was also done while Sylvis had only around 5 owners running the town (Much less than SV in it's peak), along with around 10 people grinding for us each day (Which I can only hope is less than how many you had) for probably 1-3 hours a day. Despite how janky we ran the town, we still ran it.

Keep in mind, this also was done before group shrines and Nyx quests even existed on Loka, which frankly I am even impressed at. I would suggest that you (and others complaining about grinding) try new tactics and go to other places for grinding, especially Nyx quests. Group grinding is also another solid thing to try.

Tl;dr I don't think that towns are as difficult to run as you believe and I suggest you rethink how you grind.
 

jakeman5

Well-Known Member
Slicer
I don't think that towns are as difficult to run as you believe and I suggest you rethink how you grind.
I think you are VERY wrong. I would implore you to do it for longer than a month and without other alliances supplying you for their proxy war. Grinding is not great and hasn't ever been great.
 
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SilentStormSix

Well-Known Member
Sentry
Community Rep
I believe that this is not a fair argument as in the past Sylvis had around 45 actives, with me managing the brewing, grinding, building, etc. Compared to Southern Valyria I believe our town was much less organized and frankly, was in complete poverty. I remember being in voice chat with many members of the PVP community laughing at the amount of potions/materials we had, however we still pulled through and won Garama and World Capital. This was also done while Sylvis had only around 5 owners running the town (Much less than SV in it's peak), along with around 10 people grinding for us each day (Which I can only hope is less than how many you had) for probably 1-3 hours a day. Despite how janky we ran the town, we still ran it.

Keep in mind, this also was done before group shrines and Nyx quests even existed on Loka, which frankly I am even impressed at. I would suggest that you (and others complaining about grinding) try new tactics and go to other places for grinding, especially Nyx quests. Group grinding is also another solid thing to try.

Tl;dr I don't think that towns are as difficult to run as you believe and I suggest you rethink how you grind.
vinovia 50 actives (cursed)
 

Kekoo

New Member
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
^ im a little idiot who doesnt know how to comment and not reply

+1 I genuinely think that this is a great idea with the growing community and Loka getting quite boring as loka being the server I used to love and log on every day has turned into a boring server that isn't fun to play but we can turn that into a great community with regular updates and more.
 

Lurnn

Well-Known Member
Slicer
Force players in your town to grind x amount in x time and grind there worth or kick them, I understand that the natural complaint will be "well how can we win if I kick them", that's a sacrifice you have to make, your choosing to let this player freeload so you can win, your reaping benefits and they are having fun.

If they don't grind and they are a waste of pots kick em :)
If each avid "end ganker" even spent that time half usefully, they could have learned a new language like latin by now or atleast be a very rich lokan!
 

koi0001

Well-Known Member
Guardian
If each avid "end ganker" even spent that time half usefully, they could have learned a new language like latin by now or atleast be a very rich lokan!

This guy gets it. The only players who suffer from losing resources due to end ganks are the players who go to end ganks...

I can already feel the, 'You've never had to gear a 100 man town', and yes, and I hopefully never will. People describe Loka as a massive grind which is somewhat true, but it's definitely way worse when you put yourself in a situation where people have to be grinded for instead of them sharing the group effort.
 
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bat3415

Well-Known Member
Staff member
Elder
This guy gets it. The only players who suffer from losing resources due to end ganks are the players who go to end ganks...

I can already feel the, 'You've never had to gear a 100 man town', and yes, but I hopefully never will. People describe Loka as a massive grind which is somewhat true, but it's definitely way worse when you out yourself in a situation where people have to be grinded for instead of them sharing the group effort.

End gankers be like...

OurPots.png
 

Piruletaas

Well-Known Member
Sentry
More shrines and maybe 50% double drop only for radars again (not for balak buff) to grind gunpowder could be a good idea I think.
 

TheFreshLemon

Well-Known Member
Slicer
More shrines and maybe 50% double drop only for radars again (not for balak buff) to grind gunpowder could be a good idea I think.
It wasn't changed it just sucks because the spawn rates. Double drops doesn't mean jack if no creepers spawn. Buff the spawn rates or lower the useless mobs. And a few months ago Crypt wanted to nerf creeper spawn rates :mad: :mad:
 

Asynchronized

Well-Known Member
Sentry
I notice there's a huge lack of doing the very lucrative Nyx quests. Is there some reason you don't take advantage of that?
Its not that the quests aren’t good, I do mine and its a good way to go remove a lot of the grinding. But I think the point they’re trying to make is that the other grinding methods are quite weak in yield, and this grinding is what you can do all day opposed to every 20 hours. I wouldn’t necessarily say that Nyx quests can carry a town..
 

Asynchronized

Well-Known Member
Sentry
Besides the point, I would say adding a “streak” system for nyx with better and better rewards, or a “battle pass” type system for rewards would improve nyx.
 

Cryptite

Elder
Staff member
Elder
Its not that the quests aren’t good, I do mine and its a good way to go remove a lot of the grinding. But I think the point they’re trying to make is that the other grinding methods are quite weak in yield, and this grinding is what you can do all day opposed to every 20 hours. I wouldn’t necessarily say that Nyx quests can carry a town..

Don't you suppose that the reason the Nyx quests are more valuable than the grinding you can do permanently is the point?
 
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