What's new
Loka Forums

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

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.
CBD2CB328ihTtyDi2IobZPYz5ZnuR2DP-rGT3FhFiAFFDuZ_sr3tNOsyKCSXV3IUCSoBC3IHw3E0gcEzf9aeYPeCPhJHPMbBHuDceaxylR-hXClh_-AF-ASLRv9s4Am05zKNUCR_














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
 

Attachments

  • 1638449684105.png
    1638449684105.png
    57.5 KB · Views: 13
Last edited:
20 voters
Yeah I really want to reiterate something Sparky said. If you got 30 people to simultaneously do the Nyx quests, and they take 10m to do (they take on average closer to 5-10m), then in 10m you have just gotten 30 stacks of gp. Sounds pretty good to me.

I think Mario has ultimately pointed out real crux of the issue here. It doesn't matter how lucrative we make grinding in any facet; if it's perceived as boring, players aren't gonna do it and that's it.
ive gotten ghast tear quests 4th day in a row, not that reliable also chances of everyone getting 3 stacks of gp is practically impossible
 
Just wanted to bring up this breakdown of time to supply a fight that uses 7,500 pots. This is a rough estimate based off of grinding experience of me and a few other players.
  • Gunpowder - 7.5 hours to grind
  • Blaze Rods - 1.5 hours
  • Ghast Tears - 1.5 hours
  • Glowstone - 30 minutes
  • Magma Cream - 30 minutes
  • Gold - 1.5 hours
  • Sand - 30 minutes
  • Pearls - 1.5 hours
The total time roughly to grind enough for 7,500 pots is almost 15 hours.

A long fight can use close to 7,500 pots. If you have a stacked day of fighting and have 4 fights that day you can go through 60 hours worth of grinding for 4 fights.

Something is broken here.
 
Just wanted to bring up this breakdown of time to supply a fight that uses 7,500 pots. This is a rough estimate based off of grinding experience of me and a few other players.
  • Gunpowder - 7.5 hours to grind
  • Blaze Rods - 1.5 hours
  • Ghast Tears - 1.5 hours
  • Glowstone - 30 minutes
  • Magma Cream - 30 minutes
  • Gold - 1.5 hours
  • Sand - 30 minutes
  • Pearls - 1.5 hours
The total time roughly to grind enough for 7,500 pots is almost 15 hours.

A long fight can use close to 7,500 pots. If you have a stacked day of fighting and have 4 fights that day you can go through 60 hours worth of grinding for 4 fights.

Something is broken here.
spongebob-patrick.gif
 
Just wanted to bring up this breakdown of time to supply a fight that uses 7,500 pots. This is a rough estimate based off of grinding experience of me and a few other players.
  • Gunpowder - 7.5 hours to grind
  • Blaze Rods - 1.5 hours
  • Ghast Tears - 1.5 hours
  • Glowstone - 30 minutes
  • Magma Cream - 30 minutes
  • Gold - 1.5 hours
  • Sand - 30 minutes
  • Pearls - 1.5 hours
The total time roughly to grind enough for 7,500 pots is almost 15 hours.

A long fight can use close to 7,500 pots. If you have a stacked day of fighting and have 4 fights that day you can go through 60 hours worth of grinding for 4 fights.

Something is broken here.
If you look at it and compare total fight time amongst all people who go to the fight, and all the grinding, it is actually not too bad. Let's say a 7500 potion fight is 40 minutes long and you warped about 60 people. Very very rough numbers if anything. You Spend 15 hours of grinding for a total of 40 hours of fight time. That's a 2.6:1 ratio of total fight time to grind time, which is actually not that egregious to expect. Split that amongst a grind team which is 10% of your fighters, and you have 6 people grinding each spending only 2.5 hours grinding per fight, which is actually less grinders than you claim to have. On top of this, this is also about double the total activity of your town, which only further compounds how the invalidity of your argument. Additionally, please keep in mind that this estimate is quite conservative on fight time/potions used, and that the calculations above were done by myself using numbers that were also provided by Jakeman and kiadmowi.

Another thing to keep in mind is the fact that generally speaking, 3 fights don't happen in one day that often and usually if they do, it's only for a week or two, giving you the entirety of the month to grind.
 
Last edited:
If you look at it and compare total fight time amongst all people who go to the fight, and all the grinding, it is actually not too bad. Let's say a 7500 potion fight is 40 minutes long and you warped about 60 people. Very very rough numbers if anything. You Spend 15 hours of grinding for a total of 40 hours of fight time. That's a 2.6:1 ratio of total fight time to grind time, which is actually not that egregious to expect. Split that amongst a grind team which is 10% of your fighters, and you have 6 people grinding each spending only 2.5 hours grinding per fight, which is actually less grinders than you claim to have. On top of this, this is also about double the total activity of your town, which only further compounds how the invalidity of your argument. Additionally, please keep in mind that this estimate is quite conservative on fight time/potions used, and that the calculations above were done by myself using numbers that were also provided by Jakeman and kiadmowi.

Another thing to keep in mind is the fact that generally speaking, 3 fights don't happen in one day that often and usually if they do, it's only for a week or two, giving you the entirety of the month to grind.
I have more than 6 grinders however not all of them grind every day. 40 hours of fight time is a reach it is in fact less. Realistically my grind team is 15-20% of my actives. If it takes 3.5 hours+ to grind a shulker of GP then this server has a problem.
 
Out of curiosity, what would you (anyone) say is an "ideal" time it would take to grind a stack of GP, pearls, blaze rods, etc?
 
Out of curiosity, what would you (anyone) say is an "ideal" time it would take to grind a stack of GP, pearls, blaze rods, etc?
i think around 4 hours for a shulker of gp
Blaze rods are no issue people throw a fit about them for no reason
pearls should be 1min per stack
 
I cannot say that creeper spawn rates are any good, they lack a good consistency. There have been points where I dont see a creeper for several minutes. Last night it took around an hour to grind 4 stacks of gp lol
 
I cannot say that creeper spawn rates are any good, they lack a good consistency. There have been points where I dont see a creeper for several minutes. Last night it took around an hour to grind 4 stacks of gp lol
exactly sometimes I have a family of 15 creepers spawn and sometimes theres 0 creepers for 10 minutes
 
Back
Top