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Suggestion Looking at the server going forward

A_uj

Active Member
Slicer
Honestly I don't think the issue here is the time taken for mats to be grinded I think its how incredibly boring farming for those mats is. Personally as somebody who gets constantly told to grind and do my Nyx quests I can say the reason I don't and the reason you cant just tell 30 people to go and do their Nyx quests and other types of grinding so their town can pvp is because its incredibly dull.

TLDR: Clicking block people is fun. Clicking block animals is boring.
 

Asynchronized

Well-Known Member
Sentry
Honestly I don't think the issue here is the time taken for mats to be grinded I think its how incredibly boring farming for those mats is. Personally as somebody who gets constantly told to grind and do my Nyx quests I can say the reason I don't and the reason you cant just tell 30 people to go and do their Nyx quests and other types of grinding so their town can pvp is because its incredibly dull.

TLDR: Clicking block people is fun. Clicking block animals is boring.
solution : make block animals call reins
 

Tedzi_

Active Member
honestly, creeper spawns need to be buffed since whats the point of having a gp cave if it only spawns skeletons and zombies

no one likes to grind (unless you don't care about your personal life and stay up at 3am grinding gp just so ur town can fight)
people like to click on other block people, so I don't see why grinding should stay as bad as it is
 

kSleep

Active Member
you gotta do both!
No, I Don't Think I Will | Know Your Meme
 

babycat

Member
Slicer
Do you think this would be made easier with features/mechanics introduced to assist in the the management/distribution of resources within towns (not capping town members)? Or is your view that the issue is something else entirely (not enough resources to grind, grinding bad, etc)?

This point confuses me the most as I am not sure you are taking into account that by limiting alliances to a certain number of towns you are not also limiting the amount of players that can be in the alliance.
One idea I have had while catching up on this thread could be the implementation of withdrawl limits on Void Storage systems.

If the problem lies with people taking too much of something, then by reducing either the amount that they can take at once and/or the frequency at which they can take items you could help larger towns to manage their inventories of things like ender pearls, food, etc.

You could likely implement it through the level system, with each level getting a different limit of items that can be withdrawn, or how often they could be taken.

Implementing a withdrawal limit, I would imagine, would be simpler. You could probably make it configurable within the interface by adjusting a series of stack sizes beneath the item, one for each level. Without any configuration withdrawl would be unlimited, as it is now, meaning that setting up your main storage room isn't inherently any more work.

Implementing a cooldown, with a system like this I think would be more difficult, but would be necessary to make the withdrawl limit actually effective. I am not sure how this could be implemented in an easy, and user friendly way though.
 

sborm

Member
Muted
Some more grinding issues below.

Glowstone: To some people, glowstone may seem fine as there is an abundance of the item on the nether roof, however these patches are a pain to grind and due to this players have resorted to xraying to find the now commonly used glowstone routes, if players are resorting to xraying so that they are able to grind a good amount of glowstone in an easy manner, denying that there is a problem with glowstone is impossible.
Netherwart: Netherwart problems are not as excessive as any other manner of grinding, however I believe that players of the server should be able to grind a sufficient amount of netherwart without being forced to build large afk platforms and then AFK in these locations for multiple hours, causing many risks. The current nether sand(The large patches) generate around 1 shulker of netherwart, this is per 3 hours for the entire server. A solution for this could be either instancing netherwart or possibly in the future allowing for more netherwart to exist in the nether(through future updates)
Moving Continents to grind: Recently the grinding situation on Ascalon has became so dire that RP town owners(Dae_) are having to temporarily migrate to continents with a lower amount of players and grinders due to the more mobs that spawn on this continent. This means that instead of Kalros being a continent in which people pvp on, people usually migrate here to grind and then leave quickly, this shows the problems with grinding and the affects it is causing on town owners.
In conclusion I believe that these show the issues with grinding, and how the problem doesn't only span over gunpowder and isn't limited to a minority of players.
 

koi0001

Well-Known Member
Guardian
Netherwart: Netherwart problems are not as excessive as any other manner of grinding, however I believe that players of the server should be able to grind a sufficient amount of netherwart without being forced to build large afk platforms and then AFK in these locations for multiple hours, causing many risks. The current nether sand(The large patches) generate around 1 shulker of netherwart, this is per 3 hours for the entire server. A solution for this could be either instancing netherwart or possibly in the future allowing for more netherwart to exist in the nether(through future updates)

I find that passively gathering netherwart really just gives loads. More netherwart is planned for the future iirc.

Moving Continents to grind: Recently the grinding situation on Ascalon has became so dire that RP town owners(Dae_) are having to temporarily migrate to continents with a lower amount of players and grinders due to the more mobs that spawn on this continent. This means that instead of Kalros being a continent in which people pvp on, people usually migrate here to grind and then leave quickly, this shows the problems with grinding and the affects it is causing on town owners.
In conclusion I believe that these show the issues with grinding, and how the problem doesn't only span over gunpowder and isn't limited to a minority of players.

You're right, this shouldn't be a factor at all.
 
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