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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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20 voters
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.
 
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
 
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
 
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.
 
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.
 
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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