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Suggestion Making Conquest alive. The new "Two Worlds" of Loka: Reclaiming Zyre and Restoring the Soul of PvP

Naqiso

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The "Two Worlds" of Loka: Reclaiming Zyre and Restoring the Soul of PvP (updated 17.03 15:00 EU)​

Not every idea of mine should be immediately taken into consideration. Outline which of my ideas you would like to see on loka and suggest your own ideas. The main idea is to bring new spark to loka and to make it thrive in a new way, not necessarily doing armor wipes.​


The State of Loka: Why the Server is Stagnant (The Cons)​

Let’s be real about the current state of Loka. For most long-term players and veterans, the "hype" is gone. We are stuck in a cycle that is slowly killing the community’s drive:

  • Zero Stakes World PvP: Gear inflation is at an all-time high. Everyone has infinite sets, meaning killing someone feels like nothing and losing a set is a 30-second trip to a chest.
  • The "AFK" Off-Season: Zyre is a ghost town. When there isn't a Conquest fight, there is zero reason to be online. We’ve spent the last years just watching armor piles grow with nothing to do with them.
  • Repetitive Burnout: Veteran players are bored. The lore and territory wins have become repetitive, and many have moved to Ranked-only or quit because the "world" part of Loka provides no new excitement. It’s the same loop every single month.
  • Failed Retention: New players join, get handed infinite gear, fight once, and log off. They never experience the "grind" or the reward of actually earning their place.
Loka needs more than just a balance patch; it needs a systemic shift. ---

The Solution: The "Two Worlds" System​

I propose we split Loka into two distinct ecosystems: Permanent War (for Conquest) and High-Stakes Survival (for World PvP).

1. The "War Locker" (Permanent Competitive Gear)​

To protect the competitive integrity of Conquest, we implement a War Locker.

  • Permanent Gear: Players save one specific loadout (Armor + Shulkers) to a virtual locker that is never wiped.
  • Automated Logistics: The locker includes a "Shulker Template." You provide the mats, and the system auto-fills your shulkers to your exact layout, ending the "war room lag" and tedious 20-minute prep before fights.
  • Consistency: Even if you don't play during the "off-season," you always have your War Kit ready for the big matches.

2. The "Survival Cycle" (The Resetting World)​

Outside of the War Locker, we bring the adrenaline back to the world.

  • The Monthly Reset: Every month, during peace days, all armor/weapons not in a War Locker are wiped.
  • Restoring Value: This makes gear a rare trophy again. Killing a rival alliance member in the world actually hurts them because you are taking a limited resource they worked for.

3. Reclaiming Zyre: The Outpost System (KOTH)​

To give this new gear value, we convert Zyre into a high-stakes capture zone.

  • 9 Strategic Outposts: Nine massive, high-altitude outposts spread across Zyre (roughly every 500 blocks).
  • The Mechanics: To claim an outpost, an alliance needs 3+ players inside for 10–15 minutes. If an enemy enters, the timer pauses. 1 outpost claim a day
  • The Rewards: * Points System:Alliances earn points for every hour/day they hold an outpost, tracked on a global leaderboard.
    • Alliance Buffs: While holding an outpost, all alliance members receive specific buffs (Haste, items or unique perks that MIGHT also work for Conquest(example: +1 more attack for the day).
    • Seasonal Rewards: At the end of the month, top-ranking alliances receive exclusive rewards that carry over or provide prestige/provide prestige to individually good players that also carries on forever/they get exclusive rewards.

Why This Changes Everything​

By creating these Two Worlds, we solve the inflation problem without ruining the Conquest experience.

  • For Veterans: There is finally a reason to be online 24/7. You’ll be asking your team: "Do we have the kits to go contest Outpost #4? We really need the ancient ingots it generates" It creates a constant "King of the Hill" meta that Loka has been missing for years.
  • For New Players: It creates a level playing field every month. They can actually participate in the gearing phase and the outpost fights without being out-geared by a 3-year-old vault.
  • The Best of Both: You keep your "War Gear" safe for the serious Conquests, but you finally have a reason to care about world PvP again.
It’s time to make armor worth something again. Let’s bring the action back to Loka and Zyre.

The Competitive Edge & Dual Rankings(An Addition to reviving Conquest)

The monthly reset isn't just about deleting items—it’s about adrenaline. Right now, world PvP is boring because nobody loses anything. With the reset, every time you’re contesting an outpost, the stakes are real. Taking someone’s armor feels good because they had to work for it, and losing yours actually hurts.

To give players a reason to risk that gear, we need a Dual Ranking System:

  • Zyre Rankings (Outposts): This functions with Alliance leaderboards just like Conquest, but focuses on holding the 9 outposts and winning world fights. Because gear is limited, being high on this leaderboard proves pure skill, not just vault size.
  • Conquest Rankings: Stays focused on the big picture—alliance wins, territory caps, and the race for Balak.
  • Individual Rewards: Crucially, both systems should feature individual rewards. Whether you are a Zyre ganker or a Conquest strategist, your personal contribution is tracked and rewarded, not just the King’s.

Motivation for the Whole Team

We need to move past the "only the King gets a title" mindset. If we want alliances to stay active, the entire team needs a reason to sweat.

  • Collective Rewards: The top-ranked alliances on both leaderboards should earn exclusive rewards, items, or buffs that every member can flex.
  • Individual Recognition: Let’s add individual rankings for the best gankers, defenders, and Conquest MVPs. Players should earn unique tags, prestige, or Lore that stays with them forever so their hard work is immortalized.

The Bottom Line: A Server That Never Sleeps

If we bridge the gap between Zyre and Conquest, the "AFK and Ranked" meta finally dies. When you combine the gear reset, the Outpost buffs, and the Dual Rankings, Loka stops being a waiting room:

  • The Daily Grind (Zyre & Outposts): You’ll be out in Zyre fighting for the 9 outposts because you want to take gear, climb the ganking ranks, and secure those crucial buffs (like +1 attack for the day or inhibitor charging speed) to give your alliance a massive advantage in the conquest wars.
  • The War (Conquest): You’ll show up to Conquest because you have your Outpost buffs, your permanent War Locker is ready, and the rewards—like the World Cap Crown(look https://forums.lokamc.com/threads/w...ds-big-fights-world-cap-crown-addition.11315/) and individual rewards—are actually worth the sweat.
This is how we revive the heart of the server. By connecting the daily action with the big Conquest fights, we give every single player—new or old—a reason to be online and active. There is finally a reason to play both Zyre and Conquest every single day.
 
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10 voters
Haven't processed the entire post yet since it was recently added to and is a bit of an UberPost, but there are a couple of things I want to nip in the bud:

  • Gear is meant to be cheap, easy to get, and quick to enchant so you can do Conquest quickly as a new player. This is by design and we have no motivation to change this because it's the reason Conquest is easy to get started in. We are not at all bothered by the fact that killing players doesn't give you the adrenaline rush of whatever that player may be carrying gear-wise - it's just not the focus or design of Loka.
  • The idea that there should be things keeping players on Loka 24/7 is not healthy game design and is why Loka's generally balanced the way it is. There are plenty of ways to PvP on the server and some of the ideas are fun, but it is not a failure of the server that people get bored, or that there are months that go quietly in Conquest - these are completely fine and okay. The quieter a month is tends to mean that the following month is a big one.
  • Loka has (and will continue to have) many things for many different people. If you personally think that there's absolutely 0 reason to logon except for a war, that's just how you personally decide to play Loka. If that were true for the entire playerbase then there would be 0 players online whenever there aren't fights.
I'm not fond of the mindset here that "If things aren't 100% high stakes 24/7 sweaty adrenaline-producing pvp at all times, then Loka is failing". It's a perspective but not one we share. There's balance around economy, there's balance around features, and there's also balance around respecting players' time. I appreciate the passion that's behind this post, but not everything needs to running at 110% all the time. That causes burnout and that's no bueno.
 
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Haven't processed the entire post yet since it was recently added to and is a bit of an UberPost, but there are a couple of things I want to nip in the bud:

  • Gear is meant to be cheap, easy to get, and quick to enchant so you can do Conquest quickly as a new player. This is by design and we have no motivation to change this because it's the reason Conquest is easy to get started in. We are not at all bothered by the fact that killing players doesn't give you the adrenaline rush of whatever that player may be carrying gear-wise - it's just not the focus or design of Loka.
  • The idea that there should be things keeping players on Loka 24/7 is not healthy game design and is why Loka's generally balanced the way it is. There are plenty of ways to PvP on the server and some of the ideas are fun, but it is not a failure of the server that people get bored, or that there are months that go quietly in Conquest - these are completely fine and okay. The quieter a month is tends to mean that the following month is a big one.
  • Loka has (and will continue to have) many things for many different people. If you personally think that there's absolutely 0 reason to logon except for a war, that's just how you personally decide to play Loka. If that were true for the entire playerbase then there would be 0 players online whenever there aren't fights.
I'm not fond of the mindset here that "If things aren't 100% high stakes 24/7 sweaty adrenaline-producing pvp at all times, then Loka is failing". It's a perspective but not one we share. There's balance around economy, there's balance around features, and there's also balance around respecting players' time. I appreciate the passion that's behind this post, but not everything needs to running at 110% all the time. That causes burnout and that's no bueno.
wise words from the big C!!!!!
 
Not wiping the server is something we've chosen to commit to and (I think) is handled fairly well all things considered. People barely have any storage that's truly permanent. Homes have limited storage, towns die or be raided, and personal vaults/ender chests are very limited. Resetting items just defeats the purpose of this forever-evolving conquest dynamic. Additionally, the cost of conquest is HIGH. If conquest wasn't so expensive, inflation would be significantly worse than it presently is.

Players will choose how they want to play, and some people play to collect money. It's the reality of any video game, and I think resets would only serve to run people out of Loka.
its not about wiping the WHOLE server broshki and it is literally not the main idea too. read the post maybe?
Loka already run people out of it. 90% of the people i know would rather just play practice servers or join loka just for tournaments or ranked, says a lot bro. staff should accept that loka has been the most boring the last years and conquest or literally ANY type of pvp on the server doesnt reward anyone. even good people can barely make themselves join this server for a conquest fight bro. people who grind everyday on loka do it for nothing and dont feel rewarded at all
 
Haven't processed the entire post yet since it was recently added to and is a bit of an UberPost, but there are a couple of things I want to nip in the bud:

  • Gear is meant to be cheap, easy to get, and quick to enchant so you can do Conquest quickly as a new player. This is by design and we have no motivation to change this because it's the reason Conquest is easy to get started in. We are not at all bothered by the fact that killing players doesn't give you the adrenaline rush of whatever that player may be carrying gear-wise - it's just not the focus or design of Loka.
  • The idea that there should be things keeping players on Loka 24/7 is not healthy game design and is why Loka's generally balanced the way it is. There are plenty of ways to PvP on the server and some of the ideas are fun, but it is not a failure of the server that people get bored, or that there are months that go quietly in Conquest - these are completely fine and okay. The quieter a month is tends to mean that the following month is a big one.
  • Loka has (and will continue to have) many things for many different people. If you personally think that there's absolutely 0 reason to logon except for a war, that's just how you personally decide to play Loka. If that were true for the entire playerbase then there would be 0 players online whenever there aren't fights.
I'm not fond of the mindset here that "If things aren't 100% high stakes 24/7 sweaty adrenaline-producing pvp at all times, then Loka is failing". It's a perspective but not one we share. There's balance around economy, there's balance around features, and there's also balance around respecting players' time. I appreciate the passion that's behind this post, but not everything needs to running at 110% all the time. That causes burnout and that's no bueno.

ur suggestion doesnt fix this btw
literally does. can we normalize actually reading the full version of a text and taking all points into account? especially when there is literally an explanation to every single one of them and why it does fix this
 
Haven't processed the entire post yet since it was recently added to and is a bit of an UberPost, but there are a couple of things I want to nip in the bud:

  • Gear is meant to be cheap, easy to get, and quick to enchant so you can do Conquest quickly as a new player. This is by design and we have no motivation to change this because it's the reason Conquest is easy to get started in. We are not at all bothered by the fact that killing players doesn't give you the adrenaline rush of whatever that player may be carrying gear-wise - it's just not the focus or design of Loka.
  • The idea that there should be things keeping players on Loka 24/7 is not healthy game design and is why Loka's generally balanced the way it is. There are plenty of ways to PvP on the server and some of the ideas are fun, but it is not a failure of the server that people get bored, or that there are months that go quietly in Conquest - these are completely fine and okay. The quieter a month is tends to mean that the following month is a big one.
  • Loka has (and will continue to have) many things for many different people. If you personally think that there's absolutely 0 reason to logon except for a war, that's just how you personally decide to play Loka. If that were true for the entire playerbase then there would be 0 players online whenever there aren't fights.
I'm not fond of the mindset here that "If things aren't 100% high stakes 24/7 sweaty adrenaline-producing pvp at all times, then Loka is failing". It's a perspective but not one we share. There's balance around economy, there's balance around features, and there's also balance around respecting players' time. I appreciate the passion that's behind this post, but not everything needs to running at 110% all the time. That causes burnout and that's no bueno.
I appreciate the response, Cryptite, but it is difficult to have a productive discussion when you admit to "nipping ideas in the bud"(like most of the people here did, missing a ton of points and important information or are simply extremely narrow-minded and can not process the text OR accept imperfections on the server) before even processing the thread. If you had actually read it fully, you would see that my proposal solves the exact problems you are worried about.

1. Accessibility and the War Locker You say gear needs to be cheap and easy so new players can join Conquest. My system makes this even better. You could literally have a guide for every new player showing them how to mine diamonds in a no-pvp zone and enchant their first set for free. Once they do that, they save it to the War Locker and they never have to worry about it again. They are set for Conquest forever. It removes the risk of a new player losing their progress while allowing the rest of the world to have the stakes that the competitive community wants. My idea makes Conquest more accessible than it is now, not less.

2. The 24/7 Burnout Myth I never said people should be forced to play 24/7(including the fact, that most of the people indeed play 24/7, despite not being satisfied or simply spend all the time NOT grinding and also NOT going to conquest fights, or they actually do play another server, or grind loka ranked for 6 hours in a row. The fact is, people would rather spend all that time on loka, if it actually gave them more options, lol. Someone would enjoy the server more, someone would finally see the reason to play atleast 1 hour a day, its not like I want it to be a no-lifing server, which it already was to an extent LOOOL)
My proposal is about optional content. Right now, when people choose to log on, they find a ghost town. Adding 9 Outposts in Zyre does not cause burnout because you don't have to go there. If a casual player wants to stay in a safe zone or only log in for a war, they can. But right now, your "balance" results in zero players online when there are no wars. Boredom kills a server faster than activity.

3. Respecting Time vs. Wasted Potential You say "quiet months are fine," but 95% of your player base are PvPers who are currently logging onto other servers because Loka has no daily soul. Respecting a player's time means making the time they spend on the server feel rewarding. Right now, winning territory or World Capital provides zero personal incentive for the average alliance member. People who grind to get good at Conquest(win a cap, world cap, grinding to recruit people or simply grinding for potions or just practicing pvp) spend a lot of time on this server, so are you actually respecting their time by giving them nothing to do for 3 weeks out of the month?

4. Dual Rankings and Motivation By implementing separate ranking systems for both Zyre Outposts and Conquest, you finally reward the individual.

  • Zyre Rankings: This proves individual skill in a limited-gear environment.
  • Conquest Rankings: This rewards alliance strategy and Balak wins.
When you add individual rewards, like the World Cap Crown or unique Lore or a title or a prestige that actually carries on forever, you give the regular members a reason to stay active. People will fight for Outposts to get the slight buffs they need for the conquest wars, or they won't. It is their choice.

Mind you. again. 95% of your player base are PvPers, most of the people have joined for conquest. All the recruits come for conquest. Whenever you ask an old player if he wants to play loka again, who barely plays or does not play anymore at all, would answer "Are there good wars now? Are there people on cove?" not noticing it is just pure blindness. You would make experienced people who have lost the spark of fighting on loka and now only play ranked, actually enjoy the competitiveness of it again. At the very least, by adding new rewards who are also given out individually. But yeah it seems that the staff is too used to everything as it is now, and there is no improvement to see. It could have been so much better than it is now.

I have been here for 6 years. I am not "personally deciding" to find nothing to do. I am looking at Zyre that has had zero online for two years because the admins have not done anything about it. This system lets casuals stay casual while giving the competitive community a reason to stop being AFK. Why fund the server if you are not going to improve it or let it reach its full potential?
 
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Haven't processed the entire post yet since it was recently added to and is a bit of an UberPost, but there are a couple of things I want to nip in the bud:

  • Gear is meant to be cheap, easy to get, and quick to enchant so you can do Conquest quickly as a new player. This is by design and we have no motivation to change this because it's the reason Conquest is easy to get started in. We are not at all bothered by the fact that killing players doesn't give you the adrenaline rush of whatever that player may be carrying gear-wise - it's just not the focus or design of Loka.
  • The idea that there should be things keeping players on Loka 24/7 is not healthy game design and is why Loka's generally balanced the way it is. There are plenty of ways to PvP on the server and some of the ideas are fun, but it is not a failure of the server that people get bored, or that there are months that go quietly in Conquest - these are completely fine and okay. The quieter a month is tends to mean that the following month is a big one.
  • Loka has (and will continue to have) many things for many different people. If you personally think that there's absolutely 0 reason to logon except for a war, that's just how you personally decide to play Loka. If that were true for the entire playerbase then there would be 0 players online whenever there aren't fights.
I'm not fond of the mindset here that "If things aren't 100% high stakes 24/7 sweaty adrenaline-producing pvp at all times, then Loka is failing". It's a perspective but not one we share. There's balance around economy, there's balance around features, and there's also balance around respecting players' time. I appreciate the passion that's behind this post, but not everything needs to running at 110% all the time. That causes burnout and that's no bueno.
fr no bueno.
 
ai slop with every message
yet you still cannot comprehend anything u gotta also have a personal teacher explaining my text to u LMAO
MATTER OF FACT OHWATER NOONE KNOWS WHO U R AN IRON PLAYER FOREVER THAT IS ALSO A NOLIFER
OH YEA BUDDY JUST STAY AT THE FORUMS
 
my proposal solves the exact problems you are worried about

At no point in my reply did I list problems that I am worried about...

Again I appreciate the passion and the ideas, but they appear to be based on an anecdotal perspective that is not based on facts but more just how you personally feel, projected onto the entire playerbase (even the up/down votes on this post reflect majority disagreement).

Below is a graph over the past 6 months of our player count. The trend is slight, but quite clear which runs completely counter to many of your subjective points that loads of people are quitting and nobody wants to come back and play.

1773779955340.png

Some of your ideas are indeed interesting and worth a chat about but a lot of them presume to fix something that we don't believe is broken or even if they were implemented, wouldn't fix things being stale for some players.

It is okay to be disagreed with - everybody has a different opinion on what Loka could be in their mind. Have you considered that people who disagreed with you did in fact read your post and explanations and still ended up disagreeing? Insulting the dissenters is a common sign that your suggestion maybe doesn't hold the water you think it does.

The danger of having such variety in Loka is that its problems are seen uniquely in the eye of each beholder*. Unfortunately many of your points are bad-faith takes based on your interests and tactically ignore reality (eg: nobody ever goes to Zyre ever, etc).

I do think this is a post that got too big and tries to cover too much ground under 1 assumption that is a bit boy who cried wolf. Broken into separate pieces some of these would be good grounds for debate but I fear you're taking us disagreeing with some of it as rejecting all of it. Zyre Outposts, or some kind of KOTH on Zyre was actually something we long ago thought was a great idea for Zyre but it's just not a priority on the current roadmap.

*To some, the fact that Loka doesn't have Orange Trees is the single cause of its lack of growth
 
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thanos-infinity.gif

goodbye sets
 
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