Over the past few months, the player base has exploded in numbers and the amount of potions, food and pearls being consumed has increased rapidly. The systems in place for grinding these items haven't really scaled well and it's starting to show. Everyone is broke. Nobody has anything. And we're all bored of grinding all the time. A change to grinding is required to support the ever growing playerbase. The small things that shouldn't be hard to access like food and xp are barely accessible. The XP Market, (as much as its my fault its that bad) is starting to look like its fuelled by the ever growing end ganks.Nether isn't plentiful enough for all of us at this point, especially with new towns popping up each day. With pvp moving from continent to continent and ganks being the primary form of pvp instead of conquest at the current moment, the constant grind and then to log in and see that a large amount of pots are missing cause ganker x y and z were out at end docks all day isn't fun. There a few changes I propose that would improve the Loka Grinding Experience, and lessen the burden of owning a town with active players. Grinding GP is a lot harder due to a large amount of people being on the continent at once which doesn’t exactly help either. So if your continent gets stacked or is active, its pretty much a pain to use the gp cave.
Heres a few QOL changes that would really help the enjoyability of owning a town on Loka
Heres a few QOL changes that would really help the enjoyability of owning a town on Loka
- Instanced Shrines, this would make grinding Nether easier with a higher amount of players grinding at once, so players aren't discouraged because player x has just gone and cleared them all out and left.
- Instanced Glowstone and Nether Wart would be a great addition to grinding because just as I said in a forums post before, once its gone. Its gone.
- Add Double Drops to the purchasable Conquest Point Buffs, this would let players grind in End and Nether where there are better grinding methods that yield an obviously larger amount of items. (Dreadfort Grinding for Blaze Rods is infinitely better than shrines) (Grinding Ender Pearls is completely different with DD). I know that a nerf was made to DD with the chance being lowered to 25%, but the advantage is still there and its quite apparent.
- More End Cities to grind more shulkers, although this isn't a huge issue, but shulkers are also a incredibly large aspect of conquest and general pvp due to the damage buff and as I've said for many other resources in this thread. Once they're grinded, they're gone for a while. There is no scalability with this grinding.
- A way to grind XP Bottles, this would be a key part to fixing the XP market on Loka, the fact is that XP shouldn't be that lucrative and how I've gotten away with selling it for that much is quite ridiculous.
- Make gunpowder more obtainable through the buffing of spawn rates per player or the amount of gunpowder obtainable per creeper. My reasoning for this is that in active times using a GP cave is completely pointless as you don't get that many spawns.
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