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Suggestion QOL Enhancements for Grinding

Asynchronized

Well-Known Member
Slicer
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

  • 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.
Overall, Loka needs to scale up grinding to support it's growing playerbase and not have vital grinding be completely static and dependant on restarts or the area regenerating for there to be new items to gather.
 
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12 voters
Didnt they remove like half the gold from ris
It was nerfed because you can now fortune gold, and was done so to about the same degree that fortuning gold works so that people still get the same rates in the end. Although there is technically more gold now (from what I remember Magpie saying).
 

I suppose we're just going to have to rethink the economy.

In all seriousness, I respect that some players legitimately face a balance issue and some of that is due to changing server circumstances and some is due to glitches that shouldn't be occurring.

But some of this just sounds like poor planning ability and lack of critical thinking. Apart from that, I fully agree. I think the shift towards the gathering of resources being almost 100% in the players hands is a good thing with the exception of rare goods.

What I mean by this is that every item a player needs to participate in end game/conquest should be possible to grind for themselves, e.g. brewing mats, materials for crafting and experience potions. This is a hot take from some bozo who just reads the forums though.
 
I honestly think that if grinding was as time-consuming as it is now but remade in some way to make it appealing, a lot more people would feel inclined to grind. The issue is now, no one would rather go drag their feet in a giant sheet of soul sand to collect maybe a row of a nether wart than go do a questline or gank at end.
 
How quickly do you reach a shulker though with multiple people out grinding pearls? And is that pearl usage at your max or is there any attempt to conserve resources when fighting?

edit: also I can’t confirm that timeframe you gave for grinding gp, I was getting 3-4 stacks solo just while doing RI runs. That wasn’t about a month or two ago, but nothing has changed since then.

@TheRealJewyy hear this? reap what u sow realjewy
where do all ur mats come from hmm
 
ima say this again the fact of the matter is every thing that people need to grind takes an hour plus to get a substantial just do something like idk buff drops all together just a bit
 
-1 was gonna type big fing but TLDR instead of one person grinding for like 30 people, get some help grinding because most of these "broke" towns legit have like 3 people max grinding while the rest of their town is doing ganks daily as well as conquest. Howver I do agree with the instanced glowstone and maybe even instanced Shulkers.
 
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