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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
unfortunately people are LAZY, that might be a contributing factor to towns with 1-3 grinders being slightly broke.
Ok so idk why you guys are complaining about not having enough brewing mats when we just found the problem.
 
Ok so idk why you guys are complaining about not having enough brewing mats when we just found the problem.
i mean they're not LAZY, they're just not putting their time on the server into grinding. refer to this below
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.
thats why they dont grind
 
hmm good point there should be quests that give brewing mats... oh wait
yes let me go do my Nyx quest for nether wart, glowstone, ores, armor, tools, shulkers, ender pearls, etc.

Point is there's a very small portion of the grinding on the server covered by something somewhat less than tedious. Thinking more of ideas like this:
I think dungeons could also serve as an alternate way to get sets, found in dungeon chests or dropped from the mobs slain inside of it. I'm thinking of a super lengthy puzzle-based dungeon where you would fight bosses, and run through rooms in order to meet some sort of objective, and at the end, you could open a crate with cosmetics, extra items, or perks on the next run. Honestly might try and make a good attempt at one of these in the future sometime.
 
@FroggyFruit1357 I mean, you were on PVE you understand really cool stuff like dungeons or content takes ages to make and make sure it's fair.

I'd say we have cool grinding possibilities planned in some way for the future, but you're not going to see those for a long long time simply due to how long this stuff takes.

From the sounds of it, you guys want a fix to grinding now and wouldn't be able to wait the six months needed to make some great big content. I'd even be willing to say some of this threads participants wouldn't be here in six months.

This isn't to say you're idea is bad at all, just that I don't think it's very realistic for this problem.
 
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@FroggyFruit1357 I mean, you were on PVE you understand really cool stuff like dungeons or content takes ages to make and make sure it's fair.

I'd say we have cool grinding possibilities planned in some way for the future, but you're not going to see those for a long long time simply due to long this stuff takes.

From the sounds of it, you guys want a fix to grinding now and wouldn't be able to wait the six months needed to make some great big content. I'd even be willing to say some of this threads participants wouldn't be here in six months.

This isn't to say you're idea is bad at all, just that I don't think it's very realistic for this problem.
I really have to second koi on these points. Making PVE content takes a lot of time and a huge amount of hours to get it right. I think the PVE team is definitely beginning to make strides in the direction of more content, however it's becoming more and more apparent how much time it would take to make another repeatable set like the Hell's Merchant, especially when trying to keep it different. Hopefully we can begin improving upon this in the future, however it's probably going to be a hot minute.
 
content takes ages to make

Making PVE content takes a lot of time and a huge amount of hours to get it right.
Yes, but the best solution is likely not the easy or quick one. Nyx quests are a really cool thing and a big step in the right direction, I think that in the long run. picking up big projects to work on outside of the end-of-year quest rush would be a great idea.
 
I'm not sure I see Dungeons as a vector for Conquest Materials gathering. They're more or less meant to be mostly PvE things that stand apart from the PvP side of Loka.
 
They're more or less meant to be mostly PvE things that stand apart from the PvP side of Loka.

Might be hard to divide the two if we ever had dungeons. Definitely different things but conquest being our endgame activity it might be strange that rewards don't have an overlap.
 
i mean they're not LAZY, they're just not putting their time on the server into grinding. refer to this below

thats why they dont grind
But they’ll use all their time eating up double chests full of pots but won’t help you get any of it back, even doing a daily nyx quest or spending 10 minutes flying to the nether to get some netherwart or glowstone? Do you really still think the problem here is how available the resources are?
 
also lots of players don't teach people they recruit how to grind. can't really complain about the 30+ people in your town using all your gear and pots when you are the one that recruited them and don't ask for anything in return
 
also lots of players don't teach people they recruit how to grind. can't really complain about the 30+ people in your town using all your gear and pots when you are the one that recruited them and don't ask for anything in return
At the same time it's hard to tell them stop and go grind for an hour to get barely anything which in their eyes is boring compared to them having 10+ ganks in the same amount of time. What I don't understand is why they camp end or even end up ganking allies/friendlies instead of using that time to grind or play another game even :v
 
At the same time it's hard to tell them stop and go grind for an hour to get barely anything which in their eyes is boring compared to them having 10+ ganks in the same amount of time. What I don't understand is why they camp end or even end up ganking allies/friendlies instead of using that time to grind or play another game even :v

Because it's fun. It's completely understandable to want to pvp and not grind, but it's not understandable to expect that you should be able to power this with limited effort or people. There has to be a balancing act and largely that is a player problem and not a server resource/economy problem (excluding bugs).
 
Realistically, I've seen towns (a long long time ago) actually tell players to be responsible for their own items. Which iirc worked somewhat.

EDIT: Just to say these were sizeable towns too.
 
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i had a concept a couple months ago for gank brewers but the amount of hoppers and work required just didn’t make it worthwhile. if i could partition the pots that are supposed to be for conquest to what they can gank it would be better, just so they cant eat ALL the pots, only a section.
 
i had a concept a couple months ago for gank brewers but the amount of hoppers and work required just didn’t make it worthwhile. if i could partition the pots that are supposed to be for conquest to what they can gank it would be better, just so they cant eat ALL the pots, only a section.
Brewing system that auto fills shulkers and takes in shards for payment :thonk: :sentry:
 
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