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Resource Islands Are Too Easy

Are resource islands too easy?

  • No, they are too hard

    Votes: 0 0.0%

  • Total voters
    17

Zor95

Well-Known Member
Slicer
This is my loot from one hour on a resource island:

c1cc30491f4fd40e807745b1a91fe68d.png

https://gyazo.com/c1cc30491f4fd40e807745b1a91fe68d

While finding the cave entrance can be difficult during your first visit, after that it's an easy run and then you have relative safety in the light of the lava. As long as you're careful, you are never in any mortal danger. I've visited the islands many times and have only ever died a few times, but never did I lose my items as I was able to simply run back.

If these islands are going to be so lucrative I think the caverns need its own unique dangers. Mob spawners perhaps which are dangerous to disable or custom mobs. Have less land and more lava requiring you to build bridges and carefully extract the ore so it isn't destroyed. Add a damage over time effect that puts a constant drain on the player's food supply and forces them to keep their trips brief. Cause players on the island to glow making it easier for players to find and kill each other. Add zombie pigmen and make them aggressive when you mine ores near them. Something along those lines.

Side note: Why can we not collect sand from resource island beaches? We can collect all of the available ores, oak wood, dirt, course dirt, cobblestone, stone, andesite, granite, diorite, gravel, magma blocks, obsidian, and flowers... but not sand? It's less valuable than some blocks already available and I'd think it would be a better alternative to the continental beaches being destroyed constantly even if they do regenerate themselves after a while.

Thoughts?
 

Magpieman

Old One
Staff member
Old One
The original reason we implemented resource islands was not as an end game mining experience but instead a place where new towns can go to gather resources. Almost all territories on Loka are owned making it very difficult for new towns to find places to mine. They were restricted to mining in the town and once that had run dry the only option was to mine under the ocean. The other reason was that caves were fairly boring on Loka compared with a vanilla map so we wanted to make some cooler caves to improve the mining experience.

This is the reason we did not want to make it too challenging, although it is perhaps a little too tough for newer players in iron armour.

As for sand, it is one of the embargoable resources in the desert. I can, however, see why it's a little inconsistent that you can gather it from normal beaches and not resource island beaches. It may be worth bringing them both in line with each other. Something to note is that blocks with gravity do have problems regenerating properly and we often have to manually do it.

The reason we don't have one resource island is that we have 3 continents. Putting it around one and not the others does favour one group of players. We didn't want to have a boat going to the resource island either as we already have a lot of fast transport options and it's confusing enough as it is.

In terms of a solution we have a few options:
1/ Reduce the number of ores on the resource island
2/ Make the resource islands more challenging and have one newer player friendly island with fewer ores on it.
3/ Make the resource islands more challenging but make the dangers do true damage like golems and modules do currently.
 

Padfoot22

Member
Stronger towns, like Auru and Hilo won't necessarily need the resource islands. Its simply just a way to start more territory wars.
 

Jedoi

Well-Known Member
Slicer
Like Sku said, resource isles can't be controlled. No conquest goes on there, and I'm pretty sure all towns use the resource isles a lot..
 

Wizardteepot

Well-Known Member
Slicer
I agree that the ore distribution is high, but I think it should stay high. I do like what Zor said, however. Perhaps making a glowing debuff for players on the island, or mob spawners deep in the caverns [or even increasing the spawn rate of mobs in the caverns] might help even out the risk and reward of the islands. Like Mag said, perhaps there should be an easy, no mob spawning island with significantly less ores, but I like the idea of the Resource islands being high risk, high reward.
 

Skuhoo

Administrator
Staff member
Elder
The issue is that the islands weren't originally intended as end game mining areas, but an area where new towns without territory can get resources. I fear making it difficult to gather the resources there would be going completely against the purpose of the islands.

The economy is completely and utterly screwed as a result of these islands to a point where I just flat out refuse to accept diamonds or shards as payment because they're nearly valueless now. Theyre in urgent need of a nerf.
 

Jammin_Mas

Well-Known Member
Slicer
Personally I like the idea of 1 RI, it allows for more pvp which is obviously good since there is very little pvp outside of the TGen fights. Also it allows for players to be crafty, you can no longer walk in and loot for hrs at a time, it would cause players to maybe go invis or in large packs to get in and get out very fast.
 

Hatron

Member
Slicer
What about 1 RI but there are multiple levels that get progressively harder but the further down you go the more ores there are. Then new players with only iron armour can mine the top level getting enough ores and riches to keep there town alive then when they get better gear they go deeper with more risk of death but ore rewards.
 

Aggressive_Gibon

Active Member
Slicer
What about 1 RI but there are multiple levels that get progressively harder but the further down you go the more ores there are. Then new players with only iron armour can mine the top level getting enough ores and riches to keep there town alive then when they get better gear they go deeper with more risk of death but ore rewards.
The problem with this is even though lower areas may be more ore dense it will still be more efficient to kill newbies who have collected stuff while also mining yourself kinda removing the whole point of the Resource Islands being jumper cable for new players to become viable in conquest or supporting a town.
 

BuscoNombre

Well-Known Member
Slicer
I got some ideas to change resource islands, but as idk if they are possible ill just trow them here:

-Make nether mobs spawn in the caves (Like hell on loka but maybe with more chances of spawning)
-Increase the chance of illagers to spawn inside the caves (Since they are really annoying mobs and they actually just spawn outside)
-Increasing lava damage, as almost everyone goes to RI with prot 4 gear whenever u fell in lava u can stay there for hours and it will only damage ur armor
-Changing the ore spawning places (every certain amount of time), because the big ore veins are always in the same places so u just need to remember where they are.

I know that resource islands are for helping new players and small towns, but even like this they are still too easy, because new players can make a god gear just mining on his town and then go to resource islands and get bunch of ores like everyone else. So making them a bit harder will act as a reward for those players with skills to survive
 

Zor95

Well-Known Member
Slicer
-Changing the ore spawning places (every certain amount of time), because the big ore veins are always in the same places so u just need to remember where they are.

This actually does happen to an extent, but if I remember correctly Magpie says that because some veins are so big they typically end up in the same spots anyways. Smaller veins do move though.
 

Jedoi

Well-Known Member
Slicer
Let's also remember that it took a long time to make and prepare the resource islands and you can't demand too much of Crypt and Mag at once. ^.^
 
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