[Skyblock Server] Huge update ideas


lukas9446
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SERVER SUGGESTION


What platform is this suggestion for?: Skyblock Server

Description

Hello everyone!

 

My name is Lukas, and I played Skyblock in the previous season before the reset, and gathered up to 26 days of playtime. Since the new Survival gamemode is almost finished I thought this would be a good time to share my ideas, speculating on a possible Skyblock update being one of the next points on the UN agenda. Even if it is not, I don’t need these ideas myself, so do with them whatever you want.

 

Now there are 2 basic principles that I focused on while thinking of these ideas. I believe these 2 principles are the most important parts to building a succesful Skyblock version.

 

1)      Provide opportunities for all types of players:

--> There are a lot of different aspects In the game: Building, Pvp, Farming, Parkour, … . I believe it is not impossible to add content to the game for every aspect. This should improve the percentage of new players that start playing regularly.

 

2)      Change up the content every now and then, and keep people playing:

--> I think this is the part where Skyblock on UN can improve the most. Most of the times there is a lack of versatility. When I first joined Witch spawners dropping rare keys were dominating, after they got nerfed there seemed to be only Iron golem spawners, and later that changed to cactus farms. This lack of versatility might lead players to get bored fast, therefore I added a couple of suggestions to deal with this. These suggestions should lead to a higher playtime per player.

For every idea I will give a basic description, and the reasons why I think it should be added. I will also add a part for every idea describing how these ideas would contribute to achieving these 2 principles. Here is my idea list:

 

-          Idea 1 --> Use 1.16 version

I think these last few updates have been great, and a lot of cool stuff has been added. I don’t see why anyone would choose another version to be recommended, and ignore all of these new features.

This suggestion is separate, in comparison to the others which are more coherent. This idea would just add a lot more possibilities to successfully implement my other ideas.

 

-          Idea 2 --> Rework spawners

Like I mentioned under principle 2, there is not much versatility. I believe reworking spawners could be a big part of fixing this problem. I have 3 specific suggestions on how to rework them:

 

1)      Change their purposes:

A lot of spawners are worthless, because their purpose is worthless. For example: Pig spawners are worthless, because their only purpose is to drop pork. I suggest you give all of them a specific purpose. I would divide them into ‘purpose categories’, here are a couple of suggestions for these categories: Make money (the drops can be sold for money), Island level (the drops are valuables that contribute to island level: iron, gold, diamonds, emerald, …), Experience (drops experience),  … .  Each category has 4 rarities: Common, Rare, Epic and Legendary. Higher rarities have better drops (they sell for more money, they give more is level value, they give more XP, …).

 

For example: Sheep spawner

Rarity --> Rare

Purpose --> Is level

Drop --> Gold

 

For example: Enderman spawner:

Rarity --> Legendary

Purpose --> Money

Drop --> Enderpearl (sells in the shop for money (a lot since the rarity is legendary))

 

2)       Make them unavailable in the shop:

When a spawner becomes too OP, right now you can just mass buy them in the shop and get even richer by just placing them down in your automatic farm. Making them unavailable for purchase would counter this. Of course this means you would need to add other ways to get spawners. Check out idea 3, where I propose a lot of possibilities for fixing this problem.

These spawner changes as I suggested, would make a lot of different spawners useful. I think this versatility would positively influence the game.

 

3)      Disable automatic farms:

For most spawners, players just build automatic farms, and then afk. If you want to keep people playing I suggest you prevent these automatic farms from working (by making the mobs lava, catus, potions, … -proof).

This change would require people to play more instead of just afk.

 

-          Idea 3 --> Organize events

As long as the events are original and fun they will be a great addition to the game. Of course there are a lot of different ways you can go with this, so I will list all of my specific ideas below, so you can check them out 1 by 1.

 

1)      Weekly grind event:

Every week 1 aspect of the game and 1 specific item within the aspect will be chosen. For example: Farming – Carrots, PVP – Bows, Mining – Emeralds. The objective for a player is too execute this (Farm carrots, Kill players with a bow, Mine emeralds) as much as possible during that week. To encourage players to participate in this event, these suggestions are important: Tiers (every time they reach a certain amount players get a reward), a leaderboard (for example top 10 get additional rewards) and double sell prices (the item can be sold in the shop for double the price during that week).

This event would require the people that participate to play a different aspect of the game every week. Again, more versatility in the game.

 

2)      PVP:

Just add an event inside the PVP arena every now and then. There are a lot of possibilities: Free for all, Team deathmatch, King of the hill, Capture the flag, Bows only, No armor – Fist only, Sumo, … . Encourage people to participate by adding rewards.

This would be a great addition for PVP Players, encouraging them to play more.

 

3)      Top island warp:

I once saw a feature on a server where people could leave a like on a warp. I think this would be a great addition. This would lead to more people building creative plots: Nice buildings, Casino’s, Public farms, Parkour & more, … . Encourage people to participate by adding rewards.

This would be a great addition for builders and other creative players, encouraging them to play more.

 

4)      Weekly Leaderboards:

Another fun competition would be leaderboards for certain aspect of the game: Is top, Baltop, Mcmmo top, Kills top, … . Doing this on a weekly basis would encourage people to play more. Again add rewards to encourage more people to participate.

This would be a great addition for competitive players, encouraging them to play more.

 

-          Idea 4 --> Sell price mulitpliers

For every new Mcmmo level a player gets for a category, that category’s items all get a higher sell price. For example: When you get a new ‘farming’ level, you can sell all items in that category (potatoes, carrots, wheat, melons, pumpkins, …) for more money.

After a while, when players get richer, these prices are not worth grinding for by hand. People start building automatic farms or using spawners instead. After a while they finish these builds and then they stop playing and afk. To prevent this and keep people playing, I think it would be a good idea to give Sell price multipliers to the category’s items when people reach higher farming, mining, fishing, combat, … levels.

I think this is an important one if you want people to keep playing the game, instead of the usual process: they play, get rich, automate things and then stop playing.

 

I think these ideas could help the server a lot, and I hope you agree with that. Let me know in a response if you do, or if you have any other suggestions/ideas/alternatives/… . And I hope to be able to have these features in-game one day.

 

Thanks for reading, and have a nice day!

Lukas

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I like all of these suggestions except suggestion 2.2 & 2.3.

For suggestion 2.2: If we can't buy spawners, then how can we get them?

For suggestion 2.3: We sometimes need AFK farms to get large amount of resources. If we can't get those stuff, how can we get them? Grind them or just do /shop?

If we couldn't buy spawners or have AFK farms, then... how can it be OP Skyblock?

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1 hour ago, 3a_kids said:

I like all of these suggestions except suggestion 2.2 & 2.3.

For suggestion 2.2: If we can't buy spawners, then how can we get them?

For suggestion 2.3: We sometimes need AFK farms to get large amount of resources. If we can't get those stuff, how can we get them? Grind them or just do /shop?

If we couldn't buy spawners or have AFK farms, then... how can it be OP Skyblock?

2.2) My main suggestion for this was to add them as rewards for various things: events (idea 3), voting, achievements, ...

2.3) This is a good point. I forgot to add a solution for some items that would be replaced as spawner drops (gunpowder, arrows, bones, ...). As an alternative making them available in the shop seems like an easy solution. Another idea would be to keep BOTH the original drops and the custom ones.

I agree that this will make Skyblock less OP, but I believe that with these reworked spawners the game would be more fun. Like I mentioned, now, in a lot of cases, people just grind until they get rich and then buy a lot of spawners and stop playing. These changes would stop players from being able to do that.

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