Minecraft Suggestions

purducken

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A detailed description of all of my suggestions for the new Minecraft Kingdoms server. Some of these are less important then others, so I've made a system that labels them at the start of the suggestion: Non-Important, Semi-Important, Important.

Starting up, here are some major world suggestions:

Combine Worlds [Important] >
Combining all worlds into one will allow for more social interactions, it would also open the gateway for raiding other lands (raiding can be disabled easily-- so if you are against raiding, there you go). Having all the worlds (Dwarf, Reaper, Wizard) combined into one will also save some of that precious server memory and hopefully make it less laggy when people mass-explore new chunks. As well as this, we could merge all the spawns together and make one really nice and uniform spawn.
Split World Into Thirds [Semi-Important] -
To expand on this, assuming we remove the different realms, we could have the world split into thirds, each third corresponding to its own Kingdom. Land could be claimed anywhere (other then spawn) by any clan, however to encourage staying on your own land we can add benefits for being in your land. Perhaps if we only allow clan perks being allowed in your kingdom's land, that might be a possible solution.

Add Unique Nether/End Worlds [Important] >
Combining all the worlds together would cause some memory to be freed up... so we could use that open memory to host a Nether World and an End World. In these new worlds (custom generated-- similar to the Warzone World) we could have unique mob spawns that prove a challenging fight for even the most geared players. These unique mobs would drop some good vanilla loot items, as well as a chance for some rare unique items. The Nether World would be easier than the End World, and both worlds would have an incentive to participate in those worlds, perhaps an event every few hours similar to the envoys for Warzone. Because the Nether World is easier, the loot is obviously not as good as the End World. Both of these zones are PVP enabled.

Remove (or nerf) Mineworld [Semi-Important] >
I think we should remove Mineworld or increase the cost it takes to enter Mineworld. As having Mineworld accessible at the current price that it is (10k), is too cheap. Mineworld also makes some of the unique features of Kingdoms obsolete, like the shop, rewards from the crates and scrolls, etc. For example, in the shop, emeralds sell for 90k per emerald. In the Mineworld, you can EASILY obtain them, making the purpose of emeralds (whatever they were supposed to be) useless. As well as this, you can flood your inventory with chests upon chests full of resources causing a valuable aspect of the game, scavenging the World for supplies, unnecessary. Removing this would cause more social interaction and cause the shop to be useful (in buying materials and stuff of the like).
Add Proper World Generation [Semi-Important] -
If Mineworld is removed (or nerfed instead), it would make sense to add proper world generation again so that resources are now more readily available. As well as this, because emeralds are so expensive (still don't know why), we should remove emeralds from the ore generation. In junction with the combined worlds, this should give an incentive to go outside of your base.

Warzone Envoy Rework [Important] >
Envoys need to be reworked. A three-hour wait time is a very, very, long time for an envoy event. The spawn locations need to more randomized and the loot chances/table are not good. By reducing the time for the event to maybe an hour or half an hour and changing the loot chances/table will give more of a purpose to being inside the warzone, because as of now the warzone is empty besides during envoy events. The loot chances/table should be along the lines of this.
Envoy Loot Tables/Chances:
Common Resources x32-x64 (25%)
Tier I Money Pouch / Low EXP Bottle (1500-2000) (20%)
Rare Resources x16-x32 (10%)
Tier II Money Pouch / Medium EXP Bottle (4000-6000) (10%)
Voting Keys / Common Clue Scrolls (10%)
Rare Keys / Rare Clue Scrolls (5%)
Common Spawners (5%)
Tier III Money Pouch / Large EXP Bottle (10,000-12,500) (2.5%)
Ancient Keys / Mythical Clue Scrolls (2.5%)
Rare Spawners (2.5%)
Envoy Flares (1%)
Boss Eggs (0.5%)
Very Rare Spawners (0.5%)
God Items (6%) - I left some space open for future items or god items.

That's some of the major world ones at least, here are few other less-important, but pretty cool suggestions.

Combat Log Rework [Non-Important] >
Not as much as a rework and more of a fix... currently when you attack or are attacked by anything hostile you get combat logged. Slaying that hostile enemy or player takes you out of combat log. I suggest you remove this part of the combat log as It can be 'taken advantage of' and used to easily escape situations. i.e. Player gets ganked… Player enderpearls away... Player spawns a chicken using eggs... Player kills chicken... Player /home(s).

Mob Stack [Non-Important] >
When mobs spawn near each other they spawn stacked. So instead of two zombies, you will get one zombie that you have to kill two times. This is a quality of life request that makes grinding a whole lot easier.

Remove Player Collision [Semi-Important] >
Please disable 'Player Collision', having it on gives no benefits and is kind of annoying. You can push unsuspecting players off into PVP enabled areas and easily kill them. Having this enabled will also help with server memory.

Add /fix [Non-Important] >
This is another quality of life command, although overpowered, we could lock it behind a price. 10,000 per /fix, I think, would be good enough. I think people would really appreciate this one, because it's annoying as heck to get those mending books. Keep in mind that it wouldn't make mending obsolete, it would in-fact make it more valuable.

Enderpearl Cooldown [Non-Important] >
Another PVP suggestion. Enderpearls currently have no cooldown, so this allows for pearl spamming which is extremely annoying because it allows you to escape tricky situations extremely easily. Putting each use behind maybe a five or ten second cooldown will make much more balanced.

Kit Abilities/Perks [Semi-Important] >
This suggestion is actually really, really cool. Currently kits are pretty useless, with Mineworld being a thing and diamonds being extremely accessable, the petty iron armor and sword that the kits give aren't really that good. If we have it so that having the whole kit equipped gives you maybe a special ability or abilities, or a passive unique perk, will make kits more sought after, and more used. For instance, having the full reaper set equipped could give a damage bonus to hoes, or maybe instead an ability that gives you invisibility for a bit... the possibilities are endless. However, it would need to be balanced so that a fully enchanted kit set can match a fully enchanted diamond set.

Food Loss in Realms [CLOSED] >
Food Loss, so far as I've seen, is non-existent in the Realms. This makes certain clue scrolls almost unrealistically doable. Having Food Loss enabled in Realms would make it a lot more realistic.

Add /mw sellall [Non-Important] >
Just another quality of life upgrade, this should let you sell everything in your Mineworld Backpack in one go, as opposed to tediously taking out every item and selling it using other methods.

These were just a few of my suggestions. I really love Kingdoms so far! Keep up the good work! ^-^ See you in-game! #reapergang
 
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1 and 1a. I don't mind it, but raiding would be a problem. If most of your clan isn't on at the time of a raid, your items are pretty much toast and you'll get sent back to the stone age. Though, one might say that could make Kingdoms more interesting and add more creative loot hiding mechanics.

I always thought Kingdoms would be better if it was ClanVClan instead of a friendly competition. This way, you'll get to interact with other players regardless of faction and choose whether to slay them or befriend them. Kinda like a RPG.

2. Meh. I don't really care about the End/Nether worlds. However, it'd be nice to have a custom "raid boss" world. Along with Envoys, you get the opportunity to work with the other clans to beat a really hard boss and get rewards after killing it (Sharing loot is non-existent with anyone that's not a Wizard).

3 and 3a. YES. I understand the concept behind mineworld, but I don't think it works well in practice. It's a 10k ticket just to farm dirt, get a better pick, go to level 11 and look for diamonds. That's kind of stupid, but maybe I'm wrong. You're right that we should have a clan world and the generation needs to be redone.

4. Go back to 2. I don't think it needs a rework other than the time limit.

5. Sure.

6. Sure.

7. Odd request but ok.

8. Nope. Anvils have a reason to exist and mending books aren't hard to make.

9. Sure.

10. I'm in favor of specialized kits that you can choose to use. For example, it'd be nice to have a Intro Farming kit, or a Basic House kit, etc. I also like the idea of more passive abilities based on the kit. That would be kinda cool and having some of the kits I listed, it would make gameplay more diverse.

12. Yeah, I can't argue there, Most things in the MW backpack are stone, dirt, and others. Would rather sell all of it (or just destroy the non-sellable items like Poppy's) and go back in.

Extra options:

- Instead of having to craft actual farms, we should have virtual autospawners. That way, server doesn't lag when you have 25 pigmen spawners (ahem Power_Outlet) and you don't actually have to worry about issues like storing iron as it just sells it off when you cash out.
 
Okie I'll give my personal opinion on each one of them.


Combine Worlds: Not only would this be super hard to implement, but I also think that doing this would make the warzone obsolete as if people wanted to PvP they would do it there. This also gets in the way of the clan perks! Wizards mythical biomes, Dwarves increased ore generation, etc. Overall I don't mind this idea if the whole gamemode was shifted, but it would be WAY to hard to implement midway through the season.

Add Unique Nether/End: Totally agree with this, I don't think having the shop be the primary source of glowstone and such is a good idea. +1 from me. However custom mobs would be kinda hard :(

Mineworld: Mineworld legit is my baby, so maybe I'm a bit biased but here I go. Mineworld isn't meant to be a late game thing. It's meant to be a steady source of income throughout the way. When you first join, use the mineworld to get some cash, low on cash? use the mineworld. Overall I get what you are saying, but it should be seen as a way to get rarer items (or items you don't want to mine around your base to get). Also pretty sure we removed emeralds from being able to be sold. Overall the shop is supposed to be the rich man's way of obtaining things. The most efficient way will always be the mineworld.

However increasing the price is something I have to look into. When I have the chance ill grind hard as heck for 30m to see how much I make. Can't really give my personal opinion until I do that.

Envoys: I like the idea of what you are saying, but envoys are meant to be something that brings people to the warzone. I feel as if it was sooner, it wouldn't be as worth it. Also there is flares, and once people get manual grinders up, they will be a lot more common due to mobcoins. I'll take a look at the loottables, honestly haven't interacted at the warzone much so again, can't really have an opinion.

Combat Tag: yeah, +1

Mob Stack: +1

Player Collision: +1

/fix -1, doing this pretty much sets a price for mending. And if you have like 30mil, 10k is pennies. You have anvils, and late game you have mending.

Enderpearl Cooldown: +1 yeah coolio

Kit Perks: Kit perks are pretty much clan perks tbh. Kits are meant to be a early game thing. I do think adding maybe a crate key or something could be worth it.

/mw sellall: In the future I think adding a filter and a sell-all feature would be neat, however it takes some time to code and I have bugs to fix. +1 for the future.

all this is my opinion
 
Sorry for the very late reply, lots of ideas here. purducken purducken

Combining Worlds: Definite no for this rendition, but MC LE will keep this idea in consideration for any further iterations.

Unique Nether/End: Added a Nether world, might consider an End world.

Mineworld: Multiple changes were made over time to make Mineworld more viable. The special world generation makes the gamemode just a bit more fantasy. Mineworld will always provide regular generation.

Envoy Rework: Similar to Mineworld, multiple changes over time.

Combat Log: Fixed. Mobs should no longer combat log.

Mob Stack: A mob stacking feature has been added. Def helped with lag.

Player Collision: Not even sure how to go about this besides some ganky plugins. The PvP concern is why you should never AFK near PvP areas.

/fix: Hard no. Mending is already OP enough and can be quite easily obtained from villagers, just takes some work (well worth the work, though).

Enderpearl Cooldown: All parties have equal access to pearls, which already have a base cooldown and deal damage on each use.

Kit Abilities: As PickleZ mentioned, pretty much already exists as clan perks (potions effects). Might be interesting on a smaller scale.

/mw sellall: Already easy enough to sell everything out of your backpack -> empty inventory, throw as much as you can from MW backpack to inventory, /sellall, repeat.

Thanks for the suggestions,
Minecraft Leadership Team

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