Revolutionize Skyblock

Discussion in 'Skyblock General Discussion' started by SweatyDreamer, Mar 17, 2021.

  1. SweatyDreamer

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    SweatyDreamer
    I have been playing this server since season one of skyblock and I’ve seen this server have its highs and lows. However over the last 2-3 season there have been minimal changes added that changed how people played for comp, with netherwart farming being the main source of income along with one spawner (skeletons in season 9 and snow golems in season 10 and 11). I personally am hoping for some changes that would bring a fresh change to there skyblock community. At the end of season 10 Unadvised posted a forum thread with content ideas that provided many content changes. The following are some of my recommendations, some which are repeats from Unadvised's post which is below.

    https://mccentral.org/community/threads/major-content-ideas-for-the-future.123881/

    1. Add new items
    Though the teleport pads that were added were useful and unique for this season, it has been a long time since new meta changing custom items have been added to skyblock. Items such as the introduction of harvest hoes, chunk loaders, and silverfish spawners brought a fresh new change that allowed for people to make new ways to get to number one and experiment on this economy centered sub server. However as stated earlier the past two season have been nearly identical with the only change being the removal of 100% autosell and the addition of teleport pads. The idea of pets that boost certain tasks such as farming or grinding mobs, minions that will automatically grind for you while offline, block wands to automatically /block items, or a new custom spawner/generator that gives you items such as different ores or items would be nice.

    2. Shifting from Farming
    The main source of income has always been crops and spawner drops in the past seasons have. The meta has shifted from automatic cactus farms to melon farms to harvest hoe nether wart/sugarcane farming. Its been harvest hoe farming for the past few seasons, so a new type of economy would be interesting to see. Reverting back to massive cactus farms or introducing a possible pvp centered economy with an obscure zone style grinding area could also be a possible idea. A possible option could be to use a different eco style on each of the skyblock subservers so that one could be farm based while the other could be pvp based to bring a wider variety of players.

    3. Island Levels Are Too Hard
    Skyblock levels take an extremely hazardously long time to place value. It's to the point that for some of the players who reached is top page 1, it took 10-20 people multiple hours worth of playtime to place all of the emerald or diamond blocks. Two ways to fix it are a island storage and completely changing the island ranking system.
    • In factions there is a system within the faction which allows tnt to be stored with the faction's tnt storage that players could store tnt into for future use. If a similar system was added to skyblock which allowed for emerald blocks, diamond blocks, and sponges to be stored within the island's storage, it would allow for players to have a massive storage of blocks without having to create hundreds of chests for storage.
    • A new level system that has more expensive and high level items could be a better sytem for ranking is top. By making silverfish spawners way more expensive and making the drops from them a non ore based item such as sponges, tnt, or a custom block the value system could be made so that these blocks have 1000 island level points instead of the 1.5 emerald blocks so that it would only take 1000 blocks to reach level 1,000,000 instead of 666k blocks.

    4. Shorter Seasons
    One thing that we always see in the skyblock community is the playerbase slowing decreasing as other subservers reset. By the halfway mark of the season skyblock 2 seldom has more than 25 people on the server. I think that shorter seasons is a MUST in the next reset as the seasons feel to dragged out. Shorter seasons allow for players to be more engaged and for the players who play competitively they can have shorter seasons where they are less burned out. If seasons were 2-4 months instead of 6-8 months, it would mean more resets but also more fresh starts that allow people to enjoy the thrill of grinding beginning of the maps. Another options is alternating the starts of skyblock 1 and 2 so that they are staggered by 6 months (For example sb1 resets in January sb2 resets April sb1 resets July sb2 resets October) so that players who want to have a fresh start can jump to the other server and those who want to continue can stay.

    5. Competitive Skyblock
    The idea of a payout based skyblock has been brought up before and declined, but I just want to bring the option back up. If we look at the success of many of the biggest skyblock servers they have weekly/ monthly payouts for top islands. I know that on MCC skyblock is supposed to be a peaceful more of a survival type server, but many people already do IRL deals and get Buycraft or Keys from playing on skyblock. If a payout was introduced, it would provide an incentive for players to try to get to the top position and allow for more players who are interested in the payout to come play.

    These are just opinions and suggestions that I have that could make skyblock a bit more enjoyable. Please feel free to give your suggestions and opinions down below.
     
    DomoMini, Xermes, QuinKin and 5 others like this.
  2. Pie

    Pie

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    I agree with most points here, I myself am working right now on a season review and suggestions for next one, but there are few things I don't agree with.

    I don't really agree with adding more items as most of them (if not all) will be locked behind the paywall of keys and will just make the server more P2W, just like harvest hoes and teleport pads are already.(Yes they are possible to get without paying but it is just much much more time consuming to make money without harvest hoe and at least in sb2 it is basically impossible to buy teleport pads from other people)

    I agree that shifting from farming (or at least from the way farming is right now) is a good idea, but I can't agree with the idea of shifting into pvp based farming as it would not be fair for some as you will have even harder time than as is right now to get money if you are in a smaller team, and it will actually make a difference in possible money depends on your time zone. (And will probably cause problems at kitpvp)

    I have to agree with point 3, as I am pretty much solo with 30 silverfish and if I don't place them every 12 hours I will just be pretty much overflood with them. (Right now I just resort to selling most of them but it will probably wont be an option for long with the such small player base of sb2)

    The 4th point is basically needed because of the stale gameplay which is created by the so little options you have right now; you just farm warts long enough to buy enough sgs and then you are just playing some sort of "limited creative" in your island but have to keep placing emeralds to keep your top spot (which goes back to 3rd point)

    5th main problem is how much would it be paid; if they pay to much it will just make one island probably keep top island for a few seasons in a row, on the flip side if they pay to little it will just not be worth it for people to take top spot for the money and it will just stay as is right now.
     
  3. Cxrtr

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    Cxrtr
    Thought I'd give my bottled up opinion on some of these.

    Farming - I wish this was an easy of a fix as it sounds. The reason people don't use cactus is because it simply cannot compete with the profit and growability of spawners. Spawners grow exponentially with 0 effort, while with cactus you need to place the whole layer of sand, then cactus, then blocks, then fences just to slightly increase your income. There are 2 possible fixes to this. Fix 1 is to increase the cactus price drastically and nerf the prices of manual farming crops and spawners. Fix 2 is to completely destroy the profitability of spawners to allow cactus to compete.

    Island Levels - Not sure if I agree with the storage system, but there definitely needs to be some sort of higher tier spawner for levels. Potentially a mob that drops diamonds for a ridiculous price would be interesting late-game.

    Competitive Skyblock - If you don't want to read the brick of text below - it isn't a good idea. To start off, unlike Factions, there is absolutely nothing you can do to stop the growth of another player/team. Over in Factions, you can raid the player and stay on their walls, but all you can do on Skyblock is outgrind them. This creates a few problems. 1 - Players scripting and using other methods to cheat for value (taking it to extremes with alt islands). 2 - Insides; the only way to alter somebody's income/growth is by sending someone in to grief the life out of that team. With the combination of these two, it completely changes the atmosphere of Skyblock over a few bucks to split between your team.

    With the addition of competitive skyblock, there would need to be an entire new set of rules and a set team of people to enforce and manage these, which I honestly just don't see happening. The only upside to payout is "I get $30 for the 20 hours of farming I did", all at the expense of a garbage environment.
     
  4. BabyJuice

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    BabyJuice
    I agree skyblock is turning really gay. they need to implement changes before server dies
     
    DomoMini and ehoeian like this.
  5. Lxvely

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    Lxvely
    Hi there,

    I have been a long-time Skyblock player (since the Skyblock 3 days), and I have to agree that the past season has been a little disappointing. Season 11 especially underwhelmed me for obvious reasons. I agree with a lot of the points you made; however, I disagree with the point about placing island levels as I think that it should be a challenge to increase your island level.

    Something that I have talked about with a few friends is the idea of a Solo Skyblock realm. This is mainly for people who prefer to do solo islands rather than teams, of course. At the moment, most people prefer teams because it is incredibly difficult to play solo against islands that have 20+ members divided between several islands. I think that if a Solo Realm were to be implemented quite a few players would use it. Of course, there is the added challenge of enforcing a solo mode but I feel like if the rules were laid out explicitly then it wouldn't be too difficult to enforce - similar to how insiding is enforced in Factions, for example. I'd love to know what you would think of this.

    Overall, Good thread

    Have a lovely day :)
     
    SweatyDreamer and BabyJuice like this.
  6. SweatyDreamer

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    SweatyDreamer
    I see your opinion on the payout and alas I will have to agree to it. This was a concern raised in earlier threads which I agree with due to the amount of rule breaking players will go through. Regarding the farming point I mad, I would be leaning more towards fix 1 where the economy changed to a completely different type of farming. The point I made about minions which other servers had used could be implemented as a starting source of income with caps on the amount and type of minions you can have and then later on the ultimate source of incomes would be spawners. For example, if the main crop was changes to wheat and manually farming wheat was the best source of income, farmer bots with a limit of 10 per island could be placed to get passive income, and the income from that could be used to get expensive spawners that drop the best drops. Mentioning Pie's point on new items being caught behind the paywall, minions like these could be added to the shop in order for all players to be able to get easy access. We just need some sort of change from the f11 netherwart farming.

    I think the idea of a solo subserver would be extremely fun to play and would allow both competitive players and players who play for fun to have their individual progress show instead of having mega teams take over the whole sub server. The option of being able to choose between playing with a team or tackling the task of creating your own island by yourself would allow for more diversity. With the teams being smaller, if this were to be implemented the seasons should be around 1 month at the max similar to factions. This is just a thought but if a solo realm were to be added, an option could be to have islands with maybe a 100x100 border where only you can build and then you can explore outside of this area to find different islands for resources. It could be like a survival island type server where there's an economy where you can build your own farms, sell crops to buy spawners like you would in the current skyblock, but in order to get those resources you would have to explore into the void to find different biomes. The biomes could reset daily and change location so people can't find the same islands. This is a completely different take on the skyblock we currently have, and it may be something hard to achieve, but my brain kind of went brainstorming and made this mashup of survival and skyblock.

    Regarding changes I understand it would require a lot of work to get plugins and make the maps, so I undersatnd if a lot of changes can't be made, but I think the community would appreciate the changes.
     
    Lxvely likes this.
  7. CheeseBoi27

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    ItsCheeseBoii
    As much as I dont play skyblock and the reason why I dont is just cause it is to be boring a bit. There is not too too much of a challenge in my opinion. But, there has been server's that I really enjoyed so I think that you're right. Maybe a fresh change and all would help me and possibly other people like it more
     

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