Intro / Envoys Now Hey folksies ! So I'm sure the survival community is well aware of how silly the envoy drops are this season. For those who aren't aware, here's a lil summary: the envoy drops this season are bank notes (mainly) $500-$5k, blocks (like myclium, soul sand, clay, some others), mediocre enchanted books and armor (p3), nothing that is swirly dirly fitted for survival plugins/features. While complaints can be thrown left and right, like some I've already mentioned and ones I'll prolly throw throughout this post, I think finding some of the root of why theyre bad and ways to make it better (next season) would prolly help fix this messy bit of survival¯\_(ツ)_/¯ I have sprinkled in a few things I've gotten from community (if any y'all intrested). PvP Starting with pvp, where envoys take place lol. PVP is dead this season, and while I've never been much of a pvp sweat in survial I'm sure some of it is because community got what they wanted (1.8 pvp mechanics) but for a price where they basically nerfed gapples n such. Oh, also, survival drama is weird af. I digress. PVP now is dead and envoys end up being around 1-3 people since there isn't a lot of competition for them. Not only that, but there's no incentive to get envoys since they're not really good. They'd def help out new players and rookies, but for donators (esp bedrock+), they aren't that eye seeking. While pvp is where envoys take place, I wouldn't go as far to say it's the big root of the issue.. Also, while survival isn't a pvp-heavy community compared to factions, kit, or prison, there are players who still enjoy(ed) pvp and I think. Last seasons, some of the pvp sweats in survival barely played real survival and sat in pvp collecting gear. Having good envoys would give a chance for all players/branches of the community a chance to get stellar items. Economy (basically shitting on survival lol) A big part of the issue with envoys is that survival doesn't really have a goal or a good eco to begin with. Take Factions and Prison for example, we've kinda already taken skyblock into consideration with the drops envoys already drop. Factions and Prison has goals, now some of their goals spue out into different direction, Like, factions you can go for farming, spawners, pvp, controlling outposts, and leveling up your faction (whether thats with faction tokens, f balance, or whatever factions does). Similarly, prison has options too with pvp, spawners, profit shops, mining slash leveling up pickaxe. While survival has goals in the eco, esp with new features like jobs, it's not like the eco is well balanced. I'd say the main ways money can be made on survival is quests, jobs, selling kits/enchanted items. Exploring free build and selling rare finds like chainmill armor, discs, saddles, gapples, occasionally totems of undying, et cetera isn't that common and doesn't make good money, exception of totems of undying, gapples, and full sets of discs (which again aren't even that common to begin with). Quests were one of the best stepping stones for survival to begin having a purposeful eco when they took out spawners in season 5, but they're quite absurd and not all of them are worth doing since they ultimately won't make money if a player takes all their time to mine gold to enchant 27 golden leggings when they could've sold the gold for more than 15k (weekly quest reward). Not only about making money, but they're not as fun and definetly something that's been suggested in the prison community <https://prnt.sc/101le3m> I think would be something that'd spice up quests, even if they went hand in hand with jobs <https://prnt.sc/101lf0i>. Jobs are insanely unbalanced, they even tried to fix their mistake by buffing farming this season, but the gap between farming, excuvation, woodcutter and mining, fishihng is still quite big. Mining is more common to do than collecting dirt or sand, woodcutting isn't that common (at least for me even when I didn't have building kit) i only farmed trees & wood if it was for a quest or at begining of season when I need chests, farming doesn't have a big use unless players are doing quests, low ranks need foor, occasional villager trading. Fishing, I do not have many [nice] words for it; it's boring, we can thank mccstoreowner. Moving on, compared to other subservers, survival doesn't have a balanced eco and I believe that's part of the issue for Envoys (even times when it was balanced, it didn't stay balanced for long). Why would it be kinda an issue? Prison and Factions and Skyblock has envoys tailored for their economy. Since survival's is kinda all over the place (not to mention, not very consistent over 8 seasons), there isn't *star* things to put in survival's envoys that make them unique. Prison, Factions, and SB all have tokens, and by no means do I think survival should get tokens, but I bring this up since there's a unique-ish item that makes their envoys different. They also have the common EXP and banknotes. Speaking of banknotes, the banknotes on survival aren't that proportional to the eco survival has. They are very low, if anything, I think the amounts should be somewhere near prison's since survival's eco is somewhat largeish despite how dead the sub is. Faction's envoys are unique since they have TNT, c eggs, and hoppers. Simialrly, SB has ores and other weird skyblock things. Survival has a lot of vanilla aspects but also does have custom plugins, and I feel the envoy drops should be more tailored for that. Prison is probably not the best example to compare to, since their drops are kinda plain as well, but still doesn't seem like theyre tailored for something like kitpvp/another sub and moreso tailored for their eco. Alterations/Suggsetions Envoy drops seem more tailored for skyblock (like, since when is soul sand rare) , I know I've mentioned this and so have other players i'll keep on mentioning it.. The drops don't even utilize some of the "custom" items survival has like holo skulls. SB and Factions have envoy drops that'd be found in keys, why again could survival not get this? I think putting job amplifiers and/or totems of undying would be a nice alteration for envoys since theyre more tailored for survival and bring attention to the fact that survival is in 1.12. To put more emphasis on enderdragon events, I think having an end crystal drop would be p cool (legendary or epic drop) since it puts more emphasis on the 1.12 features, gives players more to do, maybe balance out the eco since ghast tears and/or end crystals shouldn't be as expensive as they are seeing since theyre not made up of expensive materials. Rockets and Elytras, although they would take away from exploring end cities, so does ressetting the seed every 28days and never resetting end or nether world- I think it gives a chance for everyone to try an elytra out in mcc, and once youre a week into the season elytras aren't that rare anymore and lose value quickly as the season goes on. Slime is not super useful on survival; however very hard to find and is quite an expensive item, I think at least considering these wouldn't be too bad; they'd also help with quests since i've seen some quests ask you to make sticky pistons. Survival is not like how it was in season1 &2 but adding ores like iron and gold (common) and even diamonds (rare) would be a nice change of pace <https://prnt.sc/101m2ai>. As for items that are dog shit... Remove p much every block that's in envoys <https://prnt.sc/101n6t3>. Survival has amazing builders and amazing plots, but not every player builds and there's only so many plots you can build since majority of players only have 1 plot. Kit building already exists, and I guess having blocks that are not in there is nice, but the blocks that are chosen are not very good and aren't super common to build with, esp on survival where a lot of builds/plots end up being some weird cabin house off of a yt tutorial(jokes). I like the idea of keeping quartz (since it's become not as easy to get when they removed flying in season7), the "shining" blocks are nice as well very good for farming and quests <https://prnt.sc/101m2xn>. Something that doesn't make sense to me is that p3 is a rare-tiered, but p2 is legendary tiered.. With the idea of enchants in mind- sharp, silk, prot, and unb are nice as they are as legendaries (if kept at those levels). Fortune1 seems a lil off, fortune3 isn't that hard to get and most players enchant with a lvl30 table so having a fortune1 book would be kinda useless. I think having some enchants that can be added to ancient/myth gear that already isn't there like depth strider, aqua affinity, feather fallinf would be nice, but might be too much when enchanted gear isn't a good market on survival since it ends up being player's sloppy leftovers, I think having a sweeping of edge book would be a good fit since it puts a lil emphasis on 1.12 and it's a common enchant on people's swords. Basically, the envoys could be more tailored for survival if maybe the items were helpful ways to engage players into some of the custom plugins survival has, more fit for 1.12 gameplay, and aren't random blocks. Here's a 'lil refrence to the envoy drops this season:/ Outro I get part of envoys is to get shitty items, but I don't think it makes a lot of sense for every drop to be shitty. Hopefully some changes can be made about this next season. Have a great day y'all ♡ ( ̄З ̄)
I do agree they should buff the envoy chests because this season pvp isn't really a thing and Envoys are meant to bring people to pvp but earlier today someone got all the envoy chests because nobody wants to go for them anymore as its all the same stuff over and over again. I do hope these are are buffed next map or in the future.
As a former survival player myself I would say Survuval's PVP is pretty dead due to the glitches in warp PVP that aren't fixed (weird KB comparing to other servers, can't eat gap while being hit ) it just doesn't feel smooth to PVP in survival comparing to another sub server like faction or kit PVP. Also, they have change the PVP from 1.9 PVP to a weird 1.8 PVP but with 1.9 stuff which low key make the original pvper quit. At this point I don't really expect the admin to do much about warp pvp in survival but I really hope they consider fixing it next season or just stick to pvp to 1.9