Some Ideas to lessen the P2W aspects of prison

Discussion in 'Prison General Discussion' started by abbs, May 17, 2021.

  1. abbs

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    Abbskababs
    Some ideas to help with the P2W aspects of prison:
    (Most of the /kit's will have a rework suggested)


    [Coal]
    - Ability to make coloured signs; This seems fine to me as it's not entirely necessary and not being able to do it will not put you at a disadvantage. You can also ask other players to make a sign for you if needed.
    - /Warp DMine (Access to the donators mine); Up until this season i'd have said this is fine due to the pvp mine (Which is better anyway) how ever, since the addition of private mines i no longer feel this way. While other players who have a rank can set there mine to DMine rookies cannot and in my opinion this puts them at a disadvantage. How is it a disadvantage you might ask. For rookies they would have to go to pvp and would not be able to benefit from other perks of the private mines (Extra blocks, More tokens, Extra pickaxe xp & beacon effects). To combat this issue and add to another aspect of the game i'd recommend adding the option to unlock the pvp mine from reaching a certain Combat level. This would encourage both rookies and ranked players to pvp due to the mine having less stone in it, while also adding a reward to the pvpers who get combat levels. It also makes sense due to most pvpers mining to get gold for gaps.
    - /kit Coal; Kit coal could use a slight rework in my opinion. Instead of the plain diamond armour give them Protection I, Unbreaking I armor. The Sword could be Sharpness I, Unbreaking I. This change would be to make up for the /kit pvp being almost better than kit coal while still keeping it from being op.


    [Iron]
    - /PTime (Change the players time); This again i think is fine as it is in no way over powered.
    - /back (Teleport to your last location); I'd say its fine as it isn't game breaking in the sense where ever it takes you, you can get back to anyway so for that reason i don't see it as P2W
    - /kit Iron; Kit iron could instead be Protection I, Unbreaking II armour with a Sharpness I, Fire aspect I and Unbreaking I sword.


    [Gold]
    - /Seen; Seen isn't necessarily op as again you can ask other players to run the command for you.
    - 2 Plots in plotworld; This could be seen as being P2W as it allows players to have more spawners than rookies. I Cannot think of a way to combat this issue though.
    - /hat; This is not pay to win purely because its cosmetic and has no real purpose
    - /Workbench; This could be seen as op due to being able to access a crafting table while in pvp etc, this could be changed just by adding more work benches to the map
    - /kit Gold, Kit Gold could be changed to Protection II, Unbreaking II armour with a Sharpness I, Fire aspect I and Unbreaking II sword.


    [Lapis]
    - /invsee (Look inside Inventories); This could be seen as over powered but you can always ask someone else to check & you can use texture packs that show the armour enchants etc (These are not allowed on UHC) so i don't think this is too P2W.
    - x1.5 sell Multiplier on all [Sell] Signs; This is quite over powered but with sell shops & 2x boosters it's not so bad.
    - /kit Lapis, Kit Lapis could be changed to Protection II, Unbreaking III armour with a Sharpness II, Fire aspect I and Unbreaking II sword.


    [Emerald]
    - 3 plots in plotworld; Again, Over powered due to the imbalance it gives, Rookies can get 15 spawners before having to prestige while a ranked player can have up to 60 before need to prestige.
    - /Fly (Disabled in PvP), Honestly i don't see /fly as being overpowered due to it only working in certain areas.
    - /kit Emerald, Kit Emerald could be changed to Protection II, Unbreaking III armour with a Sharpness II, Fire aspect I and Unbreaking III sword.


    [Diamond]
    - Ability to talk in chat in colour; This is not that op considering it mostly gets used for cosmetic purposes.
    - /Bottle Ability to bottle up Exp into a bottle; This can be quite op in my opinion purely because i'm good at maximising xp and not being able to bottle puts you at a massive disadvantage when it comes to enchanting & repairing. I believe this could be solved by improving /bottle for players diamond rank and above by adding "/bottle 1395 64" (Middle number xp amount, end number amount of bottles) which would bottle a stack & "Bottle 1395 all" (Middle number xp amount) which would bottle all there xp into that amount. With this in place ranked players still would have a perk and would allow for Emerald rank and lower to bottle xp with out losing the perks value.
    - /Kit Diamond, Kit diamond could be changed to Protection III, Unbreaking III Armour with a Sharpness II, Fire Aspect II and unbreaking III sword.


    [Bedrock]
    - x2 Sell multiplier on all [Sell] Signs; Again over powered but at least a little balanced start of the season.
    - /enderchest (Portable Enderchest); This is not over powered in my opinion due to the /pv 1 & 2 perk.
    - /kit Bedrock, Kit Bedrock could also Protection III, Unbreaking III Armour with a Sharpness III, Fire Aspect II and unbreaking III sword.


    [Legend]
    - Broadcast in chat when you join the server; This is another purely cosmetic perk that does not affect game play at all.
    - x2.5 sell multiplier on all [Sell] Signs; Again over powered but at least a little balanced start of the season.
    - /kit Legend, Kit Legend could be changed to Protection IV, Unbreaking III with a Sharpness III, Fire Aspect II and unbreaking III sword.


    [Immortal]
    - Receive 1 ancient key every month monthly reward; I don't mind this purely because they items got from them are usually not that good *cough* beacon *cough*
    - 4 plots in plotworld; Again, unfair due to the difference in spawners.
    - /kit Immortal, Kit Immortal could be changed to Protection IV, Unbreaking III with a Sharpness III, Fire Aspect II and unbreaking III sword.


    The reason for the change in the kits is because most of the armour cannot exist with out the use of commands meaning it only exists because of kits. changing it to have two protection IV sets may seem over powered but its really not when you consider the extra protection provided to the players by the impossible enchants.

    I hope some of the ideas i listed here can help lessen the pay to win aspects of the server. If you have any ideas and or feed back i'd love to hear them.

    Thanks for reading!

     
    #1 abbs, May 17, 2021
    Last edited: May 19, 2021
  2. micunmuted

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    PLARPS
    This is a good suggestion and will reduce the p2w by a lot. I think it is a great idea to make kits less OP. I also like the amount of work put into this. Every cosmetic based thing for ranks is fine. kits don't need a big nerf at all. It can be a little change that will help rookies and lower ranks be able to fight back easier. I think the multiplier should be reduced by a little bit since its x2.5 I will have to give this a +1
     
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  3. BlockyBeach

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    BlockyBeach
    Good ideas!
    I agree with these ideas.
    About the Diamond rank /bottle, that was an idea that had already been floating around :D
    +1
     
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  4. Haylos

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    Haylos
    Good post abbskebabsbakabebs, hopefully this can be implemented in the future. Although i think ptime should be availabe coal+
     
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  5. abbs

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    Abbskababs
    I Personally have actually mentioned the /bottle thing before so it may have been from me, thank you for the feed back :3
     
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  6. abbs

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    Abbskababs
    Thank you for the ideas! <3

    I agree with the x2.5 being reduced although it'll definitely make mining slower ;-;
     
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  7. iTrypt

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    iTrypt
    Love the idea of this, and I really agree with it, and it would definitely help in lowering the pay-to-win aspect.
    +1
     
    abbs likes this.

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