Thanks to a couple of individuals I do not need to mention I've been encouraged to write down all my suggestions here. At first, I thought it would be a survival-only thing but after checking most if not all my suggestions could apply to most gamemodes/realms.
These suggestions vary in "doability" so I've sorta ranked them in 3 tiers from easiest/simplest to implement to more complex and some are straight-up revamps, so I'll be writing them down in order.
Most changes I do not expect to happen, especially the complex ones. But they're ideas I had that I'd like to throw out here
Simple Changes:
These suggestions vary in "doability" so I've sorta ranked them in 3 tiers from easiest/simplest to implement to more complex and some are straight-up revamps, so I'll be writing them down in order.
Most changes I do not expect to happen, especially the complex ones. But they're ideas I had that I'd like to throw out here
Simple Changes:
2. /trade Inventory size-up: Make it so I can trade more than 4 items at once in /trade, it's slightly frustrating especially when risking someone just backing out before trading the rest of the items.
3. Easier Money Trading: Remove the 100k coins/money trade amount (most people don't reasonably use that in survival/sb) and replace it with a 1 billion one. Or replace it as Jcccb said with a text input of how much you want to send over which would make things so much easier.
4. Make Boss Spawns Easier To Obtain: Pretty self explanatory, instead of just being a rare item from P quests or something along those lines make it an item obtainable in ancient/legendary/mythical crates, makes them easier to obtain while also making opening said crates more desirable.
Advanced Changes:3. Easier Money Trading: Remove the 100k coins/money trade amount (most people don't reasonably use that in survival/sb) and replace it with a 1 billion one. Or replace it as Jcccb said with a text input of how much you want to send over which would make things so much easier.
4. Make Boss Spawns Easier To Obtain: Pretty self explanatory, instead of just being a rare item from P quests or something along those lines make it an item obtainable in ancient/legendary/mythical crates, makes them easier to obtain while also making opening said crates more desirable.
5. Parkour Race: Add a minigame similar to duels but make it a little parkour course that people can do, and make the difficulty/maps selectable. Would be nice but not necessary to allow players to bring in items of their own as well (for items like double jumps or e-pearls)
6. Boss-Specific Items: A new kind of boss drop that is strong, but can not be held in hand unless at /warp boss/during a boss fight. This could make bosses easier to fight while not affecting pvp. An alternative way is to add an sva that does bonus damage to bosses instead. Either way, I think items that could affect boss fights but not pvp would be nice.
7. Pond Change: Add in prestige-only ponds that could be exclusive to players who passed a certain prestige, like a pond for prestiges 1-3, 4-6, and 7+ prestiges. This would also buff the drops from each pond making it more desirable to prestige, as nobody really wants like a 10k coins as a reward. They could add a really rare crate key or myth crates or even a slight cubit payment in the higher-ranking ponds. This would also simplify the pond quest for prestigers as their ponds do not have as many people.
8. Boss Item Selection: After a boss fight each player would unlock more possible drops at certain damage done, so for example getting the Top 5 in damage would give 1 extra item, the Top 3 would be 2, and the highest damaging player could get 3 extra choices. I do not mean give them that many items but instead give them that many extra rerolls or that many items to choose from. This would decrease the disappointment when you carry a boss HARD and just end up with a trench pick or money pouch.
Complex Changes:6. Boss-Specific Items: A new kind of boss drop that is strong, but can not be held in hand unless at /warp boss/during a boss fight. This could make bosses easier to fight while not affecting pvp. An alternative way is to add an sva that does bonus damage to bosses instead. Either way, I think items that could affect boss fights but not pvp would be nice.
7. Pond Change: Add in prestige-only ponds that could be exclusive to players who passed a certain prestige, like a pond for prestiges 1-3, 4-6, and 7+ prestiges. This would also buff the drops from each pond making it more desirable to prestige, as nobody really wants like a 10k coins as a reward. They could add a really rare crate key or myth crates or even a slight cubit payment in the higher-ranking ponds. This would also simplify the pond quest for prestigers as their ponds do not have as many people.
8. Boss Item Selection: After a boss fight each player would unlock more possible drops at certain damage done, so for example getting the Top 5 in damage would give 1 extra item, the Top 3 would be 2, and the highest damaging player could get 3 extra choices. I do not mean give them that many items but instead give them that many extra rerolls or that many items to choose from. This would decrease the disappointment when you carry a boss HARD and just end up with a trench pick or money pouch.
9. Boss Revamp: Ok I'm sure I'm not the first to say this but... Bosses are so damn boring, I'm sorry but this is supposed to be a difficult challenge that I need to work with friends in, Not an auto-clicker simulator... There are no phases, nothing distinguishing between each boss other than drops, and no attacks other than the same "Throw into air attack", "Stun attack", and "Hit attack". I feel each boss should be given some personality. Give each of them at least 1 unique attack. Make them summon minions that I need to defeat to kill the boss. And for the love of god add some sort of dodging phase, while also making the arena flatter and more open.
10. New /shop idea: I'm not sure where or how this could be implemented (But this could be a good option for the new Lifesteal realm). The main point is that items are sold and bought based on supply and demand. So you couldn't buy wood for example if nobody sold wood, and so it could encourage players to find and sell items that people seem to want and that not many people are selling. I'm sorry but having massive IG farms be the best and only effective way to make money just sucks. In the new Lifesteal realm this could make people try to look for items that could be bought low and resold high as a different item. It would also make people actually need to go get blocks themselves if nobody is selling them. Which honestly I feel makes it more like an actual "survival" experience (Assuming Lifesteal will be somewhat like survival)
11. Dungeon Crawler: They could make it so that there's a specific dungeon crawler gamemode (not a standalone realm but like a mini-realm inside each realm, kinda like /festival) Where you and optionally a team join in with no gear and you have to work your way up through boss fights and dungeons, getting stronger items that don't need to be that unique or special, they could even use svas from old crates in it it doesn't really matter. While also collecting money from each boss/enemy kill, which will be used before each boss fight where players can use said money to upgrade/enchant one of their gear or their own stats such as hp and speed. Make it endless or preferably limited, going through floors/rooms killing monsters and bosses until you reach the top of the top with the final boss. Kill it or die along the way and you will be given a choice between a few items depending on how far you got, of which some could be svas that are unique to this gamemode. The dungeon does not need to be randomly generated, hell it could be manually changed every month or so, to give people a chance to get better at it throughout the month. This idea is by far the MOST ambitious project and probably will never happen, but I feel it could add a really fun mode that is worth grinding for while not being in and of itself "grindy". For how money could be involved/ in it (as I'm SURE Mana needs to make some money if they decide to make such a thing), they could make it so that players could re-roll their options at the end of a run, or get more/better upgrades before each boss using cubits.
In the end, these are all nothing but my opinion, please share any ideas of your own or any criticisms/changes you would make to my suggestions.
10. New /shop idea: I'm not sure where or how this could be implemented (But this could be a good option for the new Lifesteal realm). The main point is that items are sold and bought based on supply and demand. So you couldn't buy wood for example if nobody sold wood, and so it could encourage players to find and sell items that people seem to want and that not many people are selling. I'm sorry but having massive IG farms be the best and only effective way to make money just sucks. In the new Lifesteal realm this could make people try to look for items that could be bought low and resold high as a different item. It would also make people actually need to go get blocks themselves if nobody is selling them. Which honestly I feel makes it more like an actual "survival" experience (Assuming Lifesteal will be somewhat like survival)
11. Dungeon Crawler: They could make it so that there's a specific dungeon crawler gamemode (not a standalone realm but like a mini-realm inside each realm, kinda like /festival) Where you and optionally a team join in with no gear and you have to work your way up through boss fights and dungeons, getting stronger items that don't need to be that unique or special, they could even use svas from old crates in it it doesn't really matter. While also collecting money from each boss/enemy kill, which will be used before each boss fight where players can use said money to upgrade/enchant one of their gear or their own stats such as hp and speed. Make it endless or preferably limited, going through floors/rooms killing monsters and bosses until you reach the top of the top with the final boss. Kill it or die along the way and you will be given a choice between a few items depending on how far you got, of which some could be svas that are unique to this gamemode. The dungeon does not need to be randomly generated, hell it could be manually changed every month or so, to give people a chance to get better at it throughout the month. This idea is by far the MOST ambitious project and probably will never happen, but I feel it could add a really fun mode that is worth grinding for while not being in and of itself "grindy". For how money could be involved/ in it (as I'm SURE Mana needs to make some money if they decide to make such a thing), they could make it so that players could re-roll their options at the end of a run, or get more/better upgrades before each boss using cubits.
In the end, these are all nothing but my opinion, please share any ideas of your own or any criticisms/changes you would make to my suggestions.
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