Unfortunately, there are just simply not enough spawners in existence this season.
My clan, the top clan, probably has the most spawner fragments and cores out of anyone on Atlas, possibly more than on Aether too, and even we can not yet afford to make an optimized, sustainable spawner farm.
This has lead to both Atlas and Aether combined, at times, having fewer players than I have fingers. And I have a normal amount of fingers. I'd think having a ton of alts online is better than having this few people, but that's not so much a question for me but more for the creator and owner. I'd also expect that a higher spawner farm rate than current would provide a higher daily return rate of players, extended daily playtime, and a better bottom line for the server. *rubs fingers suggesting money*
I know I was one of the largest pushers for 'no afk to win', but as the results show, I feel like, unintentionally, that's been taken a little too hard. So instead of complaining, here's how I suggest we fix this.
How can we fix this? Well, I feel that it can be done in several ways without restoring the same exponential purchasable spawner system from previous seasons.
First, we must keep in mind the goals of setting spawner farms and systems.
A. No overpowering afk to win and alt to win. This makes the game unattractive for newer players who see it as impossible to reach the top.
B. No exponential growth of spawner farms. This leads to the top players staying on top and controlling the entire economy.
C. It's still a prison server. The larger focus of the game should be on mining.
What should be done to reach these goals?
1. Change random core boxes to random spawner boxes. This skipping of the entire requirement that's the biggest cost for creating spawners is a huge head start towards enabling reasonable spawner farms. This also makes it so that spawner farms are grindable and rewarding at the end of the season and not OP at the start.
2. Have spawners crafted with 4 fragments instead. When killing mobs, I've been experiencing a drop rate of cores to frags of about 4:1. So to me it makes sense if the crafting rate is the same.
3. Change spawner repair cost to 1 fragment, or leave it to only money/cubit. Repairing a 1 mob optimized farm requires an entire inventory of fragments, and that's totally unrealistic in my eyes. 1 fragment per spawner makes it realistic, but not totally reasonable. I do like the fragment cost to repair because it prevents people from being able to afk spawners for an endless amount of time.
4. Keep spawners unpurchasable with money. Previously this lead to the exponential and overpowering spawner farms from previous seasons.
5. Keep the same mob loot prices. I feel the current prices for items are in a good spot, and the high tax on inf chests suggests players use sell wands and chests which reduces afk to win. The only things that need to be fixed are the issues with receiving the loot itself (drop multis not working, looting not working, mob loot when stacked 64+ disappearing, etc.)
That's about all my ideas for spawners.
This game is getting super boring and lame without anything being fixed properly. And it also feels like most of my actual volunteer work (not obligated work) to bring new light to a better game is being ignored or is unappreciated. Also x2, it feels like the ones who said they would be doing this work for us would rather do other things and strain and break the already fragile relationship. Sorry, but I might be dropping out of ManaCube University soon. :/
My clan, the top clan, probably has the most spawner fragments and cores out of anyone on Atlas, possibly more than on Aether too, and even we can not yet afford to make an optimized, sustainable spawner farm.
This has lead to both Atlas and Aether combined, at times, having fewer players than I have fingers. And I have a normal amount of fingers. I'd think having a ton of alts online is better than having this few people, but that's not so much a question for me but more for the creator and owner. I'd also expect that a higher spawner farm rate than current would provide a higher daily return rate of players, extended daily playtime, and a better bottom line for the server. *rubs fingers suggesting money*
I know I was one of the largest pushers for 'no afk to win', but as the results show, I feel like, unintentionally, that's been taken a little too hard. So instead of complaining, here's how I suggest we fix this.
How can we fix this? Well, I feel that it can be done in several ways without restoring the same exponential purchasable spawner system from previous seasons.
First, we must keep in mind the goals of setting spawner farms and systems.
A. No overpowering afk to win and alt to win. This makes the game unattractive for newer players who see it as impossible to reach the top.
B. No exponential growth of spawner farms. This leads to the top players staying on top and controlling the entire economy.
C. It's still a prison server. The larger focus of the game should be on mining.
What should be done to reach these goals?
1. Change random core boxes to random spawner boxes. This skipping of the entire requirement that's the biggest cost for creating spawners is a huge head start towards enabling reasonable spawner farms. This also makes it so that spawner farms are grindable and rewarding at the end of the season and not OP at the start.
2. Have spawners crafted with 4 fragments instead. When killing mobs, I've been experiencing a drop rate of cores to frags of about 4:1. So to me it makes sense if the crafting rate is the same.
3. Change spawner repair cost to 1 fragment, or leave it to only money/cubit. Repairing a 1 mob optimized farm requires an entire inventory of fragments, and that's totally unrealistic in my eyes. 1 fragment per spawner makes it realistic, but not totally reasonable. I do like the fragment cost to repair because it prevents people from being able to afk spawners for an endless amount of time.
4. Keep spawners unpurchasable with money. Previously this lead to the exponential and overpowering spawner farms from previous seasons.
5. Keep the same mob loot prices. I feel the current prices for items are in a good spot, and the high tax on inf chests suggests players use sell wands and chests which reduces afk to win. The only things that need to be fixed are the issues with receiving the loot itself (drop multis not working, looting not working, mob loot when stacked 64+ disappearing, etc.)
That's about all my ideas for spawners.
This game is getting super boring and lame without anything being fixed properly. And it also feels like most of my actual volunteer work (not obligated work) to bring new light to a better game is being ignored or is unappreciated. Also x2, it feels like the ones who said they would be doing this work for us would rather do other things and strain and break the already fragile relationship. Sorry, but I might be dropping out of ManaCube University soon. :/