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TheBridge Update The Bridge: Tiered Shop System & Rotating high-value Items.

Joined
February 2, 2021
Messages
269
Points
70
IGN
ria
Minecraft Username:
ria​

What is your suggestion's title?
Update The Bridge: Tiered Shop System & Rotating high-value Items.​

Suggestion Details:
Hello, Jartex Team,

My main game is The Bridge, so I play almost daily and record videos in The Bridge, and I noticed that while the basic gameplay is fun and fast for all players, the Shop System feels a little too static.
Games often follow the same repetitive strategy, with little change.
We need an update to the Shop to make everything much more interesting and interactive.

Problem : The current Shop System lacks depth in both progression and economic balance.
There are few Items in the Shop and many of them are overpriced or worthless. This limits strategic diversity.
Without good, valuable purchases during the game, this leads to a flat gameplay curve with limited decision-making.

Suggestion: Introducing a Tiered Shop System, combined with Rotating high-value Items, designed to create a clear progression during a game and to think about and adapt new scenarios and combat strategies.
The game can become more interactive, if there were more valuable Items in the Shop.

Shop Structure/Tier Segmentation: Split the Shop into three clearly defined Tiers:
1. Common Tier: Low gold Price, Adding many more new Basic Items that are always available and have low cost, adding essential game tools to the game.
2. Rare Tier: Moderate Price, Adding new improved utility and combat Items, rarer treasures, powerful equipment, or materials that require significant effort to obtain in-game. These will add tactical depth and strategy to the TB game.
3. Epic Tier: High Price, High-impact Items, powerful equipment that allows for advanced combat strategies, powerful equipment. Examples:
a) Enchanted Golden Apple: Very important and necessary for survival in combat. Accessible only towards the end of the game. Most maps do not have trees, so you can take apples to get Enchanted Golden Apple, so players should be able to buy them, if they want to fight in the maps.
b) Optional for a "WOW" Effect: Elytra (limited durability or fuel-based) introduces vertical gameplay. Optional but "WOW". Accessible only towards the end of the game. Allows for aerial combat and other map traversal. Introduces verticality to the traditionally horizontal gameplay. This would lead to the expansion of combat space in the air, not just on the ground. It would be interesting and challenging in the fight of the 2 teams.
c) High-cost combat Items, Specialized equipment designed for late-game dominance.
During the game, "Windows of Power" can be added to the Shop, meaning short periods of time when Epic Items become available or at reduced prices. These will create memorable moments in the middle of the match and activate the game.
Shop Items should be visually separated by colors, icons, to make it easier for players to find.
Timers should also be added for rotation countdowns. "Recommended Item of the match" highlighted.

Rotating high-value Items will keep the game fresh and prevent player passivity and boredom caused by buying the same common items and following the same strategies in the game.
A subset of Rare/Epic Items rotates periodically (per match/ per day or based on time);
Allows for safe testing of new or experimental Items, if added;
Introduce In-Match Progression Curve: Early, mid, and late-game phases become distinct;
Increase Strategic Diversity: Players must adapt based on economy and availability.​

How could this idea help improve JartexNetwork?
Benefits:
1. Stronger in match progression (early- mid-late game);
2. Increased strategic depth and decision making;
3. Reduced gameplay repetition;
4. More engaging and memorable moments;
5. Better Item balance and meaningful economy.​

Extra Information:
Thank you for your time!
Kind regards,
~ YouTube ria ~​
 
I don't mind this system but lets not incentive players who use diamond armor and strength any further (refering to gapples). I feel the current shop items are very balanced around the kits we have (except tank kit LMAO). While I agree its a survival based game, there is a method to it. Stacked players shouldn't be the sole determiners of which team will win. I understand that you made it a point that they would be available at select moments in a game, but I'd rather not have them at all.

Otherwise its a +1 from me
 
I don't mind this system but lets not incentive players who use diamond armor and strength any further (refering to gapples). I feel the current shop items are very balanced around the kits we have (except tank kit LMAO). While I agree its a survival based game, there is a method to it. Stacked players shouldn't be the sole determiners of which team will win. I understand that you made it a point that they would be available at select moments in a game, but I'd rather not have them at all.

Otherwise its a +1 from me
Ty for your vote, StreamingHacks!
I gave some examples of Epic Items, so we can take the Shop to another level, but only the Devs will decide what they can add to the Shop for TB, if they accept the suggestion.
If everything is kept under control, there will be no problem, but I understand your concern.
 

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