- Ovq's take on Prison update ideas -
Note: While I won't go in depth of how the ideas I'm going to be mentioning next, they should really be tested and tweaked so there aren't problems and or exploits before the reset is released. (Heavy emphasis on balancing things)
I'll be separating these ideas into 3 groups:
• QoL & Misc (Small changes that won't do much but will make the gamemode easier, less annoying and overall more polished)
• General (Changes that are intended to the majority of the prison player base, such as PvP changes, new enchants, and other common things)
• Competition (Changes that affect more of the competitive side of prison, such as high prestige players or gangs that are looking to win weekly or final gang top prices. These include economy, gang related things, pmines, etc)
• QoL & Misc •
1) Prestige level colors (Prestige text & number changes every so often so it's not all yellow)
2) Prestige being the primary or secondary factor taken into account when organizing players in tab.
3) Banknotes for not only money, but also tokens and crystals (/tokensbankntote & /cyrstalsbanknote for example)
4) Option so you can automatically prestige without having to rank up from A to Z (It can be a option somewhere in /prestige or something. It could also require a donator rank, just like /rankupmax needs criminal)
5) Option to toggle prestige announcements on and off.
6) Add /stats, where you can see your stats and others (Include Balance, Multipliers, Rank, Prestige, PvP stats, etc)
7) /leaderboard command where you can see certain leaderboards (Online time, KIlls, Blocks mined, Balance, Tokens, Crystals, Prestige, top gangs,)
8) Add a particle whenever Jackhammer procs.
9) Add some lore on pickaxes & backpacks that shows who the original owner of the item is.
10) Options to make the sell summary not so intrusive.
11) /ah prices should have the option to be shown as the full number or a formatted version (K, Million, Billion, Trillion, etc)
12) Add /faq, where new players can see how prison works and how they can do things, as when you start out you don't exactly know what to do and what features jartex prison has.
13) Ability to open multiple keys at once (This map I've been stuck with more than 1 double chest of rankup keys that I don't even want to open since it would take too long)
14) Add /compact so that drugs can be compacted to 1 item thats enchanted (Example: You have a 145 shrooms, you type /compact and you obtain 1 compacted shroom and you are left with 45 normal ones)
15) Settings to enable or disable afk notices.
16) Change the prisoner set to Chain-mail armour.
17) [item] [ah] and [inventory] support in both gang chat and cell chat.
18) Particle trail for godfathers. (Credit to Andeh)
• General •
1) New currency: EXP. Obtain exp by mining blocks, sponge, or from treasure, and spend it on Mythical upgrades, which will increase the level cap for some pickaxe enchants such as Jackhammer, Explosive, Veinminer, Fortune, Treasure seeker & hunter and maybe others. You will also be able to upgrade your backpacks once they reach max capacity. NOTE: I'd be really nice if exp was only obtainable from any form of mining and not from crates, to promote actual grinding instead of having maxed out backpacks and pickaxes
2)Enchant Changes:
a) Explosive, Jackhammer & Veinminer cap at level 3000 and can be increased to 5000 with Mythical upgrades.
b) Explosive makes circles (clean circles at 5k please), Veinminer is like explosive but instead of circles it makes squares (smooth at 5k too thanks); even tho its not a enchant change, make mines cover a larger area so that jackhammer gets a indirect buff.
c) Lucky no longer gives (lets be honest here) useless lucky boxes. It now boosts the EXP you get from mining blocks.
d) Treasure rework: instead of finding chests and having to right click them, add a pop-up in chat saying that you found treasure and you can find it in /treasure. Also balance so that it can give small 1-5 minute personal boosters, 1-2% rankup cost, mining keys, exp, and some other things. Both treasure hunter and seeker enchants are good as they are, but they could perhaps be combined into one and require the players prestige to be 5.
e) New enchant: Wither. Wither will break blocks all around the mine once you start mining in it. An example would be, for every 50 block broken including the ones broken by a enchant, 1 random block that is still left in the mine will be broken as well. Also add the required prestige to be like 10 or so.
f) Remove charge and pickaxe energy. Nobody likes it and it's annoying.
3) Pmine changes:
a) You should be able to reset the mine even if the leader of the pmine is offline.
b) There should be a setting in pmine settings to allow members to claim tax, and add a confirmation GUI once you do.
c) Maybe add a upgrade where you can increase the size of the actual mine itself (This might take too much work).
d) Upgrade the % of the mine that is sponge (It's currently 0.02%, maybe add upgrades all the way up to 0.05%)
4) New bank robberies (or koths). They can be held once or twice a week; they work like outpost does on factions (where the more members of a team are standing on it, the faster it can be captured and if a enemy steps on it, it gets frozen), but once it's been captured by a gang, the gang receives a 3x gang booster that lasts for 20 minutes of a randomized category (Money, Token or EXP). It should take more than 5 minutes to capture. (Credit to Bout2FuqUup)
Now while this is a nice addition to prison and would make PvP a bit more relevant, it should only be implemented if the massive cheater problem is fixed, as attempting to capture a koth with 5 speed cheaters with antikb, blatant reach etc would be impossible.
5) Update gkits;
a) Make scrolls a bit more useful, such as adding exp, tokens, blocks mined, kill counter. Reduce cool down to 3 days.
b) Update gkit PvPing to be better than godfather but not Prot 50 sharp 90
c) Add godfather in gkit kits and change the amount of kits (More kits on lower ranks). Reduce cool down to 3 days
d) Treasure gkit should be updated like on other game modes, to include mystery gkits,
6) Gang quests that require x amount of broken blocks should be reworked so that if they're broken from a custom enchant, it should also count.
7) Fix gang vaults, and add some sort of log (like on factions, /f inspect shows who took items and put them back from a chest) so gang leaders can know if anyone took items without their consent.
8) More varied gang quests, such as obtain x amount of EXP, obtain x amount of Tokens, open x amount of treasure, and other things.
9) Boosters that affect only gang and their gang mates, as well as EXP boosters.
10) Drugs seeds cost EXP instead of tokens.
11) Drugs sell prices should be attached to the prestige and not the rank (Right now, if you're rank A they sell for nothing compared to you being either rank Y or Z)
12) % Rankup cost should be either vouchers (but shouldn't be extremely common to the point people buy them instead of grinding for money) or should give the money based on your prestige.
13) PLEASE remove the special sets from ultra/god keys. Most of the players that actually get to open these keys don't care about PvP.
14) Keyfinder should give keys more frequently, but high tier keys should still be hard to find.
15) Update the mysteryman so that it has better offers and don't make it a limited amount for the whole server, make it a limited amount for each individual player.
16) Either remove /autominer completely or completely remake it. (THIS SHOULD REQUIRE TESTING, we all know how well this seasons autominer went)
• Competition •
1) Make insiding against the rules. In skyblock and in factions, insiding isn't allowed. In prison, it's extremely easy to inside, as you only have to take a couple of items and that's it. Without insiding being disallowed, team play is, in a way, discouraged unless you have a really strong bond with your gangmates.
2) Gang value should give something apart from what is pennies at the moment (I'm obtaining 300 million every 5 minutes when our gang has spent around 2 sextillion on gang value). One idea is to have a chance to obtain a gang booster every x amount of time, and the higher the value the higher the the chance you will obtain one.
3) So that gang levels actual mean something (like on factions, they give faction tokens to give some boosts), gang levels should give some sell booster, like 1% every level (while its a small one, it encourages gangs to still focus on quests to have an advantage)