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What is your suggestion's title?
Suggestion Details:
How could this idea help improve JartexNetwork?
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SuperMariobrine
What is your suggestion's title?
Several Prison Suggestions Part 6
Suggestion Details:
Soul Cave Content: I didn't think I would be making another Soul Cave Suggestion after the latest update, but here we are. We were all so excited to hear that the Soul Cave was not only being extended and was made much bigger than before, but it also was finally getting more mobs besides the Soul Zombies for us to fight. We have no problems with the former, but we are depressed about the latter. When we entered the first layer, we saw the Soul Guard Zombies which we expected since they were already here since the Soul Cave debuted, but when we traversed further down into the cave, we were sorely disappointed to see that all of the new mobs are exactly the same as the Soul Guards on the first layer, just renamed and wearing different clothes. We wanted NEW mobs, more zombie-esque mobs was not what we had in mind, mobs with their own different abilities is what makes them fun to fight, having every mob look exactly the same is boring and does not provide any threat to us (speaking of which, the mobs don't hurt us whatsoever, they don't do anywhere near enough damage to hurt even a player in starter gear, even the Dreadlords, the supposedly strongest mob can't hurt us unless we are completely stripped of armor). Also the health scaling between each of them is a bit unbalanced, all of them feel like they take forever to die, even the weakest mob, the Soul Guard is a chore to defeat when it should not be the case. Please understand that more health does NOT mean more difficult, for most of us, it means more annoying, reduce the amount of health between each mob considerably and give DIFFERENT swords to those capable of wielding them to match their difficulty level. Next is the reward for killing the mobs, we do NOT need anymore token sources, we have like fifty ways to collect tokens that are 20x easier than killing mobs. Everybody can get more tokens from mining for 1 minute than from selling MULTIPLE mob drops at that for a small sum of something that we have too many sources of obtaining. Crystals and Beacons on the other hand are much, much harder to obtain than tokens and have very few sources to obtain them from, change the rewards to crystals and/or beacons to provide us a better incentive for fighting these mobs.
Soul Cave Mobs:
Soul Guard: Zombie, 400 health, wields a Stone Sword(Sharpness 10), Speed I, drops 20 adventurer exp, drops Soul Guard Scale: sells for 1 crystal
Haunted Witch: Witch(make it the real Witch from vanilla minecraft), 800 health, Resistance I, drops 40 adventurer exp,
drops Witch Blood: sells for 2 crystals
Change the name Lava Hound to Hot Head: Blaze, 1200 health, wields a Golden Sword(Sharpness 15, fire aspect 4), Regeneration II, drops 60 adventurer exp, drops Lava Bubble: sells for 3 crystals
Dark Knight: Zombie Pigman, 1600 health, suffers no knockback, wields an Iron Sword (Sharpness 20, no fire), inflicts blindness on hit for 2 seconds, drops 80 adventurer exp, drops Dark Knight Stone: sells for 5 crystals
Dreadlord: Wither Skeleton, 2000 health, suffers no knockback, wields a Diamond Sword (Sharpness 25, no fire), Thorns V, drops 100 adventurer exp, drops Dreadlord Tear: sells for 10 crystals
Dark Soul Shop Items: There is not much to complain about in the Dark Soul Shop because the pets are randomized now, but the shop is still lacking in variety of items. There are only pets on sale for Dark Soul Gems and there was a Warden set on sale before it mysteriously disappeared. Then this season with the reworked dark soul shop, the mechanic has changed but there is still a lack of variety with the stock. Add more items that will prove the "must-have in order to become the best prison player" statement true.
Warden Special Set: 350 Dark Soul Gems
Gangster Special Set: 300 Dark Soul Gems
Smuggler Special Set: 250 Dark Soul Gems
Bandit Special Set: 200 Dark Soul Gems
Hitman Special Set: 400 Dark Soul Gems
Shadow Pickaxe Box: Stone Pickaxe (Efficiency: 750-1000, Fortune: 500-1000, Explosive: 2000-3500, Jackhammer: 1000-1650, Token Greed: 100-350, Soul Amplifier: 1-8, Soul Crystal: 1-5, Soul Luck: 1-13): 1000 Dark Soul Gems
Runed Dagger: Golden Sword, (sharpness 20, unbreaking 20, Soul Bane: 1-10): 500 Dark Soul Gems
Ancient Scythe: Iron Hoe, (sharpness 40, Soul Bane: 5-10, Soul Leech): 1,200 Dark Soul Gems
Fly Command Voucher: 900 Dark Soul Gems
Ghast Autominer Skin: Throws Ghast Fireballs occasionally as it mines, breaking blocks in a radius about the size of TNT: 1000 Dark Soul Gems
[Reaper] Tag: 2,304 Dark Soul Gems
[Soulless] Tag: 2,304 Dark Soul Gems
[Immortal] Tag: 2,304 Dark Soul Gems
[Herobrine] Tag: 2,304 Dark Soul GemsKits Gkit Container: 1,000 Dark Soul Gems
Mystery Treasure Crate: 2,304 Dark Soul Gems
Minesuit Upgrades: This is a feature that has existed almost as long as the minesuits themselves have existed, but the problem was that the bonuses are so tiny considering how expensive they are. Nobody wants to spend thousands upon thousands of crystals on very minimal improvements when we rather use them for the mystery man and other important purposes. Beacons on the other hand are only used for prestiging and that's it, they could benefit from having another purpose besides just prestiging, change the upgrade requirements for upgrading minesuits from crystals to beacons, the ore collecting part is fair game for the most part (just the prices from level 17 to 25 could use some tweaking).
QoL features: These are just a bunch of Quality of life additions that will overall improve the quality of Prison in several departments:
Add a section to /menu and /help that talks about /skills and /duels so people can also take notice of that when looking for help. Mass /Merchant option when crushing our pickaxes into tokens, because sometimes we end up collecting a lot of pickaxes we don't need and can benefit from their token value, this works similar to the /tinkerer system for crushing crystal books and enchant gems.
Compact the Vote Armor and Tools and the Rare Armor and Tools from the Vote and Rare Crates to save inventory space when we're opening keys, besides they may be used more often as backup armor for PvP if they don't take up our inventories and player vaults all the time.
Speaking of which, add an option to delete player vaults in the player vault screen, because sometimes we may end up redeeming more player vault vouchers than intended and it becomes too cluttered, so we want a way to cut down the amount of player vaults on us if we feel it's too much.
Add a /reroll toggle command so we have the option to choose when we want to use the reroll tokens we accumulate.
Make it so the % rankup cost gems and the rankup vouchers apply to /prestiging too and not just the regular mines, because after clearing the A-Z mines they become useless, so they can benefit in helping us with prestiging.
Finally, add the permanent versions of the Thug rank into the Vote crate, Criminal rank into the Rare Crate, and Blackhat rank into the Ultra crate to allow their permanent forms to be obtainable in-game. It doesn't make sense to only have the permanent versions of the top three ranks and then leave the bottom three ranks only buyable on /buy and the store when those ranks are much less likely to be bought.
Scrolls Gkit: At the moment, the Scrolls Gkit is the weakest Gkit and is really lacking, so add more scrolls to the Gkit that people won't find elsewhere: crop counter, gem box counter, star crate counter, token and crystal counters exist but now have another source, treasure counter (for the sea lanterns), soul gem counter, and kill counter. Also maybe include a scroll that hides (not disable) the numerous enchantments flooding the pickaxe(or just simply add an option to /settings or something). I'm not sure how many people are aware of it, but some of the above scrolls are listed in the scroll toggle menu. So as well as adding more scrolls, implement the ones that are unobtainable at the moment, like as loot from treasure loots & lucky mining boxes and buyable from the mystery man.
Money Pot/Token Bowl: These two vouchers are dropped pretty frequently from the vote and rare crates, but a lot of people don't bother opening them because of how annoying it is to wait through the roulette for both of these just to receive a small amount of tokens and money that could easily be mined for in a shorter amount of time than the roulettes. Either completely remove the roulette animations in the money pots and token bowls and make them give the tokens and money automatically or allow players to esc out of it to get a random amount of tokens/money like we can with the mystery bomb crates from the vote and rare crates that gives random bombs, it will make opening these so much easier and worth opening.
The Collector or Mail Delivery: These past two seasons definitely felt different with the absence of the Collector, since the mail delivery took over the job of holding the things we find from mining. The downside to this though is that there is no way to claim all of our items from the mail delivery at once, it's also annoying when it keeps booting us out of the menu every time we claim an item, contrary to the Collector that gave us everything after typing one command. Now the thing is, most of us that are familiar with the Collector really prefer to have him hold our loot for us while we're mining since it has been around for so long that it feels like second nature to type /collector every time we finish mining, it feels more organized to have a NPC to their own job rather than combining both into one, he's even still at spawn and his command still exists even though everything we earn goes to the delivery. Removing him in place of the mail delivery was a weird move that not all of us are comfortable with, but of course if there is no changing your mind on removing the collector, then I have an idea. Anyway there needs to be a solution to the issue with claiming our spoils from mining. There was an issue some of us had with the collector in the past couple of seasons, regarding the inventory-saver feature that limits how much the collector dumps into our inventory when we claim it. Either switch our loot path back to the collector AND add a toggleable option in /settings named "inventory-saver", which toggles whether the collector prevents the player's inventory from overfilling with drops when they claim their loot from the collector (this option wouldn't pertain to the mail delivery so the delivery will still hold onto items obtained from opening the crates at spawn if the player's inventory is full). If you really still insist on removing the Collector completely in favor of the Mail Delivery, then at least add a /claim all button in the mail delivery menu so we can collect all of our loot from it at once instead of having to tediously click each item one by one and repeatedly typing the command.
How could this idea help improve JartexNetwork?
1. Once again, unique mobs will be more fun and changing the drops will encourage us to engage in combat with them.
2. The Dark Shop is pretty scarce in inventory right now so adding more items will attract more people to the Dark Soul Cave.
3. This change will encourage us to utilize the minesuits' upgrade factor finally and provide another purpose for beacons.
4. These changes/additions will improve the experience and make the player base feel more comfortable.
5. Gives the Scrolls Gkit a long needed upgrade and adds a lot more scroll variety, each with different purposes.
6. Another QoL feature that will make opening these much easier and more worth our time.
7. It will help settle this debate between having the Collector or the Delivery store our mined treasures.
Extra Information:
To whoever tags this if this is partially accepted, maybe you could explain why some of the things I list aren't added or if the developers are considering adding them in the near future, because I want to get some input on what additions are viable for this gamemode and if some are just more difficult to implement than others.
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