My suggestion is to reduce the amount of challenges to advance to new sets. The current setup let's us skip only 1 challenge from each set. this could prove troublesome as - for example- The advanced set has "More Enderpearls" which requires 160 Epearls to complete (Near impossible without The End) and "Pyrite beacon" which requires a level 4 beacon made out of Gold Only (Near impossible without a massive gold farm). Other difficult challenges in this set are DJ, Skylord, Expert Slime Farmer, etc... The reason I'm suggesting this is, challenges are an integral part of Skyblock, they provide resources not obtainable otherwise. Making challenges as hard as these this early on ruins the skyblock experience and makes advancing incredibly slow and painful. I recommend having the option to skip 3-4 from each set to advance (There isn't a lack of challenges as there are over 10 in each set. At least the first few.)
I wonder if these items are at least available for sale (when we have a shop that is) at a reasonable cost/reward? If not, then I agree 100% with this as it sets up failure much like the VMR booklet. I have no problem with difficult items, but impossible or hundreds of years to complete is not very enticing or entertaining. This is a game after all
My personal opinion would be to balance everything out so the shop is not used very much. This helps player trading very much and stabilizes the economy much quicker.
Main server is mostly hardcore... skyblock is 100% p2w... not to mention that staff never receives generated extras that no others have access to in main. Just saying... I love Main, and skyblock, and will love VMR once the booklet gets evaluated and fixed as I just don't have 192 years to succeed I am so grateful "anjam" are committing so much time and effort in providing us a fun place to play minecraft!
Skyblock is not really pay to win, it's pay to speed up. I've made sure that there are no "unobtainable" things in any skyblock rank. eg. anvils are usable by all, and the /repair command has a serious cooldown. None of the ranks have any advantage of more $ per 10 levels. What parts are you feeling are P2W?
Yeah but the server really isn't hardcore, its not OP, but its definitely not hardcore. Its balanced pretty well in some aspects but others (like challenges and mob limitations) aren't so good.
it is possible to actually exclude the "more", "expert", "advanced", basically those that are just there to reduce the spam when redeeming a DC of stuff, from any difficulty category. they will just be available at all times. it might give an issue with players just starting out and getting donated a DC full of any of the needed stuff. then again the challenges are repeatable only that many times atm, so sooner or later they would get used anyways. on another note this might be exploitable by players with multiple MC accounts as they could just start a new island or get invited to an island and right away farm off the good stuff(100 times expert cactusfarmer would equal 1000 sand which is quite a lot) from the challenges on that account. to combat any of this stuff i could see and try to include them into a seperate difficulty that is exempt from having to finish x amount of challenges. it would have to be decided at what point those challenges should be unlocked.
I do agree that we should exclude the "more", "expert" and "advanced" challenges from completing sets. But also challenges like "Expert Cactus Farmer" should be infinitely repeatable, as they provide a basic/necessary resource. Also 1000 Sand is not much imo. a 1000 Sand cactus farm is considered rather small.
was more referring to the $ value of 1000 sand compared to the effort that was needed to get them in case someone is using an alternate account. indeed a 1000 sand cactus farm isnt that big compared to one thats almost 99x99: xD
The value of 1000 sand is less than 4687$, I wouldn't say that's expensive nor much. (Considering the usual price for sand is 300$ a stack) That's why challenges like the one mentioned above and other ones (Ones that give dirt, redstone etc...) should be infinitely repeatable.
@andrewkm what andrew said is correct. changes in particular were 2 instead of 1 skippable challenge seperated the mass redeem challenges and made them non mandatory (complete advanced to gain access)