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暴风中文 >  运河岛 >   第八十一章

窗外的草坪上有两只鹅,一只是褐色的,有着黑色的脖颈和腿以及白色的腹部,另一只也是褐色的,有着黑色的脖颈和腿以及白色的腹部。

他们悠闲地散着步,时不时地吃一些青草,偶尔还会叫两声。

行人从他们身旁不远处走过,但它们连头都不抬。

I think there should be some rules regarding what can be claimed and what can't. currently, it is possible to claim around the end portal. Since there are only a limited number of strongholds, it is possible for someone to claim them all and then build boxes around them so that other people can't go visit the end without teleporting to a home or someone else.

hello everyone!

Nov. 1st, 2020 is the one-year anniversary of Survival season 7.0, so I decided to host a giveaway to celebrate that. the prize is a \/disguise perk. It's simple to join this giveaway. Reply to the thread with the information below and you'll be entered!

Your IGN and your discord name (including the tag)

Your acplishments, favorite parts, or good memories in season 7

Your plans for season 8

make sure to answer all the questions above so that your entry is valid. the giveaway will end on Nov. 1st at 11:59 pm mSt. the winner will be chosen randomly.

Good luck everyone :d

It’s hard to believe Survival 7.0 is already almost eight months old. time flies! It’s time for another reset and a new season to e, so I’m making a mega thread.

with the 1.12 update introduced in season 7.0 and the new changes and ideas suggested by the munity, Season 8.0 will definitely be a season to look forward to!

more Focus on the Resources worlds

better Economy

better pvp

more ways to play

more things to do

this mega thread is a detailed list of changes and new features suggested by the Survival munity (including myself) that I believe could or should be added for Survival season 8.0.

If you have more ideas or would like to add to or change some of the suggestions listed here, please leave a ment. Feedbacks from the munity is always helpful!

below is a list of the ideas and suggestions. please note that they are suggestions and it is up to the owners and the Admin team to determine what changes will be implemented in the new season.

more Focus on the Resources worlds

Resources worlds are one of the key features that makes Survival unique. Under the current economy, the resources worlds didn’t get the attention they deserve since fishing is the fastest and safest way to make money, which can be easily done on the plot. Now it’s time to introduce changes and bring the attention back to the resources worlds. Encouraging the explorations in and interactions with the resources world will make the gameplay more interesting and set it apart from the experience on other servers.

making mob drops sellable to \/shop.

this gives motivations to find spawners and to make mob farms in the resources world. this encourages exploration and petition since the same spawner can be found by multiple people, and mob farms can be found by others too if they aren’t hidden.

price Suggestion:

blaze rod: 60, String: 10, Spider eye: 20, bone: 10, Arrow: 10, Rotten flesh: 10.(Spawner mobs)

Raw steak: 50, Leather: 50, Raw porkchop: 50, Raw mutton:50, wool:15, Raw rabbit: 50, Rabbit hide: 50, Rabbit foot: 200, Raw chicken: 10, feather: 5, egg: 1.5 (chickens can be farmed on plots so the prices should be much lower.)

Increase the selling price of ores.

the price for all ores except for diamond and emerald should be doubled (Nether quartz 56, coal 20, Iron 80, Redstone 100, Gold 120, Lapis 120, diamond 400, Emerald 1000). the current prices (Nether quartz 28, coal 10, Iron 40, Redstone 50, Gold 60, Lapis 60, diamond 400, Emerald 1000) are low for most ores which makes mining less profitable than other fishing or farming even though it requires more skill. the new price better reflects the difficulty of getting ores, which requires finding caves, mining skills, and, in many cases, silk touch tools.

Reduce fishing profit

the prices of all types of fishes should be reduced to a third (cod: 100, Salmon 270, pufferfish 500, tropical Fish 3330) of the current price (cod 300, Salmon 800, pufferfish 1500, tropical Fish 10k). the current price for fish is the same as season 6, but season 6 had purchasable spawners. After the removal of spawners, the speed of money making by fishing is too fast pared to all the other ways and it is basically impossible to not fish and still not fall behind. Fishing also doesn’t require any set up or purchase of tools, since it’s possible to get the best rod possible from fishing. because of that, the price of fish should be reduced.

Reduce farming profit (or keep the profit as it is)

the prices for crops should be reduced as well, since farming is a very safe way to make money.

price suggestion: carrot: 1, potato: 1, wheat: 3, Nether wart: 0.7, pumpkin: 9, melon: 1.6, Sugarcane: 1.5, cocoa bean: 0.7.

(current price: carrot: 1.13, potato: 1.13, wheat: 3.5, Nether wart: 0.8, pumpkin: 11, melon: 2, Sugarcane: 2.1, cocoa bean: 0.75.)

beetroots should be sellable to shop at 1 each. chorus fruits should be sellable to \/shop at 5 each.

harvest hoes should be able to replant beetroots. Farming with a harvest hoe on a large farm should make at least slightly more money than fishing, since harvest hoes can only be obtained from treasure keys, and building large farms takes time, effort, and space.

Resources world Seed change

the map seed for all resources worlds should change once every month. currently, the seed of the overworld changes once every two weeks, and many members of the munity think it’s too often. one month will allow more exploration of the overworld and better use of what the world has to offer. on the other hand, changing the seed of the end will motivate people to keep exploring the end trying to find more end cities instead of visiting the same ones they found early in the season. this will also reduce the amount of elytras in the munity, which makes them more precious and also makes mending enchantment more useful.

more motivations for dragon Fights

dragon fights are unique to Survival and they are like “mini-events” since they happen near the spawn of the end world. It takes a long time to grind for the end crystals, so dragon fights should be profitable. making dragon fights profitable will also make them happen more often, which brings the munity something interesting to do from time to time.

dragon Eggs can only be picked up by a player if they have placed down at least one of the 4 end crystals.

All players will receive 1000 as long as they have dealt damage to the dragon.(change to: players will receive money based on the amount\/percentage of damage they have dealt to the dragon.)

dragon breath can be sold to \/shop at 400 per bottle.(the price is not high, since one dragon needs four crystals which need 4 ghast tears. Ghasts tears are very hard to get without \/fly. the average price for a ghast tear is around 100k.)

*Add an option to trade a dragon egg for a creeper spawner (Note: gun powder can’t be sold to \/shop. Also, the plot mob limit still applies so it won’t spawn anything if there are too many mobs on a plot.) this can encourage dragon fights and bring more fireworks to the munity.

New \/dragon top shows players who have fought the highest number of dragons\/dealt the highest amount of damage to dragons\/spawned the highest number of dragons.

Add armor stand pedestals displaying top players in dragon stats.

better Economy

one of the issues season 7 and season 6 had was that there weren’t enough ways to spend money. Adding more ways to spend money will improve the economy in season 8.

purchasable plot Limits and customizations

purchasable plot biome change 10k each time (It’s rarely used so it should charge more.)

purchasable plot name change (10k first time, 20k second time, 40k third time, etc.), so players can work for the plot name they want, instead of trying to win a petition of claiming names as early as possible.

purchasable plot beacon limit: 10k for 1 beacon, 20k for 2 beacons, 40k for 3 beacons, 80k for 4 beacons, etc.

purchasable plot heads limit: 20k for every 5 heads.

purchasable plot holoskulls limit: 20k for each holoskull.

purchasable chestshop limit: 1000 for every 5 buying\/selling signs.

purchasable mob limit: 10k for first 5 mobs, 20k for the next 5, 40k for the next 5, etc. Up to 25 mobs per plot.

purchasable Spawn Eggs (NotE: mobs can't be bred on plots)

Add purchasable mob spawn eggs to \/shop. they provide nice ways to get pets on plots. price should be 100k each minimum so plot pets remain relatively rare and special. pets should take time and effort to get. there should also be a limit on how many spawn eggs a player can buy in total, maybe 10.

purchasable Advertising Slots

Add a new page of \/shop showing player owned shops. these slots can be rented at an hourly cost of 50 per hour.

Items purchasable from \/shop

Adding purchasable items to \/shop to help and encourage overworld exploration and pvp. the price of items should be relatively high so people will try to obtain them in vanilla ways or through trading instead of considering buying them from \/shop as the first or the best option.

Add Enchanted Golden Apples to \/shop at 20k each.

Add fireworks to \/shop at 20k per stack

Add ender pearls to \/shop at 200 each.

1.8 pvp

there have been lots of suggestions of changing the pvp from 1.12 to 1.8 from the munity. Even those who pvps a lot during this season don’t seem to enjoy 1.12 pvp. Some ideas are:

changing the pvp on the entire server to 1.8 pvp (lag seems to be a concern)

oR

making the pvp Arena similar to the current \/duel arena, which is on 1.8, and leave the other parts of the server unchanged (but with the inventory and armors carried instead of the default kits)

Adjusted quests

different from money which requires grinding farms and selling items, quest points reflect another aspect of the gameplay: persistence. quest tops should be given more recognition so it encourages more players to get on and do quests on a daily basis.

Add armor stand pedestals displaying top players in quest points.

Adjusting quest rewards and difficulties

daily quests should be easy to do with less reward (1.5k each instead of 2k each. 1 quest point each). Some good options are:

collecting a small amount (10-50) of items (easy to obtain) in inventory

Eating a small amount of food (5-20)(easy to obtain)

placing down a type of block for a number of times (2-7)

harvest a small amount of crops (50-100)

weekly quests should be more difficult than daily quests but are not very hard to do (15k each, 5 quest points each)

crafting a certain amount (45-150) of items

catching a certain amount (45-150) of fish

Killing a certain amount (45-150) of mobs

destroying a certain number (200-700) of blocks

taming mobs for a certain number (15-50) of times

trading with villagers for a certain number of times (30-100)

monthly quests should be challenging and time consuming with a relatively high reward (60k each, 15 quest points). Some good options are:

Fishing up lots (70-200) of trash

Enchanting lots (70-200) of items

Eating lots (70-200) of valuable or rare food (like golden apple, cooked fish)

Getting many (20-50) kills in pvp

breeding mobs many (70-200) times

*destroying spawners (20-50) times

New Achievement System

Adding new Achievements server-wide and season wide which can serve as nice collectibles and tutorials. For example:

“claiming a plot”

“Visiting the overworld”

“obtaining an Elytra”

“breeding a mob”

“Killing the Ender dragon”

New elytra event

Similar to boss Event, it happens in a separate arena with default kits for everyone. In the event, Everyone will be given an elytra and 2 stacks of rockets. there are floating islands containing treasure chests with points in them. the first to collect all points will be the winner of the event and will get event rewards.

changes to Kits and Rank Abilities

1.12 update introduced many new features so it's time to adjust some of the rank abilities.

An Ability for bedrock rank or higher: mending doesn’t cost xp

A new ability for emerald rank or higher (to pensate the loss of \/fly in the resources world)

the ability to move quickly in water in the overworld

or

A \/heal mand to remove all negative potion effects (poison, mining fatigue, etc.) which only works in resources world.

or

the temporary potion effect mand: Getting Speed II, Strength II, fire resistance, water breathing, and\/or night vision for 30 seconds. this mand can only be used once per 6 hours and only works in the resources world.

Kit Food

5 mushroom stew every 10 minutes (Not stackable so people only use it for food instead of trying to save it up).

better Starting Kit

Add 2 stacks of ender pearls and a saddle to the starting kit so that people have more ways to travel farther in the resources worlds at the beginning of the game when elytras aren’t available.

other changes

Updated tutorial

An updated warp tutorial with detailed information on the gameplay. It should also clearly point out the resource worlds reset daily and are not good places to build a base in.

disable auto fishing farms

*Adding restrictions on how long people can keep fishing without moving around (at least pressing one of the arrow keys)

5% of the win will be taken away for all coin flips.

Adding biggest \/cf winners and losers

Adding crop top, mob top, mining top stats and mands

Increase the price of heads to 50k each instead of 25k.

that’s it for now, but we can always add more! If you have more ideas or would like to add to or change some of the suggestions listed here, please leave a ment. Feedbacks from the munity is always helpful!

(Format credits to Kierenboal)

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