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Update OpPrison - Help us with next the update! | June the 18th 2025

JustThiemo

Lead Developer
Developer
Joined
Mar 11, 2018
Messages
2,279
Points
191
94dca5ab75374abe82f05b351ae94c8f


OpPrison - PikaNetwork 2025
We need your help with the next reset

Hello, players of PikaNetwork.

A brand new OpPrison season will be happening again soon, we decided it is time again to ask you guys, the players, what you would like to see in the upcoming update.

The last season we have completely reworked OpPrison, it's a whole new gamemode, and we are happy with the result it has had, the release was a bit shaky at first, but after tweaking the performance we felt like OpPrison is in a perfect state to keep growing and improving.
We have heard positive as well as negative feedback from the community, so we would like to hear your thoughts on this in this forum post.

As always we are doing our best to keep you happy. It is very important that you, the player who plays our server, share your opinion.
Within this post, the community can leave us suggestions and all your ideas for OpPrison to make the best decisions together.

Therefore we would like to hear from you, the community, on what we should add and improve for the reset for the OpPrison server!




🤔 How do you feel about the current state of OpPrison?
We're really happy with how things are going in OpPrison! The simplified economy has made everything feel more intuitive and less grindy, and we’re seeing players engage with it in the way we hoped.
The new enchantments have added a fresh layer of depth, and having your own personal mine has been a game-changer—literally.
Overall, gameplay feels smooth and rewarding.
But now we’re curious—how do you feel? Is the token economy living up to your expectations? Are the pickaxe enchants balanced and fun?
Is the competition and progression at the right pace? Let us know—we're always listening.

😁 Now is your chance to help us improve OpPrison!
Please take this opportunity to shape the future of OpPrison with us.
We have always been a community driven server, and we will continue to do so, so your feedback is important to us, so if there's anything you would like us to see, now is your chance, do not miss out on this.

With all that being said it is now your turn to leave your suggestions and feedback underneath this post.
Please note: Stick to the topic! Any off-topic/non-related to this gamemode comments will be deleted.



Please take this opportunity to let us know by replying to this message what changes you would like to see going forwards!
You can also let us know what you think of the current ideas we have and why we should add them or not.

Thanks.
 

prozan27

Rare Pika
Joined
Feb 12, 2021
Messages
97
Points
18
Add something like gang levels to make it more engaging... like for everyone its 1q tokens for 1 gang point ... so as we level up our gang level its boost the gang points like 1q = 2 points (boost depends upon dev).
Others ways to get quarry fuels, which depends upon grinding.
 

Madcc

New Member
Joined
May 23, 2025
Messages
4
Points
3
IGN
Madcc
I love the way opp has been revamped, it’s been needed for a while!!
I’ll start out with the very strong positives I would like to see returning to future updates :)

- Titan packs is beautiful, very good idea to make them stacking, it balances well.

- Prestiges and ascensions are really good too!! They’re balanced well and reward progression nicely. Only thing I would suggest is maybe make ascending start at a lower prestige but continue to progress with the +100 per ascension up until max prestige, so players can get early game upgrades more easily and understand the system as well as the incentives behind progressing.

- Crystals are great, love the idea and makes mining a little less brainless, only thing i’d change is swapping ‘+25% prestige cost’ for something like +5 prestiges instead.

- Pickaxe skins, all amazing, love them.

- Removing cash was a great start to fixing economy problems, token eco is definitely the way forward.

- Heavily mining focussed gtop, i think you should really push for this in the future, it works well as isn’t something we’ve had before in this sense.


Now for some of the more prominent negatives. Overall I think this has been a successful revamp. An entire new idea and gameplay could never be perfect first time and things will always need reworking and/or rebalancing. It is up to us as prison players to share our feedback and suggestions to help the devs improve the gamemode and make the changes that we want!

- The biggest issue with revamp was definitely the performance, the player count was super high before the test runs and spells of prison being offline for hours and the player count has never recovered. Lag and crashes are always frustrating for everyone, devs and players.

- Next up, progression.
Progression was very very slow during the first week due to many small bugs, the main one is beacons not being obtainable which meant prestiging after ascending was MUCH harder than intended, so most likely a lot of people got bored of mining for 0,01% of a prestige.
Even after this was fixed, you could only get so far into the ‘early game’ upgrades before the beacon prices became so unbalanced that it was unobtainable, which put a lot of people off mining as it was not rewarding enough.

- Leading on from this, the economy WAS good at the start, which we later realised was only the case because of many progression bugs. Once these were fixed, the economy almost instantly multiplied by 1000x, meaning players went from earning almost 0 tokens to then having max picks from just a few trades, leaving them with pretty much nothing to grind for after this as they werent high enough prestiges and ascension to compete with gtop (they didn’t grind through the early season buggy struggles).

- Competition. The gtop was a good idea in theory, probably the best i’ve seen so far on crafti servers however, for me at gtop1 there is NO REASON, other than the comp, for me to obtain tokens. There hasnt been since the first week ended.
Some economy related grind has to stay throughout late game, there has to be something still achievable in late game grind if you’re wanting to push a token, or just any mining related gtop.

- Enchants. The majority of the enchantments pretty much did nothing, which probably meant players were not feeling satisfied with pickaxe progression.


Now, leading on from that last point, I have a big suggestion to improve the enchantment situation for next reset.

Enchant changes. Theres about 30 new enchants in this reset which is really good!!! But, 90% of them are honestly not even just useless, but actually so bad that they are inefficient to mine with. After the first few days I was only using:
- Jackhammer (one of the first enchants you unlock + max level at ascension 3). An enchant this basic should be early game yes, but not maxed out so easily. Imo, make it even better (if possible with some performance tweaks) but a simple change you could do is; A1 max=1k, A2 max=2k, A3 max =3k and so on… but dont make it stop at 10k… A30 max=30k but still the same linear price increase.
- Greedy / Fortune (again the FIRST enchants you unlock, basic yet soooo good). Makes sense again, but too easy to max out, and too good at low prestige/ascension yet too bad once you get higher. Its as if you are not rewarded for grinding. Could do a similar fix for these to slow progression early but make it a little easier/ rewarding as you get higher. Again the max level could be higher after A10 and onwards.
- Deathray / Thor. These two enchants do not belong with any of the others. They are game changing once you get them and cause instant exponential progress. Deathray is way too easy to get, especially for what it was capable off pre-nerf. Thor made a little more sense being 2nd last on the unlock list but, 90% of the players have still not gotten to the point of unlocking it.

My amazing idea to fix this issue is, have your basic enchants such as explo, greedy, fortune, jh, and a few of the shit ones (with a little buff) cost tokens. Then add 5-10 REALLY OP enchants, such as deathray and thor, and lock them behind a new progression system.

Lets say Thor has 10 Levels, each level makes a very significant difference to proc chance+size of enchant. To level this up however you would not use traditional tokens but instead ascension tokens. 1 Level may cost between 1-5 ascension tokens depending on how good you want to make these enchants, and the rate stays flat until maxed, e.g. 1 ascension token= 1 level throughout all upgrades. You would obtain 1 Ascension Token every time you ascend, and you can pick what to spend it on, some may cost 2 or 3, so you have the choice to spend, or save for a level of a better enchant.

Not only this, you could add the option to ‘ascend’ currently maxed out basic token enchantments using spare ascension tokens. For example, if have maxed my jackhammer and it has the star next to it, I could add another star using (a lot of) ascension tokens and this could give an OP buff to the enchant such as, jackhammer now breaks 2 layers at one time. Fortune could upgrade into something like, chance to upgrade your block type when you mine it (when you break a block, it has a high chance of selling for your next mines price instead).

This would give a reason to still grind after maxing out picks, and an even bigger incentive for players to prestige early AND late game. We would have to think of some new OP enchants to implement this tho, just 2 would not be enough. We want there to be at least 5 to allow for upgrade options.

Overall a good reset imo, a lot of players will disagree for the sake of change, but this is what prison gamemodes should be like! Of course it didn’t go perfectly smoothly, but that is always to be expected when huge changes are rolled out. This reset was about seeing progression within the prison gamemode, and you can tell A LOT of work and effort has gone into the release!
I’m excited for next reset and I hope many people will be too!!!

If anyone would like to add to anything I have written, or ask any questions, feel free to do so!!!
 

faredgg

Legendary Pika
Joined
Apr 28, 2022
Messages
307
Points
64
To be honest I loved the new revamp for OPP it was fun and brand new and there was a lot of work put in it but I'd like to say my full opinion about it and suggest some ideas to make the server better.

The start of the season was a bit bad due to bugs and server instability. I recommend stress testing the server before the next reset to prevent similar issues from happening again. Also, I suggest adding daily or weekly missions for gangs to gain points that would make gang members earn more tokens and beacons with each upgrade.


Also, I understand that PvP isn't the main focus right now, but it was a fun aspect in OPP. So I suggest expanding the PvP map and having more attention to it to make the experience for players better.


Also, there should be more ways to earn rewards. For example, we could buff milestone rewards, as they currently aren't very that good, or make levels or make random quests! Players could receive random quests for being active, such as PvP challenges like killing a certain number of players, mining raw blocks, or using boosters etc.


Lastly, I suggest adding more events to make the game more engaging and challenging. For example, we could give random challenges for gangs every hour [can be changed], where the top three gangs that mine the most raw blocks or kill a certain number of players receive boosts, tokens, or beacons.
 

Thenormaldude

Member
Joined
Jul 14, 2022
Messages
24
Points
6
Addition of a new mine called "Mystical island" which would consist and made of a amethyst which we can mine and therefore trade it to a new gui named "abyss". Here we can trade the shards for potential "booster package (which is a type of a crate which gives you a booster)". You can also trade a new type of booster named "VALENCY BOOST", its purpose is to increase your beacons by alot (like 100-1000x) but is alot expensive (like 10000 shards) and is only obtainable to 1-5 minute of duration.

NOTE: the prices and name can be varied.
 

King_Pr0

Rare Pika
Joined
Dec 21, 2024
Messages
83
Points
29
IGN
King_Pr0
94dca5ab75374abe82f05b351ae94c8f


OpPrison - PikaNetwork 2025
We need your help with the next reset

Hello, players of PikaNetwork.

A brand new OpPrison season will be happening again soon, we decided it is time again to ask you guys, the players, what you would like to see in the upcoming update.

The last season we have completely reworked OpPrison, it's a whole new gamemode, and we are happy with the result it has had, the release was a bit shaky at first, but after tweaking the performance we felt like OpPrison is in a perfect state to keep growing and improving.
We have heard positive as well as negative feedback from the community, so we would like to hear your thoughts on this in this forum post.

As always we are doing our best to keep you happy. It is very important that you, the player who plays our server, share your opinion.
Within this post, the community can leave us suggestions and all your ideas for OpPrison to make the best decisions together.

Therefore we would like to hear from you, the community, on what we should add and improve for the reset for the OpPrison server!




🤔 How do you feel about the current state of OpPrison?
We're really happy with how things are going in OpPrison! The simplified economy has made everything feel more intuitive and less grindy, and we’re seeing players engage with it in the way we hoped.
The new enchantments have added a fresh layer of depth, and having your own personal mine has been a game-changer—literally.
Overall, gameplay feels smooth and rewarding.
But now we’re curious—how do you feel? Is the token economy living up to your expectations? Are the pickaxe enchants balanced and fun?
Is the competition and progression at the right pace? Let us know—we're always listening.

😁 Now is your chance to help us improve OpPrison!
Please take this opportunity to shape the future of OpPrison with us.
We have always been a community driven server, and we will continue to do so, so your feedback is important to us, so if there's anything you would like us to see, now is your chance, do not miss out on this.

With all that being said it is now your turn to leave your suggestions and feedback underneath this post.
Please note: Stick to the topic! Any off-topic/non-related to this gamemode comments will be deleted.



Please take this opportunity to let us know by replying to this message what changes you would like to see going forwards!
You can also let us know what you think of the current ideas we have and why we should add them or not.

Thanks.
To be quite honest, this season has been one of the most fun OpPrison experiences I've ever had. Other than the bugs and performance issues, the dev team did a really good job. The only suggestion that comes to mind is gkits. They were kind of useless this season and didn't contain much special/God items. For example, the Explosive Gkit contains a bunch of bombs that could be easily obtainable from mining or even opening crates, maybe adding a nuke to this Gkit would make it a bit more rewarding.
nothing more about the Gkits comes to mind at the moment, but the possibilities are endless
 

Shayura

Member
Joined
Apr 14, 2023
Messages
5
Points
3
I love the way opp has been revamped, it’s been needed for a while!!
I’ll start out with the very strong positives I would like to see returning to future updates :)

- Titan packs is beautiful, very good idea to make them stacking, it balances well.

- Prestiges and ascensions are really good too!! They’re balanced well and reward progression nicely. Only thing I would suggest is maybe make ascending start at a lower prestige but continue to progress with the +100 per ascension up until max prestige, so players can get early game upgrades more easily and understand the system as well as the incentives behind progressing.

- Crystals are great, love the idea and makes mining a little less brainless, only thing i’d change is swapping ‘+25% prestige cost’ for something like +5 prestiges instead.

- Pickaxe skins, all amazing, love them.

- Removing cash was a great start to fixing economy problems, token eco is definitely the way forward.

- Heavily mining focussed gtop, i think you should really push for this in the future, it works well as isn’t something we’ve had before in this sense.


Now for some of the more prominent negatives. Overall I think this has been a successful revamp. An entire new idea and gameplay could never be perfect first time and things will always need reworking and/or rebalancing. It is up to us as prison players to share our feedback and suggestions to help the devs improve the gamemode and make the changes that we want!

- The biggest issue with revamp was definitely the performance, the player count was super high before the test runs and spells of prison being offline for hours and the player count has never recovered. Lag and crashes are always frustrating for everyone, devs and players.

- Next up, progression.
Progression was very very slow during the first week due to many small bugs, the main one is beacons not being obtainable which meant prestiging after ascending was MUCH harder than intended, so most likely a lot of people got bored of mining for 0,01% of a prestige.
Even after this was fixed, you could only get so far into the ‘early game’ upgrades before the beacon prices became so unbalanced that it was unobtainable, which put a lot of people off mining as it was not rewarding enough.

- Leading on from this, the economy WAS good at the start, which we later realised was only the case because of many progression bugs. Once these were fixed, the economy almost instantly multiplied by 1000x, meaning players went from earning almost 0 tokens to then having max picks from just a few trades, leaving them with pretty much nothing to grind for after this as they werent high enough prestiges and ascension to compete with gtop (they didn’t grind through the early season buggy struggles).

- Competition. The gtop was a good idea in theory, probably the best i’ve seen so far on crafti servers however, for me at gtop1 there is NO REASON, other than the comp, for me to obtain tokens. There hasnt been since the first week ended.
Some economy related grind has to stay throughout late game, there has to be something still achievable in late game grind if you’re wanting to push a token, or just any mining related gtop.

- Enchants. The majority of the enchantments pretty much did nothing, which probably meant players were not feeling satisfied with pickaxe progression.


Now, leading on from that last point, I have a big suggestion to improve the enchantment situation for next reset.

Enchant changes. Theres about 30 new enchants in this reset which is really good!!! But, 90% of them are honestly not even just useless, but actually so bad that they are inefficient to mine with. After the first few days I was only using:
- Jackhammer (one of the first enchants you unlock + max level at ascension 3). An enchant this basic should be early game yes, but not maxed out so easily. Imo, make it even better (if possible with some performance tweaks) but a simple change you could do is; A1 max=1k, A2 max=2k, A3 max =3k and so on… but dont make it stop at 10k… A30 max=30k but still the same linear price increase.
- Greedy / Fortune (again the FIRST enchants you unlock, basic yet soooo good). Makes sense again, but too easy to max out, and too good at low prestige/ascension yet too bad once you get higher. Its as if you are not rewarded for grinding. Could do a similar fix for these to slow progression early but make it a little easier/ rewarding as you get higher. Again the max level could be higher after A10 and onwards.
- Deathray / Thor. These two enchants do not belong with any of the others. They are game changing once you get them and cause instant exponential progress. Deathray is way too easy to get, especially for what it was capable off pre-nerf. Thor made a little more sense being 2nd last on the unlock list but, 90% of the players have still not gotten to the point of unlocking it.

My amazing idea to fix this issue is, have your basic enchants such as explo, greedy, fortune, jh, and a few of the shit ones (with a little buff) cost tokens. Then add 5-10 REALLY OP enchants, such as deathray and thor, and lock them behind a new progression system.

Lets say Thor has 10 Levels, each level makes a very significant difference to proc chance+size of enchant. To level this up however you would not use traditional tokens but instead ascension tokens. 1 Level may cost between 1-5 ascension tokens depending on how good you want to make these enchants, and the rate stays flat until maxed, e.g. 1 ascension token= 1 level throughout all upgrades. You would obtain 1 Ascension Token every time you ascend, and you can pick what to spend it on, some may cost 2 or 3, so you have the choice to spend, or save for a level of a better enchant.

Not only this, you could add the option to ‘ascend’ currently maxed out basic token enchantments using spare ascension tokens. For example, if have maxed my jackhammer and it has the star next to it, I could add another star using (a lot of) ascension tokens and this could give an OP buff to the enchant such as, jackhammer now breaks 2 layers at one time. Fortune could upgrade into something like, chance to upgrade your block type when you mine it (when you break a block, it has a high chance of selling for your next mines price instead).

This would give a reason to still grind after maxing out picks, and an even bigger incentive for players to prestige early AND late game. We would have to think of some new OP enchants to implement this tho, just 2 would not be enough. We want there to be at least 5 to allow for upgrade options.

Overall a good reset imo, a lot of players will disagree for the sake of change, but this is what prison gamemodes should be like! Of course it didn’t go perfectly smoothly, but that is always to be expected when huge changes are rolled out. This reset was about seeing progression within the prison gamemode, and you can tell A LOT of work and effort has gone into the release!
I’m excited for next reset and I hope many people will be too!!!

If anyone would like to add to anything I have written, or ask any questions, feel free to do so!!!
Madcc writing a essay here anyway you listed out many valid points here are few I think that required rework.

First of all the play time reward had unreasonable amount of time needed to claim your rewards even those rewards being quite not satisfactory. Let's take example of the last ptr it needed like at least 30 days of play time and I don't know how that's possible.
Sticking to the point of rewards I felt loginstreaks utterly useless the dev's should either remove or maybe buff them I personally would like if buff then with keys or more prolonged boosters.

Now, with gang here I don't feel like there is a lot of team work. it'd be fun if we added gang related events or simply add more stuff to enhance teamwork among gang mem's. Similarly cell's should be customizable what I think would be fun is having a combined cell for gang members where they can interact like we have combined island's in opsky or csb. We can remove what's called "cell" now and rename it to mines.

As madcc has stated about progression I think the dev team should rework token system. A fix maybe to cap pickaxe enchants example: A player would need a certain ammount of blocks mined in order to unlock enchants. Another solution maybe to upgrade pickaxe enchantment you need to have more blocks mined for example: you start at everything caped at 1k enchantments then maybe another 100k blocks mined with increase cap by 1k and so on.

That's all I have to add hope it helped the dev team to see somethings from a player's perspective.

:D
 

Lassy

Rare Pika
Joined
Sep 13, 2022
Messages
89
Points
18
Add better vote crate key rewards, maybe more tokens, or even some custom enchantment books that you can simply drag click to your pickaxe, for instance.
+1 Explosive - 5%
+5 Explosive - 1%
+10 Explosive - 0.5%
 

GAMBL3T

Staff Member
Helper
Joined
Nov 9, 2022
Messages
1,122
Points
68
IGN
GAMBL3T
Balance player vs player combat. As it stands, you can be killed in two hits—usually before you can even fight back.
 

blacklisteddd

New Member
Joined
Feb 4, 2025
Messages
4
Points
1
After 2 weeks exp are uselles and tokens to

Remake /expshop
Add +prestige vouchers
Add +level skips
Add *token boosters x3 x4 x5
Add beacons on xp shop like 1m exp 200k beacons,we have ascension upgrade for 40m beacons all server now have 2m beacons



Remove bombs…

Back the /level and premium pass
Make quest like use deathray 3 times
Mine 20k raw blocks

Token boosters need to work for /g top points

Ascension need little buff

After a30 or a40 add extra crystal on mine and crystal need to be x2 or x3 better
x111token on basic crystal
On a30 its x222 or x333

Tokens are uselles to i think for ascension upgrade we need tokens for ascending

Asc 10 prestige 1000 and 50q tokens
 

blacklisteddd

New Member
Joined
Feb 4, 2025
Messages
4
Points
1
After 2 weeks exp are uselles and tokens to

Remake /expshop
Add +prestige vouchers
Add +level skips
Add *token boosters x3 x4 x5
Add beacons on xp shop like 1m exp 200k beacons,we have ascension upgrade for 40m beacons all server now have 2m beacons



Remove bombs…

Back the /level and premium pass
Make quest like use deathray 3 times
Mine 20k raw blocks

Token boosters need to work for /g top points

Ascension need little buff

After a30 or a40 add extra crystal on mine and crystal need to be x2 or x3 better
x111token on basic crystal
On a30 its x222 or x333

Tokens are uselles to i think for ascension upgrade we need tokens
For asc 10 we need p1000 and 50q tokens ir smtg like

Rebalance crates
Ssnl keys not worth that money
Prestige keys need prestige vouchers on key like +1 +2 +3
 
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