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Opprison problems (long post)

justinvanzon

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May 25, 2025
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Reasons why the Opprison nerfs have a bad effect on the community and the lifespan of this season
To be clear, a lot of assumptions are made in the following text and you should be aware of this. Also just suggestions and would love to say thank you to the devs for working so hard last week :D



Why did enchants get nerfed?
-> This is a question I can only speculate about. It might have been done in an effort to reduce lag on the server. This would be understandable, but there are better options to achieve that. I will come back to this. Another reason might be to prolong the amount of content available for the rest of the season. Players were gathering tokens too quickly and were maxing out pickaxe enchants too early. The problem with this approach is that players who didn't play during the first few days are left behind. It's almost impossible to catch up after such extreme nerfs.



Anti-lag nerfs
Both Jackhammer and Death Ray have been nerfed at this point. These were not small nerfs either. I have a suggestion if both nerfs were made for lagg reasons:
->The lag caused by Death Ray could easily be fixed by just resetting the mine (instead of clearing it layer by layer). You could let players know their Death Ray activated by showing a message on screen (like with prestiges now) or by firing fireworks in their mine (because screen messages sometimes get lost when there are too many).
-> Jackhammer lag could be reduced by removing the particles when it activates. The complete vanishing of a layer is already enough visual feedback.
Furthermore, since the entire layer is now instantly deleted, maybe lag could be reduced if blocks were deleted from the center/player outward—like Minions do now, but for the full layer. (This should be tested, as it could also make the lag worse.)



Other ways to reduce lag
-> Remove entity enchant animations. I understand that the animations of Minions, rolling panda, etc., are funny to watch, but lag could be reduced by removing them.
There could be a system that enables these animations when there's no or little lag on the server, and disables them when lag starts to occur.
->The same goes for particles from enchantments. Either remove them for lag reasons or toggle them off if the server starts lagging too much.



Problem with mid-season nerfs
->When mechanics like enchants are nerfed mid-season, players feel like they've lost something. It’s a setback in the progress they've already made, and that’s not fun.
All the hours and tokens spent upgrading certain enchants—believing they would benefit greatly from them—are just wasted because of the nerfs. Players are frustrated because they now progress at a slower rate than before. This greatly demotivates players from continuing to play. Another problem is that all the tokens invested into the Death Ray enchant are now worth significantly less. Most players would have preferred to upgrade other enchants instead. This leads to a lot of frustration.
->Players who played a lot at the beginning of the season used these enchants to progress much faster. It's now extremely difficult for new players to catch up to the amount of tokens those early players have earned. This was already a problem even before the nerfs, but the changes to key mechanics made it worse. A possible solution would be to increase the number of tokens received from mining, so the tokens earned per hour are more in line with what players earned before the nerfs. This would also help stabilize the server economy.



Increasing engagement for this season
->The length of this season was shortened, but there are ways to prolong its lifespan.
This could be done by increasing the maximum enchant levels and changing how ascension upgrades work.
There could be an upgrade added to the Beacon Shop: using beacons to increase the max level of upgrades for your pickaxe (or unlock more upgrades per ascension, similar to how it works with Fortune).
->A suggestion to make gangs more interesting: Introduce gang perks—perks bought and upgraded with gang points (or a new currency earned by doing gang missions, similar to factions).
These perks could include:

  • +X% more tokens/EXP/prestige/beacons gained
  • +X% increased enchantment activation rates
    etc.
->Making the essence upgrades more balanced would also improve engagement this season.
Beacons are too hard to obtain, and prices increase too fast.
The biggest problem is that beacon earnings only count raw blocks mined. Maybe change this to count all blocks mined.
->Lastly, PvP needs a rework. Everyone dies in two hits. That’s not fun, and it drives away PvP players.


I typed this post myself, but AI was later used for layout and grammar check. <3
 
Last edited:

Madcc

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May 23, 2025
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Madcc
Progression was actually harder at the start of the season, ascending was broken meaning I could've mined for hours on end and only go up to ~p600. Now ascension upgrades are somewhat fixed (beacons are still unobtainable) and prestiging is MUCH (20x or so) faster than it was before.
Obtaining tokens has got harder correct, but that is due to certain modifiers that are currently bugged, the devs are aware and this should be fixed soon I would think!!

Even if beacon progress was counted by ALL blocks mined, including enchants, the upgrades would be easier yes, but they would still be comically expensive. Like I said, devs are aware and actively working on this, it is a brand new version of the gamemode so bugs and balanced changes are expected always, its up to us to report feedback and any bugs we find to the devs!!
 
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