EpicMiner001
Legendary Pika
- Joined
- Jun 21, 2025
- Messages
- 450
- Points
- 85
- IGN
- EpicMinerXX
Minecraft username:
Suggestion:
Detailed description:
Currently, dungeons are quite easy and many players are able to max out their armor within only 2–4 days of the season. This causes progression to finish very quickly and removes the long-term excitement of the game mode.
To make dungeon progression last longer and feel more rewarding, the dungeon entry system could be adjusted based on the number of players entering together. This would encourage teamwork while also slowing down progression so players reach max gear over a longer period instead of just a few days.
Proposed Change – Player-Based Entry Cost
Instead of a fixed token requirement, the dungeon entry cost could scale depending on the number of players joining.
Example:
Desert Dungeon
• Solo player: 5 Copper Dungeon Tokens
• 2 players: 10 Copper Dungeon Tokens
• 3 players: 15 Copper Dungeon Tokens
• 4 players: 20 Copper Dungeon Tokens
• 5 players: 25 Copper Dungeon Tokens
Pirate Dungeon
• Solo player: 10 Redstone Dungeon Tokens
• 2 players: 20 Redstone Dungeon Tokens
• 3 players: 30 Redstone Dungeon Tokens
• 4 players: 40 Redstone Dungeon Tokens
• 5 players: 50 Redstone Dungeon Tokens
Additionally, boss health could scale depending on the number of players in the dungeon. For example, when more than four players are fighting the boss, its HP could increase to maintain the challenge.
Overall, scaling the dungeon cost and boss difficulty based on player
Currently, the Scroll system tracks player progress such as Kill Tracker and Block Tracker. However, with new mechanics being added to the game mode, the scroll system could be improved by expanding what it tracks.
Add a Beacon Tracker to the Scroll system.(from lapis island)
This would allow scrolls to also track beacons mined or activated, depending on how the beacon system works in the game mode.
A Daily Quest System could improve player activity and give miners something extra to grind for besides normal progression.
Players would receive 3 daily quests every day with different difficulty levels:
These quests are simple and meant for casual players.
These require more grinding but offer better rewards.
Hard quests are meant for dedicated grinders and offer the best rewards.
Reason(s):
Example(s):
EpicMinerXX
Suggestion:
SkyMines Progression Improvements
Detailed description:
SkyMines has been very fun across the last seasons, but some systems could be improved to make the progression last longer, increase teamwork, and make gameplay more balanced and exciting. Below are a few suggestions that could improve the overall experience.
Dungeon Difficulty Rebalance
(Most Important)
Currently, dungeons are quite easy and many players are able to max out their armor within only 2–4 days of the season. This causes progression to finish very quickly and removes the long-term excitement of the game mode.
To make dungeon progression last longer and feel more rewarding, the dungeon entry system could be adjusted based on the number of players entering together. This would encourage teamwork while also slowing down progression so players reach max gear over a longer period instead of just a few days.
Proposed Change – Player-Based Entry Cost
Instead of a fixed token requirement, the dungeon entry cost could scale depending on the number of players joining.
Example:
Desert Dungeon
• Solo player: 5 Copper Dungeon Tokens
• 2 players: 10 Copper Dungeon Tokens
• 3 players: 15 Copper Dungeon Tokens
• 4 players: 20 Copper Dungeon Tokens
• 5 players: 25 Copper Dungeon Tokens
Pirate Dungeon
• Solo player: 10 Redstone Dungeon Tokens
• 2 players: 20 Redstone Dungeon Tokens
• 3 players: 30 Redstone Dungeon Tokens
• 4 players: 40 Redstone Dungeon Tokens
• 5 players: 50 Redstone Dungeon Tokens
Additionally, boss health could scale depending on the number of players in the dungeon. For example, when more than four players are fighting the boss, its HP could increase to maintain the challenge.
Overall, scaling the dungeon cost and boss difficulty based on player
Grim Whisper Enchant (Sword token)
Add a new cosmetic enchant called Grim Whisper.
This enchant could be obtainable from Seasonal Crates and applied to swords.
When a player kills another player using a sword with this enchant, a custom kill message would appear in chat.
Example:
☠ Grim Whispe
EpicMinerXX has silenced PlayerX with the Grim Whisper blade.
- ☠ Grim Whisper — {killer}'s blade silenced {victim}.
- ☠ Grim Whisper — {victim} fell to the whisper of {killer}'s sword.
- ☠ Grim Whisper — {killer} ended {victim}'s journey with a silent strike.
- ☠ Grim Whisper — {victim} could not escape the shadow of {killer}.
- ☠ Grim Whisper — {killer}'s sword delivered the final whisper to {victim}.
- ☠ Grim Whisper — {victim} was claimed by {killer}'s cursed blade.
- ☠ Grim Whisper — {killer} struck swiftly and defeated {victim}.
- ☠ Grim Whisper — {victim} was overwhelmed by {killer}'s dark steel.
- ☠ Grim Whisper — {killer}'s blade whispered defeat to {victim}.
- ☠ Grim Whisper — {victim} met the silent edge of {killer}.
- ☠ Grim Whisper — {killer} ended the duel with {victim}.
- ☠ Grim Whisper — {victim} could not survive the strike of {killer}.
- ☠ Grim Whisper — {killer} proved stronger than {victim}.
- ☠ Grim Whisper — {victim} was defeated by the whispering blade of {killer}.
- ☠ Grim Whisper — {killer}'s sword echoed through {victim}'s defeat.
- ☠ Grim Whisper — {victim} was taken down by {killer}.
- ☠ Grim Whisper — {killer} delivered the final blow to {victim}.
- ☠ Grim Whisper — {victim} was outmatched by {killer}.
- ☠ Grim Whisper — {killer} sent {victim} back to spawn.
- ☠ Grim Whisper — {victim}'s fight ended against {killer}.
- ☠ Grim Whisper — {killer}'s sword spoke softly but struck hard against {victim}.
- ☠ Grim Whisper — {victim} could not hear the whisper before it was too late.
- ☠ Grim Whisper — {killer}'s blade wrote the end of {victim}'s battle.
- ☠ Grim Whisper — {victim} was defeated in a silent clash with {killer}.
- ☠ Grim Whisper — {killer} closed the fight against {victim}.
- ☠ Grim Whisper — {victim} was struck down by {killer}'s shadow blade.
- ☠ Grim Whisper — {killer} claimed victory over {victim}.
- ☠ Grim Whisper — {victim}'s battle ended under {killer}'s blade.
- ☠ Grim Whisper — {killer}'s strike echoed through {victim}'s defeat.
- ☠ Grim Whisper — {victim} was silenced by the Grim Whisper of {killer}.
This would add more personality and excitement to PvP without affecting balance.
Level Cap Expansion
The game has been capped at 150 levels for the last 4 seasons.
Increasing the level cap by 50 additional levels would give players more long-term progression and something new to grind for during the season.
Rich (BB code):
Level 150 - 0/124,212
Level 151 - 0/125,224
Level 152 - 0/126,238
Level 153 - 0/127,254
Level 154 - 0/128,272
Level 155 - 0/129,292
Level 156 - 0/130,314
Level 157 - 0/131,338
Level 158 - 0/132,364
Level 159 - 0/133,392
Level 160 - 0/134,422
Level 161 - 0/135,454
Level 162 - 0/136,488
Level 163 - 0/137,524
Level 164 - 0/138,562
Level 165 - 0/139,602
Level 166 - 0/140,644
Level 167 - 0/141,688
Level 168 - 0/142,734
Level 169 - 0/143,782
Level 170 - 0/144,832
Level 171 - 0/145,884
Level 172 - 0/146,938
Level 173 - 0/147,994
Level 174 - 0/148,052
Level 175 - 0/149,112
Level 176 - 0/150,174
Level 177 - 0/151,238
Level 178 - 0/152,304
Level 179 - 0/153,372
Level 180 - 0/154,442
Level 181 - 0/155,514
Level 182 - 0/156,588
Level 183 - 0/157,664
Level 184 - 0/158,742
Level 185 - 0/159,822
Level 186 - 0/160,904
Level 187 - 0/161,988
Level 188 - 0/162,074
Level 189 - 0/163,162
Level 190 - 0/164,252
Level 191 - 0/165,344
Level 192 - 0/166,438
Level 193 - 0/167,534
Level 194 - 0/168,632
Level 195 - 0/169,732
Level 196 - 0/170,834
Level 197 - 0/171,938
Level 198 - 0/173,044
Level 199 - 0/174,152
Level 200 - 0/175,262
Dungeon Boss Booster Display
Currently players can obtain Dungeon Boosters from the Booster Class, but these boosters do not appear in the /booster menu.
This can make it confusing for players because they cannot see that the booster is active.
Suggestion:
- Dungeon Boss Boosters should appear in /Classes just like other boosters so players can clearly see when they are active.
Additionally, a Dungeon Boss Booster could also be obtainable through fishing.
Example requirement:
- Trade 8 stacks of fish in the fishing area to receive a Dungeon Boss Booster.
This would also make fishing more useful.

Scroll Update
Currently, the Scroll system tracks player progress such as Kill Tracker and Block Tracker. However, with new mechanics being added to the game mode, the scroll system could be improved by expanding what it tracks.
Improvement
Add a Beacon Tracker to the Scroll system.(from lapis island)This would allow scrolls to also track beacons mined or activated, depending on how the beacon system works in the game mode.
Disable Armor Trims on Seasonal Armor
Currently, some players are able to add armor trims to seasonal armor sets.
This can create very strong combinations that were likely not intended.
Example:
- A seasonal armor set that already gives Strength II
- Adding the Rib Trim may give Resistance
This can make players extremely difficult to fight and creates unfair PvP advantages.
Suggestion:
Seasonal armor should not allow armor trims to keep PvP balanced.

Daily Quest System
A Daily Quest System could improve player activity and give miners something extra to grind for besides normal progression.
Players would receive 3 daily quests every day with different difficulty levels:
Easy Quest
Normal Quest
Hard Quest
Easy Quests
These quests are simple and meant for casual players.
| Quest | Objective | Reward |
|---|---|---|
| Easy Quest 1 | Mine 5,000 Gold Ore Blocks | 40,000 Tokens |
| Easy Quest 2 | Mine 7,000 Copper Ore Blocks | Guardian Kit |
| Easy Quest 3 | Mine 9,000 Diamond Ore Blocks | 40,000 Money + 2x Beacon Boost (10 min) |
Normal Quests
These require more grinding but offer better rewards.
| Quest | Objective | Reward |
|---|---|---|
| Normal Quest 1 | Mine 15,000 Diamond Ore Blocks | 2x Sentinel Kit + 50,000 Money |
| Normal Quest 2 | Mine 22,000 Emerald Ore Blocks | 75,000 Money + 1 Resource Crate Key + 1x regent Kit |
| Normal Quest 3 | Mine 24,000 Lapis Ore Blocks | 2 regent kit + 1 Resource Crate Key + 2 Iron Blocks |
Hard Quests
Hard quests are meant for dedicated grinders and offer the best rewards.
| Quest | Objective | Reward |
|---|---|---|
| Hard Quest 1 | Mine 45,000 Redstone Ore Blocks | 2 Grand kit + Random Booster Bundle (2x Power 25 min) + 2 Resource Crate Keys |
| Hard Quest 2 | Mine 4,500 Netherite Blocks | 1 Compressed Netherite Block +1x Royal Kit + 3 Resource Crate Keys |
| Hard Quest 3 | Mine 7,500 Obsidian Blocks | 1x Monarch kit + 4 Resource Crate Keys + Random Booster Bundle |
Reason(s):
These suggestions would improve the long-term progression, balance, and teamwork within SkyMines.
- Harder dungeons would make progression last longer instead of being completed in only a few days.
- Grim Whisper adds a fun cosmetic feature to PvP.
- Increasing the level cap gives players more progression goals.
- Booster visibility improves clarity and quality of life.
- Disabling trims on seasonal armor keeps PvP fair and balanced.
Overall, these changes would help maintain player activity and excitement throughout the entire season.
Example(s):
Dungeon Entry Example
Desert Dungeon Entry
Required: 12 Copper Dungeon Tokens
Grim Whisper Kill Message
☠
Grim Whisper
EpicMinerXX has silenced PlayerX with the Grim Whisper blade.
Booster Display
Active Boosters
Dungeon Boss Booster – 20 minutes remaining
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