Skyblock Illegal Thread about Illegal to Trade Items

Discussion in 'Server Gameplay Suggestions' started by RedstoneTrails, Dec 27, 2019.

  1. RedstoneTrails
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    RedstoneTrails Moderator Moderator

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    To begin with, this thread breaks these two suggestion guidelines, so I understand if nothing can be done about this:
    However, I find this topic to be extremely important, and I want to once again bring up the conversation about illegal items, specifically dirt, sand (now legal), and buckets.

    Currently, the server is setup in a way in which actions that are ban-able are still possible. Island farming is illegal, but still done easily by tons of people every week. Dirt trade is illegal, but still happens frequently. Buckets are illegal to trade, even though donors frequently donate buckets to new players, and new players frequently trade buckets among each other. Sand is illegal to trade for some mysterious reason still, even though red sand is able to be traded, and one can easily convert sand into red sand with some red dye (now legal).

    All of these things seem to only punish new players and make the server more difficult for them, along with setting many new players up for failure or bans due to them not understanding the rules. By making something illegal but still possible, you're basically just laying traps for new players who don't know they're breaking rules.

    I'll break down each of my issues with each item, and provide solutions to each issue that have been proven to work on other servers.


    My final message about the matter: it's better to prevent and issue than to allow an issue to happen and punish those you catch. We currently exist in a server where they punish island farming, yet put into place policies that encourage it. Items that new players need the most and are most likely to trade for are illegal to trade, but those players are also the ones most likely to not know the rules and get caught doing these illegal trades.

    We should change from a system that seeks to punish new players, and instead works to help them and give them a smooth introduction to the server.
     
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    Last edited: Feb 21, 2020
  2. Krissy
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    Krissy f̺͆o̺͆r̺͆g̺͆m̺͆i̺͆n̺͆ Administrator Discord Administrator Premium Premium

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    Limiting resets would work and keeping the rules as they are shouldn’t affect too many new players anyway. Most of the time island farmers are actually experienced players on non donor alts and people who island farm often do it with malicious intent. We can tell the difference between a new player who island farmed a few times to a person who is abusing the system.
    Having sand included as an illegal trade isn’t that big of a deal. I’ve barely seen a case of someone island farming sand in my nearly 5 years of staff. It is always either dirt only or sand+dirt+chest items. Since red sand can be traded and transformed I don’t see a need to change any rule rn.

    With all video games there are commands and controls to learn. New players will be spending time learning. Sometimes learning means getting warned or banned. I too was nearly banned for island farming when I was new. We strive to use punishments less when dealing with new players and that goes with island farming too
     
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  3. Super_Dave1236
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    Super_Dave1236 Active Member

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    I like your thinking Redstone. I do like the idea of island reset cool downs and agree there would be some benefit to new players having more obvious means to obtain more dirt. I've always strictly held to the rules and honestly didn't have the urge to island farm and quickly found ways to get more resources. However, I realize this is probably not a typical player experience. Don't forget that making it semi-difficult to get more sand, grass, and dirt is also probably one of the highest motivators for new players to donate for a /kit... we would't want to introduce any changes that might decrease donations ;)

    I would also love to see /challenges fixed and provided a way for players to obtain more resources through the proper use of what they started with.
     
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  4. Kerahna
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    Kerahna Administrator Administrator Forums Administrator

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    Staff are advised not to ban new players who accidentally trade buckets or move dirt around not knowing the rules. The only time they should actually punish for island farming is when established players knowingly do it in large amounts (usually on an alt) just to terraform their island for free, or making a business selling lava buckets. The rule isn’t meant to so strictly enforced as to ruin the game for new players, just to stop people from taking advantage of island resets.
     
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  5. Lz
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    Lz Well-Known Member

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    It is annoying to waste time to dye or convert sand to get around a horribly outdated rule.
    If I needed to trade sand as of right now (say from the kit), I would just trade the actual sand knowing it would technically go against the rule.
    I know for a fact this is also commonly done between players, and I also believe that most active moderators aren't actively watching for sand trades, as it's a pointless inconvenience for everyone, except when there is a suspicion that the sand arises from island farming. (1)

    It is not a major suggestion. It is a change of 1-2 lines of codes, and one line of text in the rules, which removes a massive inconvenience.

    If you want to fight against island farming then you'd need to do a lot of rule changing and plugin implementation (e.g for cooldowns), but as you say, no one island farms for sand anyways, so I don't get your point "Since red sand can be traded and transformed I don’t see a need to change any rule rn".

    (1) Edit: As Kera says,
     
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    Last edited: Dec 27, 2019
  6. Monster_Sparklez
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    Monster_Sparklez Yee yee Bubba Premium Premium

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    Quoting what you said about island farming I like that idea there already is a cool down interval of 5 or 15 minutes I forgot which one but the concept of having a max of 5 resets and gaining one ever weak makes a lot of sense
    I support this as it is only super beneficial and only makes a positive impact
     
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  7. RedstoneTrails
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    RedstoneTrails Moderator Moderator

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    I guess I don't know the real statistics or everything going on behind the scenes. Most commonly, I hear stories of new players island farming or see new players accidentally admit to island farming in chat. I do know players who have systematically setup bots to farm islands, which would be more difficult to do with the weekly resets limits and longer delays between multiple resets in a row. I support the island farming rule staying in place, as people like this should obviously be punished. My focus is more so on changing the trade system to help new players, and not push them towards island farming.
    This is part of my point as to why it should be legal. With the main island design only coming with 3 sand, very few people will ever island farm for sand. It's more so just a by-product of island farming for the dirt and lava buckets. The ease of which we can convert sand between normal and red is also part of why I think all sand trade should be legal. It is an unnecessary hurdle that feels a bit dated now.

    I believe Lz's comment on the matter greatly sums up our frustration with leaving sand illegal to trade.
    I don't believe that risking being banned or accidentally walking into illegal situations should be part of the learning experience with a server. Our economy system is very different from most servers, which I feel is already a big enough learning curve to deal with. Additionally, if a player is new to Skyblock in general, they have all of the Skyblock gameplay mechanics and strategies to learn. I've spent countless hours writing forum posts and helping users in chat or Discord who are new to the server, teaching them about economy, where to find things, resources available, when to use warps or player shops for items, etc.

    This is a lot to take in for new players, so when you tell them all of this, then try to explain to them why they can't trade for dirt, and they can trade for red sand but not normal sand, along with all the other things they can't do, many get frustrated and leave.

    I did not know about this. It is nice that staff does this and helps out new players. I know many servers do zero-tolerance policies and instantly ban players, no matter circumstances. Even though this is nice to do, in an ideal world staff shouldn't have to warn new players as often. My making things like dirt legal to trade, new players can easily buy/get some dirt donated to them without risk of being banned, and won't need to even think about the concept of island farming.

    I think players motivation to buy kits and donor tiers would still be the same, if not higher since you'd have more people sticking around and enjoying the server. Also, legendary keys will always be a permanent source of income for the server no matter what happens :p

    Seeing challenges work would be magical. Definitely would give new players some incentive to keep playing and give them set goals to work towards. I know I personally struggle to play Skyblock if I don't go in with predetermined goals to reach.
     
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  8. Michael
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    Michael Active Member

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    Many of these ideas have been suggested before, and while they would not necessarily do any harm to the server, may not be as necessary as it initially seems. The majority of players that are banned for these types of offenses are very intentionally breaking the rules, and these changes may make it slightly more difficult for them to continue; however, if they put in enough effort, it is virtually impossible to stop all forms of illegal trading/island farming. Bans are handled on a case by case basis, and even if a new player is punished for illegal trading or island farming, it is quite common for them to be immediately unbanned after simply confirming they understand why it is not allowed, and have read through the rules.
     
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    Last edited by a moderator: Dec 29, 2019
  9. J86.
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    J86. Active Member

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    Cooldowns don't do anything. Even if you can only make one island per unique account its still possible to island farm.
     
  10. RedstoneTrails
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    RedstoneTrails Moderator Moderator

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    This isn't entirely about the whole banning part, but instead focus on the logic of the rules we have in place, and the negative impact they have on new players. I understand island farming cannot be stopped. But if you remove many of the incentives to island farm by making the resources readily available, you will cut down heavily on the island farming incidents, and not have to deal with as much gray area as to when you should punish someone.
    I understand. But it still adds an additional layer of protection. As it stands, a player can setup a bot to island farm with them. They just need this one account with a 5 minute cooldown on the script, and it can farm indefinitely. With cooldowns, it adds a bit more difficulty, where the player would have to begin cycling accounts once they hit their weekly limit.
     
    Last edited by a moderator: Dec 29, 2019
  11. ChaiBean
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    Granted I haven't been on the server in a while but I feel in-between about the suggestions redstone is putting out.

    I do think adding limits to the amount of times an island can be reset would help with preventing island farming significantly, having the amount of times you can reset your island be a hard limit for a set time period while gaining back resets over time.

    I do think this whole sand trade conversation is pointless (and im saying that in the kindest way that I can). If red sand is tradeable then white sand should be too. If you want to argue that it reduces island farming then just make it harder to island farm by adding the limits like we're all talking about.

    I don't feel one way or another about bucket trades, if it stays illegal it makes sense, and if they're added to the economy then it also makes sense.

    I don't agree with dirt trading at all, I think it should stay illegal. players that want to do massive terraforming should have to put the time in and make the grass to do so, and having little dirt while starting out only incentivizes players to keep playing to make the grass/dirt to expand. I fully accept that I could be wrong about this, but this is just my pov on dirt trading.
     
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  12. Sando3
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    Sando3 Accepts Lover

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    Since I came here to check some rates I might as well respond with how we handle this offence over on mv
    We removed sand from the blacklist cuz it's way easier to obtain sand legit (kits and crates) than through island farming.

    Dirt and buckets are always illegal since those are usually obtained through island farming. If you want to give someone a bucket, then why not just give them 3 iron bars.



    Island farming has always been a problem for us too and I wish there was some sort of cooldown or limitation on how many times you can restart your island too. I guess we gotta keep begging -\_(o.o)_/-
     
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  13. RedstoneTrails
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    RedstoneTrails Moderator Moderator

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    This is something I think many of us are in agreement about. It won't stop island farming, but I think it definitely would make it more difficult and help act as a deterrent.
    I also think most people (hold Krissy) are in agreement about this. As Sando mentioned, MV removed sand from the blacklist. Most sand comes from kits and crates, with very little sand coming through from island farming. Most sand on the server is legit, and we can trade red sand, so why not let all sand be legal?
    This is about where I'm at. Buckets mostly come from island's starter chests, so it makes sense to ban. But then there's people like me, who get too lazy to find their buckets sometimes and just craft new ones instead (I've now just started keeping them in my EC so I always know where they are lol). When someone needs a new bucket, I just tell them that buckets can't be traded and then give them 3 iron ingots. Most players are fine with that limitation.
    This is where most of the controversy comes in. As someone who's spent well over a DC of grass on terraforming and farming over the last year, its always been a bit of a conflict for me. For one, it's mostly only an achievement to yourself. Your enemies will think you're dumb for wasting all that grass. New players get mad that you wasted so much grass when "you could've given it to people who need the grass". Additionally, there will always be the people out to discredit you, saying you just island farmed for the dirt, or traded for someone for the dirt.

    With terraforming, there's also the result of tear downs. If someone does a massive terraforming job on their 199x199 island, then later tears it all down, they now have a multitude of DCs of dirt that they can't do anything with, besides invest into another terraforming or farming project. It always made me feel bad to think about the hundreds to thousands of DCs of dirt laying unused around the server, while new players are out here getting frustrated just trying to get enough grass to make their tree farm.

    As to the type of players who are driven to work towards earning more grass, I think they fit into one of the main three types of players I see on the server:
    1. For that group, there's people like you, Super Dave, JonSnow, and others who came to the server, enjoyed the challenge and the community, and then worked hard to make a living and grow. You guys are the golden group of people who makeup the backbone of what I love about the server. It still always inspires me when I help out a new player, teach them about the server and rules, and they have this immediate drive to them where they want to start setting up shops and farming and earning grass. That passion and dedication makes the server great.
    2. The second group is casual players. People who came here one way or another, enjoyed the basic mechanics and community of the server, and have just stuck around, slowly building up. This was me on /classic for the most part. I rarely interacted with players, only really ever talking in chat looking for trades, or auctioning off a Jeb_ egg for some quick profit. Besides that, I was just silently farming on my island and building.
    3. The third group is what I'd somewhat identify as. The group ranging from casual mod/hack users all the way up to the extreme hackers and cheaters. People who saw the challenge of the server, and then started thinking of ways they could cheat the system, or gain an advantage by pushing boundaries, sometimes crossing those boundaries. When faced with the dilemma of needing dirt when I joined, I didn't have that spark of passion or drive, but instead grew angry. I had my brother get on my mom's computer, showed him how to island farm for me, and then paid him Tix on Roblox for every island he farmed (this happened in 2013, so hopefully the statute of limitations is up on this lol). Other people have done similar things. Whereas I found comfort in the community on the new server, other players let their initial rage and greed build. They start finding creative ways to cheat. More efficient and safe ways to island farm. How to infiltrate Mob Arena with an army of bots and give yourself a shield. Finding ways to duplicate items or currency. How to cleanly steal items from players, or scam them without getting banned.
    While there will always be people cheating the system, I think making the system better will help cut down on this, and player resentment. It doesn't have to be making dirt trade legal. Fixing challenges and having a challenge which rewards you with some more dirt as you build farms could help new players greatly (at risk of being abused by alts now having a new way of farming dirt). My main issue with dirt is you only have two ways of getting it. From your island you start with, and from placing grass. For new players, that second option isn't very viable until they've been here for a while. And even then, it's still a conflict for them. They have to decide whether the grass is worth placing, or if they want to invest it somewhere else. Whether it's through challenges, legal dirt trade, or even the store for all I care, I think adding some other way that people can work for dirt would lead to a better experience for new players.
     
  14. Super_Dave1236
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    Super_Dave1236 Active Member

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    Yay! I'm in the "golden group"!! :hah:
     
  15. ChaiBean
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    This it really kind of you to say, thank you redstone c:

    and I do see what your saying. Honestly I think if anything right now dirt trade just a really controversial topic, but the rest of what we have been talking about could be actually changed considering everyones viewpoints are pretty similar about it. Granted I'm not a mod, nor do I want to be one, so me saying that only means so much. Hopefully we see some sort of change that does make a noticeable effect on island farming and sand trade
     
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  16. iQuestionLogic
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    My input as a player that has joined a couple months back.

    Sand:
    I've never fully understood this rule. Sand trade is illegal to discourage island farming, and red sand is legal - despite the conversion being virtually free.
    Imagine having dirt illegal, but being able to turn it into something like mycelium (for free) to trade legally.

    I understand this rule stands as a deterrent for island farmers, this way they must farm islands in ~ multiples of 3 (forgot how many sand blocks per starter island) to actually legally trade the sand they obtain. But like staff have previously mentioned;

    People who farm islands will do it often and in large quantity regardless of this sand trading rule.

    Its quite tedious to have to explain to new players that
    1. Sand trade is illegal, read sand is not.
    2. Yes you can use red sand for the same purposes of regular sand.
    3. You need 1 dye and 8 sand to convert
    If a new player decides to trade their limited sand for other items, they should be allowed to do so with ease. The current system does not allow this as they would need 8 blocks of sand to actually trade (legally).


    Buckets:​
    I agree with ChaiBean, to me this rule is fine as it stands, its also fine if they decide to remove it.

    I understand that again this is to prevent players from quickly transferring farmed items. However, all you need is water and a diamond pickaxe (cost = 1 grass) to turn it into obsidian and sell. There is always demand for obsidian, but not for the buckets themselves as they cannot be reversed into iron.


    Dirt:
    To be honest, I'd prefer if this rule was unchanged. I've always liked the fact that on this server one has the choice of either using their grass (cash) as farm/aesthetic dirt or actually currency. It presents players with a nice trade-off scenario, 'Should I show-off and void my cash on island aesthetics or should I show-off by purchasing rares?', I like this opportunity cost aspect of the server.

    Also placing grass is one of the biggest sinks in the economy, I'd prefer if people continue this (in the same manor) to control currency inflation.

    I admit when players join from other servers this can be quite weird at first, but most learn quite quickly that their dirt and grass are valuable.
     
  17. ChaiBean
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    ChaiBean Member

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    I couldn't have said this better myself, this is what I was trying to say but I couldn't come up with the words for what exactly I wanted to say
     
  18. Adriansop
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    Adriansop Moderator Moderator

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    I am only here to ask why island resets are still only on a 5 minute cooldown, which can even be bypassed by joining and leaving a coop.
     
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  19. odiewonkenobi
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    odiewonkenobi Active Member

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    If there was a case where a player had reset their island several times over a long time (eg. 1 month between each reset) and their reason for resetting was simply because they were tired of their island, would the limit of 5 resets still apply to them.
    If this is the case and they wanted to reset again after that, would they not be able to, or would they be able to apply for an island reset?
     
  20. Monster_Sparklez
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    Monster_Sparklez Yee yee Bubba Premium Premium

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    I think what this suggestion implies is you have a max of 5 but every time you use one it takes a week for that reset to replenish itself
     

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