Skyblock Let's Improve New User Retention and Expand Challenges

Discussion in 'Server Gameplay Suggestions' started by *Slagomizer*, Feb 24, 2023.

  1. *Slagomizer*
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    *Slagomizer* Moderator Moderator

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    Hello friends of SkyBlock! My name is BriChickadee, Slagomizer in-game. I started playing SkyBlock a few months ago and have been obsessive ever since. I hope we've met inside the game or on the Discord, and I hope you enjoy my suggestion here.

    Why did I come up with this idea?
    When I started playing, I enjoyed the goal-oriented nature of the fifty challenges. It was a great way to reward new payers while giving them some sense of direction and encouraging them to move beyond the comfort of their own island to trade and interact with other community members. When I joined, I quickly raced through finishing them all, but I found myself feeling a little aimless thereafter and felt myself wishing for a subsequent set to become unlocked once the first was through. Now that I'm a (still new, but) somewhat established player, I have been ruminating on how to go about this in a way that is compatible with the inherent limits of SkyBlock and that is ultimately beneficial for player retention, as it would have helped my "stickiness" earlier on, for sure, when I felt listless and felt not sure what to do with myself after reaching a small level of stability. Thankfully, I'm obsessed with MineCraft in general, so I didn't leave SkyBlock :) But that isn't true for all! So many new players come on daily and don't come back. As the developers close in on the release of SkyBlock 1.19, I hope they will consider this suggestion for their next implementation.

    Let's expand upon the first set of fifty challenges and give both established and newer players something to strive for:
    1. Plant one of all six classic saplings (oak, dark oak, acacia, birch, jungle, and spruce)
    2. Build a stone generator (smooth, not cobble)
    3. Craft one redstone item (repeater, observer, etc)
    4. Craft a shulker box
    5. Break a diamond pickaxe
    6. Mine 64 ores (could be a certain number of each type, obviously skewed toward the more common ones, I cannot imagine sitting through and trying to get 64 iron ores!)
    7. Have of each of the following in your inventory: watermelon, pumpkin, beet, wheat, cocoa
    8. Harvest nether wart
    9. Craft a glistering melon
    10. Build an iron golem
    11. Place 10 sea lanterns
    12. Give 20 bread to villagers
    13. Craft 5 item frames
    14. Craft one of each dye
    15. Get a fish in a bucket
    16. Create one tradeshop (or, depending if detecting that is hard to do, perhaps just interacting with one usershop is easier?)
    17. Construct 32 chiseled stone blocks
    18. Craft 16 cookies (as if there aren't enough cookies being thrust into the void already!)
    19. Chop 16 each of: acacia, jungle, and spruce wood
    20. Explode a bed in the Nether
    21. Craft 27 bookshelves
    22. Craft 10 rabbit stews (and then promptly leave them to rot in a chest in the corner of the island, like you did with the mushroom stews in the first round of challenges!)
    23. Craft 40 sugar
    24. Craft 64 bone blocks
    25. Reach level 30
    26. Craft 16 bricks
    27. Set fire to a mob with a bow (or, use a crossbow, in this new update, that might be better)
    28. Place 64 grass, you robber baron, you
    29. Mine an iron ore
    30. Kill 25 witches, 25 creepers, and 25 enders (forces people to not rely on player spawners!)
    31. Craft an enchantment table
    32. Craft 5 gold blocks
    33. Craft 5 redstone items (redstone repeaters, daylight sensors, pistons, observers, etc)
    34. Craft 8 stripped birch wood
    35. Get creative with your diet: consume 1 rotten flesh, 1 spider eye, 1 poisonous potato, 1 raw beef, 1 suspicious stew
    36. Enchant an item with silk touch
    37. Expand to 99 blocks
    38. Craft a compass and a map
    39. Craft 10 slime blocks
    40. Craft 12 rail
    41. Craft 10 lapis blocks
    42. Craft 10 diamond blocks
    43. Craft 10 coal blocks
    44. Craft 10 iron blocks
    45. Teleport with chorus
    46. Craft a fire charge
    47. Enter a Nether fortress
    48. Mine 64 quartz
    49. Collect 16 blaze rods (or maybe ghast tears)
    50. Use (or maybe craft) an anvil

    Now, this is not a definitive list, and I hope that my suggestion garners sufficient attention to foster discussion about some of the specifics here. I tried to go number-by-number on the previous set of challenges and one-up their difficulty (for instance, instead of teleporting with ender eyes, now, one must teleport with chorus). I think for many players, this would be a welcome new challenge, even those who've been playing a good bit, but most importantly, it could help goal-oriented players stick to an open-format game like SkyBlock and all-around improve player retention, which this server seems to suffer from.

    I did search the forum with 2-3 different strings to see if someone had proposed such a thing and could not find something similar (do excuse if this has been asked and answered). I have little concept of how much relative work this would be for the wonderful devs, but I really hope my thoughtful suggestion is met positively :) I'm happy to have become a regular SB player and want to see it grow :)
     
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  2. KingJonSnow
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    KingJonSnow Moderator Moderator

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    I think giving more challenges to players would/could definitely help with player retention because I see people say the same things in game that they don't know what to do after they make a cobble gen and start expanding their islands. When challenges were fixed (thanks Dex), people were eager to try and complete them to see if there were more or just to check them all off for completion. While I do love a lot of your challenge ideas and I think they are incredibly creative and well thought out, this seems like something that would need to be visited or thought about after the server is updated. I have no idea how hard it is to implement new challenges like this, but I'm sure most of the attention is getting the server up and running and ironing out any of the bugs that possibly arise after that.
    All that being said, 1.19 would open up a world of possibilities when it came to new challenges and I think could entice and help new and old players learn some of the new features from jumping from 1.12-1.19. Once the update is complete, I fully support new challenges being implemented and I think they would provide a ton of benefits if they aren't difficult to add into the server plugin. I also think rewards for new challenges could give access to new items and blocks in 1.19 and would be a different kind of grind to get farmable items or things like skulk catalysts or things of that nature. Thanks for taking the time to try and help new players and keep the player base growing!!
     
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  3. KhalDrogo
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    KhalDrogo Experienced Member

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    More challenges might keep players entertained for a bit longer but ultimately the server needs to be self sustaining.
    A lot of the major trade shops that used to operate just died as the players that ran them left.
    Perhaps this is because players just stopped buying from them so much?
    New player retention will be aided by retaining long term players who provide these shops.

    Drogo see a large shift in focus toward the rare trade be it through direct sales or casinos and this can't appeal to new players too much as they don't have the grass to get involved.
     
  4. Magik
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    Magik Well-Known Member

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    A new player asked in chat about it and I thought it could be a good idea. Some kind of daily challenge you can complete to earn a reward.
     
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  5. JAWD543
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    JAWD543 Active Member

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    No new players want to stay because the server is still on 1.12.2. And as for eco there is barely any player shops because selling to the the shop is more profitable then to other players. There needs to be an update to increase the interactions between players to increase the retention of newer players
     
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  6. Oakk
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    Oakk Experienced Member

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    Fortunately, we just had a beta test on 1,19 :D
     
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  7. KhalDrogo
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    KhalDrogo Experienced Member

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    Yeah. There is that too of course. The Minecraft server lists websites state that Skyblock is 1.19 which it’s not so being fooled into joining an outdated server probably doesn’t go down too well.


    Also had one 7 months ago.
     
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    Last edited: Feb 24, 2023
  8. KingJonSnow
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    KingJonSnow Moderator Moderator

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    So they had this on Mineverse 1.18 Survival and it was really nice to have challenges to complete although a lot of them wouldn't transfer. You got a different kind of currency when completing them that allowed you to spend them in a special shop that had shulkers, land expansion, rare-leg keys and such. I think that would require a pretty big overhaul to implement cause most was designed for survival but man I was excited to hop on every day and see what challenges I needed to complete to try and save up for keys and such.
     
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  9. Magik
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    Magik Well-Known Member

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    I haven't played much Mineverse myself, but it's good to know that such a feature has existed on one of Noobcrew's servers. It gives hope that it could be easily transfered over instead of starting from scratch.
     
  10. *Slagomizer*
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    *Slagomizer* Moderator Moderator

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    Thank you all for the discourse.

    I think you're absolutely correct, Drogo. The biggest hurdle, to me, in the game is getting from the point at which a player "gets it" to where they can really integrate themselves with the economy. Perhaps a second set of challenges can help bridge the gap, or supply rewards which help them better compete. For instance, if a reward gave something that would make farming trees, shulks, end products, or what have you easier, so long as it didn't oversaturate or otherwise mess with the current economic situation. And while integration into the economy sustains the server, perhaps we must recognize that different players are excited by different aspects of the server. We see this in the types of islands people build. Some enjoy aiming to get a high island level, some enjoy building whimsical, beautiful islands, some like building player activities into their islands. In general, I love open-world games and don't enjoy games that prescribe one's trajectory too tightly via linear, goal-oriented game play. Others enjoy set tasks. Maybe more challenge could broaden the player type we appeal to.

    This is fun, and rewards daily play and consistency, but it might be a headache for devs. Not sure.

    Something else that occurred to me while reading replies to discussion is that perhaps it would be relatively straightforward for the devs to integrate Minecraft's normal achievement branches with SB rewards. I got the idea for number 35 from a Minecraft achievement won when having eaten every technically consumable thing in the game.

    Thanks all for the feedback, keep it going!
     
  11. JAWD543
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    JAWD543 Active Member

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    Daily Challenges would be very cool. If you got points for completing them, then could redeem them for keys (good keys) that would be cool.
     
  12. Dexuby
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    Dexuby Active Member

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    Thanks for your suggestion. We are planning to introduce new and exciting challenges sometime after the update because it adds a lot of new possibilities. Some of the challenges you came up with are really creative and we'll consider implementing them.

    During the latest beta test we introduced a new challenge category for tutorial challenges. Our goal with this is to introduce players to server specific mechanics like the trade shops. The new shop system will also introduce very important quality of life changes that'll make it much easier for players to sell and buy items (especially on survival). You will be able to find shops that buy or sell the item you are holding via a command that will open a GUI and by selecting a shop inside of it you will be teleported in front of it.

    Daily quests will be introduced on the economy server and potentially on the survival server in the future.

    Our goal is to strengthen the community and creative aspect of the survival server while further improving the economic progression on the economy server.

    You can complete the vanilla advancements if you want to however you will not receive any rewards for doing so.
     
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  13. KhalDrogo
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    KhalDrogo Experienced Member

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    The “where to buy” feature sounds awesome Dex.
     
  14. Dexuby
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    Dexuby Active Member

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    Thanks, we're really excited to see how it'll affect the community trading aspect of the server.
     
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  15. KingJonSnow
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    KingJonSnow Moderator Moderator

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    Man this is incredible to hear. Appreciate all your hard work and you are bringing and implementing things I couldn't have even dreamed to have had. Also thanks for the updates and keeping us posted.
     
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  16. GaroldGarcia
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    GaroldGarcia Member

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    Speaking as a relatively new player of Minecraft and even newer player of Skyblock, the tutorial challenges to introduce mechanics sounds great.

    I've got the advantage of playing literally half a meter away from Slagomizer, and even with her as a resource (that I try not to pester too often), it can be like drinking from a firehose trying to learn the million different things it's possible to do.
     
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  17. *Slagomizer*
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    *Slagomizer* Moderator Moderator

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    This all sounds great! I'm sure other members are sick of repeating themselves in the server: "drop rates are lower in the nether, click the obsidian with a bucket, type /kit sapling, do /sethome, click a user's name in-chat to visit their island" et cetera...

    Hopefully some of the challenge mechanics can help guide through some of these processes. Perhaps also starter chests could come with a SkyBlock guide book.
     
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