Hey everyone, The Mob Arena is finally here! Our most beloved minigame is back and you can now enter the /mobarena server to gear up and fight against progressively tough waves of monsters! Consider this more of a soft release, there are various things still in the works and Matt and I will add to new features over the coming days. The rewards system especially named "Gems" is not fully complete, while you can earn Gems for playing, you will not be able to spend them just yet. Unlike the past with Mob Arena existing on our primary servers, the Mob Arena is now on its own separate server that will not conflict or add any external issues such as dupes, exploits, and lag we've experienced before, which ultimately led to its removal long ago. The main benefit is that now Skyblock Survival and Economy players can party up and play together, once Gems integration is finished, you will be able to redeem rewards on any server you choose. Overall, the gameplay is finalized, though certain waves or bosses may be changed as we monitor how players interact. We have done beta tests before but the amount of monsters per waves can scale based on the amount of players playing within a game so some waves may have too little or too many mobs. Consistent adjustments will be on-going over the next few days so please be patient. We hope you all enjoy and do let us know if you encounter any bugs or issues. Feel free to use this post as a place to post feedback and suggestions. Special thanks to Matt, Geo, Frez, and the rest of our staff team for helping make this possible!
Big win for the Mod and Dev team! Thank you to all involved with bringing /ma j back to life in the form of /mobarena!
Hopefully, my contributions can be included shortly. I for one enjoyed helping the team with this project and especially creating some new prizes : p
i almost lost hope this would be released this month thank you to everyone involved in bringing it back!!
after playing a game and surviving until wave 50 here are my initial thoughts: i love how similar it is to the original mob arena im a huge fan of the special waves like the bee swarm there definitely needs to be tweaks to the HP of the majority of the bosses. the waves drag on when youre sat there spam clicking for 5 minutes. however, i also think the abilities of the bosses could be increased to occur more often. especially the lightning ability for the witch and the fire aura for the firelin (also maybe increase the time players are set on fire by a second or 2?) there also needs to be tweaks to the kits. it would be impossible to reach wave 20 with some of them although the final boss was cool to see at first, you quickly realise how impossible to is to beat the warden. crew did state that he cant change how hard the warden hits, but its not possible to win the final round when he kills you in 1 or 2 hits the potential is definitely there and i cant wait to see what the gem trading system will look like (it looks like we might be able to purchase up to 4 permanent kits btw)
Agreed, this is a great start and I'm keen to see the next updates! I have the tiniest change request: In "How to play" to the left of the entrance, the sentence, "Survive longer than anyone else against periodic boss fights and special waves to snag as much Gems as possible." should instead say, "to snag as many Gems as possible." Edit: I don't know if a player guide is planned/has been started, but if not I would love to do one! Edit #2: Someone suggested spectral effect on boss mobs, this would be so helpful when there are a lot of people playing.
The promise is there but it's still an incomplete release! I'll point out some stuff I thought about it: While I've only tested with like 10+ players, the waves seems to be pretty equal instead of scaling harder the higher the wave. The bosses still seem a little monotonous, but hopefully we'll get more mechanics in the future! Alchemist and blacksmith kits need some rethinking, it seems very promising, but issues like placing blocks rise some problems( like walls), I'd suggest adding a command like /enchant and /fix works but u need lapis for every kind of enchant and repair, only obtainable from these classes. Every ranged class is unsustainable! You don't get enough ammo and will be stuck punching mobs, the armor(not even a shield) is really awful for the little advantage it grants and u get the worst of the foods of all classes! I was really expecting you guys would release mob arena along with the rewards from what u've told us, but I don't mind waiting a little more, let's just hope this won't be the first and last update! Thank you everyone in the staff who contributed to this project, we appreciate all of u!
After playing a bit more, I have further suggestions - I understand some may already be in development: /fly when spectating Spectral effect on boss mobs Leaderboards for most kills overall, personal high scores for round and kills Rescaling of boss mobs, several times we were just hitting it in the corner for 10 mins Cow in the arena to refill milk buckets
There’s a lot more to be done and tweaked over time, but this project has been so cool to work alongside others with. It’s been a looooong time waiting
Has my work come to an end?.. Saying ma j on every forum post that gave me multiple warnings close to perma ban. Is it now over? Let me enjoy this one more time because i was HIM fighting for it. I have farmed so much aura its unmatchable: Ma J When?
after a bunch of tweaks and changes i think everything in general is way more balanced. my thoughts now: i like that spider boss is now a regular spider. previously it was a cave spider and since it was small and fast it took a long time to kill. if it were up to me, i would probably increase the health a lil. 10 or 15 percent maybe. i havent played with any other kit other than the titan, but i noticed i was getting way more health potions than i was using. it may be better to change them to healing II and receive less potions. yesterday crew said there is a 5 player minimum. this morning i was able to play with only 4 people yet the game still worked and we survived the whole game. idk if this was intentional but i like a lower player limit. maybe 3 people is better? the rounds with evokers should include a few more vindicators changing the final boss to an iron golem was a good move. the warden was impossible to kill. however, now i think its a little too easy to beat. i think it needs a little health boost, and more abilities while i was playing i noticed a lot of people were confused on how to leave the mob arena. maybe there should be a clearer way to show people how to get back to skyblock ranged kits should receive infinite arrows/projectiles
I haven't made it to wave 50 yet. but i have played a few rounds, im riding nostalgia high so im pretty much maining medic unless i one-off test another role Anyhow things i've noticed, either bugs or neat things *People can sometimes get items meant for the players, It's happend twice now that i (in spectator mode, however i hadn't outright done the command to enter spectator mode) got items meant for the players, first time around i got a Axe mid game, Second time around i joined into Ma j and instantly got another axe + a enchanted golden apple spawned into my inventory. *Similar to above, you can grab items that are dropped close by the walls, I noticed this after accidentally picking up a few arrows that landed into the barrier blocks *I love the fact that it's so similar, as said, im riding the nostalgia high whenever i do play *The bosses are nice, the variety is cool, even if i do miss having archers' dogs chasing after the OG ma j skeleton boss *same thing with just normal mobs *Now lastly are my issues with roles/gameplay, i didn't play them all, but i did a few. Currently only the tanky roles are viable. *Please dear lord give Archer Any physical melee weapon, Yes it kinda goes against it but archers are sitting ducks during the End waves, A weak sword or axe would be enough. And like others have asked for, Infinite arrows. i ran out like 5-6 times when i played as a archer. *Medic, needs a bit more defensive padding, i was killed by a ravager from (i think???) 5-6 hearts when i went to mid to heal *Mobs spawning near players is neat and all, but the ammount of times i've died because i was healing up inbetween waves and i had like 7 mobs spawn either on me or the block next to me is rather infuriating, I do think it's cool and neat, making the arena more difficult, but maybe just making the spawn radius larger might be nice. All in all i do really love that Ma j is back, my issues with it aren't bigger then my love for it. and i know that the bugs are there because it isnt 100% fleshed out and finished, All in all, Thank you everyone who worked on this
I noticed yesterday that the golem only targets the player that initially hit it first. It was pretty easy for the targeted player to stay in front of it while other players kept hitting it from behind. Can it maybe be changed to focus on the player that last hit it, like the brute?