Implemented Mob Arena Suggestion

Discussion in 'Server Gameplay Suggestions Archive' started by SkyCloud, Apr 26, 2025.

Tags:

Thread Status:
Not open for further replies.
  1. SkyCloud
    Offline

    SkyCloud Well-Known Member

    Joined:
    May 3, 2016
    Messages:
    117
    IGN:
    SkyCloud
    Make it so that if a player uses /ma j while an arena is already in progress, they get added to a waiting list for the next available match. That way, players don’t have to spam the command or wait around — they’ll automatically join as soon as the current arena ends. You can also add a ding sound whenever a match is about to start so if someone joins and is not looking at their minecraft tab they'll know.
     
    • Support Support x 10
  2. MrEPro
    Offline

    MrEPro GOAT

    Joined:
    Jan 28, 2021
    Messages:
    337
    IGN:
    MrEPro
    yes /ma queue or sum
     
  3. Face_Kicker
    Offline

    Face_Kicker Well-Known Member

    Joined:
    Jan 10, 2013
    Messages:
    23
    Shifty Trickster Class that allows you to shape shift into other mobs and launch decoys that the mobs will attack instead of players. During upgrade phase maybe a cow in the center to refill your milk then the next wave spawns on the cow as a bit of a troll. A weaponless support role that lest you activate a beacon ability which boosts everyone.
     
  4. decepjr
    Offline

    decepjr Member

    Joined:
    Dec 18, 2024
    Messages:
    31
    IGN:
    decepjr
    I have a few suggestions.

    Firstly, a new anvil and enchanting table need to be placed automatically inside the arena every time the arena starts, instead of allowing players to place them. The first thing I would try would be getting 3 enchanter classes to build a staircase up the side of the arena.

    Why not have have a "pillager raid" bar above every round? It would allow players outside the arena to see what round the current game is on, and allow for players in the arena to be able to see how many mobs are left in each round. It would help tremendously on rounds with nothing but endermites, bee's, and silverfish, it can be quite hard to tell whether or not you've killed all of them. A villager with a job block and a bed could be placed under the arena with no AI, centering the raid in the middle, and every hostile mob that spawns simply needs to be assigned as a "raider".

    Additionally, a new gamemode could be introduced; Protect the VIP. Either a player or passive mob such as a villager could be placed in the arena, and the job of every player in the arena would be to defend the VIP from waves of hostile mobs. Some variety in available gamemodes wouldn't be such a bad thing.

    Potion of the Turtle Master needs to be included somehow. It is a very fun potion, allowing players to make the hard choice to become functionally immobile for a period of time, but tank tons of damage in the process. Combined with a player drinking a Potion of Regeneration, it could make for some very fun moments.

    Maybe make mobs spawn from certain, known positions in the arena? The rounds that spawn creepers can be a touch unfair when several are spawned right on top of a player. Two creepers exploding near a Tank class is an instant kill. Perhaps though, unfairness is part of the game...

    Archer class needs one of two things; either a bad melee weapon, or the Infinity enchantment. Sure, it would be unfair if the Archer class got to shoot unlimited special arrows, but Infinity does not work on tipped arrows. Too many times, an Archer spends rounds at a time simply running around because they are already out of arrows and have no other option for damage. Even something like an un-enchanted wooden sword would give the archer some additional viability. In its current state, Archer can only be played if every player in the arena is dropping arrows they've picked up, giving extra melee weapons to the archer when possible, and protecting them from mobs such as Endermen, which the archer currently has no viable way to kill. It should be a squishy class that relies on cooperation between all players in the arena, but it shouldn't be as hard as it is.

    This one I'm not too sold on, but perhaps armor and shields could not be unbreakable, but instead have the mending enchantment. This encourages players to actively manage the health of their items instead of hiding behind them. Allowing mobs to drop experience orbs would be an exciting addition, forcing players to kill mobs instead of hold aggro for other players. This would also give additional functionality to the Enchanter class, making it much better as a supporting role.

    At this moment, Iron Golem is comically easy. Aggro simply needs to be pulled to a player with a shield, and they just need to sit still and hold one button while the other players wail on the poor guy. The Warden was too difficult, and I doubt it could ever be nerfed enough to make a difficult, but possible enemy, while still being fun to fight. The Wither seems like a good solution, its very fast and mobile, has AI purposefully designed to be a "Boss mob" and is a challenge in and of itself with no help from the "special abilities" other bosses already have.

    The "mini bosses" could do with a minor change; removing knock-back from them. Don't get me wrong, its somewhat funny to watch a group of players bully a difficult and supposedly challenging mob into a corner, but it doesn't create the feeling that the boss is intimidating or challenging. Forcing players to move to the bosses tune, instead of letting the player set the tone of the fight, would be an exciting addition.

    Something else that would benefit boss mobs is to not have them focus on one player, but instead have a variable "focus timer" of sorts. It's not particularly fun to be the player that the witch decides to throw all of her potions at, and having to run far enough away from the boss to no longer be the focus of attack is boring.

    Lastly, I have found a way to cheese the game. Simply have another player or alternate account pick a class with items you desire, then have that class give all of their items to another player. For instance, a "disposable" player could pick Tank and drop all of their kit to another class that may not be as easy to play, such as Archer, allowing them to don the much better diamond armor, and utilize the iron axe and shield as an additional mode of attack. I know dropping items in the arena is necessary for the Enchanter and the class with the anvil (whoops, forgot what its called), but this allows players to get an unfair advantage by sharing items not meant for their specific class.

    These are just some ideas that I've had. I know that the Developer team has poured their hearts into this project, and I would like to see the game mode flourish as much as them. Skyblock needs mob arena, and mob arena could use all the love and attention it can get.
     
  5. Face_Kicker
    Offline

    Face_Kicker Well-Known Member

    Joined:
    Jan 10, 2013
    Messages:
    23
    I really like the idea of protect the VIP.
     
  6. archerexpert777
    Offline

    archerexpert777 Senior Member

    Joined:
    Aug 18, 2015
    Messages:
    2,843
    IGN:
    simparch777
    I'd say take it one step further and provide an estimated time frame and the position of where the player is. Great suggestion!
     
  7. Adriansop
    Offline

    Adriansop Developer & Super Moderator Super Moderator Developer

    Joined:
    Jan 12, 2019
    Messages:
    745
    IGN:
    Adriansop
    Thank you for creating a suggestion!
    After looking at it we have decided that we will be adding this feature! We felt like this would improve the game-play by adding it, so your suggestion has been accepted!
    This thread has been locked and moved to Server Gameplay Suggestions Archive.
     
Thread Status:
Not open for further replies.

Share This Page