Why MCP Has a Static Growth
#3
Yes, a problem with adding new game mechanics is that you run risk of turning the younger players off because of its complexity.  However, almost all prison servers use the same system; mine for resources to make money to advance to higher blocks.  Prison servers like Killion can rally a shit ton of players because it's on the face of prison servers-they have the member base to spread popularity, and for the most part it's sort of self-sustaining.  A server like MCP that needs more players to become more self-sustaining has a hard time competing with servers like Killion, especially if they have similar ideas.

What I suggest MCP do is to recreate and invent new ways to advance through the prison blocks.  This separates MCP from the mainstream prison servers that reuse the classic prison server ideas, and can attract new members into it's community.  A quick example I'd like to use is a server I played on for about a year now, and it never really gets boring (to avoid advertising, I'll conceal the name).  The game is like a MMORPG; you can explore a pre-build world, level up your character to unlock new spells, weapons, armour, etc.  The game always had new quests and updates to look forward to, keeping players intrigued in the server.  However, what really made the server successful was it's system for the owners to make money.

I suggest MCP revamps it's donation system to make it more effective like I stated in the thread.  Having a good system covers the essentials of keeping the server running, and if you increase revenue, the server can also hire DEVs to create constant and fun updates for the server, to endorsing itself within the MC community.

Here's some of my ideas I've had for a while:

"Block Masters" Idea - This idea removes involves different 'masters' for each block.  What is implies is that each block has these masters of a certain type of resource field that you have to complete missions for in order to advance to the next block.  ex. Say there is a blacksmith master, in order for you to complete the mining portion of the block, you have to give the blacksmith 4 stacks of coal, 2 stacks of iron, and 24 diamonds.  He then gives you a pass or a certain amount of money, and then you go onto the next master.  Say this next master is a Herbalist Master, in order to get the money/pass from said master, you need to give 2 stacks of sugarcane, and 5 stacks of melon.  Each master have a different field with different things you need to bring to them, more examples include fishing master, lumber master, etc.
As you advance blocks, some masters require you to go to previous blocks to get those block-unique materials to bring to them.

Donation Pack Ideas:
(most of these speak for themselves, so I won't explain)

Silas' laser
Small event advantages (ex. having 2 extra hearts in lava survival)
Expanded enderchest storage space
Coloured text
Double jump ability
Special event (once per month) that sells strength III or speed III potions

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Messages In This Thread
Why MCP Has a Static Growth - by pointlessbob - Jul 19th, 2015, 10:32 PM
Re: Why MCP Has a Static Growth - by Zeedin - Jul 20th, 2015, 11:53 AM
Re: Why MCP Has a Static Growth - by pointlessbob - Jul 20th, 2015, 01:44 PM
Re: Why MCP Has a Static Growth - by Zeedin - Jul 20th, 2015, 02:36 PM
Re: Why MCP Has a Static Growth - by pointlessbob - Jul 20th, 2015, 02:50 PM
Re: Why MCP Has a Static Growth - by Zeedin - Jul 20th, 2015, 02:57 PM
Re: Why MCP Has a Static Growth - by pointlessbob - Jul 20th, 2015, 03:19 PM
Re: Why MCP Has a Static Growth - by LaughNgamez - Jul 20th, 2015, 03:59 PM
Re: Why MCP Has a Static Growth - by LaughNgamez - Jul 20th, 2015, 04:00 PM
Re: Why MCP Has a Static Growth - by pointlessbob - Jul 20th, 2015, 05:58 PM
Re: Why MCP Has a Static Growth - by astralaether9 - Jul 21st, 2015, 02:46 PM
Re: Why MCP Has a Static Growth - by Girlsrock5133 - Jul 22nd, 2015, 05:30 PM

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