Kingdoms - Kingdoms Reset

Str4ngest

Member
Mar 21, 2019
37
5
8
Gamemode
Kingdoms

Title Kingdoms Reset

Description of suggestion
Kingdoms hasn’t had any active players in the past few weeks, only people with ranks who are AFK 15 out of 24 hours a day. This also causes new players to stop playing.
The ranked players have far too big of an advantage over them and most of them are AFK so newcomers don't get help to start up.

The fact that no new players are joining anymore also means that there’s no competition left in the gamemode, which basically makes Kingdoms quite pointless now since it’s turning into a kind of survival mode in disguise.

Therefore, we (the players of Kingdoms) are requesting that a reset happens as soon as possible.
We expect that this reset will attract more players, since there will no longer be a months-long advantage over newcomers.
This will also increase competition within the gamemode, which in turn will lead to more activity from various players.

Possible side effects of suggestion
Good side effects:
-There will be more competition
-More new players starting
-Old players returning

Bad side effects:
-Idk
 
Last edited:
As a former mainly afk player, i agree. Most activity i saw from KDs was veterans, new players would join, and immediately leave, or stay for a bit but never return.
 
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What do you suggest to prevent that from happening
Currently, several key issues prevent players from actively engaging with the game in the way it was originally intended. Below, I have structured my suggestions to improve strategic depth and encourage more meaningful gameplay.

A. Nexus rework:

At the moment, the Nexus offers limited functionality and provides virtually no value to other kingdoms. It does not feel impactful, while it should be the heart and strategic core of every kingdom. To address this, I propose the following changes:

1: Automatic nexus placement -> when a kingdom makes its first land claim, a Nexus should automatically be placed within that claim. Players should still have the option to relocate it through commands if needed. This guarantees that every kingdom begins with a defined capital and reinforces the idea that the Nexus is not optional, but foundational.

2: Nexus as capital -> The Nexus should function as the official capital of a kingdom. If the Nexus is successfully invaded, the kingdom should lose all of its stored mana. This would introduce real consequences to invasions and significantly increase strategic tension. It would encourage kingdoms to invest in strong defensive infrastructure in Olympus while still creating aesthetically impressive builds in Aurora. The risk of losing mana would make protection and planning essential rather than secondary concerns.

3: Consequences of losing the nexus -> If a kingdom no longer has a Nexus, it should temporarily lose access to certain core features. Specifically, the kingdom should be unable to use /k upgrades or claim additional land until a new Nexus is placed. This prevents kingdoms from endlessly defending fragmented bases and forces them to re-establish a functional capital before continuing expansion. Additionaly, this would help solve the issue of unclaimed bases deep underground to undermine the kingdoms system in general.

B. Nexus expansion of Special Blocks:

In addition to the Nexus rework, I would like to propose expanding the system of special blocks. The recently introduced Resource Converter was very well received by the community. However I think there is sufficient space left to introduce more special blocks.

1: introduction of air bases in order to use /k warp -> Currently, kingdoms have unlimited access to homes through /k warp. To introduce more depth, I propose replacing the unlimited warp system with a physical structure: the Air Base. An Air Base would function as the kingdom’s warp point. When placed, interacting with the block would open a menu allowing players to name the location and teleport to other existing Air Bases. This transforms warps from a passive command into a strategic asset that must be built, protected, and defended. If an enemy kingdom successfully invades the claim containing the Air Base, the associated warp becomes unusable until the territory is reclaimed. Furthermore, the warp should only exist as long as the block itself physically exists. If an enemy invades the claim, destroys the Air Base block, and the original kingdom later reclaims the land, the warp should not automatically return. A new Air Base would need to be placed to restore functionality.

2: introduction or production fields -> In addition to mobility structures, I would also like to propose the introduction of Production Fields. Since we already have resource blocks and miner minions, the next logical step is to expand into territory-based production features. There should be a block that passively generates mana. Make it so that you can only place max per chunk to prevent having too many fields.

These can only be placed in olympus: encourages players to strike certain claims.

3: radar system: Radars would be placeable structures capable of detecting enemy presence within a radius of two chunks. If a hostile player enters this detection range, the radar would trigger a notification to the kingdom, alerting them to potential danger. This would provide kingdoms with an early-warning system, allowing them to respond proactively rather than react only after an invasion has already progressed.

C. Rewards for motivation:

It would be a good consideration to give the top 3 kingdoms in /k top mana each week a crate key reward, money or other rewards. This keeps players motivated to attack each other and dominate the leaderboards.

D. circumventions: Disable the possibility to place spawners outside of claims. Only allowed in your claim in aurora (slower) or olympus (faster).​