Survival-PvP/Shards Situation
⚔️ Improving PvP Experience on Survival
This suggestion focuses on PvP-related issues and improvements that would directly benefit the part of the community that’s most active in PvP. Below is a breakdown of proposed changes, including the reasoning behind them.
📑 Table of Contents
Shard Balancing
Combat Escape Options
Windcharge & Arena Adjustments
Crate Loot Improvements
Event Arena Separation
1️⃣ Shard Balancing
Protection 5 is too easy to get for players who’ve built large automatic farms but extremely difficult for more casual players.
💡 Suggestion: Introduce a way to grind shards manually — even if slower — so active players have a fair path to gear, while still keeping automated methods in the game for balance.
Enchanted Golden Apples are harder to get than P5, even with multiple farms.
Idea 1: remove Protection 5 Unbreaking 5/Sharpness 6 from /shardshop, and replace them with Protection 4 Unbreaking 3/Sharpness 5, while also lowering their price
Effect: P5 and S6 would be more rewarding to get from crates, while getting gear (P4/S5) would be made easier by dropping the prices of them.
(This would also indirectly help the Phantom kit, since currently noone wants to buy it, but with the change of going from P5 -> P4 in shardshop, it would give the Phantom kit an edge)
Idea 2: Have a new system, that would limit the amount of shards you could get per harvester/spawner extractor/Chunk collector etc.
Effect: You could only get a set amount of shards per day with an afkable farm, which would discourage the endless afk'ing overnight
Idea 3: Implement a new system for gathering shards, for example: after 1 thousand mined blocks (Stone/Ore blocks) you would gain a set amount of shards, or after 1 thousand mined wood blocks, you would also get an amount of shards.
Effect: Implement manual farming of shards, after reducing the amount you can get per day with the limiter on the harvesters. Milestones could be that after 1k mined Ore/Stone blocks, you would gain 1k shards, and after 2k mined blocks, another 1-1.1k, etc etc, which would scale up and encourage specialising in a particular Milestone.
Idea 4: Implement Shard quests, that aren't limited by a time factor, but rather an actual quest system.
Effect: Another way to manually farm shards, by (for example) choosing one of 5 quests, completing that quest, and then being able to choose a new one. If you don't like/aren't able to complete any of the shard quests, they would automatically reset to 5 new quests hourly/every 3 hours, if you accepted no quest.
Idea 5: Lowering Golden apple prices in /shardshop
Effect: This would go well along the P5 -> P4 change in the shardshop, due to armour breaking faster, resulting in a higher demand for gapples in pvp. This would help people farm gapples for fights better.
📉 They're currently tied too heavily to AFK setups and long-term passive income. Balancing this could make PvP more accessible and fairer across playstyles.
2️⃣ Combat Escape Options
Players without ranks have no reliable way to escape PvP, even if they win a fight or are clearly disengaging. They must stand still for 3 seconds or use /hub, which is risky.
🛠️ Suggestion: Allow /spawn to work as an instant teleport, at least in combat-safe zones, similar to the old /c v (name) command from prison before the 1.20 update.
While players with no rank have a hard time escaping, players with a rank have it pretty easy, especially if we were to add big arenas in the future.
🛠️ Suggestion: Perhaps increase the Combat Tag timer to 25 seconds, instead of 20, to make it a harder task to run away, while still maintaining a reasonable time frame. (This is only an if: if we get big arenas in the future, because if we keep bringing out these small arenas this isn't needed).
3️⃣ Windcharge & Arena Adjustments
Currently, PvP arenas heavily favor runners. A player can miss 5 wind charges, but all it takes is one successful escape jump that the chaser misses, and they're gone.
🧭 Suggestion: Instead of changing wind charges directly, adjust the arena layout so it doesn’t allow infinite kiting or easy escapes.
This keeps movement-based combat skillful without making running unbalanced.
4️⃣ Crate Loot Improvements
Remove Blast Protection from P6 armor in the legendary crate.
🔥 It prevents Windcharges from working, which ironically makes the armor worse for PvP — nobody uses it.
Add Unbreaking 5 or 7 to P7 gear in legendary crates.
⚔️ Right now, P7 pieces only have Protection 7, but shard shop gear offers P5 + Unbreaking 5 easily. This makes crate gear less viable unless durability is boosted.
P6 is harder to obtain than P7, which doesn’t make sense.
🛠️ Either make P7 harder to get (e.g. remove from the p7 from boss kits, changing them to p6, and keep the p7 only in legendary crates), or make P6 easier (e.g. obtainable from Battle Pass or event keys).
5️⃣ Event Arena Separation
PvP events like Capture the Arena and Envoys are currently held in the same arena as Mobhunt, which splits focus and ruins the PvP vibe.
🗺️ Suggestion: Move CTA and Envoys to a separate, dedicated PvP arena and rename the current one to /warp Mobhunt. This keeps PvP events clean and distinct from PvE.
✅ Why These Changes Matter
Better shard balance means PvP gear is accessible for both casual and competitive players
Runners won’t have an escape advantage
Crates offer loot that actually gets used in PvP
Events become more enjoyable and specialized
Rankless players won’t feel at a massive disadvantage
💬 Final Thoughts
These suggestions aim to create a more balanced, rewarding PvP experience — without removing the grind, just making it more skill-based and fair across the board. The goal is to make PvP fun, competitive, and more inclusive for all kinds of players.