๐ : Pure Survival โ A Balanced & Long-Term Survival Experience
Since ExtremeCraft already has Survival and Neo Survival, I would like to suggest adding a third survival experience called Pure Survival.
The main goal would be to create a survival gamemode focused on manual grinding, balanced progression, a healthy economy and long-term gameplay, without systems that allow players to become extremely rich within a very short time.
๐ฑ Core Gameplay
Pure Survival could have:
- Normal survival gameplay
- Claims
- Manual farming
- No Harvesters
- No Spawner Extractors
- No money-making kits
- No extremely overpowered special items
- Slower progression
- A carefully balanced economy
- Shards as a rare currency
The idea is to make players actually play the game to progress, rather than relying heavily on AFK systems.
๐ฐ Economy
The economy should be designed so players don't reach millions or billions within the first day.
Money could mainly come from:
- Manual farming
- Mining
- Mob drops
- Trading
- Exploring
- Events
- Outposts
- Bosses
Shop prices should also be balanced around the slower income.
๐งฑ Spawners Should Be Rare
Spawner prices should be significantly increased because spawners shouldn't become something everyone owns immediately.
A possible system:
Spawners can ONLY be obtained through "/soulshop" for 50,000 Souls.
This would make spawners a serious long-term goal.
To keep the gamemode fair and prevent P2W:
Souls should NOT be purchasable from the store.
Souls should only come from playing the gamemode and completing activities.
This means players cannot simply spend real money to obtain large amounts of Souls and buy spawners.
๐ณ๏ธ Voting
Voting should also be different in this gamemode.
Instead of giving Vote Keys, voting should directly give money.
For example, each vote could give a balanced amount of money based on the economy.
This prevents voting from becoming another way to flood players with special items while still rewarding players for supporting the server.
๐ช Token-Based Claims
Claims should require Tokens.
Instead of players receiving unlimited/free claims, they would need to earn Tokens through gameplay.
For example:
500 Tokens โ Claim 1 Chunk
This would make Tokens extremely valuable and give players another reason to actively play.
Tokens could be earned through:
- Playing normally
- Events
- Challenges
- Voting
- Difficult activities
- Other gameplay methods
The exact token sources and amounts could be balanced during testing.
๐ Tokens Could Also Be Used For Shards
Tokens could have another important use:
500 Tokens โ 5 Shards
This creates an interesting choice for players:
ยซShould I save my Tokens for claiming land, or spend them on Shards?ยป
Because both claims and Shards are valuable, Tokens would become an important part of the gamemode's progression.
๐ Shard System
Shards should remain rare and difficult to obtain.
Possible rewards:
- Boss kill โ 5 Shards
- Event win โ 3 Shards
- Completing an Outpost โ 3 Shards
- Breaking an Outpost โ 2 Shards
- Other difficult activities โ 1โ3 Shards
Points should also be reduced from boss fights.
For example:
1,000,000 points โ 100,000 points
This would prevent excessive inflation.
โ๏ธ Netherite & Enchanted Golden Apples
Powerful items should require significant grinding.
Possible prices:
- 10 Shards โ 1 Netherite armour piece
- 15 Shards โ 1 Enchanted Golden Apple
This makes powerful items valuable and gives players long-term goals.
๐น Boss System
Bosses should receive a significant balance change because they would provide Shards.
They should be challenging but shouldn't completely destroy the economy.
A boss could:
- Have balanced health and damage
- Have a reasonable cooldown
- Require preparation
- Have limited normal loot
- Give around 5 Shards as the main reward
Boss Summoning
Players could obtain Boss Fragments through difficult activities such as:
- Rare mobs
- Events
- Exploration
- Dungeons
- Outposts
- Challenges
For example:
10 Boss Fragments โ 1 Boss Summon
Players could then use the summon at a dedicated Boss Arena.
This makes bosses something players have to work towards rather than something they can endlessly farm.
๐ Events & Outposts
Events could provide small amounts of Shards:
1st place โ 3 Shards
2nd place โ 2 Shards
Outposts could provide around 2โ3 Shards, depending on the activity.
This encourages active gameplay without flooding the economy.
๐ซ Less AFK, Less Inflation
Without Harvesters, Spawner Extractors and money-making kits, players would have much more reason to actively:
- Farm
- Mine
- Explore
- Fight
- Trade
- Participate in events
- Capture Outposts
- Fight bosses
- Build their claims
The economy would grow more slowly, and money would keep its value for much longer.
โ๏ธ Fair & Non-P2W
I think an important part of this gamemode should be keeping it fair for everyone.
Especially with the Soul system:
Souls should never be sold in the store.
Players should have to earn Souls through gameplay, meaning someone who plays more efficiently can progress faster, but someone cannot simply buy their way to powerful spawners.
This would make the gamemode feel much more competitive and rewarding.
๐ฏ Overall Progression
The goal should be:
Play โ Earn Tokens โ Claim Land โ Grind โ Get Souls โ Obtain Rare Spawners โ Earn Shards โ Upgrade Gear โ Progress
Instead of:
AFK โ Huge Farm โ Millions/Billions โ Buy Everything
Pure Survival would give ExtremeCraft a completely different survival experience from the existing Survival and Neo Survival modes while focusing on manual gameplay, rare items, meaningful progression and a stable economy.
I think this could be a great gamemode for players who want a more traditional Minecraft survival experience without removing the fun features that make ExtremeCraft unique.