Daily Tier Kits....need "adjusting" on Agrarian Skies 2? (poll)

Discussion in 'Archive (Suggestion and Feedback)' started by Alicatt, May 17, 2015.

?

Should the daily donor Tier kits be changed to give less/less powerful "stuff" on Agrarian Skies 2?

  1. Yes

  2. Maybe.

  3. No

  4. Potato.

Multiple votes are allowed.
Results are only viewable after voting.
  1. Alicatt

    Alicatt New Member

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    OK. So I made a thread in a similar vein, but it was largely misunderstood what I was aiming for in the suggestion, I think.

    I feel like the current /kit kits are too OP for the AG 2 server. I cannot speak for the other AG servers because I do not play on them, so this thread is ONLY for AG2.

    Currently the kits look like this:
    [​IMG]
    [​IMG]


    My suggestion is that they be altered to fit more with the purpose of the modpack, which is for it to be very challenging. I'd just like to remind everyone that these are given unlimited(ly?) every day...so my proposed "nerfs" are pretty drastic.

    Possible reconfigurations:

    Resource kit (Resource+ in parenthesis)
    Coal - 16 (32)
    Logs - 32 (64)
    Saplings - 8 of each vanilla type (including Jungle?) (16)
    Bonemeal - 1 stack (2 stacks)
    Cobble - 32 (64)
    Dirt - 8 (16)
    Flint - 16 (32)
    Bucket of Lava - Clay (Iron)
    ====================

    Mobdrops (+)
    Ghast Tear - 0 (1)
    Ender Pearls - 1 (3)
    Blaze Rods - 4 (8)
    Slime Balls - 8 (16)
    Fish & Chips - 3 (6)
    Steak - 6 (12)
    Chocolate Cake - 1 (2)
    Bones - 8 (12)

    ====================

    Armour (+)
    Full Leather set (Full Hardened Leather)
    Iron Sword (Diamond) (or whatever the tinker's equivalent of these is...I've never used tinkers weapons)
    Bow (Bow with some kind of enchantment)
    16 arrows (32)
    Exp Bottles 12 (24)
    Books 2 (4)

    ====================

    Tools (+)
    Flint Tools (Next level up...whatever that is)
    Bag of Holding 1 (2)



    Again, these are just suggestions...
     
    Last edited: May 20, 2015
  2. chugga_fan

    chugga_fan ME 4M storage cell of knowledge, all the time

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    what is espescially needed is a nerf in the botania starter kit, as it gives you items that need 2 terrasteel to make and with them you can skip 2/3rds of botania
     
  3. Alicatt

    Alicatt New Member

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    I just tested the tools and toolsplus kits and they are not as OP as the resources and mobdrops kit imo...they could probably be left alone.

    Though the Bags of Holding do seem to defeat the purpose of unlocking and increasing inventory slots on AG.
     
  4. _Cilo_

    _Cilo_ Patron Tier 1

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    Imo there shouldn't be kits on hardcore quest modded servers but that is me I like the challenge. With kits it just not so interesting.
     
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  5. Alicatt

    Alicatt New Member

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    I would rather it be that way than the way it is, for sure. Cause the stuff I got in my kits was like woah...
     
  6. DuckDastardly

    DuckDastardly Well-Known Member

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    I respectfully disagree. While I agree they can feel a bit overpowered, it is up the person who made the donation to decide if they use them or not. If you are taking away the kits, then you also take away donations, as for some people the only reason they donate is for the use of those kits.

    As with the newest update of AG2 inventory wont be an issue as she removed the mod that made you get achievements to give yourself more inventory space. As for the rest, honestly none is game-breaking, and while I do get the kits I have access to, the only things I find myself using are the tools(cause I like having faster tools early on), and the food(because it frees me to do other stuff then stand over my small garden praying I don't die to starvation, which isn't fun). As for the rest it just gets chucked into a chest and sits there till it gets thrown into something like AE, where then it gets used(which for me is usually quite a ways into my playtime since I am kinda slow in progressing compared to most people).
     
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  7. Alicatt

    Alicatt New Member

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    Dude half stacks of ingots and 8 diamonds at the beginning is unbelievably OP on a server that is supposed to be VERY limited resources.

    And it supposed to be hard in the beginning...that's what the modpack is all about. It just seems like it completely overwrites the entire point of the modpack to get stuff easy right when you start. Should at least make people wait until they reach the nether to get that much stuff DAILY for free....and even then I still feel like it's way too OP.
     
  8. AlphaRue

    AlphaRue Egotistic Extremely Important Member

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    he isnt suggesting removing them, just nerfing
     
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  9. DuckDastardly

    DuckDastardly Well-Known Member

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    While I see your point, there really isn't much you can do with most of it, and with this mod she added called progression(not Progressive Automation) it really negates using much of that stuff anyways since you have to actually progress through the quest book and do very specific things to actually unlock the ability to be able to use more or less anything you would be using those resources for.

    Isn't it still up to the donor to decide whether they are going to use it or not?

    And if we are talking nerfing them, then shouldn't we consider nerfing the cube island? If you haven't been on it yet, maybe you should take a look. I think it is more game breaking(since that is what we are talking about here) then the kits by a wide margin.
     
  10. Alicatt

    Alicatt New Member

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    The cube island seems like all it has that is useful is the trees and lava/water source...which most of the others have. Am I missing something?
     
  11. DuckDastardly

    DuckDastardly Well-Known Member

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    yea, no more skipping the stone generator from progressive automation. Have to build it to be able to make stuff like the Extra Utilities Generators. Basically sertain things have to be done such as building something and maybe doing certain quests/achievements before allowing the use of higher tier stuffs.[DOUBLEPOST=1431903363][/DOUBLEPOST]
    Unless I missed something, the other islands don't have infinite water from the start, lava right off the bat, and at least a few varieties of trees. But lets not forget about the spawners inside the cube island as well. Last I knew they were supposed to be a zombie, skeleton and I believe one other type(problem was they were all turned to pig spawners for some reason, and I believe someone was looking into it). Oh and the water lake starts spawning squid pretty quick, so makes things pretty easy when needing them as well.
     
  12. chugga_fan

    chugga_fan ME 4M storage cell of knowledge, all the time

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    the first part is my problem, as that is REALLY annoying to do, i don't want to do every stupid quest, as it's more expensive that way, because the stone generator is more expensive than the survivalist generator
     
  13. AlphaRue

    AlphaRue Egotistic Extremely Important Member

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    Ive played both, it and the 3x3, while it is true that it removes ~1 day worth of play, the donor kits can remove up to 3 in a pack that takes ~10 to reach endgame
     
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  14. DuckDastardly

    DuckDastardly Well-Known Member

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    are you talking 10 ingame MC days or 10 actual days of playing. I have to believe you mean 10 MC days as I see people super far advanced within an hour or 2 playing. And if you mean 10 MC days then if you read the description of the kits "The kits are designed to save about 3-4 hours of playtime to gather the basics but don't give any end game content." (taken from the shop description). Then I don't see an issue.
    I still believe if you "nerf" the kits, you end up hurting the income of the servers, as I guarantee a lot of people put money down for the use of those kits, and not to "just help the servers"(I know some do, but I would bet the majority want the kits and other perks). So since the use of kits wasn't blocked right from the start of the AG2 servers, shouldn't the use of these kits be up to the discretion of the donor that has access to them?

    I am all for nerfing them, but then wouldn't it make sense to also restart the server completely since some people had access to the old kits? Because if not then what does it really matter, seeing as to most people its not a competition(especially since if you aren't on of the first on the server when it comes up, you aren't gonna "win" anyways). It doesn't hurt anyone else if I, or anyone else, uses those kits.
     
  15. Alicatt

    Alicatt New Member

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    I paid real money for access to kits, but feel they aren't balanced for this particular modpack. I would still donate even for perks outside of just donating to be helpful...because I get access to kits on other servers.

    And it was just a suggestion for the server players and staff to look at and discuss, not a set in stone thing. The loud opinion of one or two people isn't going to stop a change though, if the majority thinks it needs to happen.

    And I don't know on what planet even on the cube island that someone could be "super far advanced" within an hour of playing.
     
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  16. DuckDastardly

    DuckDastardly Well-Known Member

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    I still believe the kits do what they are set out to do, give a person a few hours of playtime head start and nothing more, and with AG2 they really only help when you actually do the quest book, at least with the newest update, since you can't skip stuff, even with the kits.

    We seem to be on opposite sides of this discussion, and while I understand your points, I think that if you are going to nerf them, as you say, then other things have to be put into play to be fair to everyone. Such as those that have had access to the un-nerfed kits being able to be farther along faster than those that would then be using the now nerfed kits. Is that fair to those having to use the nerfed kits? I don't believe so.

    But you are right, this is ultimately not the decision of us "plebs", its up to the higher ups. I just feel it's important for all sides to be heard in a civil manner(which I feel we accomplished), and since I saw no votes in the poll and yet no comments as to why they said no, that I should put out my thoughts on this. :)
     
  17. AlphaRue

    AlphaRue Egotistic Extremely Important Member

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    Ten IRL days is about 12-18 hours of play, and by endgame, I truly DO mean endgame, super far advanced is not endgame, endgame is nothing left to do but build
     
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  18. DuckDastardly

    DuckDastardly Well-Known Member

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    if you completed AG1 in 18 hours of IRL playtime, you are a god of Minecraft. This pack is still in alpha as of now, so saying you reached endgame in a pack that isn't completed is not a very valid statement. Do that when this pack is a release version and not alpha, nor beta and I doubt the kits would mean that much anymore.
     
  19. AlphaRue

    AlphaRue Egotistic Extremely Important Member

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    not really, when caith's pack becomes public try that, way more fun than AG, and takes about 2x as long(mostly due to an item not being given in a quest #14hrs of dungeon crawling/searching(for them) and I know @caithleen finished it extremely quickly aswell, I actually only played AG2 for 2 days, but got to midgame within them
     
  20. BladeRavinger

    BladeRavinger New Member

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    alot of people will argue with you over this, for real money u should be OP right? i generally agree with you though, as i have played crash landing with my kits and 32 iron ingots its 3/4 machines just from the /kits. if they were to be halved i could live with that, i know that in agrarian skies 1 there is /feed instead of /kits. maybe implementing something like that instead?
     
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