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Make Attributes Less Grindy

What's your Minecraft Username?: OrangeSimp
What's the title of your suggestion?: Make Attributes Less Grindy

What's your suggestion?:
I think either adding more ways to level attributes up or hosting an attributes boost week every month should be added to the server. Attributes as they are right now are so grindy and so tedious to level up that features that get added get neglected due to a low attribute level, like cooking. Adding more means to level attributes up, like getting more points by using the gym would both make it less grindy, less tedious, and give people an actual reason to use the gym.

Additionally, if that isn't the best choice, having a week/day every month where attributes are boosted and are easier to level up could make it less grindy.

How will this benefit the server and community?:
It'd help newer players get their attributes up easier to help level the playing field with seasoned players while giving older players the chance to get some of their more neglected attributes like swimming and cooking up.
 

Customable

Level 154
Customable
Customable
Omega+
They’re meant to be a slow progression and over time reward for playing the server, they’re intentionally long to level for that reason.

As for weekend boosters I don’t really like this idea, as much as the server shouldn’t be 100% realistic for experience balancing, people don’t randomly get stronger or faster on the weekends.
 

Vexosphere

Level 77
Vexosphere
Vexosphere
Omega
What's your Minecraft Username?: OrangeSimp
What's the title of your suggestion?: Make Attributes Less Grindy

What's your suggestion?:
I think either adding more ways to level attributes up or hosting an attributes boost week every month should be added to the server. Attributes as they are right now are so grindy and so tedious to level up that features that get added get neglected due to a low attribute level, like cooking. Adding more means to level attributes up, like getting more points by using the gym would both make it less grindy, less tedious, and give people an actual reason to use the gym.

Additionally, if that isn't the best choice, having a week/day every month where attributes are boosted and are easier to level up could make it less grindy.

How will this benefit the server and community?:
It'd help newer players get their attributes up easier to help level the playing field with seasoned players while giving older players the chance to get some of their more neglected attributes like swimming and cooking up.
BIG +1

this is NOT an RPG server. But Roleplay. Meaning, there should be no such a thing like grinding.
 

maraa

Level 220
jvllyfsh
jvllyfsh
Omega
-1 i like that we have to grind to get them, yes they're hard but that's the point
 

Arocatula

Level 199
Arocatula
Arocatula
Notable
I've been here for almost 3 and a half years, and my speed is still at like 50-something, not just that I don't grind, but I think what we have with the attribute leveling is fine

-1
 

yozb

Level 24
+1 Here's my take on this, with counterpoints to common responses that are against attribute system change:

Argument 1: "It is supposed to be a natural process. It slowly progresses as players play naturally."
If we consider what "playing naturally" is on SchoolRP, it's typically typing out actions and dialogue for a roleplay situation. Most of the time, this is happening while players are standing still (to type, or to await a response) or staying inside a general area. A player's norm on the server is NOT moving, and therefore I'd argue no, it's not something that one develops naturally. Pointing out exceptions, such as chase sequences or PE class, are too few, and do not apply to the overall general player base, to be a strong arguing point.

Argument 2: "You can make the process easier by using in-game buffs. Such as designated fields where there is a boost enabled or energy jellies."
We don't have the data publicly available (rates of attribute progression, boost percentage inside designated zones) without running experiments ourselves. It's hard to argue how effective they are without that. But considering that energy jellies are only a 2% buff, the difference is nearly negligible. As for our designated boost zones, I'd argue that incentivizing a player to run in circles in a confined area without interaction does not align with the core objectives of the server.

Argument 3: "It keeps players invested in the server."
Although reaching milestones is a satisfying experience, a harsh and tedious attribute grinding system aligns more with an RPG than SchoolRP. It begs the question: Are we keeping players engaged, or just emptily retaining them? The benefits of levelling attributes are really just quality of life changes (being able to jump over hurdles, getting to RP environments quicker which is the main appeal of the server). And if we're really going down that "natural process" route, then the implication is that older players should always have an advantage over newer players when it comes to those niche situations where attributes are at play (chase sequences).

I speak as someone who's maxed out all their attributes.

Attributes do not need to be removed, but it should be nicer. It's promoting a pastime grind that contrasts systems such as fishing, which provide a more direct benefit and reward to the normal gameplay mechanics of the server (e.g. yen for in-game economy).
 

lune

Level 169
Lunere
Lunere
Omega+
I apologize in advance if my wording is confusing, I’m writing this while still being tired.

Yes, I agree attributes should be nicer and less time consuming. However, it is a reward process at the end. It should still be a process of patience to be rewarded but I agree it should be brought down some. Here’s my take, tweak the attribute system where it’s still takes some time to hit the 50% milestone. After you hit the 50% milestone, grinding your levels because much easier and faster. But grinding the attribute to get to 50% takes quite a while. So if it’s possible to tweak it some to not take a very long time but still somewhat slow to achieve that goal I think i could deal with that. The two attributes I can see taking the longest to reach 50% would be swimming and acrobatics, at least in my opinion. I also agree with Vex this is a RP server not a RPG. From past suggestions I’ve seen, I think it’s safe to say that some people are still not happy about how the system is and how long the progression takes. I don’t know what the script looks like for the system or even if it’s possible to tweak things for what I’m suggesting, but I’m giving it a shot. If it can’t happen then alright. However, I’m sure there can be other ways that can help make the attribute system feel less time consuming. I’m aware that the energy jellies are one feature to help boost the progression of a specific attribute for a temporary time. I’m sure other features can be added in the future if players don’t want to use the jellies for whatever reason it may be.
 

urufu

Level 57
Urrufu
Urrufu
Omega+
Neutral, mostly -1

Attributes really aren't that bad... They'll go up as you RP! There are people that are saying they've been playing for years and still not gotten maxxed out attributes, but I've been playing consistently for a little under 10 months now and have almost maxxed out three of them.. So I don't really have anything to say there.

I think that a good alternative would be adding RP spots that encourage gaining attributes. Perhaps if you're in a PE class you gain them a little faster, or by going to the gym you could gain them a little faster, similarly to track. However I think that generally - no change to the grind itself is necessary.
 

Yonio

Level 333
YonioTheNacho
YonioTheNacho
Omega+
I feel like a good solution for attributes taking so long to grind up that would please both active and passive attribute grinders would be to limit how much % you can increase per OOC day.

Many people see attributes as a main goal, rather than a secondary objective that should be completed passively. However, people who do this have their motives; Attributes provide a huge advantage in both GangRP and other aspects of competitive roleplay that include physical movement, specially for the GangRP community.

With that being said, making it easier to grind up attribute percentages while limiting how many levels can be grinded for per real-life day will make players feel more motivated to level up these attributes without having to waste hours from their life. Back when I was dead-focused on grinding up Acrobatics, everytime I wasn't jumping, I kept on thinking to myself that I could instead spend time levelling up my attributes instead of doing whatever else I was doing at that moment. I'm sure many people share these feelings; How, even if these attributes aren't meant to be grinded in a short timespan, people feel the impulse to level these up as soon as possible and get that pending task out of the way.

Personally, I'd limit each attribute's level-up percentages to 5-10% a day while also multiplying the percentage gain by 2x or 3x. This would prevent people from spending countless hours jumping, sprinting or swimming while also making grinding attributes a lengthy process.
 

ThatBurningFox

Level 14
ThatBurningFox
ThatBurningFox
Omega+
+1

Considering you have to be sprinting actively for 100+ hours to get from 0% to 100% speed and swimming for even longer to get from 0% to 100% swim, the grind is too much IMO. Yes, you will get it "with time", however, if you're actually roleplaying and standing around typing you're not increasing the stats, so the point is fairly moot, ESPECIALLY for swimming. This wouldn't be so egregious in itself, but the problem is that the sheer advantage it provides in situations cannot be overstated.

I find myself absolutely baffled by how easily I can catch up to/evade most people who literally stand no chance in hell if I really want to avoid them, or how easy it is to climb places I literally could never hope to reach when I was still in low stat hell. It creates an absurd divide between long time and newer players. It also provides zero counter play for those who lack stats compared to those who have grinded them out, either by consequence of having been on the server for a long, long time - or having thugged out the grind.

It isn't even "RP" based, it's just an arbitrary stat applied to your account. I can literally make a grade 8 character run at 100 speed and outrun animals that are supposed to be FAST like foxes, or even some KPD officers (lmao) so it's kind of silly.

"You're chasing someone? Cool! ...Oops, you have 50% speed but they have 100%? GG, you'll literally never catch them unless they let you - they poofed out of render distance and their mask means you can't identify them later! Shame!"

"Oh, someone just jumped up a building or vaulted a fence in front of you? Wait - you don't have 100% in acrobatics??? Welp, guess you're cooked, kiddo, better luck next time!"

So sure, your stats will increase with time, but you'll be at an inherent disadvantage to a large amount of players unless you cave in and commit to the grind, even for regular situations where you're just trying to follow your friends around who have like 80+ speed. I remember the amount of times I lost people when I was just starting out and they weren't even trying to lose me - or the reliance I had on other people to be able to access certain areas of the map. This doesn't even factor in how obviously crucial it is in scenarios like GangRP or certain sports plugins.

It's not fun at all when you're involved in a situation with someone who then does the legendary "/me dips" and then get forced to watch them run into the sunset at mach 2 since you were roleplaying instead of grinding.

Still, before anybody wonders if this is coming from someone who never finished the grind themselves - I do have 100 in every stat. And it was a miserable experience getting those stats up in order to be "optimal" for situations. I do feel bad for people who did grind possibly getting thrown under the bus by the grind becoming significantly easier, but I really don't think it should be the way it is.
I feel like a good solution for attributes taking so long to grind up that would please both active and passive attribute grinders would be to limit how much % you can increase per OOC day.

Many people see attributes as a main goal, rather than a secondary objective that should be completed passively. However, people who do this have their motives; Attributes provide a huge advantage in both GangRP and other aspects of competitive roleplay that include physical movement, specially for the GangRP community.

With that being said, making it easier to grind up attribute percentages while limiting how many levels can be grinded for per real-life day will make players feel more motivated to level up these attributes without having to waste hours from their life. Back when I was dead-focused on grinding up Acrobatics, everytime I wasn't jumping, I kept on thinking to myself that I could instead spend time levelling up my attributes instead of doing whatever else I was doing at that moment. I'm sure many people share these feelings; How, even if these attributes aren't meant to be grinded in a short timespan, people feel the impulse to level these up as soon as possible and get that pending task out of the way.

Personally, I'd limit each attribute's level-up percentages to 5-10% a day while also multiplying the percentage gain by 2x or 3x. This would prevent people from spending countless hours jumping, sprinting or swimming while also making grinding attributes a lengthy process.
Yonio explains it absolutely wonderfully. I could be RPing, developing my character, or doing LITERALLY ANYTHING ELSE that isn't just running around the track or jumping or swimming the ocean back and forth... ...HOWEVER! I would be missing out on % progress that day! And what happens if I NEED that % during a situation soon down the line?

I'm all for reducing the amount of actual functional time you put into it, as a result.

(Sorry for how much I rambled here, I'm not actually as pressed about it as it might come across to people, but I do think it would be a healthy change! If it stays the same, so be it.)
 

jolty

Level 5
_Jolty_
_Jolty_
Omega+
+1

As most people say it is rp, but in many aspects apps are Attributed block SOMETIMES, having a high attribute helps with your application, but I have now like 11 weeks on play time with my account and I barely got my speed to 50 and I got my jump to a 100.

as well I am a dirty ganprper so I run around all day.
 

ILikeToEatBread

Level 4
Thread starter
To expand on my suggestion, because I was a little inebriated when I wrote this...

To put bluntly, leveling attributes is boring. To use fishing as an example, there is nothing fun about sitting in the exact same spot, clicking your mouse a single time, waiting for bubbles, then clicking your mouse again to get just like, a .2% increase in your fishing level. It doesn't even feel that rewarding, honestly, considering there is no real difference until 50% when you get the Luck I effect.

In regards to comments saying "attributes are intentionally long to keep people hooked on the server", that is a poor excuse. If the ROLEPLAY server needs a grindy mechanic like attributes to keep players from quitting, there are bigger fish to fry. You are meant to wanna keep playing because of the people and the interactions your character has, not by wanting to waste your time by running in circles to level your speed.

Furthermore, there is a big and unfair difference that comes with attributes. If you have speed of 50% and you are chasing someone with 100%, you might as well give up because there is quite literally nothing you can do to level the playing field. That is not fun nor is it rewarding for people.

Finally, you have to go so far out of your way to level some attributes. Cooking, for example, not only requires you to just sit around for minutes waiting for your food to cook, but you can't exactly do anything else while waiting for the food to cook. You can't go roleplay with people or level other attributes, because if you are too late to get your food, it'll be burnt and you get nothing.

I don't think it should be removed, I think it desperately needs an overhaul so that people might actually enjoy it and not see it as a task they gotta complete.

TL:DR: The current attribute system is PAINFULLY boring, absurdly tedious to level up, not that rewarding in retrospect, provides unbalanced gameplay to those who prefer to actually roleplay on the roleplay server than grind on it, and often makes you go out of your way and sacrifice time that could be spent developing characters just so you can cook garlic bread.
 

jolty

Level 5
_Jolty_
_Jolty_
Omega+
To expand on my suggestion, because I was a little inebriated when I wrote this...

To put bluntly, leveling attributes is boring. To use fishing as an example, there is nothing fun about sitting in the exact same spot, clicking your mouse a single time, waiting for bubbles, then clicking your mouse again to get just like, a .2% increase in your fishing level. It doesn't even feel that rewarding, honestly, considering there is no real difference until 50% when you get the Luck I effect.

In regards to comments saying "attributes are intentionally long to keep people hooked on the server", that is a poor excuse. If the ROLEPLAY server needs a grindy mechanic like attributes to keep players from quitting, there are bigger fish to fry. You are meant to wanna keep playing because of the people and the interactions your character has, not by wanting to waste your time by running in circles to level your speed.

Furthermore, there is a big and unfair difference that comes with attributes. If you have speed of 50% and you are chasing someone with 100%, you might as well give up because there is quite literally nothing you can do to level the playing field. That is not fun nor is it rewarding for people.

Finally, you have to go so far out of your way to level some attributes. Cooking, for example, not only requires you to just sit around for minutes waiting for your food to cook, but you can't exactly do anything else while waiting for the food to cook. You can't go roleplay with people or level other attributes, because if you are too late to get your food, it'll be burnt and you get nothing.

I don't think it should be removed, I think it desperately needs an overhaul so that people might actually enjoy it and not see it as a task they gotta complete.

TL:DR: The current attribute system is PAINFULLY boring, absurdly tedious to level up, not that rewarding in retrospect, provides unbalanced gameplay to those who prefer to actually roleplay on the roleplay server than grind on it, and often makes you go out of your way and sacrifice time that could be spent developing characters just so you can cook garlic bread.
I agree with this entirely, if I need to run about a few hundred thousand OR A MILLION blocks to get 100% on speed, I'd just leave it's huge waste of time and it does not even help with anything expect running away or with apps, It's just a huge time waster and if I get hooked just for the stats, I'll just play wyncraft or ANY other server that gives me more a of reason to work on stats.
 

findouticly

Level 72
findouticly
findouticly
Omega
I need to run about a few hundred thousand OR A MILLION blocks to get 100%
it takes aprox. 80 seconds of non stop running to level up by 0.01%. Mulitplying that by 10000 (to get 100%) it would take you 8000000 seconds of non stop running to get 100%

800000 seconds ≈ 13333,3(3) minutes
13333,3(3) minutes ≈ 222 hours
222 hours ≈ 9 1/4 days

without accounting for crashes, food breaks, IRL school, speed boosts, and of course sleep.

Springing Speed in Minecraft is around 5.6 bps without boosts

The formula for distance is:

d = savg * t

where:
savg - average speed
t - time

d = 5.6 blocks/s × 800000 s ≈ 4,500,000 blocks
 
Last edited:

Yonio

Level 333
YonioTheNacho
YonioTheNacho
Omega+
it takes aprox. 80 seconds of non stop running to level up by 0.01%. Mulitplying that by 10000 (to get 100%) it would take you 8000000 seconds of non stop running to get 100%

800000 seconds ≈ 13333,3(3) minutes
13333,3(3) minutes ≈ 222 hours
222 hours ≈ 9 1/4 days

without accounting for crashes, food breaks, IRL school, speed boosts, and of course sleep.

Springing Speed in Minecraft is around 5.6 bps without boosts

The formula for distance is:

d = savg * t

where:
savg - average speed
t - time

d = 5.6 blocks/s × 800000 s ≈ 4,500,000 blocks
as someone who hasn't done any math for over 7 years, i appreciate this
 

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