NO IDEAS ARE FINAL AND THIS LIST IS NOT COMPLETE, SUGGESTIONS ARE HIGHLY ENCOURAGED. PLEASE LEAVE THEM DOWN BELOW. The following are a mixture of opinions expressed by the community and myself. Needs 1. Method to limit teaming. Whether it be in incentives or punishments for mass teaming, something has to be done. (Talked to some people around the community of OPPvp, many agree the team sizes should be around 5-10) Spoiler: Teaming Issues - /f create, /gang, or /party. Simplest way to limit the number of people in a team with a member limit cap. Maybe add kill rewards such as additional money/xp per kill, and things of that nature for teams with less than max members scaling with the amount. An example would be, if a team only had one player, they would receive max bonus while a team with 9/10 would only receive a small bonus. Unsure how to handle cross teaming. - Helper specifically for OPPvp. Currently some helpers do drop by when issues arise, (mainly Npva) but having one only for OPPvp would allow them to constantly make sure no one was breaking team size rules. If there was a big teamfight happening, they could insure that there isn't one team with lets say 15 players, while the other only has 7. - KDR Top Payout. This idea will be explained more thoroughly later on, this is only in regards to the teaming issue. If there was a system for declaring players a part of your team (/f create /party /gang) then they could limit KDR Payout to one member per team. OR there could be a Fac/Party/Gang KDR Top payout. Similarly to how Faction payout goes straight to the leader's PayPal account and it's up to them to distribute it. KDR Top could also help limit teams by forcing teammates to trust each other more. If there is any distrust in a team when money is involved they will most likely turn on each other and break apart. 2. Playerbase Spoiler: Playerbase Issue - Now it is increasingly rare to find new players staying on the server for more than ten minutes. Usually when new players join they grab their kit and jump, like you would except. What you wouldn't expect however is the brutal onslaught of the poor newbie that follows. Several blood thirsty, killstreak hungry, abominations clad in godsets swoop in and go for the kill. There could be ten of these monsters attacking poor little noobs. This of course would be less of an issue if teams were limited (#1) but could also be helped by a large number of new players. - If the server spent a sizable sum on advertisement (Unclear of how this should be handled) then there would most likely be an equally sizable addition to the playerbase. If the server combined this with a reset of OPPvp, added new features and a better map (Which will be gone over later), and had a sort of "Grand Opening" which was marketed as a fresh start to the rest of the server, then it would most likely sustain the new player base rather than them all depleting as soon as they joined. 3. Limit Pay-2-Win Aspects (One of the most talked about issue) Spoiler: P2W Issue - Mineheroes is a business, which is understood. Businesses need to make money, however, some of the current features regarding this are too extreme. An example is the supreme kit. You get the second best armor in the game with some of the best custom-enchants on the server. Even if you cap Koth/win lms/killshot, and open some of those hard to earn keys and get 'lucky enough' to unlock an event set, it's worse than the p2w kits! Kit battle is even worse than supreme since it's more affordable. Second best armor in the game followed by custom enchants. The kits in theory can be good for new players, except that none of them stick around long enough for them to want to purchase a $8 demi set. 4. KDR Top Payout Spoiler: KDR Top Idea - Would encourage players to try and compete for cash prizes, or maybe BuyCraft. Maybe #1 gets PayPal and the others get BuyCraft? All of that would have to be figured out, but it would introduce competition, something OPPvp has been lacking for ages. Issues such as boosting and cross teaming for account money would of course have to be taken account of, but I'm sure with enough community backing and support if they like this idea, solutions would be created to counter these. 5. Better Map Spoiler: Map Issue - While I'm unable to argue that the current map is one of the most aesthetically pleasing to date (Besides the rather ugly staircase sky thing that has no real purpose such as Koth), its functionality is in the nicest possible way: Garbage. A majority of the map is open, and they're only a few places available to 'disappear' at. If both the chaser and the one being chased have punch bows, it is insanely difficult to escape without a third party intervening. Adding a map the same size or slightly smaller with more structures would benefit many players. If it's already hard to escape with one person chasing you, imagine over ten? Good Changes/Bad Changes/Possible Changes: 1. Good Spoiler: Good Changes - /sah, allows players to purchase rare and exclusive items without paying IRL $, helps fight p2w - Remove status sword enchants. Removing ce such as poison tip, wither aspect, etc made it easier for new players to jump down and not instantly rage quit after having every debuff in the game while in kit fight. - Removed Protection 5. Unpopular opinion of mine, haven’t seen anyone else really vouch for it. In my eyes this is better as pretty much all of the prot 5 armor was p2w. 2. Bad Spoiler: Bad Changes - Lowered the punch enchant limit to two. Most of the community agrees it should have stayed as three. - Removed cure. Removed the only way to counter one of the most annoying things in the game, poison. Now people can buy and carry twenty poison pots, stack them, and only take up five inventory slots... - Removed dropping items from spawn. Just annoying to not be able to get rid of items. Have to use the chests, bin, or pv. Tedious. - Removed using kits in pvp. When I'm out of combat I don't want to have to wait the five seconds to spawn just to refill on soup. They're already ways around this such as using soup in /claims, but it's just tedious for no reason. - Removed Sharpness 6 Swords. I think they should be removed from crates, however, they should be reinstated as rare event key items. (Disagree personally, overpowered and unneeded) -Combat tag. The twenty second combat tag is way to long. Most want the old fifteen second ct back. -Rejuvenate. Way to op. Can fight new players without even souping. Especially if combined with Night Owl. 3. Possible Spoiler: Possible Changes - Increase rarity of cookies. I started playing the current map seriously for about a week and already I have three cookies. You are able to sit on top of a high point such as a skybridge and knock people off for hours if they try and attack you. - Increase rarity of relics. You can get relics in every crate possible and the chances are way too high. From kill keys alone you get two at a time. Their prices have deflated so much this current map compared to the previous. Last map you could buy them from anywhere from 50k-200k depending on the time, currently they go for around 10k. At minimum remove from vote keys and increase rarity in kill keys. - Buff Event Keys and reduce the amount given. Another opinion I haven seen others passing around. I think the event keys as a whole should be buffed to make them worth while, however, the keys should be reduced to only one or two per event (Or scaled per event. Ex: Koth 2, Kill Shot/LMS 1). People whose ideas inspired this list (Ingame, Discord, Forums, etc): Spoiler: People Rex, Lesser, Kyluzo, Strafeing, Xowee, Cower, sakiazo, kinda Kron, and other members of the community. This isn’t a popularity contest. I don’t care if you dislike me or someone who suggests something, don’t be toxic. This is to help the server as a whole, there is no room for biasness.