Yes, this is long, but it might worth your time. And yes, I know, the countdown timer already started. But they can do some tweaks during that time, and roll back if it failed. Map 5 is coming, but we know little about its contents. The details might be announced in the Elite group, but I'm not part of it (not do I have the time in my college life). I'm quite worried about mistakes happening again in Map 5, so I want to make some suggestions. 1) Remove loot from certain mobs To protect the economy, there are farms that are banned. At the moment, it's gold farm and iron farm. However, in 1.14, 1 new and broken farm was introduced-- the Raid Farm. This farm, unlike the above 2, is in another level. Players can have infinite Crossbows, Emeralds and most importantly, Totem of Undying. This farm has to be banned. However, if we simply put that into the ban list and do nothing, players (especially new players who never read the rules, get banned, and do meaningless appeals) can always make them with the risk of being banned. We don't have much staff, so we simply cannot search through every player and check if they have illegal farms. If we disable the loots though, these players will find the farms meaningless to make, completely eliminating those farms from the server. Loot tables, in 1.14, are extremely easy to manipulate. You simply put a datapack that changes vanilla mob's loot table. It might be even easier plugin-wise, just as we saw devs removing raw fish from Guardians in Map 4. For the sake of economy and load on the staff members, this one is highly recommended to be implemented, if not already. I suggest removing loot from Iron Golem, Zombie Pigman (even the flesh. We aren't meant to kill them for loot), Pillagers, Vindicators, Evokers (the totem can be earned in other ways, since players who can fly will just loot all the mansions within 3 days) (we can spare the ravenger). PS: Also make ender pearls not sell-able, like the prismarine loot. 2) Custom Kits for Boss rooms Looking back in map 4, people never see the bosses as worthy opponents to take down as a group, they're simply gambling machines which people get profit based on the loot it gives. To increase the profit, they usually fight alone to get 100% on the boss. This is NOT teamwork and it has no sign of being a boss. At the moment, bosses are removed in map 5. But in the future, they will add it. That's why I'm mentioning it. I saw the dev (still @Justugh , right?) trying to combat this issue by buffing the boss so that players cannot take it down alone. This is not a solution at all. No matter how much you buff the boss, there's always 2 issues unfixed: A) Players can find a safespot or other ways to chip damage and kill the boss alone B) New players or players with weak gear cannot enjoy the boss fight. I made a lot of suggestions to fix this before, but all were ignored completely. Still, I'll give another try. IF the problem of boss fights lacking teamwork lies on the gear unbalance (player 1 with max gear, the rest with mid-game gear), we can just assign them with some gear kits to choose from, so that their stats are more balanced and much weaker (mcmmo must exist, so some damage advantage is inevitable). With a fixed gear, we can set the boss to a difficulty which players cannot fight alone. Safe-spotting is still an issue, but it's up to the devs to add custom boss abilities or even dungeon rooms to prevent that. It takes a lot of work to create one and (keep up with the work!). Yes, this solution is possible. we used to have /amc and players get rewards (Flaming Hoe?) in the real world despite having a fresh inventory. 3) Make 1 world for building only, 1 for resource gathering + Only allow break/place in claimed lands of the building world + Cost for removing claims I believe I made this suggestion before and it's ignored once again. And once again, I'll give another try. During Map 3 and Map 4, I often see cases where an unclaimed house (usually new players who don't claim) gets grieved, random wood blocks and pillars all over the place, and ruined underground. This is absolutely annoying and lack of attention. My solution is to put resource gathering in a separate world from the one we lived in. They can ruin the terrain and get whatever they want in that world, while we do the building in the main world. That resource world can also reset monthly, saving some space for the server. To prevent grieving in the main world, we can disallow break/place blocks in the unclaimed areas. Since block claims do cost, and very limited, it'll discourage people from ruining the building world. There is one exploitable issue though. Players can break everything, unclaim the land, and claim another. If we disable claim removal, it'll punish the player heavily when they mis-click. This also happens quite frequently so we definitely need to include claim removal. To solve both issues at once, make claim removal cost, a lot. If players claim a land to gather all of its resources, we just have to make the claim removal cost so much that they'll have a net loss. A precise amount is up to the devs, but I suggest that they test this by emptying the whole chunk and sell all the items, and set the price like +20% of the profit. This will discourage players from exploiting the issue from the "modifiable land only in claimed areas" solution. Edit: After some thinking, @cp12cwp actually makes sense. This is survival, not prison. Content > Dealing with grievers 4. Disable Elytras in Nether and End This one's simple. The devs tried to slow down Fortresses and Cities being raided by disabling /fly in Nether and End. However, elytra + firework is just as fast (or faster if you don't mind smashing into a random block). Disabling Elytra, players can only get there by walking, lucky portals and pearling. This is MUCH slower than /fly and elytra. 5. Vote to ban players (for 1 day) This one's risky (in terms of exploit), but hear this out. There are A TON of cases which players hack in pvp areas and no staff members are online or care about it. I know @danisaacs is a very active staff, but he still needs to /afk and sleep sometime. When there's no staff online, all the rest of the community can do is to hackustate the guy, making the chat all messy while watching the hacker wrecking havoc. In addition, hackers can always make alts (especially because this server is cracked) or use vpn to bypass IP Bans. There's no way to get the MAC address of the hacker's device, so we just have to vote every single one of them out. Staff members have regular offline periods, but the server has regular players online 24/7. Here's my solution: We get online players to vote whether the target should be banned or not. Here's how it works: When somebody sees a hacker, they can do a command like /banhacker <player> <reason>. The player can only submit 1 poll until the poll ended. And we can queue the polls. Also, staff are protected from this command (if a staff hacks, we can always file a report in the forums). When it started, it'll ask ALL players in the server whether they want to join the poll or not (since the majority might be afking), except the accused (so that they won't disable the hacks immediately. They can put alts to be notified, but most hackers will be new and won't know this system). Only players with at least rank II can participate (to prevent somebody creating a ton of alts and start the poll). When started, participants can choose whether they want to ban this player or not (in chat or a new gui). After all players voted or 3 minutes (3 because players can take a look by themselves) have passed, the accused will be banned for 1 day if the vote has 50%+ Yes-es. When the poll ended, a new one in the queue will start immediately (might spam the chat, but it's a small price to pay for salvation). In addition, players can only start a poll when the hacker is online. However, once it's queued, it can ban the guy even if he's offline. Why it works: This vote system only combats the fact that staff members aren't always online. Helpers or higher can still ban the hacker immediately. If no staff is present that time, let that hacker stop for 1 day and see if there's staff online next time. Also, if somehow people exploited this system and banned a clean player, it will only make them lose 1 day worth of progress. If somebody exploit the system, we always have 3+ minutes to do videos and record their misbehavior. That's it for now. I know there many more issues present, but I have to sleep. Plus, the above suggestions are likely to be ignored. And if you read through the whole passage, I'll still thank you even if you disagree with all 5 suggestions above.