What Would You Like to See In Upcoming Prison Maps?
Hello everyone, I’m writing to get a sense of what players would actually like to see in the game. I want to share a few ideas that I think are both balanced and reasonable, I would like if this got traction so maybe moderators might acknowledge important topics listed.
I’ve seen a lot of complaints that PvP balance hasn’t been great, and that player feedback on custom PvP items often goes unheard. To help get the conversation moving, I’ve put together a list of suggestions. Who knows, maybe some of these ideas could make their way into Map 12 or even Map 13.
*I am not using this topic to complain on what isn’t implemented but what should be added upon based on what I’ve heard
*this is purely fan-fiction and some ideas that I would like to see in the game
*I understand that Maps takes a lot of time out of RedVelvetCake and Varmetek and this topic should not be interpreted as a criticism of their work.
Things That Need Rework
Ever since the release date of Map 9 came out, Maps have felt bland and unoriginal. I mean sure, since then we have gotten multiple worlds, but that’s the only thing new that comes to mind. From multiple opinions It has been downhill from that point in terms of PvP, server longevity, and gameplay overall.
Skills
Right now, the skills system feels uneven. Fishing has a long list of rewards and exponential growth, while mining or looting only give small, additive bonuses. Players end up grinding for hours just to get a tiny buff, which doesn’t feel rewarding.
Skills should have clear paths that let players specialize in what they enjoy while unlocking meaningful traits, buffs, and even new items. Here’s how that could look:
Looting skill progression could unlock:
- More gems
- Unique player abilities
- Increased odds of finding rare items outside (e.g. shifting a rare ratio from 80/20 to 75/25, then 70/30, etc.)
- Small buffs to rare gear like legendary, mythical, or extinct items (capped at 10%)
Mining skill progression could unlock:
- Higher drop rates
- Chance to break nearby blocks
- Special “mining rares,” similar to fishing rares, that appear in mine chests
One important note: buffs should be small enough that they don’t require reducing base stats. That way, players feel rewarded for their grind without breaking balance.
That’s about it for skills as that’s what I think needs to be improved upon the most currently.
PvP
MunchyMC PvP is a complicated topic with plenty of different opinions, which is exactly why I want to address it and share some ideas for what PvP could look like moving forward.
Armor
Back in medieval times, helmets, chainmail, and shields were meant to stop blades from cutting into your body. That’s how I think armor should function. None of this strange “extra damage” stuff. I understand balance is important and that some items should have unique offensive abilities, but the primary role of armor should always be damage reduction. Ideally, there should be a true 50/50 split between offense and defense.
Sidearms
From what I’ve seen, every map ends up with unoriginal or pay-to-win sidearms. The only real exception was crossbows introduced in Map 9. After that, things went downhill. Blasters, rifles, crossbows, and heat-seeking bows all felt fresh when they were first added, but now they feel repetitive and stale. They come across as “easy” items to add since many are just copy-paste variations. I get that the dev team is small and underfunded, which is a challenge on its own, but we still need something that truly separates one map’s PvP from the last. On top of that, I’ve heard a lot of players say that size-changing abilities are simply not fun to fight against, whether you’re using them or not. That really needs to be considered for Map 11r and beyond.
Side arms
Gang fights have always been central to MunchyMC. They allow large groups to clash, but too often the fights are unbalanced and end with unsuspecting players losing valuable gear. That’s why I think we need items designed to protect players who get jumped in the outside world. For example, one idea could be an item that reduces incoming damage by 10% for every enemy gang member within a certain radius, but also increases damage taken by 10% for every ally in that same radius. This type of mechanic would give solo players a fighting chance while still keeping things balanced for larger groups.
Weapons
Weapons are a core part of PvP, and overall I think they’re in a good place on Munchy with solid balance. The exception is no-hit-delay items, which really need closer attention. The concept is strong, but too often these items feel rushed, end up unbalancing the meta, and introduce unnecessary bugs into the game.
True Damage
Whenever a new update drops, there always seems to be a true damage item. These items are usually extremely powerful in combos, and I constantly see clips of players getting taken out in seconds because of them. A solution could be adding a true damage reduction ability, not a full removal but enough to tone down the impact. This would go a long way toward fixing the problem without breaking balance.
Conclusion
At the end of the day, what keeps players coming back to MunchyMC is variety, balance, and a sense that the game is evolving in meaningful ways. Skills should feel rewarding to level, PvP should be both fair and exciting, and new items should add creativity rather than recycle old ideas. If we focus on refining armor, weapons, and abilities while also introducing mechanics that give solo players a fair shot, the game could feel fresh again without losing its core identity.
These are just my ideas, but I hope they help spark discussion within the community and give moderators and developers a clearer picture of what players want to see in future maps. Even small changes can make a big difference, and I think the next maps could be some of the best yet if balance and originality are made the priority.