What Would You Like to See In Upcoming Prison Maps?

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.

1 Like
  1. MORE TRUE DMG PVP
  2. MORE CROSSBOW/RIFLES
  3. EVERY 100k CHEST IS AN ESTINK
  4. MAKE EVERY MELEE WEAPON NO HIT DELAY
  5. MORE 1 TAP BUGS
  6. UNBAN EVERY BL’D PLAYER

Once all these changes are made we’ll have a perfect map.

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You ever look at the description of a YouTube video and it says “No copyright infringement intended”, and then 3 seconds into the video there’s blatant copyright infringement? Yeah, that’s what this is.

As you mentioned, fishing has a very fleshed out reward tree while mining and looting have almost nothing (outside of the prestige perks). While you list this as a negative, I actually think this is a feature that makes mining and looting far more appealing to new players than fishing.

Depending on the stage of the map, fishing can be a completely useless endeavor unless you are already a high level. If single use items needed for fishing also exist (As they have for the past 3 maps), this can prevent anybody but the player with #1 fishtop from being able to use them (such as with worms in map 9 and north poles in map 10).

It is my opinion, that by definition, true damage can NOT be defended against. I think that if true damage is implemented in such a way that it feels necessary to add a mechanic for reducing it; The true damage needs to be nerfed. True damage reduction items signal to me that there is insane powercreep.

2 Likes

I proudly affirm this notion

make prison more faction team based. no cross teaming so fights are balanced. SMALL TEAMS. NO BIGGER THAN 10.

remove pay to win crates, revamp crates all in all.

remove majority of the rng in the game cause it’s boring when its in EVERY single skill.

add gang mines. each gang gets 1 gang mine with cells surrounding the mine. no one can enter except people in the gang.

revamp looting. very boring clicking chests. introduce something new. and please replace chests with barrels to reduce lag outside.

add custom models & texture pack

remove zones outside. completely pointless because everyone just goes to zone 5 and no one loots lower zones until there’s an item that makes the zones below 5, 5.

revamp prestige shop & perks

stop reusing outdated outside maps

and lastly shorter maps. maps should be shorter with less content. barely anyone plays 2-3 months in. could be more but no promo for server. start making maps no longer than 3 months and make the content smaller. to prevent coming up with themes, stop over thinking them. so what if we had a halloween themed map or winter themed or spring themed. new map new items. if its non seasonal than either come up with a creative idea or just reuse an old theme from years ago.

2 Likes

Done. Every item is now a true damage crossbow that flips your neck to the sky and makes you change sizes, added epic rare and mythical version of Lucifer battleaxe, and Bryson is now a Sr Moderator.

5 Likes

These are the type of changes we needed!

1 Like