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skyblock seasonal wipes could be the key to improving player retention & engagement

If there was a schedule what length between wipes would you like to see?


  • Total voters
    4
  • Poll closed .

skyblock seasonal wipes could be the key to improving player retention & engagement

Shady_Geek

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Shady_Geek
Shady_Geek
I love the simple style of Skeppy's skyblock, nothing too complicated it feels vanilla with economy+ but I think the fact that there is no wipe in sight or the call to do the wipe is spiritic as best should be addressed.

Skyblock would benefit from seasonal wipes—similar to other games’ seasonal models—where the economy and progress reset periodically. This could include full or partial item resets, giving players a fresh start and revitalizing the economy. Unlike survival modes, where players build long-term mega-bases, Skyblock typically appeals more to hardcore non-PvP players who enjoy progression and the novelty of the lack of regular progression.

Why Seasons Work​

Seasons help maintain player interest by preventing stagnation. Over time, players exhaust content, reducing engagement and causing a decline in player counts and community engagement.

Seasonal resets allow for:
  1. Fresh starts, encouraging new and returning players.
  2. Opportunities to introduce new content or remove content for a 'Challenge mode' of sorts, keeping the experience dynamic.
  3. Renewed economic balance, preventing inflation or dominance by long-term players.

The Power of a Fixed Schedule​

A clear seasonal calendar keeps players engaged long-term because:​

  • They’ll plan around resets, knowing when to jump back in.
  • Hype can be built systematically—teasers, sneak peeks, and update logs can roll out in the weeks leading to a new season, keeping the community excited.
  • Content feels more impactful when released in scheduled batches rather than sporadically.

Season Length Considerations​

There are a few possible schedules, each with pros and cons:

3-Month Seasons (4 wipes per year)

  • Pros:
    • More frequent content updates keep players engaged.
    • Encourages recurring in-app purchases (e.g., invaded role, sell wands, seasonal crates).
  • Cons:
    • Shorter progression cycles may frustrate casual players.
    • May strain the development team on what content or challenges to do.
4-Month Seasons (3 wipes per year)

  • Pros:
    • More time for players to complete long-term goals.
    • Better for substantial content updates that require deeper investment or time to develop.
  • Cons:
    • Slower content turnover might reduce urgency to return.
6-Month Seasons (2 wipes per year)
  • Pros
    • Extremely grindy or long-term progression systems.
    • Servers with smaller development teams may need extra time for major updates.
    • Players who dislike frequent wipes but still want occasional resets or updates.
  • Cons
    • Higher risk of player burnout between seasons.
    • Requires much more content per update to stay engaging.
    • Less frequent monetization opportunities
A balanced approach could involve testing different durations to see what best fits Skyblock’s player base.

Feel free to comment below and we can discuss your thoughts on the mater, I would love to hear any opinions that differ from mine so we can get the views from as many people as we can to keep the game as fun as we can for the majority of players.
 
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I don't play Skyblock very often, but the same is true for Survival-It often gets boring 3-4 months later, as everyone has overpowered items and insane builds, which makes it very boring for players like me. However, I don't think having a 'scheduled' reset is always necessary-I think its better for staff to choose when one is needed. If players are having fun 9 months after a reset, then the server should not be reset. In contrast, if players are bored after 1 month, perhaps a reset is needed. This happened last year, when a Survival Reset was announced and then canceled due to its unpopularity. Unscheduled resets also allow Blurmit to fix different game-breaking bugs. I see your points, but I believe the way it currently works is better.
Compromise-Maybe after 4 months without a reset, there could be a weekly and/or monthly vote on whether a reset should occur. If a majority (or even 3/4) say yes, then it occurs.
 
I don't play Skyblock very often, but the same is true for Survival-It often gets boring 3-4 months later, as everyone has overpowered items and insane builds, which makes it very boring for players like me.
i understand this, i am also the same way, i like making wild and weird redstone devices because their redstone optimization plugin/s break most fine tuned machines and sorters.

However, I don't think having a 'scheduled' reset is always necessary-I think its better for staff to choose when one is needed. If players are having fun 9 months after a reset, then the server should not be reset. In contrast, if players are bored after 1 month, perhaps a reset is needed.
i find that only the brand new players getting in to the skyblock are having fun but because its been so long, the normal group of people who are die hard skyblockers on the server have all but vanished and because the main force of the skyblock community are M.I.A. the newbies joining in are not staying for the community because its all but dead. the community that is generally in it for the long haul, are pretty much up and left to other servers/games, this has really disrupted the economy, drive for others to say and the collaboration that makes multiplayer skyblock so beautiful.

If players are having fun 9 months after a reset, then the server should not be reset. In contrast, if players are bored after 1 month, perhaps a reset is needed. This happened last year, when a Survival Reset was announced and then canceled due to its unpopularity. Unscheduled resets also allow Blurmit to fix different game-breaking bugs.
while yes having almost a year in-between resets gives blurmit time to fix things, it also means the things he didn't fix are lasting for nearly a year and could be causing more harm then good. i think having a scheduled time for reset, and if the community wishes for the current season to go on it can be voted upon would make more sense due to the current climate in skyblock being "reset when?"

I see your points, but I believe the way it currently works is better.
i can also see your points and while i disagree, i also respect that they do have merit, people who are new around wipe will be upset if they just randomly lose all their progress and may quit because of that, people dont like losing progress and if there is always a wipe looming and they can count the days they may be more unlikely to even start, giving Blurmit the time needed to properly patch things up and make sure its working as intended is always a better option than rushing, people may find the timed resets unpopular and it may be canceled if they are put in place for these reason and maybe some that i havent thought about yet.


Compromise-Maybe after 4 months without a reset, there could be a weekly and/or monthly vote on whether a reset should occur. If a majority (or even 3/4) say yes, then it occurs.
i think a compromise like this would work if one fundamental change in invaded lands changes, more staff on skyblock. as it sits the only staff ive ever seen touch skyblock as of late is, the g.o.a.t. the g.o.d.d.l.y the g.r.e.a.t MQGY, if more staff where active or there was maybe a skyblock dedicated staff member then i can foresee this working, but as it sits now, i am hesitant to say this would work in the way it is written.


I appreciate you commenting, i brought things to a more rounded perspective and helped me see the other side a bit better! i hope the rest of your day is great!
 
I am glad that my reply was helpful! In response to the players quitting, I ask you this: Is it the abundance of resources that make the game boring, or is it the gameplay itself. Me, personally, I find Skyblock to get very boring, very fast. I can't exactly tell you what aspects of the game make me feel this way, particularly when I felt the exact opposite about Invaded Survival. In my experience, people have more fun with Survival than Skyblock (Same with KitPVP Modern)-I don't know if having more staff on would fix that, especially past the short-term excitement. Also, Blurmit can fix things during the seasons if absolutely necessary, it's just not ideal. I hope this clarifies my points!
What kind of redstone builds do you make?
 
I am glad that my reply was helpful!
any comment made with genuine thought is always worth reading!
In response to the players quitting, I ask you this: Is it the abundance of resources that make the game boring, or is it the gameplay itself. Me, personally, I find Skyblock to get very boring, very fast. I can't exactly tell you what aspects of the game make me feel this way
skyblock is most certainly not for everyone, the grind is more in the flex in island levels, thats why its predominantly displayed in chat, the grind is fast early on but then gets slower as you hit mid game, after that gets real slow, and all those get changed with intensity because of how many people you play with.

i would say the gameplay itself atm is very basic minecraft and most servers you see have SOMETHING more than the basic stuff we have to spice it up, this is the most generic version of skyblock that ive seen out there but it makes it more simple and easy to approach vs something like hypixle, with all its weird and complex systems that make that game weird to play(i just think hypixle is weird if you cant tell)
particularly when I felt the exact opposite about Invaded Survival. In my experience, people have more fun with Survival than Skyblock (Same with KitPVP Modern)-I don't know if having more staff on would fix that, especially past the short-term excitement.
survival is its own thing in my opinion, i would have to play it more than just running round from a random RTP but the experience is more fufilling because theres more people that give the world life, economy, and variety. skyblock is missing that, and the reason i say staff could fix that is beacause if staff is there, more people would show up simply because of that (idk why but if admin is on a server you see more people there) that means skeppy would be more likely to make one of his classic 'trolling skyblock' vids or trolling 'skyblock admin' vids thus promoting it more and bam, profit

while yes thats all theoretical, people do like to be somewhere where they see the staff playing, its like watching someone order in food when they work at a restaurant vs eat its food type deal, if they interact with it, and they are well known, then people will follow and play more.

Also, Blurmit can fix things during the seasons if absolutely necessary, it's just not ideal.
i agree with you 100% here, its not quite ideal nothing really to add.


I hope this clarifies my points!
it does, thank you very much!

What kind of redstone builds do you make?
i mainly build stuff to aid in the efficiently of whatever i need, lossless mining, more storage ect, trying to work around the changes to redstone and hoppers they did to help TPS makes it an interesting challenge to do some stuff, but i think im close to a gold farm idea that works while afk for even the swords.
 
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