No need to take these ideas seriously just things to think about
New players raiding old/unclaimed bases
I see this like 10 times a day, and every time I see it I think having to explain why its against the rules to new players and how to go about punishing them/dealing with the grief/ or allowing them to claim it is a waste of time.
I have a few different suggestions for dealing with this in different ways
1st Solution would be simply allowing people to raid unclaimed bases 80% of the time its a base from a player that's more than likely never coming back or been banned.
Pros
-Would free up staff for more important things
-Not having to berate/attack new players that didn't bother to read the rules or didn't fully understand causing them to leave/be banned/warned and have the items taken off them. This also ruins the mood in chat a lot especially when there are a lot of older players mini modding, almost attacking the players when they mention something in chat.
-Would stop players claiming an excessively large area as their own when they don't have the claim blocks allowed
Cons
-players that have not claimed their base would need to do so.
-may cause friction until everyone is use to the new rules.
2nd solution would be to remove the feature where a base is unclaimed after 3months and change it to instead after 3 months display a message saying something like "This base is old, contact a staff member MOD+ to claim it"
Pros
-Would almost completely remove the grief/raiding problem
Cons
-not sure if the current plugin supports something like this
-staff would still need to attend to remove the protection to allow someone to claim it
3rd solution
make it so when the protection expires or before a player is allowed to claim the area the chests are removed either by plugin or by staff, this will stop the same constant players that go looking for unclaimed bases and try using the rules to raid it. I cant stand seeing "I only want the build, but can you also remove the cshops theres good stuff in them" the same people are "claiming" multiple bases by saying that they want to take them over only for me to go there a week later and its been looted and abandoned (this last suggestion was not my idea, cant remember who I was talking with that suggested this but I feel this idea is ideal for current survival)
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Class Balancing
Crafter
Crafter is still currently one of, if not the most painful class to level and there is not much incentive to get it past its LVL50 job perk, the main problem with Crafter is that you are unable to craft full stacks of items at a time, SHIFT clicking to craft a stack of 64 items gives the same amount of XP as crafting 1 single item of the same type. Making money with the Crafter job is pretty much not possible as clicking to craft single items ends up netting you using the average max payout item around $12-60 per payout with other jobs averaging around $200-600.
My suggestions to balance Crafter would be to find a way for full stacks of items to be added to the payout system in some way.
if the above is not possible another way would be to add smeltable items to Crafter like glass, the various Glazed Terracotta blocks, wet sponge, as well as the multiple smooth and cracked stone blocks of all types
Possible problems
people setting up twice the amount of smelters for chef/crafter causing lag (Fixes/things to take not of) the furnace limit is still 100 so there should not be any additional smelter setups in theory
Another solution
Adding additional items to /ecraft that need the crafter job to be a certain level ie lvl50 or lvl100 might give more incentive/reason for players to join crafter, some examples being 1728 of cobblestone (this is a full inventory minus the actionbar) crafted into enchanted cobblestone, *you can then use these items in ecraft to craft whatever new ecraft items you add
Builder
I know this has been suggested multiple times with the builders wands But
make payouts with the builders want work so when you use the wand to place 5 blocks it pays out 5 blocks and remove the durability for builders wands if it doesnt work with the current plugin then add one that it does work on this had a lot of potential to be a fun useful feature.
Woodcutter
without tree feller this job is obsolete either add tree feller back [with or without a block limit ie. have it not work with massive jungle trees]
or add something else that would make this job not so bad, its the worst job in the game by miles
You could also just tie woodcutting into another job like fishing and change the name to Woodsman or something
Hunter
In survival 2.0 make it so hunter does not payout for spawner mobs or make the payout super bad for spawner mobs.
buff normal mob kills
make normal mob kills only payout in resource to stop players making natural mob grinders.
Increase spawn rates in resource.
doing this will make afk grinding no longer viable unless your just getting exp so staff don't need to police it as much
Digger
this is another job thats just doesn't cut it compared to the other jobs
add the custom items to the droplist of grass/dirt at a much lower droprate like 0.01% or whatever you feel is balanced, just something to give digger a little kickstart.
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Add the sack from prisons to survival the sack is similar to something that I've suggested in the past I have a few suggestions for it tho.
Currently when you right click the sack you open it add a feature to the sack where left clicking with it empties some of its contents into your inventory
Make some variants of the sack that pick up ore or specific items like stone sack that picks up stone, iron ore sack that picks up iron etc, it would be a fun addition to add these items to ecraft you could also add a "perfect version" of the sack to the /store that stores more of those items or even make it so you need to be a certain level in miner to craft the ore sacks, a certain level in woodcutter to craft log sacks etc
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A new way to implement skins /skins
lets you apply a skin through a menu, similar to the /color screen you pick a skin that applies to your tool, some skins are just cosmetic and some having an /effect like haste 2.
The amount of time you have access to those skins varies depending on what rarity you find. You can get these via random crates crafted with Ecraft/buying from the store/or found randomly when playing. [maybe add a way to make these tradeable or withdrawable]
common you have access to the skin for 7 days
rare 15 days
epic 30 days
legendary tools 2 months
mythic permanent
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We need goals for players to achieve or something to keep them interested
We need more custom items added to ecraft not just ones with slightly better enchants, making the new ones slightly better than the old ones just makes the older ones obsolete no one wants spend the time to craft the inferior pickaxes the new items need to be different in some way like the miner set on prisons adding haste 1, you could add something for each job that makes grinding each job while wearing it slightly less tedious.