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Idea Quick Fix-it Thread

Discussion in 'Capture the Flag' started by Quarrelt, Jun 1, 2016.

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  1. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Thanks for all the help everyone - we have a good list of things to work on. Hopefully the game is just a tad bit more enjoyable when this is all pushed out.

    If your idea wasn't added to the list it's because it was either too big for this thread or not something I think would work too well at the moment. If the same comment gets repeated many times it will be added to the list or discussed further in the thread.

    Finalized List
    Archer | Bow’s punch : Changed to punch 1.
    -> Will change to half-draw back = punch 1, full draw back = punch 2 if needed.


    Chemist | Potions : 12 damage potions, 8 poison potions, slowness is replaced with weakness, 5 fire res potions that last 30 seconds.

    -> Will continue to edit potions and times slightly as needed.

    Dwarf | Leveling/Immunity : Dwarf levels cap at 10 and Immunity is only received once the levels are maxed out.

    Elf | Arrow count : 16 arrows, Earth Element take 2 arrows per use.

    Elf | Heath : Chestplate and Boots gain Protection II.

    Engineer | Pickaxe : Less health on the turret.

    Necro | Fence : Change fence to wood.

    Necro | Pickaxe : Gains knockback 1

    Necro | Mobs : Better mobs - 1 steak is removed.
    -> Mob cap of 5 (will buff if needed), new mob eggs, spawn rate is increased.


    Medict | Regen : Medic overrides Chemist, Mage and Engineer regen.

    Medic | Webs : Webs are breakable (same speed for any main weapon) by enemy team.
    -> Webs disappearing when thrown at teammates is removed.


    Match Server | Switch : Switching in enabled on the Match server for all players.

    Pyro | Fire : Fire lasts less time when inflicted by a bow (3 1/2 hearts) (AND) Pyro gets x (25-30) arrows.
    -> Frenzy takes 2 right clicks to activate - will be tested.

    -> Will edit fire damage as needed to balance with the fire resistance potion.

    End Game | Scoreboard : Can see game scores after the timer hits 0.

    Maps | Engineer Camping : Sign system is added for an easier way to remove turret flag camping/abusable spots.
    ------------------------------------------------------------------------------------------------------------------------
    Final note! When the update goes live, feel free to leave feedback here or message me. Please do not freak out or get super annoyed. These changes were designed to be easily fixable so there's no need to feel like you're going to be stuck with these for 2 years.
    Thanks for participating everyone!
     
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    #1 Quarrelt, Jun 1, 2016
    Last edited: Jun 12, 2016
  2. patriq

    patriq Well-Known Member

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    Archer punch only effective when fully charged?
     
  3. Claod

    Claod Well-Known Member

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    1. There should be a cool down on archer headshots and a change back to the original headshot distance of 20 blocks.
    2. When switching classes while having the flag, it shouldn't be restored.
    3. Necro needs to have more interaction and control with the mobs and a general buff.
    4. Dwarf also needs a buff that makes it more involved in the game.
    5. Castle Cavern needs to be fixed because ninjas just take the flag and ender pearl glitch through the glass skylights.
    6. On YouTube, I see people go to the outskirts of the maps probably by ender pearl glitching. This needs to be fixed, because again, people can steal the flag and run out of the map and no one can find where they are.
    7. Sometimes, when I try to stop a ninja from ghost capping, they spam eggs at me so I can't reach them. Maybe there could be a slight cool down on the egg spamming.
    8. The engineer exit teleported are so glitchy and should be fixed. Sometimes, I get stuck in them and go in an endless loop of going up and down.
     
  4. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    I like both these tweaks. A medic nerf and a change to make elf more viable.
     
  5. Netflikx

    Netflikx Well-Known Member

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    What do you mean by "normal breaking speed?" I'm pretty sure that the speed webs are broken are different for every sword. So is it going to be that you make it the same breaking speed for all swords? Or different breaking speeds for each sword.
     
  6. Winneon

    Winneon Member

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    Literally unplayable. /s
     
  7. Claod

    Claod Well-Known Member

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    Actually, all swords break cobwebs at the same speed no matter the material. You can check that on Minecraft wiki (minecraft.gamepedia.com/breaking). However, some classes like Pyro don't have swords, so that still makes a difference.
     
  8. GalaThundR

    GalaThundR Mcpvp Veteran

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    Yes. I like how you guys used my idea of making the earth element take 2 arrows. 16 arrows may be a bit much imo, but we'd see how to goes. The only other thing I think elf needs is prot II on it's armor and a little buff to the water element.

    I never really had a problem with medics unable to place webs in the flagroom, but I can see this change causing more medic web trolling.
    ---
    Add some sort of notification that an assassin uses an assassination or a successful assassination block. The lag mixed with no way of telling that you didn't actually block an assassination makes killing assassins more complicated than it needs to be.
     
  9. BrandinoB

    BrandinoB Well-Known Member

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    Sounds good to me, though I think elf could use a slightly larger change later cx the medic thing also sounds good.

    One more suggestion, just involves some deleted lines of coding: remove engineer and dwarf :grinning:

    Jk, one more. Have ninja be unable to pick up flag while pearl is out of their inventory? Please? Very annoying to have to switch classes cuz a ninja survived heavy crits because they were blocking while their pearl landed halfway across the map already -_-
     
  10. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Heavy: Assassinations do 5 hearts a hit, but if an assassin has its redstone active it can "assassinate" the heavy twice to two shot it. (better for new players and makes heavy slightly more tanky against assassin)

    Soldier: Reduced mana, increased mana regeneration while shifting. (actually makes the mana system effect soldiers)

    Medic: Increased cooldown, cannot regenerate other players if the player is in combat. (makes medic's healing less dumb)

    Archer: When they snipe someone, the player receives 9.5 hearts instantly, then 0.5 hearts half a second later. (means headshots can be countered if you're attentive)

    Pyro: Frenzy never sets players on fire, the pyro must set a player on fire then use its frenzy (prevents pyro from being an assassin with armour and steak when frenzy is available)

    Dwarf: Halved damage (no need for explanation)

    Engineer: Reduced turret range, engineer cannot build a structure if they're in combat, actually make the arrows do no knockback, regenerator gives less regeneration (easier to avoid turret, engineer can't just place their turret or regenerator back straight away if its broken in combat, easier to kill turret, easier to kill engineer)

    Chemist: 1 second cooldown on damage potions, more speed/strength potions (completely removes damage potion spam, increases chemist's support capability)

    Assassin: Can only assassinate people if they hit them on the back (makes assassin require more stealth)

    Ninja: Increased damage when pearling with flag, increased sharpness (harder to cap as ninja, easier to recover off a group as ninja)

    Mage: Cannot do two damage spells in a row (removes damage spell spam)

    Necro: Mobs are faster and stronger and spawn more frequently, necro spawners are ontop of a wooden fence, necro has knockback I on its pickaxe (more effective mobs, easier to take out spawner as a non-engineer or non-necro, easier to defend spawner)

    Elf: 20 hearts but two less steak (almost the same health pool but easier to protect themselves against a ninja)

    Fashionista: make this sh*t free already dammit
     
  11. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Interesting, I wonder how that would play out - I suppose it would make it less spammable. That, or possible lowering it to punch 1, or punch 1 for a half way drawn bow, punch 2 for a full drawn bow.

    Hm.. not sure how to fix that, could just be a bug or poor placement by the engineer?

    Yeah. If it's different like an axe or something, maybe nom can edit it so they have the same breaking speed as a sword. But ideally, the main weapon of any class would be able to break a web at the same speed.

    I'd like to see the water element get some love. But I think elf in general needs a bit of fixing to make it better as a whole, which we'll probably work on later as well.

    As for assassin, I know a lot of assassins like to fake by hitting you with a sword or the redstone and make you think they used it so I'm hesitant. Although someone mentioned that's it's really hard to see assassin's switch between anyway. I agree there should be a more obvious way to tell if assassin used their redstone. A message might work, perhaps think of more ways to make it more obvious and let me know.

    Not sure about this, because it drastically changes how ninja's capture (although I also hate it, can't be bias ^^). However, I think ninja capping could be it's own discussion which I'd like to hold at a later date, so hold onto this and we can discuss it then.

    Not sure about this one, again, just trying to make it more obvious that the assassin did something might be a good minor option right now.

    As in, more or less, reduced always confuses me with mana? Shifting to regain mana is kind of interesting. Would be funny to see soldiers shifting mid-air to gain mana back. It would be a way to allow soldiers to be kind of in control of their regen which I like, but can't be used too much in the middle of a fight. Interesting idea.

    Same with ninja capping, I want to hold a full on discussion about medic's healing and role in the game at a later date as well, so hold onto this. I think the change will be a bit more drastic as medic healing ability is such an important part of the game.

    I don't know the extent of what we'll do with archer, again, probably another discussion (plan to have a whole series of these, one class at a time so please be patient ^^). Headshots also control the game, and while they're annoying, with the current game, they're almost necessary to break stalemates sometimes, so I'm hesitant to change much without further discussion - even though it's a really minor change.

    This is an interesting idea. Would make the flint and steel and bow more necessary, which I wanted to keep from the beginning. I'll see what others have to say about this.

    Dwarf will get a rework.

    Engie will get something done. Would be interesting to see engineers not able to place items until so many seconds after getting hit, but it already feels like there are so many restrictions (for good cause) that's is difficult to give them more.

    Reluctant because the mana, I find, is already really annoying. Besides, they can only throw three at a time which isn't a huge deal, and usually doesn't do too much. The mana kinda feels like cheating anyway, so I'd like to try and re-do the chemist potion/system if possible. I'll see what others think, though.

    Assassin will probably get a rework, I think this change would be too drastic. As I mentioned, I think for now, a minor change would be to make it more obvious when an assassin uses their redstone

    Pearl damage could be an interesting change. Effects ninja capping without changing the actual mechanic so hitting a ninja actually does something. I'll hold onto this one.

    Hm... not sure about this. Mage is pretty weak on a general scale, just very annoying in long halls and open spaces.

    Wouldn't mind changing the fence. Reluctant to make them spawn more frequently because so many mobs are annoying. Perhaps a cap would suffice, however, necro is getting an overhaul eventually so, maybe we should just wait.

    Hm.. interesting minor tweak. Not sure how this would play out, could be interesting to test it, though.

    No! Ahahahahaa, played

    Phew, that was a lot so far, nice guys.
    --------------------------------------------------------------------------------------------------------------------------------------------
    All right, I’m adding the ideas I felt would work/need more discussion into two lists. I’ve left some out that I wasn’t too sure about for several reasons, however, if they continue to be brought up I will add them to the list.

    Primary List
    ->These are all the ideas I thought would be the easiest to change and discuss without changing to game too drastically. Still only suggestions for now – just organizing a bit.
    Medic | Webs : Webs are breakable (same speed for any weapon) by either team.

    Elf | Arrow count : 16 arrows, Earth Element take 2 arrows per use.

    Archer | Bow’s punch : Changed to punch 1 (OR) Punch 1 at half-draw, punch 2 at full-draw.

    Assassin | Assassinate : Make it more obvious that assassin has activated Assassinate.

    Pyro | Frenzy : Frenzy doesn’t set people on fire. (Maybe as a trade off, frenzy does extra initial explosion damage, or extra damage at the end of the frenzy).

    Engineer | Pickaxe : Remove knockback.

    Ninja | Pearl Damage : Increased pearl damage with flag in inventory.

    Necro | Fence : Change fence to wood.

    Secondary List
    ->These are all the ideas I felt needed more discussion and wasn’t too sure if they would be too drastic or weren’t the best change for right now.
    Ninja | Pearl : Cannot take the flag when pearl is not in inventory.

    Soldier | Mana : Mana is reduced (?), shifting regains mana faster.

    Necro | Pickaxe : Gains knockback 1, better mobs – spawn faster (maybe add a cap so there’s not an overabundance of mobs).

    Elf | Heath : 20 hearts but 2 less steak.
    --------------------------------------------------------------------------------------------------------------------------------------------
    To everyone that's new to the thread, let me know what you think about these ones. There are more ideas in the thread so feel free to read the whole thing, or continue to suggest your own ideas. Thanks!
     
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  12. Galzac

    Galzac Well-Known Member

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    What I don't like:
    Assassin | Assassinate :
    Make it more obvious that assassin has activated Assassinate.
    Ninja | Pearl : Cannot take the flag when pearl is not in inventory.
    Elf | Heath : 20 hearts but 2 less steak.

    Possible Fixes:
    Assassin: Give assassin diamond boots if this nerf occurs
    Ninja: The ninja thing "Ninja | Pearl Damage : Increased pearl damage with flag in inventory." is good enough, no more nerf needed there.

    Elf: 15 hearts but 1 less steak, earth takes 2 arrows, but arrows regen 1/4 faster.
    input np
     
  13. obikenobi21

    obikenobi21 Delta Force Jedi

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    Does Frenzy really need that nerf? I feel as if pyro's effectiveness is pretty low, since flag carriers like chemist can just spam damage and peel itself out.
     
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  14. November

    November november

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    remove archer
     
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  15. Recovs

    Recovs Unknown Member

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    @Quarrelt check out Ivans assassin tweak on how to make assassinations more easier to see.
    https://www.brawl.com/threads/57900/
    Also, my personal tweak would be upon chemist. Why not remove its speed, since they only thing that can catch up to is a ninja, (and a ninja is easily outclassed by a good enough chemist) and/or someone buffed. A chemist capping, for example, can easily outrun the defense since it runs faster than most classes. Maybe you guys can think of other small tweaks on chemist?
     
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    #15 Recovs, Jun 1, 2016
    Last edited: Jun 1, 2016
  16. Quarrelt

    Quarrelt Genetic co-leader | team!

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    I mean I'm not a fan, but I hear people complaining (and I see it too) that the bow and flint aren't really used, pyro's just kinda walk around now. And no, the "experienced players" don't do that line doesn't really apply here because if a pyro misses, there isn't a ton of cons because they can just rack up the frenzy, or if they have it they can use it. There would probably be some trade off, it wouldn't be a straight up thing but yeah. Kinda want to rethink pyro again but that's just me and for later.

    Eh, chemist needs buffs to make it a support class. Although it may be changed at a later date, we probably won't get rid of it.
     
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  17. GalaThundR

    GalaThundR Mcpvp Veteran

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    Would it be too hard to just buff elf's armor to Prot II? The biggest issue with elf imo is how much damage it takes from small things. Also, the shield really needs to be fixed. Reflected projectiles don't give off their properties like blindness from flash bombs, igniting from pyro's bow, most of mages spells, even other elves' arrows.

    For Ninja, why not just make any mid-air enderpearl get immediately killed and re-given when the ninja grabs the flag. I guess this also applies to when the pearl is out of inv. Along with fixing the glitch where the ninja will lose their pearl.

    Archer I think shouldn't have punch at all. An archer should be punished by having to fight someone if they don't pay enough attention to their surroundings that a player reaches them. All punch does is encourage bowspamming.

    Pyro yes. I've been wanting this since pyro was reworked.

    I don't see much of a need to change soldier.

    Necro is pretty much a lost cause rn.

    Engineer - It'd be easier to remove it.

    Assassin needs a rework due to 1.9 and how ping-based it is. For now I would like to have some sort of notification for it. Makes it a little less bs to die to. Little less.

    The only issue with medic is it's healing and how it can completely stall a round. The webs are fine imo.
     
  18. asagod

    asagod Youtuber

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    i agree with everything and like this young mineman just said, i also agree with elf, it takes too much damage, maybe a small tradeoff by removing the boots and making the chest plate and leggings prot 2. the pyro nerf seems to highly nerf its powerhouse tendencies @Quarrelt i believe frenzy mode needs a smaller radius of area to set players on fire or maybe it'd give a plain speed buff for a few seconds. ninja is good right now but i feel that it needs a minor sharpness buff, maybe to sharpness 5, or maybe 6? back when ninja had sharpness 7 (lmao) it was easy to recover the flag and there wasn't as many stale mate's - when both teams have the opposing teams flag and have a ton of people defending the flag carrier. natural regeneration? even if its really slow i think it should be added - medic honestly gets natural regen and its like a half a heart per second. along with 6 steak and fire immunity, it makes it a tank nonetheless it has relatively low armor compared to archer/soldier/heavy.
     
  19. Quarrelt

    Quarrelt Genetic co-leader | team!

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    I'll see if I can get that fixed. We can try both ways with elf health and see what it does if that is something people are ok to try with.

    I'll write that glitch down, I keep forgetting to ask nom about it.

    For now, archer will probably keep it's punch, but punch 1 or a change in punch would definitely be effective for a minor tweak.

    Well we don't do that, and they will be reworked eventually.
     
  20. Netflikx

    Netflikx Well-Known Member

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    I'd like to just suggest two different possibilities for chemist and pyro, and a flag poison idea.

    1. I really do not like the idea of removing the instant fire from activating frenzy, and I'm not saying this because I play a lot of pyro. I use my frenzy as a fall back tool. For example I use it on soldiers and heavies or any other class that is either about to get out of the flag room or kill me. However I know that some people (pretty much everyone else) don't use this strategy. How about making the frenzy so that people find it more ideal to us it as a fall back tool? Like maybe you're only able to use it if someone has the flag or if you are half health. Another idea is to make it so the pyro takes double damage or take 2 extra hearts of true damage whenever you are hit so they're more vulnerable. Just brainstorm ideas.

    2. The idea for chemist is that instead of just constantly nerfing damage pots, mana, and everything about it, how about you just nerf the iron sword to a stone sword? I find that chemist's pure PvP output is just too much, as well as the addition of poison and damage potions. It'll definitely stop chemist from being the high damage and support output it is, and will see that people will focus more on the potions instead of hitting things with the sword, since that is the whole point of being a chemist. It'll nerf its damage without mindlessly reducing mana and pots that no one can keep track of, however they'll still find themselves able play how they want.

    3. How about flag poison deal more damage every time it ticks. It'll go from 1 heart -> 1.5 hearts -> 2 hearts -> 2.5 and so on until it can basically one shot the player with 10 hearts of damage in one tick. This stops camping, and medics can not do anything to reset the ticks, other than heal them up. It will also encourage teamwork from both teams to try to kill the enemy FC, and prevent the enemy recoverers to kill your FC from the ticks of damage.
     
    • Agree Agree x 1
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