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Idea Can We Try It Out At Least?

Discussion in 'Capture the Flag' started by logicalpencils, Jul 29, 2017.

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  1. logicalpencils

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    Make one of the CTF servers (or a new fourth server) use 1.12 pvp.

    So, I know a lot of people have... uh... negative opinions of 1.9+ in general... But I'm hoping that having a server as talented as Brawl open up an experimental 1.12 version of one of their most beloved gamemodes could help to steer people's opinions towards at least a less negative view.

    Oh and I personally just really want to play 1.12 pvp for once.

    It would change up a lot, I'm aware, including but not limited to:
    • axes would be really slow but strong
    • sharpness and strength pot are nerfed
    • weakness is useful
    • no blockhitting
    • more reasonable/consistent kb
    • different arrow and pot trajectories while jumping/moving
    • having to swing rhythmically instead of spaztically
    • sweep attack on swords
    And I'd be more than happy to make some pre-implementation balance changes that would be necessary, and give suggestions on ways to integrate the new features into the classes.



    For example, make Assassin's insta-kill sword have a really high cooldown (2 seconds, let's say), but then remove the insta-death penalty during the assassination.

    Or, give haste effect to the Ninja so that it can still pop out and attack really fast; or not, if a lot of people find that playstyle for Ninja annoying.

    Pyros only doing 3.5 hearts on burning players would now actually mean something, since you could now make that effect only apply to fully-charged axe swings.

    Dwarf can get a shield as one of his level upgrades that allows him to block projectiles at an xp cost.

    Chemist could trap certain areas with lingering potions.

    And so on.
     
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  2. misterslime

    misterslime Well-Known Member

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    Sure! Sadly, CTF has no dev and it would take alot of time to impliment.
     
  3. ACE_BLUE2

    ACE_BLUE2 Sup'

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    This, uh, doesn't make a lot of sense, care to elaborate?

    Other than that, I wouldn't be totally against trying it. You seem rather insistent on this, pretty admirable. Adding another server costs money, quite frankly it's money Brawl can't spare. Another thing, even if we're updating only one server, it would take a considerable rework to balance all the classes out, one example, adjusting all the hit times so heavy doesn't get a big advantage. CTF is a lot more complicated than one might think, @Proterozoic :wink: . There's still plenty more to think about; I'm not against this, but many players are. That'd be more than a little time, money, and effort to change a server that more than a few players have made quite clear that they wouldn't play it. I understand this is something you want, but just because you want it, doesn't mean it's going to happen.
     
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  4. logicalpencils

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    @ACE_BLUE2 You use the redstone and it gives you a sword that does a ton of damage but takes 2 seconds to pull up. That's really slow, considering a sword is normally .62 seconds.

    I have never seen more than 1 CTF server in use at a time, so making the third server be a modified game wouldn't be taking anything in that regard. Time would be taken, sure... I would make it for them all myself if I can.
     
  5. Spades_

    Spades_ Former CTF Mod

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    The general opinion on your ideas regarding 1.9+ have not been received well. Frankly I despise the mechanics of 1.12.

    But if you're insisting on saying that it's better, I'd be intrigued to test it out. As I said above, I don't particularly like the new mechanics, but it would be a little close minded to write it off without seeing it in action first.
     
  6. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    ??? CTF often has 1 full server and another game of 20-30 players. Some of which like smaller games, when one of them finished it will have to reboot which will mean there's only 1 server for a bit. I really don't see this being popular. A lot of ctfers like PvP, this is only benefiting those that aren't good at it and don't like it.
     
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  7. logicalpencils

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    @Zyoa see this is exactly what I'm talking about. Playing 1.12 pvp doesn't mean you're bad at 1.8. I happen to simply prefer the more sensible 1.12 system and would actually like to see a good server use it well instead of pretending it never happened.

    It would benefit a lot of people, in that it would bring new players, and show veterans that 1.12 pvp isn't as awful as they make it out to be.
     
  8. Spades_

    Spades_ Former CTF Mod

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    Even if you managed the impossible task of convincing regular players that 1.12 is better, this still would not be added. We don't have a coder specifically for CTF. So we more than likely will not try this out.
     
  9. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    How do you know it would bring in new players? It'd be a massive risk considering you'd have to spend developer time and money on this when there could be no benefit for the server. I've tried 1.12 PvP and I don't like it. Maybe you like it but I'm sure the majority of the community don't.
     
  10. logicalpencils

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    @Zyoa although as Spades has pointed out, most people actually haven't played 1.12 pvp, and those who have probably tried it for like 5 games of Cubecraft's crappy skyward or something.

    It would bring new players because it would be the only good and populated 1.12 pvp server - there's an audience for that.

    Great, different people like different kinds of combat - I'm sure I hate 1.8 10x as much as you dislike 1.12. But this doesn't even need to be a majority thing - a majority of players don't like shooter games but Brawl makes those.

    Again, I would fricking make the whole game myself if need be.
     
  11. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    How do you know it will be good and populated?
     
  12. logicalpencils

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    I meant that Brawl already has a large population, and it would be good because Brawl is good at making games and balancing.
     
  13. EmperorTrump45

    EmperorTrump45 Dank Memer

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    This ^^ you (@logicalpencils) made a poll on a previous thread regarding 1.12 CTF. 67% of the voters wanted to stick with 1.8, another 11% hate 1.9+ pvp but were willing to try out some of its other features, and only 11% were willing to go immediately to 1.12. In other words, 89% of the people polled (46 people) do not agree with what you're suggesting.

    Yet here you are, making a thread where you continue to push something that almost nobody likes or wants. Even the other 11% who supported the idea of updating to 1.9/1.12 have an issue with your suggestion, which is that everything would have to be reworked because the changes in 1.9+ are, literally, game-breaking (as I'm sure you understand).

    If you're willing to take the time out to recode the entire game so that it would be remotely suitable to 1.9+ then god bless. I wish you the best of luck. But I'm perplexed as to why you even bothered asking for "community opinion" on your suggestion when you immediately disregard it and make this thread.

    A lot of servers have resisted updating to 1.9+ entirely because the huge majority of their playerbase hates it (i.e. some polls on Mineplex have ppl against by a 2-1 margin). I hate it. It's a stupid update. PvP was fine and, for some reason, the clowns at Mojang (now that, sadly, Notch is gone) decided to mess with it. Imo, if it ain't broke, don't fix it.
     
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  14. Claod

    Claod Well-Known Member

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    Not every game owned by brawl is popular. Take Hardcode games and the new Battle Royale, which never have full servers even on weekends. This battle royale had all these new features, but still doesn't have that many players. The same could and will probably happen to this new 1.12 server. Besides, dev time could be better spent on fixing all the bugs:
    By class:

    Archer
    Seems fine.

    Assassin:
    Assassin doesn't die instantly from fire after using assassination. Not sure if intended though.
    I also think the red stone cooldown system is a little finicky because I can get a kill after assassination and the xp bar that charges the red stone will disappear. The xp bar is just slightly buggy.
    This may not be a bug, but when you kill or get killed by assassin using red stone or just iron sword melee damge, it will say killed by assassin and nothing else. Now if you hold something like a compass or nether star, it will say something like killed by Pointing at Red flag or Nether Star. Would make more sense if it told you that you died from assassination rather than just iron sword.

    Chemist:
    Poison and weakness(or was it slowness) don't affect you or your teammates when thrown, but if an enemy is within the radius of the potion, you will get affected. I'm also not sure if this part is intended though.
    If you throw your pot while you have no xp, it looks like you are about to land it and it takes it right back. This visually looks very buggy so I would speed the update time for that. Maybe a sound or beep that indicates you are out of pots would also be helpful if added. It does display it in chat, but no one looks at that while fighting.

    Dwarf:
    Medic removes slowness from dwarf by healing until dwarf changes levels(then the slowness is reupdated).
    If you time it right, you can shift-walk by pressing the sneak key at the right time. You will still load your xp the same speed but you can bypass most of the sneaking time. This isn't
    gamebreaking but dwarves can effectively move about 1.5 times faster.
    The same goes for blocking. The game doesn't update fast enough so you can blockhit or space your blocking and have no reduction of xp.

    Elf:
    Gala and some other elf players made many bug threads on this class. You can look one here:https://www.brawl.com/threads/58809/
    He goes into much more depth but this is just mine from personal experience
    Sword is not unbreakble. However, I'm pretty sure it has unbreaking enchantment on it so this may be vital on how elf's projectile shield works. If not, make it unbreakable.
    Shield doesn't give all effects of projectile back to its sender when reflected. I'm not sure if they fixed it yet though but mage doesn't even reflect anything at all.
    The bows don't load sometimes.
    You can use wind element with one arrow left even though it costs two. This also accounts for earth element which also uses two arrows.
    Earth element blocks ninja pearls and other projectile entities.
    Earth element gets trapped in medic cobwebs or just any cobwebs and they stay for a while.
    Earth element can be shot at the ceiling and it will either spawn the blocks on the roof or just below the ceiling. This should be more consistent.
    Wind element when shot sometimes pulls people in instead of pushing.
    Elf's spells don't function if they hit necro's mobs.

    Engineer:
    Turret is sometimes unfixable with diamond pickaxe.
    Turret won't target zombies or any of necro's mobs
    Turret carpet can sometimes stay as a ghost after being destroyed
    Turret can sometimes become unbreakble creating an invincible arrow shooter of death.
    Turret manual overdrive sometimes just shoots directly at you no matter what direction you face.
    Cake regenerator can't be accessed by chemist if it has its reneration III in effect. You have to wait for the initial, weaker regen to wear off first until you can use the cake.
    Teleported is terribly glitchy.
    Sometimes when you exit out of exit teleporter, you get trapped in the floor and seize uncontrollably, making you teleport back into the floor whenever you try to jump. Soldier and ninja can escape, but if you are some other class, you have to respawn.
    Entry teleporter can show particles and dark wool color but sometimes it won't work.
    Entry teleporter can be light wool color and disfuntional even after placing exit teleporter.
    If you stand on the corner of the teleporter, it will start the countdown at 3 and stop and restart over and over again.
    Engineer just has ghost structures in general and are annoying.
    Maps with red stone and pistons are activated by the teleporters' pressure plates.
    Some times cake regen doesn't regenerate the cake.
    Medic webs don't stop turrets from firing anymore(before the placeble cobwebs instead of the throwable ones temporarily stopped turret fire)
    You will still see the green and red placement particles for structures even if you've already placed all your structures down.
    Engineer can place turrets in absurd spots like right in front of an entrance/exit of a flagroom in Platforms and HortiAirbortis and in the middle platforms that everybody walks through like in Divinities Reach I think it was called and some other maps. This may be more a map problem but this is still specific to the class and it doesn't seem that these spots were intended.

    Fashionista:
    If you place it down enough in spawn or somewhere you can't place blocks, the crafting table will be unplaceable everywhere in the map until you die.
    Crafting table doesn't have green and red particles that engi and necro have for placing structures.
    I'm not sure if you can still do this but you can craft diamond armour.
    Fireworks kill assassins because they are entities. This probably wasn't intended, but it'll probably stay because it's rare and hilarious.
    Fireworks can get stuck on surfaces, though this seems to be a problem with Minecraft's fireworks itself.

    Heavy:
    Seems fine. I mean, it just has a stick, armor, and steak.

    Mage:
    Mage can sometimes spawn permanent ice with freeze spell. When mixed with engi or necro, mage can create ice parkour/structures with freeze spell. This isn't really gamebreaking but it could be abused to trap a flag carrier in there for the entire game. I've never seen this happen but I'm pretty sure it can be done.
    Freeze spell isn't as affective when the targeted player is underwater or on a ladder. This is because the bottom block of the ice cell is removed so they can just swim out from beneath.
    Players can suffocate in the ice cell of the freeze spell.
    Lightning spell feels inconsistent. It may just that I myself am not consistent with the aim of the spell but I feel that sometimes you can knock people like 20 blocks away or up and other times you get about 2 blocks of distance.
    You can't freeze or fire spell necro's mobs. I also think the lightning doesn't affect them. Only damage spell affects them.

    Medic:
    Health still displays 0 until you hit them.
    Medic Heal Unblocking, which basically forces you to unblock while blocking. I go into more depth here: https://www.brawl.com/threads/68494/
    You can craft snowblocks with the medic snowball webs. You can then use this to build up to 1-4 blocks high, though it's difficult to get much height because the server deletes them. Also, after crafting them, you can regain the 4 snowballs by just using a web.
    Webs can sometimes trap projectile entities.
    As a minor visual glitch, medic will sometimes be on fire for the first few frames after pyro shoots its bow at it.
    Medic Heal is supposed to heal everything but it doesn't restore things like speed for assassin and arrows for elf. Probably intended though because I'd hate to just have elf flag carrier fly across half the map and then get healed again to cross the other half.

    Necro:
    Red stone torch of beacon can power red stone devices.
    Mobs are immune to fire spell, freeze spell, lightning spell, poison? flashbomb eggs, turret, other mobs, and assassination? If headshot works, why shouldn't these too?


    Ninja:
    The Enders pearl is by far the glitchiest item introduced into Minecraft/CTF. A few glitches are teleporting through transparent blocks, going through a 2-5 block thick ceiling of barriers (in the map, Well), pearling into the flag and then digging down underneath to get stuck, and just general clipping in an out of places.
    Ninja can pearl out of mage freeze spell.
    Ninja can lose its pearl permanently sometimes until you respawn.
    If ninja pearls in the spawn of some maps like Kawelua Shore, it can spawn an endermite. These guys are like silverfish and they attack anything.
    Sometimes, when ninja dies, it will leave a ghost of itself holding an item(most likely golden sword). If you've ever seen a floating name tag only to find that there is no player and just a golden sword or ended pearl, it's that bug.
    Ninja retains sponge momentum after pearl lands. This means on Skyworlds, ninja can use the sponge from the ground to spawn to cross the map in about 8 seconds. The ninja basically floats up after the pearl lands.

    Pyro:
    Flint and steel still burns enemies.
    You can blow up TNT with the flint and steel if it's in the map(e.g. Secret room of Pavo's Academy)

    Soldier:
    When lagging, wallclimb gives you nothing and you end up wasting all of it. This may not be the fault of CTF but maybe they could fix some of that.
    Most of these bugs will transfer to 1.12, and then some. Time spent on creating a new version that will probably fail could be better spent on improving the current CTF that everybody plays. In my opinion, 1.12's pvp is not as fun as 1.8 with the restrictions and over complicated damage/armor values.
     
  15. logicalpencils

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    I keep asking because I want it, I've waited 18 months and nothing has happened almost anywhere. 1.12 is so fun, fixes a lot of what made 1.8 broken (yea it's broke), and made the thing sensible - I just can't stand this stupid click-athon system.

    You don't think I'm aware that servers are resisting updating? Fricking every day I think of playing Minecraft I have to remind myself that I'm gonna have to play with some janky piece-of-crap system that people just can't seem to get over.

    And I'm not even asking for the servers to update. I'm asking them to recognize that not everyone wants the same old skywars and sg crap they've been giving for 6 years and to just attempt, for once, to do something new.

    Oh wonderful, up to 2/3 on Mineplex like 1.8? That's great, they've got their one hundred thousands games and servers. Give the other 1/3 fricking one game.
     
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  16. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Great. Have fun coding it

    That's right and it's largely out of the committee's hands. There's certainly a lot they'd like to see changed, as would everyone who plays CTF on a semi regular basis. A CTF server with 1.9+ mechanics is not one of them

    A lot of people are just fine with the 'click-a-thon'

    It's your opinion that the version Brawl uses is bad. That doesn't make it bad

    No, not everyone. Just the large majority of the community. Imo, the focus should be on what can be done now, as far as minor tweaks and so forth, to improve CTF as well as fixing the dozens of bugs @Claod listed above. These are things that people, a majority of people, actually want done. Especially bugfixes and buffing Necro (through mob ai or some other means)

    if these things were done they would be popular changes because people have been asking for them for years. For instance, the on hit mob debuffs that @Miskey got mario to add. The only complaint I've ever heard, or have, about that change is that it didn't go far enough

    there is no guarantee that a 1.12 server would be popular and it doesn't really make sense to release one because there is no demand for it (you are literally the only person I have seen on forums or in game who has been advocating for this). Anyway that's just my two cents. But what do I know?
     
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