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Obligatory First Page "How is the new map?" Thread

Discussion in 'MC-WarZ' started by StrikerSly, Jul 9, 2018.

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  1. StrikerSly

    StrikerSly Well-Known Member

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    So y'all, how is it? I don't really care since I haven't played it yet, I just wanna know how the map/gameplay is before I try it.
     
  2. Carsonn

    Carsonn #1 WarZ Looter

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    I played a couple hours yesterday, traveling is less tedious than WW which is good. There are some road tunnels that let you TP from one side to the other with a pressure plate, and those are nice.

    The Nearest Chest part of the navigator is broken and loot takes a while to respawn so looting can get kind of tough at the infected camps, but apparently those two things are getting fixed. However the loot itself is actually good at the infected camps, so even with the long respawn time, you can get a set of tier 4 guns and even a legendary or two on your first run through the camp if you have the whole camp to yourself.

    Guns are slow, except for the auto guns, which don't feel like they do much damage (I may be wrong). Combine slow guns with instant food AND the potion buffs (whiskey + morphine), and you get tanky fights that end up basing the entirety of the fight off of how many people are on a team. If you're not fighting bots, then there is no excitement or hope of "clutching" like there was on the old WarZ. (Note: the instant food from WarZ is nerfed so it does less, but it's still way more viable than the WW health pots which are still in the game)

    Not sure how I feel about economy yet, haven't done a lot of grinding because I haven't had time, but having all of the crops the same price seems weird to me. I don't really know if that's intended though. Also, one of the farm fields (potato, I think) is literally <100 blocks away from a town. Again, not sure if it's intended.

    Overall not a bad gamemode at all, but big fights are still the same annoying WildWest-style clusters of people.

    EDIT: Also, what @tallscot said about the looks of the map is pretty correct, I feel.

     
    • Like Like x 1
    #2 Carsonn, Jul 9, 2018
    Last edited: Jul 9, 2018
  3. Carnotauros

    Carnotauros Raid & Events Manager

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    Do you have any suggestions how we can fix that? Keep in mind that I’m not a WarZ nor WildWest player so I don’t know much about the game mode, so please be descriptive.
     
    • Funny Funny x 2
  4. tallscot

    tallscot sceptiiiiiii

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    Comboing isn't a thing, fights aren't exciting or intense, everything is just boring. The only way to get good gear is by going to the infected camps, which are constantly camped by players who already have good gear. The map is bland, all of it is one biome. It's very slow paced, nothing like original WarZ. You can't "clutch" like you could on WarZ, whoever has the most people wins every fight no matter what because of the way the guns and food system is designed. It's a Wild West rework like I thought it would be, but with the name "WarZ" for whatever reason.

    Personally it could be fun but the way it is right now just doesn't sit well with me.

    Add comboing, fix the amount of damage each gun does to players because it feels like no guns do a lot.
     
    • Agree Agree x 3
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  5. WarSkater

    WarSkater Rob // MC-WarZ Hardcore Crafter

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    I played yesterday with Carsonn, meltingangel, and shadow. I have to say, Wild West isn't a bad type of gamemode. At all. It's quite fun to be fair with you. However, I do have a couple issues with it.

    1. Fighting - So, yesterday, Carsonn, Shadow and I went to each cartel to get some income. After we all almost get to them, Shadow said TheMafias was there. We teleported in to help him, and then there wound up being 5 teammates, TheMafias included. We were all prepping for the fight, potting up, making sure everythings reloaded, etc. Like Carsonn said, this gamemode doesn't necessarily rely on skill to be good at, it really seems to just take the numbers. The fight ended extremely quickly because Shadow got shot at the same time by the same gun, close range (not really being able to avoid it.) and died instantly. Then the 5 teammates quickly finished off Carsonn, and then it was my turn. I was barely alive, but I kept getting shots in on the enemies, and I couldn't shoot another one at all. I'd shoot one of them, go to shoot another one and get shot by 4 people at four different times. There was no chance I could've won that. It wasn't enjoyable for any of us, aside from the ones that outnumbered. WarZ had a similar issue, but with WarZ, you had a chance to win because of being able to run or get to different areas, get quick kills on enemies by comboing, using grapples to quickly either get a little bit of distance, or to grapple back to the enemy and catch them off guard and kill them.

    To Fix: I'd say add combo'ing, but add a longer delay on it. WarZ combos could literally be near instant if you timed it perfectly. Add it so there's a second before you can shoot your other gun. If WarZ players get an advantage from this (experience with comboing), make it a tad bit longer. Make a tutorial on it, make it so everyone can learn how to do it fairly easily. On WarZ, there was nothing to help anyone learn, aside from teammates or friends or something like that. If you're a new player joining the server with nobody that has experience or knows how to combo, but other players do, it quickly made them uninterested. Hell, if this idea is added, I'll do the video myself and explain everything that's necessary to know.

    2: TPA Timers - While I was playing yesterday, I found out that MVPs can TP in 4 minutes, and white names can TP in an hour (Not sure about the VIP and ELITE timers.) Anyway, I don't think it's necessarily a good thing with the type of gamemode Wild West is. If you're in a clutch situation and you are able to keep avoiding death and running away, it'll be nearly impossible to do it for 4 minutes if a teammate dies quickly. WarZ had a 2 minute timer and people barely had a chance to make it back up, and that was with comboing. When I teleported to Shadow yesterday during our fight, he died before me and I told him to teleport to me. He said "I can't, I TP'ed to Carsonn before." When he tried teleporting back, he still had to wait 45 more minutes. Obviously I understand that thisgive white names a taste of what you could have when you're donor, and hopefully is able to want them to buy it, but I think waiting an hour is absurd, even for that kind of argument.

    How To Fix: Just make the timers a little bit faster. Maybe a 2 minute ELITE, 3 minute MVP, 5 minute VIP, 30-40 minute non-donor (Not Sure). I believe the faster white names are able to teleport, the more they'll see that with an even faster time, it could make them do so much more, because having to teleport and then wait an hour before being able to is kind of insane.

    How to Fix [2]: Another idea I had was instead of making the teleport shorter for white names, make it so they can get other ways to get a teleport or something like that. Should make it so maybe you can purchase TP's with in-game currency. Make it semi-expensive so the non-donors can want to grind for the TP. I'm not sure how the currency is on Wild West, and I'm not sure how easy it is to get cash, so if someone that has played Wild West give a proper price for this, appreciative.

    I may keep playing and trying it out. If I find anything I find as an issue or something I dislike, I'll update.
     
    • Winner Winner x 1
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  6. Unsaid

    Unsaid Member

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    A lot different from WarZ, but it needs chance to find its footing among WarZ and Wild West players.
     
  7. Carsonn

    Carsonn #1 WarZ Looter

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    All of WarSkater's suggestions would definitely increase the intensity of the fights and would reward players who hit their shots.

    Another way that would make the whole ganking aspect less of an issue could be nerfing the whiskey and morphine by a little bit (either a potency reduction or lowering the time of the pots). When you are one person and suddenly you see 3+ people coming after you, you shouldn't want to /kill to avoid wasting time fighting. If the single player is good enough, I feel like it should be less of a miracle to kill the 3-man team. If the team of 3 is fully potted, it will take several minutes for the single player to wipe the trio. Nerfing the pots would allow players to be rewarded for playing well, since the 3-man team wouldn't be so tanky. I guess you could compare this to one full iron player fighting 3 full diamonds on the old WarZ. The full iron has a chance if they are talented/lucky, even though they are more likely to lose because of the size of the other team (and because of the lower tier armor, which would kind of be comparable to nerfed whiskey and morphine).

    I think it's critical to reward good players while still encouraging teamwork. I feel like the prospect of clutching a fight on the old WarZ was a major psychological reason why it lasted so long; players (especially talented ones) almost always had some kind of hope for winning a fight, because one of Old WarZ's greatest strengths was giving players excitement and intensity in the form of being able to come in clutch, even if the numbers were against you.

    Another thing that WarSkater mentioned was movement, namely grapples. The current WW-style of combat can get monotonous due to most fights resulting in a choke point situation in which one side is camping and the other is rushing. New WarZ desperately needs something like a grapple that creates more dynamic combat environments. It could be a grapple, it could be hop rocks lol, but having to rely on peeking through buildings and those annoying doorway rushes is very boring.

    That is all I have off the top of my head, hopefully more people have better ideas that can help to shrink the gap between the WarZ and WW gameplay
     
  8. Unsaid

    Unsaid Member

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    I agree that players need to be rewarded.
     
  9. Droiid

    Droiid Shutdown

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    I myself was there for that fight, and quite honestly it felt BS-ed. The one shots played a huge role in that fight and not only that, but our numbers completely overwhelmed you as well. We all felt bad after killing you guys because of how unbalanced the gamemode was in its current state.

    Update: Combos aren't heavily removed, they are still relatively in the gamemode, instead, it is less smooth than it was found to be in WarZ. Typical combos can be found between the legendarys and various automatics.
    Apart from that, the one shots have been heavily reduced, so it is far more likely that you are able to survive a 2v4-5 depending on the skills of each player. Note that of course, it still is not the same as warz's signature clutches, but after spending more time on this gamemode and getting used to the mechanics, I wouldn't be surprised if I saw this happen more often.
    This has been noted, Update: Elite timer has been set to 2 minutes, non donors can also TP every 15 minutes, which IMO is a very fair amount of time. I hope this may resolve some of your concerns about the gamemode.

    Overall, this week of testing with you guys has been extremely beneficial towards making this gamemode better and more enjoyable for warz / wild west veterans and new warz players. Please, if any more concerns about the new gamemode need to be addressed, feel free to civally make a forums post or PM; Jay themafias or myself.

    Noted.
     
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