1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

HG kit ideas from mcpvp

Discussion in 'Ideas' started by Oerlikon, Jun 23, 2015.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. Oerlikon

    Oerlikon Member

    Joined:
    May 18, 2015
    Messages:
    87
    Ratings:
    +11
    The only time I really play Minecraft now is when I'm procrastinating (like right now), and I noticed that the Hardcore Games seemed relatively untouched from it's MCPVP rendition. I made a post on the old MCPVP forums in a desperate attempt to inspire people to change HG because it was severely declining, but now that I think about it; the only person that could've really done anything to save HG was BadBoyHalo, and nobody really liked him at the time.

    Anyways, I saved the post in a txt document and thought I would post it here because swag

    DISCLAIMER: This post was a lot prettier on Discourse (old forum software) and I don't feel like going back and removing all of the <details></details> stuff. But I rearranged a few things (basically the hyperlink) so you aren't completely confused.

    EDIT: The main purpose of this post was the kit ideas, so I put the rest in spoilers (because many aspects are unchanged, some of the other parts of the post could still be relevant).

    I don't necessarily think this entire post applies to the current hardcore games (yet) because it is rlly new and one of the big concerns of MCPVP's HG was that too many players were skilled at souping which made it impossible for new players to learn soup.

    And if you don't read the context around the kit ideas: The idea was for these kits to replace all of the other kits from HG.

    Everything from this line to other is from the original post
    -----------------------------------------

    *Caution: long post*

    Hello...

    After watching mcpvp as a whole begin to dismantle before my eyes, I decided that if I was going to make a "save hg" topic then now would probably be a good time.

    During the time that I quit mcpvp, I was able to revisit a game I never really got into: League of Legends. For a long time I have had a fascination of seemingly simple games with a hidden layer of depth for those looking for more; a metagame. I believe there is a lot from League of Legends that can be reused for creating a successful minecraft server. Starting with what keeps the server going: money. MCPVP can relate in a sense because they don't get money from people joining the server, but rather run on in-game purchases (like League of Legends' "free-to-play" policy).

    And by that, of course I mean the "XP system".

    The XP system was a good idea at first, but as time passed and everyone received all of the rewards that they were probably going to achieve on a single account, it ultimately failed. LoL already has a great system, so what's the point in reinventing the wheel?

    <details> <summary> <kbd> :sparkles: **Changes to the XP system** </kbd> </summary>
    *This post is dedicated to mostly HG, so I have only worked out the pointage for this particular gamemode*

    Two new ways to purchase anything on the website:

    FP- Free points
    PP- Premium points

    You can earn Free points by playing mcpvp servers, or you can spend real money to get Premium points (also used to purchase things).

    FP can be used to unlock kits, classes, and the like. But only PP can be used to purchase ranks or pets.

    Earning FP would look something like this for HG:

    -10 FP for playing at least 5 minutes (or dying)
    -1 FP for every player you scored a higher place than
    -1 FP for every player you killed
    -If you win, then you receive 1.5 FP for every player you scored higher than opposed to 1.

    The price of FP items will vary depending on gamemode and their overall uniqueness. For example, in "nosoup HG" a kit like cultivator might cost 500 FP while a kit like Achilles might cost 3150 FP.

    *CTF classes will cost more by nature due to their limited supply.*

    Common prices in FP:
    500
    675
    1575
    2400
    3150

    PP will follow the ratio of 1 cent = 1 point, and can be purchased in increments of 500.

    PP cost vary from FP cost:
    500FP items cost 100PP
    675FP items cost 150PP
    1575FP items cost 250PP
    2400FP items cost 500PP
    3150FP items cost 750PP


    The pricing was thought up mostly on-the-spot so things are free to change but should follow a similar guideline.
    </details>
    Next order on the list...

    <details> <summary> <kbd> :stuck_out_tongue:encil2: **Renaming HG and NSHG** </kbd> </summary>

    Something that has been bothering me since "Hunger" changed to "Hardcore" a year or two back. That's right, I think it's time to upgrade the HG name.

    Nosoup.mc-hg.com is a hassle to type, so I'd say it's safe to change it's ip with enough notice to the playerbase.

    **mc-hg.com** becomes **Minecraft Hungry Games**

    **nosoup.mc-hg.com** becomes **Minecraft Starving Games** or **mc-sg.com**

    Two names that don't take themselves too seriously while still correlating with their respective gamemodes.
    (starving, as in, without soup? get it? hehe)

    It's got a nice ring to it as well.
    </details>

    ##**<big>BIG</big> CHANGES TO THE HG GAMEMODE**

    Okay, this part is VERY important. Regular HG is dead, this new proposal will stay true to the original's roots.

    First order of business, delete what is now known as "soup.mc-hg.com"

    All soup hg exclusive kits are refunded, but that's it. I'm afraid you are out of luck if you bought a kit for soup hg specifically; but you can still use it on nosoup!

    This new HG will keep the ip and similar principals, but will go through several changes for the better of the gamemode; including but not limited to:

    - Limited soup!

    - Reimagined kits!

    - Biomes!

    - Mini elo system!

    - Other various changes!

    Starting with...

    <details> <summary> <kbd> :stew: **Limited soups** </kbd> </summary>
    (If it wasn't obvious, soup will have the same healing effects that it does now)
    Soup has long been the staple of mcpvp. It was a brilliant addition that sparked the gamemode and added a higher skill cap to hg. It's sad to see HG resort to nosoup which makes the gamemode bland sided by other "survival games" servers. The idea of limited soup is to keep traditional soup pvp without creating a gamemode that spirals into failure when new players don't have the opportunity to learn how to "soup".

    *Changes:*
    Players can only hold a max of 6 soup at a time. You can have as many mushrooms/bowls as you'd like!

    One of the biggest walls for new players trying to soup is "refilling". This allows newer players to focus more on souping with one less thing to worry about.
    </details>

    <details> <summary> <kbd> :stars: **Reimagined kits** </kbd> </summary>

    These kits are recreated forms of the original HG's kits and some new ones. However, owning a kit with a similar name from nosoup will not give you access to these. You will have to purchase these separately.

    This entire list is a work in progress. You can suggest ideas but don't expect me to reply to all of them. The goal is to reach 30-40 unique kits.
    Let us begin.

    Illusionist
    Right click your redstone dust to turn invisible for 4 seconds and teleport 5 blocks in the direction you are facing.You leave behind a puff of smoke and make a very quiet sound.

    Cooldown of 17 seconds.

    Cost: 675 FP

    Titan
    Right click your bedrock to enter a state of *rage* for 5 seconds. In rage mode, your health cannot go below half a heart and you deal 50% of the damage you would normally do. A *noticeable* sound is played on cast that can be heard within a radius of 20.

    Cooldown of 60 seconds.

    Cost: 1575 FP

    Sea Urchin


    Right clicking your arrow will fire arrows in all directions around you. Players hit by an arrow receive 3 hearts of damage (not true damage) and are inflicted with "paralysis" for 4 seconds.

    Paralysis: slowness 2 and inability to jump

    Cooldown for 30 seconds

    Cost: 1575 FP

    (Ginger) Soulstealer

    I've been waiting to make that joke for *several* months now, seriously...

    Whenever you die, you drop your items and become invisible for 1 second. Shortly after, you respawn with the best sword you had previously and health equal to every player you have killed (half a heart per player). This ability has no cooldown or limit as long as you have killed at least 1 player since the last time you have died.

    Cost: 2400 FP

    Kangaroo

    You start with a rocket. Upon using your rocket, you will launch yourself horizontally a medium range and vertically a short range (like a long jump with the original kangaroo). Any players that you pass through will receive 3 hearts of true damage (pierces through armor).
    This kit is not intended for mobility but instead pouncing enemies and repositioning in fights.

    Cooldown of 10 seconds.

    Cost: 1575 FP

    Seeker

    You are a beast with immense strength but poor vision. In order to see you must hold your "seeker" (Eye of Ender).

    You have permanent strength 2 and blindness when not holding the "seeker".

    While holding your "seeker", you lose your blindness and strength and receive nightvision instead.

    Cost: 3150 FP

    Chameleon

    Hitting a mob disguises you as that mob until you receive or deal damage to a *player*. Transforming into a mob removes all aggro from any mob.

    Compass tracking radius increases to 100 blocks when disguised.

    Cost: 675 FP

    Achilles

    Wood weapons do more damage to you while non-wood items do less

    Cost: 1575 FP

    Viper

    Your attacks are infused with venom, inflicting negative effects.

    33% chance to inflict the following effects simultaneously
    poison 2 for 4 seconds
    hunger 2 for 4 seconds

    Additionally, you restore half a hunger per hit on a player.

    Cost: 675 FP

    *This kit idea may be changed slightly*

    Werewolf

    Strength 1, Night vision, and Speed 1 during the night. You also turn into a wolf!

    Cost: 1575 FP

    Ghost

    Right clicking your ghast tear will allow you to step out of your body. While a ghost, you get Speed 3, Jump 2, and night vision. Punching a player while a ghost will deal 1.5 hearts of damage per hit.
    Being hit, or right clicking your ghast tear (from any range) will return you to your body. Once you return to your body you will keep the speed, jump, and nightvision for an additional 1.5 seconds.

    Basically, you can look like this [noob][1]

    [1]:


    Cost: 2400 FP

    Stomper

    Immunity to fall damage. Jump onto someone, damage you would take is inflicted to the person you land on!

    Cost: 1575 FP

    Fisherman

    You start with a fishing rod that can reel in players. Unlike other fishing rods, your tether/line cannot break and has infinite range. However, you can only cast it as far as you normally would.
    (Basically, you can cast it down a tower and reel in people)

    Hint: There's no endermage

    Cost: 675 FP

    Berserker
    Killing a mob or player gives you strength 1 and speed 2 for 10 seconds.

    Cost: 675 FP

    Vampire
    Activate your netherwart and a tether (lead rope) will attach to all players within a 15 block radius.
    This tether will last forever until it is broken (walking out of radius or being divided by a 2+ block thick structure). The Vampire steals .5 hearts every .5 seconds from all players attached. If your health is full when stealing health then the additional health will overflow and increase your maximum hearts (For an additional 2 hearts with a max of 12 hearts).

    Cooldown of 30 seconds on netherwart activation

    Cost: 2400 FP

    Checkpoint
    You start the game with an infinity (enchant) bow, an arrow, and a button. You can shoot an arrow every 30 seconds that functions like a regular arrow. The arrow will stay attached to a player/block <s>forever</s> for 7 seconds or until you use your button. Right clicking the button will instantly teleport you to the arrow (to the nearest solid block with at least 2 block high standing space).

    25 second cooldown on arrow

    Cost: 2400 FP

    Scarecrow
    Right click your feather to begin channeling your ability. After 3 seconds of channeling, a swarm of "crows" (chickens riding invisible bats) will circle around you in a 10 block radius, dealing .5 hearts of damage every half a second for 7 seconds to all players within the radius (true damage)
    While channelling the "enderdragon health bar" is displayed to all players in a 5 block radius showing that you are charging.
    You receive slowness 2 while channeling.

    Cooldown of 60 seconds

    Cost: 3150 FP

    Turtle :turtle:
    Crouching and blocking simultaneously grants a shield that will block the next 5 attacks/damage inputs before your shield goes on a 20 second cooldown (makes "equipment breaking" sound on the last blocked hit)

    Crouching without blocking prevents you from taking more than 1 heart of damage. You can attack while crouched but you can do no more than 2 hearts of damage while crouching.

    Cost: 1575 FP

    Tarzan
    Holding your vine will make vines grow around you. Your vines OVERGROW, meaning they will GROW ONTO AIR BLOCKS* as long as there is a block above it in a radius. You have permanent speed 2 while standing on leaf blocks and instantly break leaf blocks (break, not collect).

    *Nobody believes me but old Tarzan (had overgrowing vines) was a lot easier to maneuver around when the vines grew into the air. This is because of the fact that you can't climb vines unless the top and bottom half of your player hitbox is touching a vine (vines in air count, you just can't ascend vertically without a block behind it).

    Cost: 1575 FP

    Kaya
    You start with grass block with infinite uses. Placed grass will disappear when enemies get near.

    The original "disappearing grass" radius is increased -- currently you have to be walking in order to fall into a kaya pitfall trap, the goal is to catch running players and make walking a safer approach.

    Cost: 1575 FP

    Burrower
    Right click your slimeball to burrow into a panic room 20 blocks below where you are standing. Inside the panic room is a torch and a button, clicking the button will teleport you to the surface.

    Infinite use slimeball -- 45 second cooldown

    Cost: 675 FP

    Pyro
    You can shoot fireballs from your golden hoe. Fireballs are very weak up close, but increase in power, speed, explosion radius, and flame radius the further they travel with a limitless cap.
    Other players can deflect a fireball back at the sender by punching it in mid air (the pyro can also punch it again!).

    Fireballs on contact with a player/block will deal damage, explode, and engulf the surrounding blocks with fire depending on how far it traveled before exploding.

    Cost: 2400 FP


    <details> <summary> <kbd> :evergreen_tree: **Biomes** </kbd> </summary>

    Biomes by themselves can add a lot of depth to HG. One of my fondest memories of Minecraft took place on an adventure style server. While the staff and coding was done by the kids who owned it, I was always amazed by their map. No matter how many times I traveled over the same terrain, there was always something *enchanting* about it that gave the server the fantasy theme it was going for.
    It wasn't a survival server, and I definitely don't think there should be a single reused map, but I do think HG should consist of custom biomes with the same feel.

    *Changes*
    - Remove any and all vanilla minecraft biomes.
    - Add a plethora of custom biomes that add up to give HG a fantasyesque theme.
    - Redesigned feast

    I myself am not one to create my own biomes, but a basic guideline is that the biomes need to blend well together and stay with the theme.

    *Ravines and obviously caves will still exist*
    </details>
    <details> <summary> <kbd> :busts_in_silhouette: **Mini Elo System** </kbd> </summary>

    A simple addition to give new players a fighting chance before being thrown into chaos.

    *Changes:*
    Division II: Players with less than 10 wins
    Division I: Players with 10 wins or greater


    Division II players are matched with eachother. The ip for Division II players will be the same as other ips (b01, a02, etc), but will be determined as Div II whenever the server restarts and Div II players will automatically connect to it.

    Div II players can join Div I matches, but Div I players can't join Div II matches.

    This isn't implemented to discriminate noobs but instead to give new players a chance to play against people who are also new.

    It's not the end of the world if someone gets on an alt and gets an easier way to obtain 10 wins.
    </details>
    <details> <summary> <kbd> :exclamation: **Other Various Changes** </kbd> </summary>

    A few things will be different from the HG you are used to:

    - No swamps

    For the people that are responsible for the custom biomes, this needs to be taken into consideration. Swamps will not be as essential as they are currently with the reduced soup, however.

    - When you join a server, you cannot type /spawn or explore past a 20 block radius from the center of the map

    A pregame wall might be a good idea; no peeking!

    - Nosoup structues will not be included

    However, there *will* be custom temples containing valuable loot. These temples are in place of the desert temples, jungle temples, and dungeons that can be found in vanilla minecraft.
    @Whoever would be responsible for the new biomes.

    - mc-hg.com becomes the default server again

    Like it should be.

    - Free kit rotation will normally consist of 675 FP and 1575 FP kits
    </details>

    <details> <summary> <kbd> **Conclusion** </kbd> </summary>
    HG is in need of a desperate upgrade. The goal of these ideas are to make HG more visually appealing, providing an in-depth enviroment and also making it easier to advertise via Youtube. Along with visual upgrades are gameplay upgrades. Wiping the slate clean by not transferring kits allows for more room to build a stable metagame that can last much longer.

    Not everyone likes change, but HG will cease to exist without something drastic done.
    </details>

    Sorry if this post wasn't as high-quality as you might of expected, but I wanted to get this out quick for opinions.

    Again, these are my thoughts that I have been contemplating for a while.
    @Gotch2B
    @Stripey98 (last attempt)
    -----------------------------------------
    It's not as long as it looks! It's just the html!

    eugh im going to clean up the <details> stuff (for the kits), this is hard to read ;-;

    Thank you to the kind sir who moved this
     
    • Like Like x 1
    #1 Oerlikon, Jun 23, 2015
    Last edited: Jun 23, 2015
  2. MattM1PVP

    MattM1PVP Ex-HG Staff Member

    Joined:
    May 22, 2015
    Messages:
    2,148
    Ratings:
    +705
    How old is this? Half the kits there are already in the game xD
     
  3. Oerlikon

    Oerlikon Member

    Joined:
    May 18, 2015
    Messages:
    87
    Ratings:
    +11
    "And if you don't read the context around the kit ideas: The idea was for these kits to replace all of the other kits from HG."
     
  4. MattM1PVP

    MattM1PVP Ex-HG Staff Member

    Joined:
    May 22, 2015
    Messages:
    2,148
    Ratings:
    +705
    Um, no. Most of the community could have a favourite kit that is not from this list. Sure, you want more people to join HG, but the only reason some people are staying is coz of their favourite kit. If you get rid of the rest of the kits, a lot more people will quit than new players joining. I myself love Grappler, but I use it as an attacking kit rather than running. If it was removed, I'm out of the community
     
  5. Oerlikon

    Oerlikon Member

    Joined:
    May 18, 2015
    Messages:
    87
    Ratings:
    +11
    There's nothing wrong with having a favorite kit, however the kits I listed severely outclass most of the current kits because these are basically souped up versions of their former.
    Some people may have really liked Vacuum when it was released, but satisfying players by letting them use their favorite kit wasn't the purpose of my original post. The purpose was to make ALL of the kits good so EVERYONE can have fun using whatever kit they want - that's what makes a fun game.

    Grappler, in my opinion, is a pretty toxic kit that HG would probably fare better without. The main concept of Grappler was too toxic that I didn't bother thinking of a way to twist it into a "fun" kit.

    This list is only a compilation of balance changes that I spent a lot of time thinking about, not exactly "kit ideas". Replacing all of the old kits makes balancing easier considering how there are like 100 useless kits atm
     
  6. Turmac

    Turmac Hardcore Games Enthusiast

    Joined:
    Jun 10, 2015
    Messages:
    1,218
    Ratings:
    +765
    The Titan kit is off a bit. 5 seconds of rage? Try 10 seconds of invincibility :grinning:
     
  7. Oerlikon

    Oerlikon Member

    Joined:
    May 18, 2015
    Messages:
    87
    Ratings:
    +11
    This idea gives Titan the ability to attack people for reduced damage while they are invincible, which is why they are only in rage for 5 secondz.
     
  8. Turmac

    Turmac Hardcore Games Enthusiast

    Joined:
    Jun 10, 2015
    Messages:
    1,218
    Ratings:
    +765
    Which is extremely op. It could help with the last few blows for close game combat. There should be a way to hit them if this is the case.
     
  9. Oerlikon

    Oerlikon Member

    Joined:
    May 18, 2015
    Messages:
    87
    Ratings:
    +11
    their health can still go to half a heart, they do 50% less damage, and it plays a sound when they activate it

    Did you read the post?
     
  10. stlast

    stlast Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    179
    Ratings:
    +83
    [​IMG]
    Sorry, I had to XD
     
  11. Oerlikon

    Oerlikon Member

    Joined:
    May 18, 2015
    Messages:
    87
    Ratings:
    +11
    reminds me of this
     
Loading...
Similar Threads Forum Date
Kit ideas from McPvP Ideas Jun 24, 2015
Idea Party Ideas and Improvements MinecraftParty Deluxe Oct 26, 2021
Idea Future Party Update Ideas MinecraftParty Deluxe May 9, 2021
CTF Ideas Council Summary - April 2021 Capture the Flag Apr 1, 2021
CTF Ideas Council Summary - February 2021 Capture the Flag Feb 1, 2021
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...