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Hardcore game rework ideas

Discussion in 'Ideas' started by Titietgrom, Jul 14, 2016.

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  1. Titietgrom

    Titietgrom Member

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    I posted this on another topic, but no one seems to read it so I'll put that here. I would love to know what do you think about this ideas.

    Well. I started played on mcpvp at his start, and I have to say t hat i wasn't really good that soup but let's be honest, I learned at the same rate as the server was, so there wasn't any problem actually with soup. I didn't even heard about Quickdroppers, and refill was only while you managed to run far away and take time to refill. (And most of time, running away was leading you to another person, that is not actually the case with 20 people player lol.)

    When no soup came up, I gave it a look, then never came back to soup. Hunger game no soup is the way i could play minecraft for ages without getting boring. The most 3 important things that I love are the actual key to wins no soup: Strategy, Pvp skill and Kits mastery.

    The strategy part was the whole point of this game, should I mine or get by surprise on miners? Rush structure or stay away from this bloodbath? Should i sneak and wait or kill this guy crafting even if I someone else look at him too? This was so much decision you had to make to win, because if you fight, you couldn't run away and refill for ages, fighting someone was likely to lead to someone death. But more than this, no soup bring us back something that I miss onto soup: free slot. You can get a slot for your water bucket and mlg into ravine to save your ass. You can keep this lava bucket or flint and steel. You can also keep this fake stone sword when you have an iron one. You can even hide your armor. The fact is that this was offering so much variety of gameplay, depending on how kind of player you are.

    Pvp skill, well nothing much to say. Even if my bad ping was an issue against really low ping people, I liked that. This was real pvp, not the boy that could press shift+click the faster that will won. Running away could actually save you if you did it well. (Note: You had to cook food. I didn't did that till I came back to brawl. Or even used fire to kill mob.) The feast was also way better. Why did we all get teleported to border? Feast is not a race. This is a fight. I hate the new feast for this: You can't protect it. This was your job to protect the feast. You had to defend against that team of two, along with that stomped ready to jump on you. Yes, it was hard. But god, it was fun. How proud you was when you defended your feast with this well used poison potion from minifeast, and this well made iron axe. Actually, it's take a chest, pray for strenght/diamong, and who cares soup and run away you will NOT die. High rewards, no risks.

    Finally, the kits. They mean nothing onto soup. Why does the only kits used are mobility and trap kits? Because that's the only advantages that aren't ruined by soup. Why i would go Woolymorph if the guy can just take time to refill? Why should i go monk if I will monk a soup 50% of time? One of my favorite kit was blink. This was AWESOME to play as blink. I created some fast setup myself to surprise people, and kill them. I had a stone sword, they had full iron, but they died. Because i had the surprise effect. Because I used my kill well and managed to straff them to death, because my kit gave me an advantage. They couldn't soup and be like "Oh crap i lost one soup, i'll refill earlier he's dead because he don't have armor anyway.". When i saw a full iron, i knew i had a chance. I knew that if I played well and if I was using the place and gave myself an advantage around my kit it was an important factor. I miss it too on soup, a mistake doesn't mean anything actually.

    Well this was about no soup and why i loved this gamemode that i sadly miss. About soup, let's be honest: I hate this. After you tasted no soup how could I like this "Pvp" that is more about hotkeying than fighting. More about souping that using strategy. Actually i like to play Hunger games, even with soup, but I hate them. We could probably balance them by doing 2 things: Lower the soup heal and, hate me quickdroppers and refillers, make refilling impossible. If people want soup that much then it is how I would balance it but this is depending on each others i guess. I honestly think a brand no soup gamemode could be better than the actual mode, but this is depending on how i get fun and everyone is getting fun with differents way.


    Here i'll say about a fast rework that would ask probably big work time for developers but would be my way to balance hg without bothering too much soup players, and being punishing for newbies. Even if old no soup was the way i loved it, I can make some concessions to make it more friendly, and with a bit of luck and advertissing, a gamemode that people like to play, and where there will be more than 20 players.
    I would make people take less damage. If i'm not wrong mcpvp already did that. At least for crits. This will give people more time to react, and being better for beginners, as they don't die before seeing their opponents. To compensate, hitting someone in his back before he hits you should deal more damage than usual until he hit you. This seems to be a fair trade, and reward strategy, as it's for me the whole point of hunger games.

    I would also balance kit. Make a balancing team, let us speak about that, but the mcpvp no soup was unbalanced. Kits like grappler and Kangaroo shouldn't even exist. When kangaroo came out it was so underrated. And look at now. Because this was balanced when people was casual. And more than this, this was balanced about soup and not no soup. Disabling kits is not a solution i consider as viable, and not even healthy as people can't play their favorite kit.

    You recently posted something about terrain changes, and here is my answer: YES. Do that. Do something different that others servers. Give us something uniques. Biomes introduced by mcpvp was terribly cool. Those river along all the biomes was awesome. This nether biome is not well made but can be transformed into something terribly cool. Use the place to your advantage is dependant to the place you are, and if places offers differents way to play, then it will just make the gameplay more fun and again, more diversity. Structures introduced by mcpvp was an awesome ideas and they made up some strategy that couldn't be done before. Who was using monster before windmill spawners? Phantom was a forgotten kit until they bring back flying structures. Once again, mcpvp problem was balance. They was that worried about the fact that they was out of money that they tried everything that could make something different without trying to make is healthy for the game. The custom potions effect was an incredible idea, and even if it's failed because the potions wasn't worth it, this can be turned good with veteran hg players that can make balance change.

    So let's now give a look at events and randomness. This is, in my way, a problem that bring up luck over strategy and skill. I have nothing against luck but who here's like to die because someone got a lucky diamond sword onto his structure while you got this diamong eff3 axe? There was two random things: Places spawn and loot. The same apply to the mini feast. (And, a bit less to feast but there is already a topic I made about that.) Do you know what does mcpvp trying to do but failed at, and even forgotten what they tried to do? Objectives. Blood bath places. This was what mini feasts was mean to be. I think mini feast should be announed with a similar way as the feast, 3 minutes before and exact coords, with the possibility to use your compass do to "/minifeast 1". There should be a set number of minifeast before the feast spawn. With a fixed loot. No more 4 chests with random things. "A minifeast will spawn at X-Y-Z. Grab this Fire aspect book with an anvil!" Preset loot announced. You have full iron? While would you go to a minifeast calling for 12 irons ingots? To kill people wishing to get them. This is what this game is mean to be. A strategy and pvp game. There is actually no interaction between players until compass point towards someone.

    For structures i tought about another way. There should be random structure generated as mcpvp did, but with a protection on them. Like a timelord aura around it. (Be sure that kits like blink can't get in, that's the main thing.) At the start of the game, everyone should have access to a command giving you a list of structures position onto the map. (I think the number of structures should be preset to 5.) Also, give a written book when the game start, including all the coords, so beginners can understand easier where they are. Another possiblity would be to give structures official name and limit them to one, and make the compass being able to track them with "/structure windmill" for exemple. This is probably the best thing but I think it's harder to do for devellopers. Let's say that after 5 minutes of the game, an announcment is made on the chat giving coords of a place that will allow player to know which structure will be the one oppening, and give an item needed to enter into it. (Does not drop on death, can't be thrown.) This place will close at the same time as the feast is announced, meaning you will not be eligible to loot structure anymore. At the same time of the feast, the chat announce that the structure will open. Both are said 5 minutes before, allowing players to react and get to the place, and defend it. (This also include to make the feast timer being random again. This set time for feast is definitivly one of the worst feature ever added on Hg. The fact that it spawn sometimes super early or really late was why the feast was a choice to do: Am I ready to go into that bloodbath or should i mine two more minutes and came with full iron instead?) All the players posseding a key near the structure when she's opponing will be forced to fight. (Maybe into it, this could be a great idea and offers interactions with structures!). The winner will get one minute to look the structure unless she'll be locked again, preventing people from hidding into it. Structures will have chests with different loot from the feast. (Enchants, custom potions, custom weapons, golden apples...) without being more strong that the feast. The both should be equal but offering differents way of fighting, depending on players préférences. (Again, diversity.) I think the loot should depend on the structure and should always be the same. You know if that windmill look fits with your playstyle or if you should focus to go feast because this will not be as good as a normal feast for you.


    I could write for hours helping to balance Hg, but it's been around two hours I'm writting and i need to go to bed.

    One last idea: add events. They could be added in the same category as mini feasts and add diversity to the game. "A zombie apocalypse will happens in 3 minutes at X-Y-Z. Will they suceed to defend their precious enchanting bottles?" This one would only happens if it is night in 3 minutes for example. All theses events, including mini feasts, should be here for a limited time, like 3-5 minutes, so it force people to chose to go or not.

    As you could read I said a bunch about diversity. I think this is also one of the reason people do not play anymore. Look at Hypixel. They have diversity, and that's why they are actually a top server. People got bored of Hardcore game. If every games looks different, then people will play more than if it is just the same game every time.


    I realise that all of this ideas need work, aren't perfect and so, but I'll do my best if I can help you to bring Hg back to the state it was. Some last things: Lobby. Change it. Make it so you can get rules. Even better, do a tutorial. No one reads signs or messages anyways. I'm pretty sure we could all try to make a tutorial map here, explaining the whole points of structures and so if we try to. This have to be friendly for new people joining the server. That's the whole goal of this. Even, change the name of the game. As I said, Hardcore game have done it's time. Bring us an insane trailers on mcpvp channel, bring one or two good youtubers and give them all the kits so they can advertise for us for free. Show them this server is worth to play on, and make videos. I wanna see this "New XXX gamemode, from the ashes of Hunger games." What you got from mcpvp was in a bad state, but I'm sure you can turn it into a brand new popular game. We all would love to see Brawl being a server with thousands of people. Don't throw our Hunger games away.

    May the odds be ever in your favor.
     
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