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

The Pit mechanics + specials for events

Discussion in 'Hardcore Games' started by xGhale, Jun 20, 2018.

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. xGhale

    xGhale HG‘s Doom guy

    Joined:
    May 18, 2015
    Messages:
    2,904
    Ratings:
    +1,393
    Alright, part III.
    The Pit!
    Alrighty, so as I explained in the last post (which can be found here), I'd like to see the Pit back for when HG gets more players and when events get cranked out. The Pit was not the most loved part of HG back in the day, but it was extremely important to combat certain intensely irritating strategies, so here's what I suggest.
    • The Pit needs to start at 50 minutes - this is to allow people to farm up gear and equipment if they need to, or try and grab one of the buffed minifeasts (also in the above-mentioned thread).
    • The Pit needs to end at 70 minutes - this is 20 minutes of time in which the Feast winners can duke it out, but it isn't so much time as that someone running away all the time can irritate someone into a mistake.
    • The Pit needs a new design - I suck at building and my craptop here doesn't want to cooperate, but a design that feels darker, more powerful, more intimidating, and makes for a better arena would be ideal. Something like obsidian interspersed in the walls, with the occasional cave cut out, with a bit of water and lava flowing around as well. The top of the Pit was what caused the most issues - people would use kits such as Kangaroo to very quickly break out of the cage that the Pit was, and thereby cause a lot of frustration and anger when it came to winning games, which leads me to my next point...
    • The way the Pit would work in my view is that if you're not fighting you'll start taking damage regularly. This is to discourage intense camping. If you don't deal at least 10 hearts (20HP) of total damage using a sword or bow or kit ability to any other player for 5 minutes, you will start taking the Wither 1 effect for 60 seconds apiece. This will prohibit excessive running away, hopefully.
    • Special gear in special chests should also spawn in the Pit. I'm talking strong, desperate measures kind of stuff - Thorns armour, Fire Aspect swords with 2 durability, Sharpness III swords with 1 durability, stacked soups for quick use, obsidian for trapping people in walls, Efficiency IV pickaxes with 2 durability to break out of wall traps, blocks that catch fire 10 seconds after being touched by a player, you name it, the Pit has to contain it. These chests would spawn at random locations both on top of the Pit but also at the bottom and on the walls that make up the Pit's sides.
    • There also needs to be a force field in the Pit - to stop people from building up out of the Pit and out of the sides (basically in any direction).
    • For events, the Pit needs some tweaking, depending what kind of event it is:
    1. For "casual" events (so streams, or normal events that have no qualification period or anything along those lines) the Pit is 90 minutes, no special gear of any sort spawns. Certain kits need to be disabled in events anyways, but depending on what kits are allowed the Pit may be changed from a large cylinder to a large, roofed box of bedrock.
    2. For events with serious prizes (think Quarter Quells), the Pit needs to start at 60 minutes, go on as normal with no special prizes, but at 90 minutes, the Pit transforms, turning into an ever-tightening bedrock box, in order to force fights. This could end at 120 minutes, at 180, whatever takes one's fancy.

    TL;DR: Re-add the Pit with some updated mechanics and cosmetic changes, making adjustments for events as necessary.
     
    • Like Like x 1
  2. DeadRhos

    DeadRhos Minimum Brain Size

    Joined:
    May 17, 2015
    Messages:
    789
    Ratings:
    +621
    Again, all good stuff, HG would benefit a lot from these changes.

    One small thought - with all the changes that encourage players to fight in the pit, do you think you'd need it to be 20 minutes long? I only ask because as you know I'm a proponent of scheduled games, and it would be cool to have them going every 60 minutes, instead of 70. :stuck_out_tongue:

    Also, I think tie-breakers based on kills are the best option, but it does give an advantage to people who are good at PvP. Not sure how you'd fix this, just a thought.
     
  3. xGhale

    xGhale HG‘s Doom guy

    Joined:
    May 18, 2015
    Messages:
    2,904
    Ratings:
    +1,393
    I'm torn about this honestly - 10 minutes isn't really enough for a final fight, but I guess it could start at 40 minutes and end at 60, since I feel as if 20 minutes is a good time-frame for the Pit.
    Sure, it does, but that's what the Pit does. If you play strategically you can still easily kill a fully armoured Feast player - trap them, tower up and knock them back down, tower up and wait for them to come up then jump down and remove any water sources they've placed, and so much more.
     
Loading...
Similar Threads Forum Date
Technology WarZ Mechanics Off Topic Feb 11, 2021
Idea Gamemechanics MC-War Jul 15, 2020
Biome and mechanics changes Hardcore Games Jun 20, 2018
Idea Old Infect Mechanics MC-War Dec 4, 2017
Idea Changing Grenade Mechanics MC-WarZ Aug 6, 2017
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...