carlotta4th
Spectator
- Joined
- May 7, 2012
- Messages
- 17
- Reaction score
- 2
*Yes, I spelled conglomerate incorrectly. Please ignore this, I can't seem to edit the title.
Divided into problems/possible solutions regarding trends that I've noticed in games. Of course there are positives and negatives to each solution suggested, so feel free to discuss them and add ideas of your own.
Problem 1) Cornicopia becomes spawn camped by teams. Those teams consist of 2-6 players that crush anyone attempting to get the items... which is a problem, since players can only get diamond/iron in the center. Basically this means that any solo player unfortunate enough not to be in the team is stuck fighting the iron/diamond team with only leather/stone. As such, they tend to hide or run and the large team is bent on finding and killing the solo player before turning on each other... This not only makes games relatively unfair, but also makes them drag on and on.
Possible solutions:
Possible solutions:
Possible solutions:
Possible solutions:
Please note that this problem is different than the one Chad's team already fixed. "We fixed part of the battlelog issue by making them drop their inventory on logout. Next build, it will reward the points to the last person attacked by. This should not be an issue anymore." (I potentially see this: Deathmatch. Two members who were once on the same team... One gently hits the other with their fist. The hit one logs out/gets lightning'd. Voila! Winner gets points, "loser" loses no points. In this way, the system is still being worked, so a solution is still needed).
Possible solutions:
Divided into problems/possible solutions regarding trends that I've noticed in games. Of course there are positives and negatives to each solution suggested, so feel free to discuss them and add ideas of your own.
Problem 1) Cornicopia becomes spawn camped by teams. Those teams consist of 2-6 players that crush anyone attempting to get the items... which is a problem, since players can only get diamond/iron in the center. Basically this means that any solo player unfortunate enough not to be in the team is stuck fighting the iron/diamond team with only leather/stone. As such, they tend to hide or run and the large team is bent on finding and killing the solo player before turning on each other... This not only makes games relatively unfair, but also makes them drag on and on.
Possible solutions:
- Chests around the map get a slight "good items" percentage upgrade during sponsor refills. This means that you may find a diamond or iron/chain armor in the outer chests, though you'll have to go through a lot more of them to get lucky enough to find some. With this solution, the center still entices players with its numerous chests and good items, but those unable to get to the center due to teaming can still have a bit of a chance.
- Randomize the refills for the spawn cornicopia (no longer a set time each night). This would increase the risk of heading to spawn when you get the "chests are refilled" prompt.
- Downsides to solution: Players would probably form large teams and camp spawn the entire game, waiting for these random refills.
- Possibly make it so players from the same district are allowed to win a deathmatch together (this would require death matches starting at 3 players left). If the districts are randomized each round, this could inspire various new alliances... and since it would change each round, a server would be less likely to get in a "rut."
Possible solutions:
- There's already a lightning plugin built in. Why not have it hit players who do not move 15 blocks in a 2 minute time limit? This will allow players stuck in traps to be "freed," and can also punish players who decide to sit in their obscure place and do nothing.
- Downsides to solution: What about players who are well equipped who happen to fall in a hole? They could win in a deathmatch, so it might be unfair to kill them with lightning (though well equipped players rarely get stuck, since they tend to be the more seasoned ones).
- Same thing for players without food, who are sitting still to avoid starving to death (though I would argue that they deserve to die if they're just going to sit there the whole game and do nothing).
- Alter the traps to kill players if they trigger it.
- Get rid of holes for players to get stuck in unless said hole is in a well-traveled area (such as a path, the capitol building, the village, etc.). Being trapped in a well known place is not bad, but being trapped in an obscure, odd location is.
Possible solutions:
- Decrease the time limit. Right now it's... what? 40 minutes to an hour? Really, only about 2-3 minecraft nights are needed. In 90% of games, only 3-4 players are left at this time, and are just trying to find each other anyway. Deathmatch might as well start, so the games can move along at a better pace.
Possible solutions:
- Deathmatches start at 3 remaining players (most needed on the 40 slot servers).
Please note that this problem is different than the one Chad's team already fixed. "We fixed part of the battlelog issue by making them drop their inventory on logout. Next build, it will reward the points to the last person attacked by. This should not be an issue anymore." (I potentially see this: Deathmatch. Two members who were once on the same team... One gently hits the other with their fist. The hit one logs out/gets lightning'd. Voila! Winner gets points, "loser" loses no points. In this way, the system is still being worked, so a solution is still needed).
Possible solutions:
- Make it so being hit by lightning makes the player lose points on death.
- Make it so killing yourself with arrows loses more points on death than gained by killing yourself. Comparable negative loss to other forms of death.
- Make it so disconnecting during a death match loses the player points upon disconnect. Death match rule only, players should be able to connect/disconnect at will other than that.