Hai! For the sake of viewing pleasure, I've organised each section of this suggestion into "spoilers". Simply click on the buttons below to view the contents of it. This is a very lengthy suggestion post, so I would advise opening only one spoiler at a time, else you might struggle to read it. Please let me know what you think! :)
"I do have a life, I just choose to waste it" - Sophie "Snap", 2017
Add your kit's corresponding chestplate to the player's inventory in winged maps
Winged maps currently serve little purpose other than to heavily disrupt the already poor balance of kits. Take for example the OP gamemode, which is evidently the more popular variant. You can kill the majority of players in less than four shots using the Archer kit. There is also the problem of players camping the edges of islands and retreating into the clouds whenever they take the smallest amount of damage. The solution is simple, and one that I was told would be happening last October! What the hell happened?
By adding the chosen kit's corresponding chestplate to everybody's inventory, it adds a totally unique gameplay element; changing your equipped gear depending on the situation. If you want to retreat, you have to unequip your most valuable asset, and then reequip it once you've re-positioned. This adds an element of risk that makes retreating impossible during combat, unless you're already at the disadvantage of not using a chestplate.
Winged maps currently serve little purpose other than to heavily disrupt the already poor balance of kits. Take for example the OP gamemode, which is evidently the more popular variant. You can kill the majority of players in less than four shots using the Archer kit. There is also the problem of players camping the edges of islands and retreating into the clouds whenever they take the smallest amount of damage. The solution is simple, and one that I was told would be happening last October! What the hell happened?
By adding the chosen kit's corresponding chestplate to everybody's inventory, it adds a totally unique gameplay element; changing your equipped gear depending on the situation. If you want to retreat, you have to unequip your most valuable asset, and then reequip it once you've re-positioned. This adds an element of risk that makes retreating impossible during combat, unless you're already at the disadvantage of not using a chestplate.
Add time progression to the maps
This would add a gorgeous change of atmosphere to every map. Sure, it doesn't actually add any new gameplay experiences, but playing at say, night time, would obviously encourage snipers to go into hiding and snipe from afar, where it's harder to see them. It would also encourage players to re-position to brighter areas. The frequent change of atmosphere will make the game feel a lot more progressive, rather than a dull, stagnant onslaught.
This would add a gorgeous change of atmosphere to every map. Sure, it doesn't actually add any new gameplay experiences, but playing at say, night time, would obviously encourage snipers to go into hiding and snipe from afar, where it's harder to see them. It would also encourage players to re-position to brighter areas. The frequent change of atmosphere will make the game feel a lot more progressive, rather than a dull, stagnant onslaught.
Balance. The. Kits. Oh. My. God. (OP KitPvP)
This is another thing that I told would be happening last October. Here are the problems:
You see this? Totally useless kit. There aren't five kits in this gamemode; there are four, plus one liability. Who would ever use Samurai outside of camping one of the spawns on 'Classic', when you could use the Wizard kit instead? Sure the Wizard only gets 4:30 of Speed II, but you're never going to last that long as the Samurai anyways, so you might as well just not use it. Alongside a sizable period of Speed II, the Wizard kit gets:
-Better armour by default
-Two regeneration potions
-Two strength potions
-Five harming potions
-Two poison potions
-Better damage overall
This. Is. A. Problem. The Samurai kit needs higher protection values in order to give it a chance to out-live the Wizard kit's potions. Also, consider adding a temporary cloaking perk, as seen in the 'Cloak' kit of BlockWars. This would give it an actual perk that no other kit has, thus justifying its usage. Imagine cloaking up to somebody's irritating camp spot at the top of the map, and smiting them without them having any idea what happened. Then, because they have no idea what happened, they go back up there and walk into the exact same trap twice in a row.
This kit recently got the ability to regenerate its arrows, which is great!! However, at close-combat it's still totally useless. I propose giving it a slight armour buff, and Knockback I sharpness I on the sword. You'll notice within five minutes of playing any non-wings FFA map that everybody targets archers, just because they can't hold their own against the immortal Beast kit (I'll be getting to this soon, don't worry). Of course, if all goes wrong and they die, they'll complain about how you were a bow-spammer.
These kits are grossly overused. Warrior is fine in my opinion, but Beast needs aslight big nerf to put it on-par with the Warrior kit. Currently, in a fight where the two players are of equal skill, the Beast will always beat the Warrior with many hearts to spare. It also takes far too long to kill for the Archer and Ninja kits to see any benefit in engaging with it, and a half-decent player can even out-DPS the Wizard 9/10 times. A half-decent player is literally unbeatable to over half the kits in the game. How is that balanced?
Will people be mad? Of course they will be, people only ever use the Beast and Warrior kits! However, this will help to maintain the integrity of the gamemode, and will also help those that are using these crutch kits to become more skilled at PvP. Sure it's fun to decimate three of the five kits in almost every encounter, but it isn't very fair. See below, where I put this kit's sheer greatness into perspective:
Beast: Full Prot II diamond armour (best armour in the game by a landslide), regular diamond sword (second best sword in the game)
Archer: Full regular iron armour, regular iron sword (Weakest in the game), bow that is easily strafed or outlasted that you'll be shamed for using
Ninja: Speed II, two pieces of iron armour (worst in the game), a knockback sword (Beast can kill you in five hits, excluding crits. On the other hand, it's not worth trying to kill even an afk Beast kit, due to the sheer number of hits you'll need to land)
Wizard: Speed II, harming potions that can easily be strafed/baited, poison potions that are almost useless, strength potion that admittedly benefits it hugely, regeneration potions that expire very quickly and are slow to benefit from (Beast can kill this in only a couple of hits. On the other hand, it takes an unholy amount of hits to overcome the Beast kit)
This is another thing that I told would be happening last October. Here are the problems:
You see this? Totally useless kit. There aren't five kits in this gamemode; there are four, plus one liability. Who would ever use Samurai outside of camping one of the spawns on 'Classic', when you could use the Wizard kit instead? Sure the Wizard only gets 4:30 of Speed II, but you're never going to last that long as the Samurai anyways, so you might as well just not use it. Alongside a sizable period of Speed II, the Wizard kit gets:
-Better armour by default
-Two regeneration potions
-Two strength potions
-Five harming potions
-Two poison potions
-Better damage overall
This. Is. A. Problem. The Samurai kit needs higher protection values in order to give it a chance to out-live the Wizard kit's potions. Also, consider adding a temporary cloaking perk, as seen in the 'Cloak' kit of BlockWars. This would give it an actual perk that no other kit has, thus justifying its usage. Imagine cloaking up to somebody's irritating camp spot at the top of the map, and smiting them without them having any idea what happened. Then, because they have no idea what happened, they go back up there and walk into the exact same trap twice in a row.
This kit recently got the ability to regenerate its arrows, which is great!! However, at close-combat it's still totally useless. I propose giving it a slight armour buff, and Knockback I sharpness I on the sword. You'll notice within five minutes of playing any non-wings FFA map that everybody targets archers, just because they can't hold their own against the immortal Beast kit (I'll be getting to this soon, don't worry). Of course, if all goes wrong and they die, they'll complain about how you were a bow-spammer.
These kits are grossly overused. Warrior is fine in my opinion, but Beast needs a
Will people be mad? Of course they will be, people only ever use the Beast and Warrior kits! However, this will help to maintain the integrity of the gamemode, and will also help those that are using these crutch kits to become more skilled at PvP. Sure it's fun to decimate three of the five kits in almost every encounter, but it isn't very fair. See below, where I put this kit's sheer greatness into perspective:
Beast: Full Prot II diamond armour (best armour in the game by a landslide), regular diamond sword (second best sword in the game)
Archer: Full regular iron armour, regular iron sword (Weakest in the game), bow that is easily strafed or outlasted that you'll be shamed for using
Ninja: Speed II, two pieces of iron armour (worst in the game), a knockback sword (Beast can kill you in five hits, excluding crits. On the other hand, it's not worth trying to kill even an afk Beast kit, due to the sheer number of hits you'll need to land)
Wizard: Speed II, harming potions that can easily be strafed/baited, poison potions that are almost useless, strength potion that admittedly benefits it hugely, regeneration potions that expire very quickly and are slow to benefit from (Beast can kill this in only a couple of hits. On the other hand, it takes an unholy amount of hits to overcome the Beast kit)
The Wizard kit dominates in teams to the point where the game is not fun
The Wizard kit's speed potions have to be made consumables, rather than splashes. This is because splash potions allow the kit to breed totally unbeatable players. Nothing, I repeat, nothing, is scarier than a clan of Beast kits with Speed II spartan-charging you whilst screaming "For the motherland!" and then bragging for a month about how they gracefully slayed you, how you were "ez" or a "noob" because their immortal self was able to kill somebody in leather.
The Wizard kit's speed potions have to be made consumables, rather than splashes. This is because splash potions allow the kit to breed totally unbeatable players. Nothing, I repeat, nothing, is scarier than a clan of Beast kits with Speed II spartan-charging you whilst screaming "For the motherland!" and then bragging for a month about how they gracefully slayed you, how you were "ez" or a "noob" because their immortal self was able to kill somebody in leather.
Further balancing (1.8, 1.9, Soup)
Note: I am going to be discussing the Archer kit only. This is because I am unfamiliar with these gamemodes, and have only used the Archer kit. As such, I feel I cannot make an accurate judgement. Also, all of what I am about to mention still applies despite the Archer buff, seeing as said buff only took place in OP PvP.
-In Soup, the Archer should be given Infinity I on its bow. This is because with the ability to regenerate your health at any time, it's impossible to kill even Timmy-no-thumbs before exhausting every arrow you have.
-In 1.8, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing. The arrow regeneration feature should also be added.
-In 1.9, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing. The arrow regeneration feature should also be added.
Pleaseeeee consider these changes! KitPvP is a stale yawn-fest to see who can outlast their opponent's armour in doubles fights, or a slaughterfest for any underdog who even considers using the more enjoyable but disadvantaged kits.
Note: I am going to be discussing the Archer kit only. This is because I am unfamiliar with these gamemodes, and have only used the Archer kit. As such, I feel I cannot make an accurate judgement. Also, all of what I am about to mention still applies despite the Archer buff, seeing as said buff only took place in OP PvP.
-In Soup, the Archer should be given Infinity I on its bow. This is because with the ability to regenerate your health at any time, it's impossible to kill even Timmy-no-thumbs before exhausting every arrow you have.
-In 1.8, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing. The arrow regeneration feature should also be added.
-In 1.9, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing. The arrow regeneration feature should also be added.
Pleaseeeee consider these changes! KitPvP is a stale yawn-fest to see who can outlast their opponent's armour in doubles fights, or a slaughterfest for any underdog who even considers using the more enjoyable but disadvantaged kits.
Introduce a new currency
The current shop is prone to abuse by players who have never played the game before, yet can afford anything and everything their heart desires. My point being, is that you don't need to play KitPvP to buy things for KitPvP. This system works fine for purchasable perks in other gamemodes, but I feel that KitPvP should be kept separate. It doesn't really offer you anything that you can take away from it and apply to other games, and since it awards only one point per kill, you're always going to find it more efficient to play anything other than KitPvP if you want to afford something in KitPvP.
The new currency will be called 'favour'. Players will be given ten favour by default, and can earn more by playing the game. The following can be done to earn favour:
-One kill = one favour
-Five killstreak = three favour
-Fifteen killstreak = eight favour
-Thirty killstreak = twelve favour
-One kill as "Most wanted" = two favour
-Killing "Most wanted" = five favour
The current shop is prone to abuse by players who have never played the game before, yet can afford anything and everything their heart desires. My point being, is that you don't need to play KitPvP to buy things for KitPvP. This system works fine for purchasable perks in other gamemodes, but I feel that KitPvP should be kept separate. It doesn't really offer you anything that you can take away from it and apply to other games, and since it awards only one point per kill, you're always going to find it more efficient to play anything other than KitPvP if you want to afford something in KitPvP.
The new currency will be called 'favour'. Players will be given ten favour by default, and can earn more by playing the game. The following can be done to earn favour:
-One kill = one favour
-Five killstreak = three favour
-Fifteen killstreak = eight favour
-Thirty killstreak = twelve favour
-One kill as "Most wanted" = two favour
-Killing "Most wanted" = five favour
The shop
The shop will also be a little kinder. No longer will you need to get two-hundred kills to be able to afford a single diamond armour set that a hacker, team, or me, will probably take away from you.
Weapons:
-Diamond sword - Two favour
-Diamond sword [Sharp. I] - Ten favour
-Diamond sword [Sharp. II] - Twenty favour
-Diamond sword [Sharp. III] - Thirty favour
-Bow [Pow. I] - Ten favour
-Bow [Pow. II] - Fifteen favour
-Bow [Pow. III] - Twenty favour
-Arrow [x8] - One favour
-Arrow [x32] - Three favour
Armour:
-Any diamond piece [P1] - Ten favour
-Any diamond piece [P2] - Twenty favour
-Any diamond piece [P3] - Thirty favour
-Golden snapple [Ordinary] - Forty favour
How does this shop compare to the current one? Well, items are generally a lot cheaper, however you will no longer be able to afford them by playing other games. If you're a FFA fanatic, you may be able to actually profit through buying gear, something that's absolutely impossible with the current system. You should also not have any trouble affording these items on a regular basis.
The shop will also be a little kinder. No longer will you need to get two-hundred kills to be able to afford a single diamond armour set that a hacker, team, or me, will probably take away from you.
Weapons:
-Diamond sword - Two favour
-Diamond sword [Sharp. I] - Ten favour
-Diamond sword [Sharp. II] - Twenty favour
-Diamond sword [Sharp. III] - Thirty favour
-Bow [Pow. I] - Ten favour
-Bow [Pow. II] - Fifteen favour
-Bow [Pow. III] - Twenty favour
-Arrow [x8] - One favour
-Arrow [x32] - Three favour
Armour:
-Any diamond piece [P1] - Ten favour
-Any diamond piece [P2] - Twenty favour
-Any diamond piece [P3] - Thirty favour
-Golden snapple [Ordinary] - Forty favour
How does this shop compare to the current one? Well, items are generally a lot cheaper, however you will no longer be able to afford them by playing other games. If you're a FFA fanatic, you may be able to actually profit through buying gear, something that's absolutely impossible with the current system. You should also not have any trouble affording these items on a regular basis.
Increased player caps
Would anybody object to this? I don't think so, because there's always people queuing by the signs to get in.
-Classic | Fifty player cap
-Savannah | Fifty player cap
-Flatlands | Fifty player cap
-Space | Sixty player cap
-Wings | Fifty player cap
Would anybody object to this? I don't think so, because there's always people queuing by the signs to get in.
-Classic | Fifty player cap
-Savannah | Fifty player cap
-Flatlands | Fifty player cap
-Space | Sixty player cap
-Wings | Fifty player cap
New maps
Ancient Athens (50 players)
Are you a fan of claustrophobic spaces, open, rocky hills, and Greek architecture? Don't you just adore witnessing an empire in the making, with hoplites and at the brink of war amidst the festivities of Hellenes? You just knew this one would be on here...
Moon base (60 players)
Witness the making of mankind's first ever moon-base. Jump Boost II is globally active, as you advance through regions of a colony that cannot be navigated under the usual gravity of Earth. Make sure to equip your helmet (found in your inventory) before stepping out of the colony, and into the dead surface of this lunar nation's creation, or suffer a quick and painful death.
Underworld (60 players)
Far below the surface of Athens, Hades waits.
Venice (40 players)
A luscious aquatic civilisation where Archers thrive. Equip your oceanic boots and helmet to explore the depths of this wondrous world, or scout the obstacle-occupied rooftops above for targets to shoot at.
Suspension (40 players)
Afraid of heights? Traverse the Manhattan Bridge in a hellish setting, as broken down vehicles and debris create exploratory routes for you to navigate. Use vehicles to create vertical distance, and use cunning wit to make it across the two segregated lanes alive. Use your Feather Falling boots to seek holes in the ground, and fall onto ships below.
Ancient Athens (50 players)
Are you a fan of claustrophobic spaces, open, rocky hills, and Greek architecture? Don't you just adore witnessing an empire in the making, with hoplites and at the brink of war amidst the festivities of Hellenes? You just knew this one would be on here...
Moon base (60 players)
Witness the making of mankind's first ever moon-base. Jump Boost II is globally active, as you advance through regions of a colony that cannot be navigated under the usual gravity of Earth. Make sure to equip your helmet (found in your inventory) before stepping out of the colony, and into the dead surface of this lunar nation's creation, or suffer a quick and painful death.
Underworld (60 players)
Far below the surface of Athens, Hades waits.
Venice (40 players)
A luscious aquatic civilisation where Archers thrive. Equip your oceanic boots and helmet to explore the depths of this wondrous world, or scout the obstacle-occupied rooftops above for targets to shoot at.
Suspension (40 players)
Afraid of heights? Traverse the Manhattan Bridge in a hellish setting, as broken down vehicles and debris create exploratory routes for you to navigate. Use vehicles to create vertical distance, and use cunning wit to make it across the two segregated lanes alive. Use your Feather Falling boots to seek holes in the ground, and fall onto ships below.
New kits
There are currently only two kits in KitPvP: Beast, and everything else. Here are a few ideas that might diversify the gameplay a little more:
Lumberjack
-Diamond axe
-Knockback I Shears
-Protection I iron armour set
Strengths:
-Very high DPS
-Has a knockback tool to create spacing
Weaknesses:
-Armour is relatively weak compared to other kits
Miner
-Sharpness II diamond pickaxe
-Blast Resistance X
-Speed I
-Protection I chain armour
-3x TNT
Strengths:
-TNT and Speed allow the kit to create distance
-Immune to TNT
-Can outrun most other kits
Weaknesses:
-Pretty low DPS
-Poor armour
Mariner
-Sharpness II stone sword named 'harpoon'
-Knockback II fish
-Protection I/II leather armour (white) with blue cap
-Depth strider I boots and Strength I effect in water
-Resistance I effect in water
Strengths:
-Can deal insane damage, but only in water
-Knockback item allows the kit to create spacing
Weaknesses:
-Poor armour
-Many maps either have little or no water to take advantage of
There are currently only two kits in KitPvP: Beast, and everything else. Here are a few ideas that might diversify the gameplay a little more:
Lumberjack
-Diamond axe
-Knockback I Shears
-Protection I iron armour set
Strengths:
-Very high DPS
-Has a knockback tool to create spacing
Weaknesses:
-Armour is relatively weak compared to other kits
Miner
-Sharpness II diamond pickaxe
-Blast Resistance X
-Speed I
-Protection I chain armour
-3x TNT
Strengths:
-TNT and Speed allow the kit to create distance
-Immune to TNT
-Can outrun most other kits
Weaknesses:
-Pretty low DPS
-Poor armour
Mariner
-Sharpness II stone sword named 'harpoon'
-Knockback II fish
-Protection I/II leather armour (white) with blue cap
-Depth strider I boots and Strength I effect in water
-Resistance I effect in water
Strengths:
-Can deal insane damage, but only in water
-Knockback item allows the kit to create spacing
Weaknesses:
-Poor armour
-Many maps either have little or no water to take advantage of
Achievements
What would an update be without achievements? Oh yeah, disappointing. But don't worry! This update won't be disappointing, because I have lots of ideas for achievements.
Name: A 'killer' start
Requirements: Kill one-hundred players
reward: 100 experience, 10 favour
Name: Imperial
Requirements: Kill one-thousand players
reward: 250 experience, 25 favour, 1 cubelet
Name: God of War
Requirements: Kill ten-thousand players
reward: 500 experience, 100 favour, 2 cubelets
Name: Nuclear
Requirements: Go on a twenty-five killstreak
reward: 200 experience, 10 favour
Name: Thou truly art a wizard
Requirements: Kill five-hundred players with the Wizard / Alchemist kit
reward: 250 experience, 50 favour
Name: Overused
Requirements: Kill five-hundred players with the Beast / Tank kit
reward: 250 experience, 50 favour
Name: Legionary
Requirements: Kill five-hundred players with the Swordsman kit
reward: 250 experience, 50 favour
Name: Artemis (I had to)
Requirements: Kill five-hundred players with the Archer kit
reward: 250 experience, 50 favour
Name: Good at what you do
Requirements: Kill five-hundred players with the Ninja kit
reward: 250 experience, 50 favour, my respect
Name: Seariously good
Requirements: Kill five-hundred players with the Mariner kit
reward: 250 experience, 50 favour
Name: Hacking! (Get it? Because that's what you do with an axe)
Requirements: Kill five-hundred players with the Lumberjack kit
reward: 250 experience, 50 favour
Name: Smashing! (Because pickaxe... duh)
Requirements: Kill five-hundred players with the Miner kit
reward: 250 experience, 50 favour
Name: Centurion
Requirements: Kill five-hundred players with every kit
reward: 2,500 experience, 250 favour, 5 cubelets
Name: Most wanted
Requirements: Become the most wanted player
reward: 125 experience, 10 favour
Name: Bounty Hunter
Requirements: Kill the most wanted player
reward: 200 experience, 15 favour
Name: We all fall down
Requirements: Kill five players through fall damage in one life
reward: 150 experience, 5 favour
Name: You are number one
Requirements: Capture a hot spot
reward: 100 experience
Name: All-star
Requirements: Kill a player of every kit in one life
reward: 100 experience
Name: Oceanic
Requirements: Kill a player whilst submerged underwater
reward: 50 experience
Name: Melted!
Requirements: Kill five players through lava or fire damage in one life
reward: 150 experience, 5 favour
Name: Unstoppable
Requirements: Survive for twenty minutes as the most wanted player
reward: 250 experience, 15 favour
Name: Phalanx
Requirements: Kill three players consecutively whilst below three hearts of health
reward: 150 experience, 10 favour
What would an update be without achievements? Oh yeah, disappointing. But don't worry! This update won't be disappointing, because I have lots of ideas for achievements.
Name: A 'killer' start
Requirements: Kill one-hundred players
reward: 100 experience, 10 favour
Name: Imperial
Requirements: Kill one-thousand players
reward: 250 experience, 25 favour, 1 cubelet
Name: God of War
Requirements: Kill ten-thousand players
reward: 500 experience, 100 favour, 2 cubelets
Name: Nuclear
Requirements: Go on a twenty-five killstreak
reward: 200 experience, 10 favour
Name: Thou truly art a wizard
Requirements: Kill five-hundred players with the Wizard / Alchemist kit
reward: 250 experience, 50 favour
Name: Overused
Requirements: Kill five-hundred players with the Beast / Tank kit
reward: 250 experience, 50 favour
Name: Legionary
Requirements: Kill five-hundred players with the Swordsman kit
reward: 250 experience, 50 favour
Name: Artemis (I had to)
Requirements: Kill five-hundred players with the Archer kit
reward: 250 experience, 50 favour
Name: Good at what you do
Requirements: Kill five-hundred players with the Ninja kit
reward: 250 experience, 50 favour, my respect
Name: Seariously good
Requirements: Kill five-hundred players with the Mariner kit
reward: 250 experience, 50 favour
Name: Hacking! (Get it? Because that's what you do with an axe)
Requirements: Kill five-hundred players with the Lumberjack kit
reward: 250 experience, 50 favour
Name: Smashing! (Because pickaxe... duh)
Requirements: Kill five-hundred players with the Miner kit
reward: 250 experience, 50 favour
Name: Centurion
Requirements: Kill five-hundred players with every kit
reward: 2,500 experience, 250 favour, 5 cubelets
Name: Most wanted
Requirements: Become the most wanted player
reward: 125 experience, 10 favour
Name: Bounty Hunter
Requirements: Kill the most wanted player
reward: 200 experience, 15 favour
Name: We all fall down
Requirements: Kill five players through fall damage in one life
reward: 150 experience, 5 favour
Name: You are number one
Requirements: Capture a hot spot
reward: 100 experience
Name: All-star
Requirements: Kill a player of every kit in one life
reward: 100 experience
Name: Oceanic
Requirements: Kill a player whilst submerged underwater
reward: 50 experience
Name: Melted!
Requirements: Kill five players through lava or fire damage in one life
reward: 150 experience, 5 favour
Name: Unstoppable
Requirements: Survive for twenty minutes as the most wanted player
reward: 250 experience, 15 favour
Name: Phalanx
Requirements: Kill three players consecutively whilst below three hearts of health
reward: 150 experience, 10 favour
Most wanted
Right, time to explain this new mechanic! Whichever player has the highest killstreak at any time will be crowned the "Most Wanted". A barrier block will appear over their head, and every kill that they get will award them two favour rather than one. The player who kills them will be given five favour. If another player surpasses their killstreak, then they will become the most wanted instead.
Note: A player cannot be declared the most wanted unless they have surpassed a killstreak of five. If no player currently fulfills said criteria, then nobody will be declared the most wanted.
Right, time to explain this new mechanic! Whichever player has the highest killstreak at any time will be crowned the "Most Wanted". A barrier block will appear over their head, and every kill that they get will award them two favour rather than one. The player who kills them will be given five favour. If another player surpasses their killstreak, then they will become the most wanted instead.
Note: A player cannot be declared the most wanted unless they have surpassed a killstreak of five. If no player currently fulfills said criteria, then nobody will be declared the most wanted.
Hot spot
Another new mechanic! Every twenty minutes, a "Hot spot" will be declared on the map, and will become active after forty-five seconds have passed. Whichever player secures this hot spot by standing on it, uncontested, for fifteen seconds, will be awarded a bundle of goodies. These include armour, unique weapons, ordinary weapons, special arrows, potion effects, and golden snapples.
The locations for these hot spots will vary depending on the map. They're all aimed to get players away from the typical fighting areas, and to explore the lesser-used parts of the maps. See below:
Classic
-Top of roof, below the helicopter
-The island
-The Volcano
-The house near the campsite
Savannah
-Top of the waterfall
-Pride rock
-Pride rock summit
-Below spawn
Kingdom
-Top of the secondary lighthouse (Not the one you can spawn at)
-Spectator stands
-Beneath the statues
-Inside the houses
Space
-Inside the UFO (Such a cool place, yet I have never seen anybody in there :( )
-Above Platform spawn
-Black hole
-The wing of the X-Wing shuttle
-Cake
Flowers
-Various islands
Flat lands
-Inside the helmet-like cave
-Top of the mountains
-Various corners of the map
Another new mechanic! Every twenty minutes, a "Hot spot" will be declared on the map, and will become active after forty-five seconds have passed. Whichever player secures this hot spot by standing on it, uncontested, for fifteen seconds, will be awarded a bundle of goodies. These include armour, unique weapons, ordinary weapons, special arrows, potion effects, and golden snapples.
The locations for these hot spots will vary depending on the map. They're all aimed to get players away from the typical fighting areas, and to explore the lesser-used parts of the maps. See below:
Classic
-Top of roof, below the helicopter
-The island
-The Volcano
-The house near the campsite
Savannah
-Top of the waterfall
-Pride rock
-Pride rock summit
-Below spawn
Kingdom
-Top of the secondary lighthouse (Not the one you can spawn at)
-Spectator stands
-Beneath the statues
-Inside the houses
Space
-Inside the UFO (Such a cool place, yet I have never seen anybody in there :( )
-Above Platform spawn
-Black hole
-The wing of the X-Wing shuttle
-Cake
Flowers
-Various islands
Flat lands
-Inside the helmet-like cave
-Top of the mountains
-Various corners of the map
"I do have a life, I just choose to waste it" - Sophie "Snap", 2017