=========================================================================
Currently, Survival Games has only so many items to go around PvP wise and I was thinking about how we could improve this. I have accumulated a list of Items to introduce to SG and on what GameMode they should be in.
=========================================================================
New Items:
Tipped Arrows(OP only)- It would add a nice twist on PvP and could really change the tide of battles, the only downfall I find is that it encourages bow spam in a sense if you're getting instant damage arrows or poison arrows though it can be countered with more bow spam
Gold Ingots(Normal and OP)- You would along with this have to decrease the spawn of Apples or just keep the gold spawn low but this makes crafting gapples possible so that fights can last longer/ gives inexperienced PvP'ers a better chance at the game.
More Variety in Enchants(Basic, Normal, OP)- So enchants even in OP go to protection 2 max, and sharp 3 max, unbreaking 3 max etc. I believe that the lower tier armor you go, the higher the enchants can be to install a more mysterious and unknowing gameplay.
EX: A full diamond guy vs. a guy with protection 3 Iron but he doesn't know what enchants are, therefore, before he would normally just fight him but now the enchants are more scattered there is a bigger chance of closer fights.
=========================================================================
The Kits need a major update and these are some kits I’d like to see implemented and my problems with the kits already in place.
=========================================================================
New Kits:
Undetectable- Player will not show up on compass tracker until borders start to close. (1000 Points)
Primitive- Player get’s a damage buff when using wooden or stone weapons (450 Points)
Jester/Prankster- Starts off with water bucket, lava bucket along with a flint and steel. (300 Points)
Kit Buffs:
**=Buff
Peeta Bread- Why is this a kit… It’s extremely underpowered even for 100 points, people always get food within the first minute and even if that’s not guaranteed they get a weapon and can kill people for food. I really don’t know any other way to buff this then to give them *triple the original amount? If possible maybe give them better saturation effects from the bread?*
Archer- Rarely used, this could use a serious buff especially because bows aren’t exactly rare. *Increase arrows to 8 and give players a 25% chance of retrieving arrow on hit.*
FisherMan- Players rarely use fishing rods anymore, that was more in 1.8 PvP with the spamming so I think this would need *a buff to a 50% chance of pulling an item off a player* just due to the fact that most people would rather fight than desperately spam a fishing rod mid-battle to no avail.
Kit Debuffs:
**=Debuff
Scout- The ‘scout’ kit is almost never used for collecting loot and is 90% of the time used to kill players because they are too slow to run away. I have in mind 2 solutions to this, *1 reduce the speed to 1 minute, or 2 give the player slowness for 2 minutes after the speed is up (Fatigue).* People abuse this kit like crazy and it really needs a debuff.
Double Edged- This kit is a win-win? I haven’t played it much but I’m sure the effects add up which is why I propose it to be *Increased damage with Increased damage is taken or Decreased damage with decreased damage taken.*
Map Alterations:
Candy- A wonderful map, I love the build style and the idea although it does have it's flawed. When the border starts to close and the cakes start to fall people loop the map countless times due to the cakes everyone they do not have to stop and they are always regening, I suggest that cakes should have a possibility of giving a negative potion effect such as slowness or poison to encourage more fighting but still being there if players are desperately being chased.
Improvements?:
1- Remove player nametags, this can arguably be an amazing or drastic addition to SG but I’d like to see it added on a few conditions. With this if the footsteps trail was implemented and fades after some time along with sounds that can be heard from certain distances I believe it would add a more immersive feel and a different play style, of course, if worst comes to worst the compasses are always a thing and can be used to track down players. If multiple people run the ‘undetectable’ kit then it would essentially not work after a certain time period is reached without X number of kills.
2- Make deathmatch events happen more frequently, they are extremely enjoyable and make the game more intriguing rather expecting it always at one time. Just be sure to make it last the rest of the game when 3-4 players remain.
I always enjoy suggestions to my suggestions so please leave a comment of what you like and or think should be changed up
Currently, Survival Games has only so many items to go around PvP wise and I was thinking about how we could improve this. I have accumulated a list of Items to introduce to SG and on what GameMode they should be in.
=========================================================================
New Items:
Tipped Arrows(OP only)- It would add a nice twist on PvP and could really change the tide of battles, the only downfall I find is that it encourages bow spam in a sense if you're getting instant damage arrows or poison arrows though it can be countered with more bow spam
Gold Ingots(Normal and OP)- You would along with this have to decrease the spawn of Apples or just keep the gold spawn low but this makes crafting gapples possible so that fights can last longer/ gives inexperienced PvP'ers a better chance at the game.
More Variety in Enchants(Basic, Normal, OP)- So enchants even in OP go to protection 2 max, and sharp 3 max, unbreaking 3 max etc. I believe that the lower tier armor you go, the higher the enchants can be to install a more mysterious and unknowing gameplay.
EX: A full diamond guy vs. a guy with protection 3 Iron but he doesn't know what enchants are, therefore, before he would normally just fight him but now the enchants are more scattered there is a bigger chance of closer fights.
=========================================================================
The Kits need a major update and these are some kits I’d like to see implemented and my problems with the kits already in place.
=========================================================================
New Kits:
Undetectable- Player will not show up on compass tracker until borders start to close. (1000 Points)
Primitive- Player get’s a damage buff when using wooden or stone weapons (450 Points)
Jester/Prankster- Starts off with water bucket, lava bucket along with a flint and steel. (300 Points)
Kit Buffs:
**=Buff
Peeta Bread- Why is this a kit… It’s extremely underpowered even for 100 points, people always get food within the first minute and even if that’s not guaranteed they get a weapon and can kill people for food. I really don’t know any other way to buff this then to give them *triple the original amount? If possible maybe give them better saturation effects from the bread?*
Archer- Rarely used, this could use a serious buff especially because bows aren’t exactly rare. *Increase arrows to 8 and give players a 25% chance of retrieving arrow on hit.*
FisherMan- Players rarely use fishing rods anymore, that was more in 1.8 PvP with the spamming so I think this would need *a buff to a 50% chance of pulling an item off a player* just due to the fact that most people would rather fight than desperately spam a fishing rod mid-battle to no avail.
Kit Debuffs:
**=Debuff
Scout- The ‘scout’ kit is almost never used for collecting loot and is 90% of the time used to kill players because they are too slow to run away. I have in mind 2 solutions to this, *1 reduce the speed to 1 minute, or 2 give the player slowness for 2 minutes after the speed is up (Fatigue).* People abuse this kit like crazy and it really needs a debuff.
Double Edged- This kit is a win-win? I haven’t played it much but I’m sure the effects add up which is why I propose it to be *Increased damage with Increased damage is taken or Decreased damage with decreased damage taken.*
Map Alterations:
Candy- A wonderful map, I love the build style and the idea although it does have it's flawed. When the border starts to close and the cakes start to fall people loop the map countless times due to the cakes everyone they do not have to stop and they are always regening, I suggest that cakes should have a possibility of giving a negative potion effect such as slowness or poison to encourage more fighting but still being there if players are desperately being chased.
Improvements?:
1- Remove player nametags, this can arguably be an amazing or drastic addition to SG but I’d like to see it added on a few conditions. With this if the footsteps trail was implemented and fades after some time along with sounds that can be heard from certain distances I believe it would add a more immersive feel and a different play style, of course, if worst comes to worst the compasses are always a thing and can be used to track down players. If multiple people run the ‘undetectable’ kit then it would essentially not work after a certain time period is reached without X number of kills.
2- Make deathmatch events happen more frequently, they are extremely enjoyable and make the game more intriguing rather expecting it always at one time. Just be sure to make it last the rest of the game when 3-4 players remain.
I always enjoy suggestions to my suggestions so please leave a comment of what you like and or think should be changed up