TLDR: Fix Gameplay Speed Of Skywars.
Skywars isn't what it used to be, all the problems that used to be in the older versions of skywars were fixed with the update, loot being unfair, the overpowered sharpness 2 iron sword kit, and other changes but I'll be focussing on what, in my opinion made the gameplay go from one extreme to another, the changes that were implemented that "fixed" camping.
Changes that fixed camping/long games:
- Islands are closer than they used too.
- chest refills
- Loot has been equalized
- Over abundance of building materials in chests
- No Projectiles mode.
- Enderpearl kit
Each individual change above is very good in it's own way but the combination of all those changes, have drastically changed the flow of the gameplay from one extreme to another.
I don't like skywars as much as I used to... it's too rush based and the maps have basically become team pvp arenas.
The changes made during the update made to reduce the big problem of camping have been way too overkill, so I created this thread to know if my opinion is shared?
Maps have a lot less void, large pvp areas and very few "open" spaces means that it is very easy to go from one side of the map to another, meaning that old strategies such as trapping, tnt boosting are now rendered obsolete. With the addition of No projectiles mode and the enderpearl kit, going to mid by tnt boosting is now no longer an option. Trapping people is a lot harder, the whole depth of the game has been affected by this, there is one way to win the game and that is to kill people with the sword or knock them in the void, there is no room for other strategies.
In case the map changes didn't kill tnt boosting... I don't want to mention the enderpearl kit...
Game starts, Rush mid / side island, loot/kill => win.
I have not seen any other strategy recently that is as effective as this one, and it gets tedious and boring.
So, yes I am pointing out a problem that I personally have been facing for a few weeks now and is the main reason I have moved over to eggwars.
Skywars isn't about FFA and surviving amongst lots of other players at once, more of a gamemode that leaves space for strategical gameplay as much as rushing is possible, it should be less advantageous to rush, a 1v1v1v1v1 on an intermediate island like that shouldn't be a thing.
I won't point out a problem without actually making a suggestion to fix it though:
For future maps: have a minimum of 8 blocks between islands/semi-islands, this gives a nice amount of time to regen betweens fights, I really believe, and have also noticed that the distance between islands sets the pace of the game.
Decrease the amount of blocks in the block stacks when they spawn in chests.
Apparently people like No Projectiles so I'm not going to touch that topic here.
Increase the delay before getting the first enderpearl in the enderpearl kit.
Skywars isn't what it used to be, all the problems that used to be in the older versions of skywars were fixed with the update, loot being unfair, the overpowered sharpness 2 iron sword kit, and other changes but I'll be focussing on what, in my opinion made the gameplay go from one extreme to another, the changes that were implemented that "fixed" camping.
Changes that fixed camping/long games:
- Islands are closer than they used too.
- chest refills
- Loot has been equalized
- Over abundance of building materials in chests
- No Projectiles mode.
- Enderpearl kit
Each individual change above is very good in it's own way but the combination of all those changes, have drastically changed the flow of the gameplay from one extreme to another.
I don't like skywars as much as I used to... it's too rush based and the maps have basically become team pvp arenas.
The changes made during the update made to reduce the big problem of camping have been way too overkill, so I created this thread to know if my opinion is shared?
Maps have a lot less void, large pvp areas and very few "open" spaces means that it is very easy to go from one side of the map to another, meaning that old strategies such as trapping, tnt boosting are now rendered obsolete. With the addition of No projectiles mode and the enderpearl kit, going to mid by tnt boosting is now no longer an option. Trapping people is a lot harder, the whole depth of the game has been affected by this, there is one way to win the game and that is to kill people with the sword or knock them in the void, there is no room for other strategies.
In case the map changes didn't kill tnt boosting... I don't want to mention the enderpearl kit...
To put it simply it is defined by the amount of possible paths that are available to reach a certain goal (winning condition)
The more strategies the game has to offer to accomplish it's goals, the more "depth" it has. This is important as it keeps players interested and avoids the game feeling like it's always the same.
In a game that has a nice depth, usually the better thinker is the better player, not the mindless rushers.
The more strategies the game has to offer to accomplish it's goals, the more "depth" it has. This is important as it keeps players interested and avoids the game feeling like it's always the same.
In a game that has a nice depth, usually the better thinker is the better player, not the mindless rushers.
I have not seen any other strategy recently that is as effective as this one, and it gets tedious and boring.
So, yes I am pointing out a problem that I personally have been facing for a few weeks now and is the main reason I have moved over to eggwars.
Skywars isn't about FFA and surviving amongst lots of other players at once, more of a gamemode that leaves space for strategical gameplay as much as rushing is possible, it should be less advantageous to rush, a 1v1v1v1v1 on an intermediate island like that shouldn't be a thing.
I won't point out a problem without actually making a suggestion to fix it though:
For future maps: have a minimum of 8 blocks between islands/semi-islands, this gives a nice amount of time to regen betweens fights, I really believe, and have also noticed that the distance between islands sets the pace of the game.
Decrease the amount of blocks in the block stacks when they spawn in chests.
Apparently people like No Projectiles so I'm not going to touch that topic here.
Increase the delay before getting the first enderpearl in the enderpearl kit.