I think everyone can agree that some events need major changes or even removal. This is just off the top of my head so feel free to add anything you feel fit. Also, any counters would also be helpful, ill cross anything off if itll have more negative then positive effects.
Btw this list is personal curiosity, not suggestions (yet).
also i realised after finishing i wrote way to fucking much, read the points with ** next to them, those are the only ones that actually matter.
LMS
Problem
**- Literally play as switzerland as possible, dont **** with anybody so you save your gaps till the end. Only time its even remotely possible for someone to win is when staff intervenes and kicks half the players for not pvping enough.
- Teamers
Possible Solutions:
- Extra time (please dont even consider this)
**- Kill rewards - give players a reason to pvp, positive reinforcement such as extra gaps or an armor boost, (ex: 1st kill = nun, 2nd = 2 gaps, 3rd = sharpness, etc)
**- Debuffs - players that havent pvped/arent "combat tagged" within say 30 seconds get random debuffs (hunger, slowness, weakness, poison after a while) or lose rewards such as armor bonuses etc (negative reinforcement)
- Also what the actual **** is the spectator area, why is it 100 blocks above the arena wtf whos idea was that
Brackets
Problem
**- Takes way to long during prime server hours, up to 12 minutes of waiting in which you may only pvp 4 times.
Possible Solutions
**- Multiple matches at once (Might be hard to set up so unlikely)
**- Smaller arena - wtf is the point of having trees to hide behind as well as a hundred block run up and no time limit
- Time limit - lowest health after 60 seconds dies. Smaller arena would make it go by faster so unlikely to take 60s but anyway.
- Shrinking border (??)
**- PLAYER CAP AT 32 (4 pvp rounds)
TNT Tag
Problems
- Hide and seek?
- Very luck based towards the end, players cant tag each other on such a big map
- Camping (hiding)
Possible Solutions
- Shrinking border
- Speed for players with tnt (no thx idk why this is implemented anywhere, its stupid asf)
- feather for jump/sugar for speed boost when you have tnt
- idfk suggest some shit and ill add it
Spleef
Problems
- Lag?
- Hiding/Camping and waiting it out
- idfk again, spleef is fine just under appreciated and boring asf
Solution
- Snowballs = kb ??
- Player cap to combat lag
- new items (boosts) and shii?
OITC
Problems
- Luck based, spawn on a ship and it takes over 10 seconds to get near another player, long enough for someone to get 4-6 kills and by then ur so far behind u can barely compete
Possible solutions
**- Map change. Literally thats all it needs to become a top tier event.
KOTH
Problems
- Unclear what to do for new players - i dont love getting hit off the staircases by someone who thinks theyre sposed to get 60 kills
- Luck Based?
- Random selection ???????? Noticed recently that despite often being one of the first in the box, im not one of the first selected to gain points at start
Possible Solutions
- Minor map changes, Spawn changes etc making it clear for even the most dense people to understand
- First come first serve, whoever been in the box the longest gets points, possible bug with people who make it into the box early on as I have never gotten points (until after i died) being the 2nd->5th one in the box
- Respectable event even if it seems randomized, i personally like how it works.
Wool Shuffle
- NW corner op and guaranteed win unless u choke but even so good event
Sumo 1v1
- takes way to fucking long but idk its fine
Waterdrop
Problems
- Goes to round 130 every other time, same players just jump and use optifine zoom
- Starts off way to slow 1-9 are halves, pointless asf, 9-16ish are rows, again pointless asf, then 90 rounds of 1x1s.
Possible Solutions
- Speed it up, if players can do a type of drop twice, they can do it the next 4-5 times.
- Lower the drop every 10 or so rounds to make it harder to line it up
Btw this list is personal curiosity, not suggestions (yet).
also i realised after finishing i wrote way to fucking much, read the points with ** next to them, those are the only ones that actually matter.
LMS
Problem
**- Literally play as switzerland as possible, dont **** with anybody so you save your gaps till the end. Only time its even remotely possible for someone to win is when staff intervenes and kicks half the players for not pvping enough.
- Teamers
Possible Solutions:
- Extra time (please dont even consider this)
**- Kill rewards - give players a reason to pvp, positive reinforcement such as extra gaps or an armor boost, (ex: 1st kill = nun, 2nd = 2 gaps, 3rd = sharpness, etc)
**- Debuffs - players that havent pvped/arent "combat tagged" within say 30 seconds get random debuffs (hunger, slowness, weakness, poison after a while) or lose rewards such as armor bonuses etc (negative reinforcement)
- Also what the actual **** is the spectator area, why is it 100 blocks above the arena wtf whos idea was that
Brackets
Problem
**- Takes way to long during prime server hours, up to 12 minutes of waiting in which you may only pvp 4 times.
Possible Solutions
**- Multiple matches at once (Might be hard to set up so unlikely)
**- Smaller arena - wtf is the point of having trees to hide behind as well as a hundred block run up and no time limit
- Time limit - lowest health after 60 seconds dies. Smaller arena would make it go by faster so unlikely to take 60s but anyway.
- Shrinking border (??)
**- PLAYER CAP AT 32 (4 pvp rounds)
TNT Tag
Problems
- Hide and seek?
- Very luck based towards the end, players cant tag each other on such a big map
- Camping (hiding)
Possible Solutions
- Shrinking border
- Speed for players with tnt (no thx idk why this is implemented anywhere, its stupid asf)
- feather for jump/sugar for speed boost when you have tnt
- idfk suggest some shit and ill add it
Spleef
Problems
- Lag?
- Hiding/Camping and waiting it out
- idfk again, spleef is fine just under appreciated and boring asf
Solution
- Snowballs = kb ??
- Player cap to combat lag
- new items (boosts) and shii?
OITC
Problems
- Luck based, spawn on a ship and it takes over 10 seconds to get near another player, long enough for someone to get 4-6 kills and by then ur so far behind u can barely compete
Possible solutions
**- Map change. Literally thats all it needs to become a top tier event.
KOTH
Problems
- Unclear what to do for new players - i dont love getting hit off the staircases by someone who thinks theyre sposed to get 60 kills
- Luck Based?
- Random selection ???????? Noticed recently that despite often being one of the first in the box, im not one of the first selected to gain points at start
Possible Solutions
- Minor map changes, Spawn changes etc making it clear for even the most dense people to understand
- First come first serve, whoever been in the box the longest gets points, possible bug with people who make it into the box early on as I have never gotten points (until after i died) being the 2nd->5th one in the box
- Respectable event even if it seems randomized, i personally like how it works.
Wool Shuffle
- NW corner op and guaranteed win unless u choke but even so good event
Sumo 1v1
- takes way to fucking long but idk its fine
Waterdrop
Problems
- Goes to round 130 every other time, same players just jump and use optifine zoom
- Starts off way to slow 1-9 are halves, pointless asf, 9-16ish are rows, again pointless asf, then 90 rounds of 1x1s.
Possible Solutions
- Speed it up, if players can do a type of drop twice, they can do it the next 4-5 times.
- Lower the drop every 10 or so rounds to make it harder to line it up