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Comparing Invaded kitpvp to others, and how some chances/improvements could be made

Comparing Invaded kitpvp to others, and how some chances/improvements could be made

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GeneIsBadLol
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Im sure many of us have played kitpvp in this server, and others, and in this, I will explain the differences, and how they can be changed to make Invaded kitpvp better for everyone alltogether


I will be comparing mainly 2 servers to invaded, munchy, and cubecraft.
(Ik cubecraft isnt the best server but they have a decent kitpvp ideal)

Now what are some major differences!

1. Invaded's kit system is mainly timer and ranks based while munchy and cubecraft are mainly ability/utility based
now what does that mean?
Invadedlands is a vanilla kitpvp (little to no plugins) and is gear based, this gives ranked people advatages. People CAN reach this level of gear through other methods (the shop, voting, timer kits (ex:elite, daily etc))

Munchy is different alltogether! it is a different type of kitpvp (mainly plugin based) so I won't go into detail. They have it so that kits have different pros and cons to them, such as some may be super tanky and deal decent damage but are slow! while some have high attack and speed but little defense. Compared to Invadedlands where you can improve only defense and attack, which often go hand in hand. This should be changed so that it isnt a complete P2W (although p2w kitpvp is honestly unavoidable when it comes to vanilla timer kitpvp ;u; )

Cubecraft however, is something different, there are no timers, and it is vanilla, they have different kits which are overall balanced in the sense of damage, speed, and defense. Some kits have permanant speed 2, with high attack and little to no defense (leather) While others just have plain full diamond and a diamond sword (relative medium defense and medium attack) And some just spawn with little armor, little attack, but a HECK ton of utility (splash pots, lava buckets, rod, etc) what this creates is an enviroment where each player can play to however they want! it is super specialized to each one (archer has good bow but trash sword and trash armor, tank has high defense but slowness and ok weapon) This is completely different to invadeds allround kits, where you get decent armor, decent bow, decent sword, or good armor, good bow, good sword, this creates a enhances p2w enviroment and just makes the game unplayable sometimes.

One more difference that I kinda enjoy for cubecraft kitpvp is you can choose where you spawn! this allows people to play in their prefered enviroment and makes the game more kitpvp and less slaughter at spawn. It spreads the players out and allows them to actually pvp rather than being chased 5 miles by a dude with 20x the gear than them

Now how can we use these differences to improve invaded??
Make 2-4 different no timer kits so people can play a bit more specialized
Here are the kits

Kit pvp: Stays the same

Kit archer: removes the timer, keeps gold armor, but makes it decently worse, bow is power 1, punch 1, and the sword is the same at kitpvp

Kit Ninja: Either perm speed 2 or TONS of speed 2 pots, archer/low armor (maybe full prot 1/2 leather) and 1 sharp higher sword than pvp

Kit Warlock/Wizard: Spawns with either speed 1 or speed 1 pots (not a lot ig), basic kitpvp sword and full leather/ 3/4 leather with 1 chain piece all prot 1/2), Basic sword/1 tier down sword and 4 spash harm pots, 4 splash poison pots, and maybe some other utility

every other kit (such as kit lord, kit god, etc) stay the same.

Also like I said before, there are lots of terrain in the kitpvp map! no matter what actual map it is! there are mountains, a city, so much stuff that could be used, but guess what??? everyone fights at the center, cause thats where we spawn! Make it so that we could (or at the least its super easy to) teleport to different places, this makes it so that people can not only fight in their prefered location, but also so that people with better armor dont just slaughter everyone. We already get a bit of this with /warp fps but I mean its still slaughter, and its not even in the actual map!

Invadedlands is a wonderful server and kitpvp is honestly one of my favorite games. I just feel like this server takes p2w a bit too far and should give us nons who are too broke to buy a rank a chance

TL;DR Make more kits other than pvp have no timer, add some more utility, make kits more specialized, and make a way for people to easily teleport to different locations on the map. If you want reasons/specifics stop being lazy/skim it

Edit: While going through this guide, try think of the questions of, What makes invadedlands kitpvp better than the rest? What makes is different from some random server I can find of minecraftserverlist, What makes the queue WORTH waiting for. I hope that one day it wont be: to be in skeppys/zelks videos
 
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Im sure many of us have played kitpvp in this server, and others, and in this, I will explain the differences, and how they can be changed to make Invaded kitpvp better for everyone alltogether


I will be comparing mainly 2 servers to invaded, munchy, and cubecraft.
(Ik cubecraft isnt the best server but they have a decent kitpvp ideal)

Now what are some major differences!

1. Invaded's kit system is mainly timer and ranks based while munchy and cubecraft are mainly ability/utility based
now what does that mean?
Invadedlands is a vanilla kitpvp (little to no plugins) and is gear based, this gives ranked people advatages. People CAN reach this level of gear through other methods (the shop, voting, timer kits (ex:elite, daily etc))

Munchy is different alltogether! it is a different type of kitpvp (mainly plugin based) so I won't go into detail. They have it so that kits have different pros and cons to them, such as some may be super tanky and deal decent damage but are slow! while some have high attack and speed but little defense. Compared to Invadedlands where you can improve only defense and attack, which often go hand in hand. This should be changed so that it isnt a complete P2W (although p2w kitpvp is honestly unavoidable when it comes to vanilla timer kitpvp ;u;)

Cubecraft however, is something different, there are no timers, and it is vanilla, they have different kits which are overall balanced in the sense of damage, speed, and defense. Some kits have permanant speed 2, with high attack and little to no defense (leather) While others just have plain full diamond and a diamond sword (relative medium defense and medium attack) And some just spawn with little armor, little attack, but a HECK ton of utility (splash pots, lava buckets, rod, etc) what this creates is an enviroment where each player can play to however they want! it is super specialized to each one (archer has good bow but trash sword and trash armor, tank has high defense but slowness and ok weapon) This is completely different to invadeds allround kits, where you get decent armor, decent bow, decent sword, or good armor, good bow, good sword, this creates a enhances p2w enviroment and just makes the game unplayable sometimes.

One more difference that I kinda enjoy for cubecraft kitpvp is you can choose where you spawn! this allows people to play in their prefered enviroment and makes the game more kitpvp and less slaughter at spawn. It spreads the players out and allows them to actually pvp rather than being chased 5 miles by a dude with 20x the gear than them

Now how can we use these differences to improve invaded??
Make 2-4 different no timer kits so people can play a bit more specialized
Here are the kits

Kit pvp: Stays the same

Kit archer: removes the timer, keeps gold armor, but makes it decently worse, bow is power 1, punch 1, and the sword is the same at kitpvp

Kit Ninja: Either perm speed 2 or TONS of speed 2 pots, archer/low armor (maybe full prot 1/2 leather) and 1 sharp higher sword than pvp

Kit Warlock/Wizard: Spawns with either speed 1 or speed 1 pots (not a lot ig), basic kitpvp sword and full leather/ 3/4 leather with 1 chain piece all prot 1/2), Basic sword/1 tier down sword and 4 spash harm pots, 4 splash poison pots, and maybe some other utility

every other kit (such as kit lord, kit god, etc) stay the same.

Also like I said before, there are lots of terrain in the kitpvp map! no matter what actual map it is! there are mountains, a city, so much stuff that could be used, but guess what??? everyone fights at the center, cause thats where we spawn! Make it so that we could (or at the least its super easy to) teleport to different places, this makes it so that people can not only fight in their prefered location, but also so that people with better armor dont just slaughter everyone. We already get a bit of this with /warp fps but I mean its still slaughter, and its not even in the actual map!

Invadedlands is a wonderful server and kitpvp is honestly one of my favorite games. I just feel like this server takes p2w a bit too far and should give us nons who are too broke to buy a rank a chance


TL;DR Make more kits other than pvp have no timer, add some more utility, make kits more specialized, and make a way for people to easily teleport to different locations on the map. If you want reasons/specifics stop being lazy/skim it
 
Ofc invaded doesn’t have the same things as munchy, there different servers xD things are good how they are.
 
This is ridiculous you don’t need to have a rank to be good on InvadedLands I know about 20 people who don’t have a rank who have good gear I could easily jump down in iron and end up with a sharp 3 punch 2
Im not saying that having good gear makes you good, but I'm just saying competent players who have good gear are rather hard to beat
 
Ofc invaded doesn’t have the same things as munchy, there different servers xD things are good how they are.
Im not saying they should I'm giving examples of how each one has the idea of kitpvp and differences between them, you obv didn't read it
 
Im not saying they should I'm giving examples of how each one has the idea of kitpvp and differences between them, you obv didn't read it
I actually read the whole thing BUDDY and we are not trynna be like munchy with kits were u can fly like wtf xD. ninja kit infinite speed potions sounds good xD
 
This is ridiculous you don’t need to have a rank to be good on InvadedLands I know about 20 people who don’t have a rank who have good gear I could easily jump down in iron and end up with a sharp 3 punch 2
those are called alts ******, and i would love too see you do that
 
I actually read the whole thing BUDDY and we are not trynna be like munchy with kits were u can fly like wtf xD. ninja kit infinite speed potions sounds good xD
Im not saying you should be like munchy. im comparing the fact that munchy uses the idea of countering something with something else, ex: Ninja counters archer because ninja has speed
remember im keeping the idea of VANILLA kitpvp, no plugins, just some different kits which can do different stuff but none of that flying launching stuff
 
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Im sure many of us have played kitpvp in this server, and others, and in this, I will explain the differences, and how they can be changed to make Invaded kitpvp better for everyone alltogether


I will be comparing mainly 2 servers to invaded, munchy, and cubecraft.
(Ik cubecraft isnt the best server but they have a decent kitpvp ideal)

Now what are some major differences!

1. Invaded's kit system is mainly timer and ranks based while munchy and cubecraft are mainly ability/utility based
now what does that mean?
Invadedlands is a vanilla kitpvp (little to no plugins) and is gear based, this gives ranked people advatages. People CAN reach this level of gear through other methods (the shop, voting, timer kits (ex:elite, daily etc))

Munchy is different alltogether! it is a different type of kitpvp (mainly plugin based) so I won't go into detail. They have it so that kits have different pros and cons to them, such as some may be super tanky and deal decent damage but are slow! while some have high attack and speed but little defense. Compared to Invadedlands where you can improve only defense and attack, which often go hand in hand. This should be changed so that it isnt a complete P2W (although p2w kitpvp is honestly unavoidable when it comes to vanilla timer kitpvp ;u; )

Cubecraft however, is something different, there are no timers, and it is vanilla, they have different kits which are overall balanced in the sense of damage, speed, and defense. Some kits have permanant speed 2, with high attack and little to no defense (leather) While others just have plain full diamond and a diamond sword (relative medium defense and medium attack) And some just spawn with little armor, little attack, but a HECK ton of utility (splash pots, lava buckets, rod, etc) what this creates is an enviroment where each player can play to however they want! it is super specialized to each one (archer has good bow but trash sword and trash armor, tank has high defense but slowness and ok weapon) This is completely different to invadeds allround kits, where you get decent armor, decent bow, decent sword, or good armor, good bow, good sword, this creates a enhances p2w enviroment and just makes the game unplayable sometimes.

One more difference that I kinda enjoy for cubecraft kitpvp is you can choose where you spawn! this allows people to play in their prefered enviroment and makes the game more kitpvp and less slaughter at spawn. It spreads the players out and allows them to actually pvp rather than being chased 5 miles by a dude with 20x the gear than them

Now how can we use these differences to improve invaded??
Make 2-4 different no timer kits so people can play a bit more specialized
Here are the kits

Kit pvp: Stays the same

Kit archer: removes the timer, keeps gold armor, but makes it decently worse, bow is power 1, punch 1, and the sword is the same at kitpvp

Kit Ninja: Either perm speed 2 or TONS of speed 2 pots, archer/low armor (maybe full prot 1/2 leather) and 1 sharp higher sword than pvp

Kit Warlock/Wizard: Spawns with either speed 1 or speed 1 pots (not a lot ig), basic kitpvp sword and full leather/ 3/4 leather with 1 chain piece all prot 1/2), Basic sword/1 tier down sword and 4 spash harm pots, 4 splash poison pots, and maybe some other utility

every other kit (such as kit lord, kit god, etc) stay the same.

Also like I said before, there are lots of terrain in the kitpvp map! no matter what actual map it is! there are mountains, a city, so much stuff that could be used, but guess what??? everyone fights at the center, cause thats where we spawn! Make it so that we could (or at the least its super easy to) teleport to different places, this makes it so that people can not only fight in their prefered location, but also so that people with better armor dont just slaughter everyone. We already get a bit of this with /warp fps but I mean its still slaughter, and its not even in the actual map!

Invadedlands is a wonderful server and kitpvp is honestly one of my favorite games. I just feel like this server takes p2w a bit too far and should give us nons who are too broke to buy a rank a chance

TL;DR Make more kits other than pvp have no timer, add some more utility, make kits more specialized, and make a way for people to easily teleport to different locations on the map. If you want reasons/specifics stop being lazy/skim it
There’s some decent suggestions here
 
Im sure many of us have played kitpvp in this server, and others, and in this, I will explain the differences, and how they can be changed to make Invaded kitpvp better for everyone alltogether


I will be comparing mainly 2 servers to invaded, munchy, and cubecraft.
(Ik cubecraft isnt the best server but they have a decent kitpvp ideal)

Now what are some major differences!

1. Invaded's kit system is mainly timer and ranks based while munchy and cubecraft are mainly ability/utility based
now what does that mean?
Invadedlands is a vanilla kitpvp (little to no plugins) and is gear based, this gives ranked people advatages. People CAN reach this level of gear through other methods (the shop, voting, timer kits (ex:elite, daily etc))

Munchy is different alltogether! it is a different type of kitpvp (mainly plugin based) so I won't go into detail. They have it so that kits have different pros and cons to them, such as some may be super tanky and deal decent damage but are slow! while some have high attack and speed but little defense. Compared to Invadedlands where you can improve only defense and attack, which often go hand in hand. This should be changed so that it isnt a complete P2W (although p2w kitpvp is honestly unavoidable when it comes to vanilla timer kitpvp ;u; )

Cubecraft however, is something different, there are no timers, and it is vanilla, they have different kits which are overall balanced in the sense of damage, speed, and defense. Some kits have permanant speed 2, with high attack and little to no defense (leather) While others just have plain full diamond and a diamond sword (relative medium defense and medium attack) And some just spawn with little armor, little attack, but a HECK ton of utility (splash pots, lava buckets, rod, etc) what this creates is an enviroment where each player can play to however they want! it is super specialized to each one (archer has good bow but trash sword and trash armor, tank has high defense but slowness and ok weapon) This is completely different to invadeds allround kits, where you get decent armor, decent bow, decent sword, or good armor, good bow, good sword, this creates a enhances p2w enviroment and just makes the game unplayable sometimes.

One more difference that I kinda enjoy for cubecraft kitpvp is you can choose where you spawn! this allows people to play in their prefered enviroment and makes the game more kitpvp and less slaughter at spawn. It spreads the players out and allows them to actually pvp rather than being chased 5 miles by a dude with 20x the gear than them

Now how can we use these differences to improve invaded??
Make 2-4 different no timer kits so people can play a bit more specialized
Here are the kits

Kit pvp: Stays the same

Kit archer: removes the timer, keeps gold armor, but makes it decently worse, bow is power 1, punch 1, and the sword is the same at kitpvp

Kit Ninja: Either perm speed 2 or TONS of speed 2 pots, archer/low armor (maybe full prot 1/2 leather) and 1 sharp higher sword than pvp

Kit Warlock/Wizard: Spawns with either speed 1 or speed 1 pots (not a lot ig), basic kitpvp sword and full leather/ 3/4 leather with 1 chain piece all prot 1/2), Basic sword/1 tier down sword and 4 spash harm pots, 4 splash poison pots, and maybe some other utility

every other kit (such as kit lord, kit god, etc) stay the same.

Also like I said before, there are lots of terrain in the kitpvp map! no matter what actual map it is! there are mountains, a city, so much stuff that could be used, but guess what??? everyone fights at the center, cause thats where we spawn! Make it so that we could (or at the least its super easy to) teleport to different places, this makes it so that people can not only fight in their prefered location, but also so that people with better armor dont just slaughter everyone. We already get a bit of this with /warp fps but I mean its still slaughter, and its not even in the actual map!

Invadedlands is a wonderful server and kitpvp is honestly one of my favorite games. I just feel like this server takes p2w a bit too far and should give us nons who are too broke to buy a rank a chance

TL;DR Make more kits other than pvp have no timer, add some more utility, make kits more specialized, and make a way for people to easily teleport to different locations on the map. If you want reasons/specifics stop being lazy/skim it
that sounds amazing! i hope it will happen for you and for all of us <3
 
Exactly lmao, me and jobsite went down in kit pvp like a month ago (b4 bl) and we came out stacked af with like s3 and other stuff. Keep in mind jobsite was on an alt with no rank and I didn’t have a rank back then either. It’s not hard to get stuff as a non. I was a no rank for a LONG time and I got pretty stacked ngl
Im not saying you have to have a rank but... it does help, a lot.
 
Tbh, I think everything is fairly balanced. I mean, there are enough possibilities to get stuff like chests, events or also killing people because in the end you can do everything, even if you don't have a rank. It naturally depends on our abilities. If you know how to do pvp you won't have any problem. Of course I'm not denying the fact that vips have an advantage, but it's normal. I'm just saying it's not impossible, you just have to be a little smarter. And another thing, the counters are necessary, in my opinion if we remove them, we would ruin everything. Leaving aside the fact that competent players who have good gear are rather hard to beat. I'm sure that's true but how i said, it depends on our abilities. It's nobody's fault if someone isn't good.
 
Tbh, I think everything is fairly balanced. I mean, there are enough possibilities to get stuff like chests, events or also killing people because in the end you can do everything, even if you don't have a rank. It naturally depends on our abilities. If you know how to do pvp you won't have any problem. Of course I'm not denying the fact that vips have an advantage, but it's normal. I'm just saying it's not impossible, you just have to be a little smarter. And another thing, the counters are necessary, in my opinion if we remove them, we would ruin everything. Leaving aside the fact that competent players who have good gear are rather hard to beat. I'm sure that's true but how i said, it depends on our abilities. It's nobody's fault if someone isn't good.
What your saying is completely true and fair, however like i said, ADDING counters is what we need. I mean even if your really good kitpvp is pretty boring as it is, cause its just basic vanilla PVP, there should be some kinda spice to it. What makes invaded different from any other mineraft kitpvp server? why should we play kitpvp here? What makes the queue WORTH waiting for.

Im hoping to make it so that peoples answers wont always be: to be in skeppys videos
 
What would really make stimulating for playing in this server are rewards. If they add rewards (i don't mean just buycraft, but any type of reward), all it would be more competitive. I think that probably, this would make players worthly to reach the top. And yea, there are lots of methods but in a kitpvp, i think this is indispensable. Anyway i'm still contrary to remove counters. It's a good idea but in my view, it's more funny how the server is now. Cause how i previously said, you just have to be a little smarter. I mean, yea, i agree with u that if there aren't timers, it would be more playable for players that don't have ranks but in my opinion, at the most it's better to reduce counters.
 
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