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Every Since KitPvP Server fails but InvadedLands

Every Since KitPvP Server fails but InvadedLands

officialRonSki

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uwumaddy_
uwumaddy_
Let me start by saying that if a dev team makes combat games based on damage output and leveling they have already failed. Skill gaps in games have become more and more compressed over the years. Users should never hit the ceiling on what they can improve because as soon as they hit it the only way to go beyond is exploiting. Games with any combat at all pvp or pve should be easy to play but hard to master. Easy to play doesn't mean make it simpler it means narrowing down the options and making the ones that they have dynamic. I've played minecraft since before official release easily over 20,000+ hours on pvp servers alone and they are all awful. Users should have full control over their body and weapon. All hitboxes should be as close to being non-estimated as it can be meaning it should never just be a plain box. Users should be forced to improve in the game (beyond their normal habits/playstyles) they're playing not just needlessly sinking hours into leveling. Users should always be asking "how else can I use this" not "how far until I get the next thing". Every single thing in a combat system needs something to be sacrificed in order to use it and players should feel like a 1 man army surviving instead of thriving. Today most games are blockbusters with no story behind it in terms of combat and people wonder why playing it again is boring. You're welcome you finally got the answer you were looking for. It's not the nemegaming dev team that's flawed it's the game itself and the only thing they can do is patch it up.

If you want to try to at least salvage it here is what I recommend.

1. Force every player and the server to run in sync at 20 ticks per second always.

2. Never add any buffs to players unless it is earned by killstreaks and not bought.

3. Make all armor have weight values so the heavily geared player need to negate their debuffs by continuous combat and killstreaks.

4. Make it so bows have a reload delay that is continuous and can't be interrupted or shot while reloading much like a crossbow.

5. Add location-based damage such as headshots and backstabs to so skilled players don't feel like they're always playing cookie clicker.

6. Force players to spawn/tp randomly into the world.there should never be a choke point or moshpit of any kind.

7. The current map layout and the terrain is perfect don't you dare change it.

8. Don't add little hiding holes, structures that are over 3-4 blocks high, cancerous gank holes, anything that only has one path to get to it, and any other abnormalities that look good but in actuality degrade combat.

9. Going forward listen to the feedback of players that want less or request things to be removed. Players should never feel like they're losing to gear they should rather be inspired by the skillset of their opponent.

That's all I wanted to say for now. Thank you for your time.
 
Let me start by saying that if a dev team makes combat games based on damage output and leveling they have already failed. Skill gaps in games have become more and more compressed over the years. Users should never hit the ceiling on what they can improve because as soon as they hit it the only way to go beyond is exploiting. Games with any combat at all pvp or pve should be easy to play but hard to master. Easy to play doesn't mean make it simpler it means narrowing down the options and making the ones that they have dynamic. I've played minecraft since before official release easily over 20,000+ hours on pvp servers alone and they are all awful. Users should have full control over their body and weapon. All hitboxes should be as close to being non-estimated as it can be meaning it should never just be a plain box. Users should be forced to improve in the game (beyond their normal habits/playstyles) they're playing not just needlessly sinking hours into leveling. Users should always be asking "how else can I use this" not "how far until I get the next thing". Every single thing in a combat system needs something to be sacrificed in order to use it and players should feel like a 1 man army surviving instead of thriving. Today most games are blockbusters with no story behind it in terms of combat and people wonder why playing it again is boring. You're welcome you finally got the answer you were looking for. It's not the nemegaming dev team that's flawed it's the game itself and the only thing they can do is patch it up.

If you want to try to at least salvage it here is what I recommend.

1. Force every player and the server to run in sync at 20 ticks per second always.

2. Never add any buffs to players unless it is earned by killstreaks and not bought.

3. Make all armor have weight values so the heavily geared player need to negate their debuffs by continuous combat and killstreaks.

4. Make it so bows have a reload delay that is continuous and can't be interrupted or shot while reloading much like a crossbow.

5. Add location-based damage such as headshots and backstabs to so skilled players don't feel like they're always playing cookie clicker.

6. Force players to spawn/tp randomly into the world.there should never be a choke point or moshpit of any kind.

7. The current map layout and the terrain is perfect don't you dare change it.

8. Don't add little hiding holes, structures that are over 3-4 blocks high, cancerous gank holes, anything that only has one path to get to it, and any other abnormalities that look good but in actuality degrade combat.

9. Going forward listen to the feedback of players that want less or request things to be removed. Players should never feel like they're losing to gear they should rather be inspired by the skillset of their opponent.

That's all I wanted to say for now. Thank you for your time.
 

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You should be making this report to mojang. A certain code, in a VANILLA world cant change the whole combat system.
 
Let me start by saying that if a dev team makes combat games based on damage output and leveling they have already failed. Skill gaps in games have become more and more compressed over the years. Users should never hit the ceiling on what they can improve because as soon as they hit it the only way to go beyond is exploiting. Games with any combat at all pvp or pve should be easy to play but hard to master. Easy to play doesn't mean make it simpler it means narrowing down the options and making the ones that they have dynamic. I've played minecraft since before official release easily over 20,000+ hours on pvp servers alone and they are all awful. Users should have full control over their body and weapon. All hitboxes should be as close to being non-estimated as it can be meaning it should never just be a plain box. Users should be forced to improve in the game (beyond their normal habits/playstyles) they're playing not just needlessly sinking hours into leveling. Users should always be asking "how else can I use this" not "how far until I get the next thing". Every single thing in a combat system needs something to be sacrificed in order to use it and players should feel like a 1 man army surviving instead of thriving. Today most games are blockbusters with no story behind it in terms of combat and people wonder why playing it again is boring. You're welcome you finally got the answer you were looking for. It's not the nemegaming dev team that's flawed it's the game itself and the only thing they can do is patch it up.

If you want to try to at least salvage it here is what I recommend.

1. Force every player and the server to run in sync at 20 ticks per second always.

2. Never add any buffs to players unless it is earned by killstreaks and not bought.

3. Make all armor have weight values so the heavily geared player need to negate their debuffs by continuous combat and killstreaks.

4. Make it so bows have a reload delay that is continuous and can't be interrupted or shot while reloading much like a crossbow.

5. Add location-based damage such as headshots and backstabs to so skilled players don't feel like they're always playing cookie clicker.

6. Force players to spawn/tp randomly into the world.there should never be a choke point or moshpit of any kind.

7. The current map layout and the terrain is perfect don't you dare change it.

8. Don't add little hiding holes, structures that are over 3-4 blocks high, cancerous gank holes, anything that only has one path to get to it, and any other abnormalities that look good but in actuality degrade combat.

9. Going forward listen to the feedback of players that want less or request things to be removed. Players should never feel like they're losing to gear they should rather be inspired by the skillset of their opponent.

That's all I wanted to say for now. Thank you for your time.
You obviously know ur stuff, but we can’t really change combat for a server lol. I do like the ideas tho
 
What I disagree with:
So you're pretty much suggesting a new combat system. You should be giving your feedback to Mojang, not a kitpvp server. I'm pretty sure making all those changes is nearly impossible without making a mod, and this server is vanilla. Keep in mind, some players enjoy moshpits and 1 entrance buildings. Sure, not all buildings should be like that, but I don't get why it isn't fine to have a few. Also, no hiding holes? Many players enjoy little places to hide and regen, and then get back into battle. Hiding doesn't really benefit you unless you're regening, in which you'll get right out, so I don't really see why you're making it a problem. Why shouldn't there be structures over 3 blocks high?

What I agree with:
I don't really like the pay to win aspect of this kitpvp, but with the high prices for ranks players do need reasons to buy them. I'd still rather have it be even, though. It sucks having absolutely no chance against a person with diamond armor. it would be nice if the wealth gap between players with and without ranks was much less. However, people with ranks did pay for their ranks, and removing what they were promised might make a lot of them mad.
I am not trying to suggest a new combat system. All im saying is that KitPvP servers fail but invaded lands is because look, SKEPPY IS FAMOUS SO PEOPLE ARE OBVIOUSLY GONNA PLAY ON HIS SERVER. Sorry I was furious when I made this post I was just sick of the pay 2 win nonsense servers have like I know they have to make money from this but not p2w anything but that. It had made tons of people basically leave servers because they literally need to pay real life money to win in a game. anyways thanks.
 
I am not trying to suggest a new combat system. All im saying is that KitPvP servers fail but invaded lands is because look, SKEPPY IS FAMOUS SO PEOPLE ARE OBVIOUSLY GONNA PLAY ON HIS SERVER. Sorry I was furious when I made this post I was just sick of the pay 2 win nonsense servers have like I know they have to make money from this but not p2w anything but that. It had made tons of people basically leave servers because they literally need to pay real life money to win in a game. anyways thanks.
InvadedLands kitpvp system is the most unique.
 
Let me start by saying that if a dev team makes combat games based on damage output and leveling they have already failed. Skill gaps in games have become more and more compressed over the years. Users should never hit the ceiling on what they can improve because as soon as they hit it the only way to go beyond is exploiting. Games with any combat at all pvp or pve should be easy to play but hard to master. Easy to play doesn't mean make it simpler it means narrowing down the options and making the ones that they have dynamic. I've played minecraft since before official release easily over 20,000+ hours on pvp servers alone and they are all awful. Users should have full control over their body and weapon. All hitboxes should be as close to being non-estimated as it can be meaning it should never just be a plain box. Users should be forced to improve in the game (beyond their normal habits/playstyles) they're playing not just needlessly sinking hours into leveling. Users should always be asking "how else can I use this" not "how far until I get the next thing". Every single thing in a combat system needs something to be sacrificed in order to use it and players should feel like a 1 man army surviving instead of thriving. Today most games are blockbusters with no story behind it in terms of combat and people wonder why playing it again is boring. You're welcome you finally got the answer you were looking for. It's not the nemegaming dev team that's flawed it's the game itself and the only thing they can do is patch it up.

If you want to try to at least salvage it here is what I recommend.

1. Force every player and the server to run in sync at 20 ticks per second always.

2. Never add any buffs to players unless it is earned by killstreaks and not bought.

3. Make all armor have weight values so the heavily geared player need to negate their debuffs by continuous combat and killstreaks.

4. Make it so bows have a reload delay that is continuous and can't be interrupted or shot while reloading much like a crossbow.

5. Add location-based damage such as headshots and backstabs to so skilled players don't feel like they're always playing cookie clicker.

6. Force players to spawn/tp randomly into the world.there should never be a choke point or moshpit of any kind.

7. The current map layout and the terrain is perfect don't you dare change it.

8. Don't add little hiding holes, structures that are over 3-4 blocks high, cancerous gank holes, anything that only has one path to get to it, and any other abnormalities that look good but in actuality degrade combat.

9. Going forward listen to the feedback of players that want less or request things to be removed. Players should never feel like they're losing to gear they should rather be inspired by the skillset of their opponent.

That's all I wanted to say for now. Thank you for your time.
huh
 
It’s because of skeppy...

If you think about it 75% of the Kitpvp playerbase is people waiting for skeppy to come online.

How to have a big server:
- Have a big YouTube channel
- Make videos that give people attention (trolling, people join because they want to be “trolled”)
 
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