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Best Posts in Thread: Balancing KitPvP

  1. FamousZAmos

    FamousZAmos Popular Meeper

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    Understandable. I made the thread while kit was down since I assumed it would be reworked, I hope it comes back eventually of course, but like I said on smkorpi's application, you have to prioritize and I 100% understand that.

    Would be an honor. I think I've patched up my relationships with the staff team and I think these sorts of developments (experienced players and staff working together) might greatly benefit the server.

    Explain? If you meant like extra kits, the same concept works with 4, 5, 7, heck, even 97 (although 97 well-balanced and unique kits is very... ambitious if you ask me)
     
    SpongeyStar, Hyori, SuperDyl and 3 others like this.
  2. FamousZAmos

    FamousZAmos Popular Meeper

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    This sounds good on paper, but I assure you it does NOT work.
    problem is that if someone is drastically better than everyone else (or teaming or hacking)
    they get so overpowered they physically can't be beaten
    .
    I have a recorded video I sent to staff on another server where 2 guys are teaming, cleaning, and reaching 6+ blocks
    (fun fact: that server's anticheat is better than meeps, since it's uhc it actually has similar features such as anti-xray and all that)
    They had a 30+ kill streak each, and there were two of them. They both had protection 4, sharpness 3, power 3, and 2 or so stacks of arrows. 8 other people couldn't beat them.
    trust me, that would make it less balanced. I've spent lots of time trying to explain balancing, trying to make it better, and there is NO WAY that would work in a fair and fun way.
     
    SpongeyStar, Hyori, SuperDyl and 2 others like this.
  3. FamousZAmos

    FamousZAmos Popular Meeper

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    Oh for sure, and besides, the whole point is to make it skillbased so hopefully kit-indicators (like red/blue/green hats) would make it more fair even if the kits were less balanced (who knows, maybe there could be occasional player-organized team fights with strategic kit-picking?)

    I feel like I should mention one other way to do KitPvP (although this is almost anti-kitpvp) : ""earning"" items for the game (within your class) combined with the rock-paper-scissors aspect. For example: Every time you get a kill you get a "credit" of some kind, and with 100 of these credits you can open a "Loot box" that gives you buffed items, like a sword with .5 extra damage, or maybe an armor piece that gives you two extra hearts. (With a lot of credits you typically can just select your choice item in this style of play) These modifications are what make UPWars (custom game on a friend's server) so incredible. This also adds more replay value and you can grind for hours just to get that one cool item to give you an advantage (usually there's a limit of custom items to get, for example knight can have 2 extra items, one primary (sword/armor) one secondary (bow/ability/potion effects/random cool stuff))

    That's more complex and more work, but seeing as the obscenely overcomplicated books plugin was added to skyblock, maybe it's viable. All in all I think things like this, that make meep's kitpvp different from your standard "pick archer and fight" kitpvp server, will draw in new players and interest old ones
     
    SpongeyStar, Hyori, iKitten and 2 others like this.
  4. KlutchDecals

    KlutchDecals The Real Ironman Elder

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    Yes let me push PVP to the top of the list. Who cares about player count or blacklists.

    Anyway, Yes it will be back. I would like to see you work closely with the team that works on this to make it awesome, but youre going to have to be as open minded as we will have to be.
     
    SuperDyl, iKitten, Muunkee and 2 others like this.
  5. FamousZAmos

    FamousZAmos Popular Meeper

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    Okay, I feel like I have to make this thread. This might get a bit technical, so if you don't feel like reading the entire thing, I summarized my main point in bold. I hope this makes staff at least think about balancing the kits, and makes the experience better than it was before.

    So, kitpvp is defined as a free-for-all, large-scale arena in which people run around killing each other. Each of them has a "kit" of items to give them an advantage against the others. My examples here are going to be the generic ones, Knight, Archer, and Brute. Here's what they would normally have:

    Knight: Iron sword, iron armor
    Archer: gold/leather armor, bow and some arrows, wooden/gold sword
    Brute: Diamond armor and stone/wood axe

    The problem is, the archer can bowspam, and thus a skilled player, especially a if they're proficient with bow, can't lose as archer unless they're fighting other archers, or get triple-teamed. Here's the key to balanced kits:
    Every Kit, no matter what it's called, MUST have a decent Melee weapon, a Bow, and more or less the same armor.
    Now, complete balancing is NOT possible. Whether 2 kits or 10, there will always be that one kit that's either uselessly weak, or overwhelmingly strong. Players abuse, and break perfectly good arenas/kits to make the experience worse for themselves. The solution, which I've seen really well done on multiple uhc servers, is to either make random kits, or rock-paper-scissors kits.

    Rock-Paper-Scissors, just in case you might not understand the concept, is a game where two people pick an item (rock, paper, or scissors) and try to pick the item their opponent loses to. What makes it fun is that each item beats one item (scissors cuts the paper) but loses to another (scissors is smashed by rock) therefore, no matter what you pick, there's always someone who can beat you. Here are examples of MUCH more balanced kits, keeping in mind the main point (in bold) and the Rock-Paper-Scissors theory.

    Knight: Iron armor (Proj. Protection 1), iron sword (sharp 1), a bow (16 arrows) and 1 potion of health 2
    (this kit is good against archer, but weak against brute)
    Archer: Iron armor (Protection 1), iron sword, a bow (power 1 maybe), and 1 potion of regen 2 for 22 seconds
    (this kit might need nerfing on the bow, just extra arrows, testing required. it's good against brute, weak against the knight)
    Brute: Iron armor (protection 1), stone sword (sharp 1), a bow (16 arrows) and 1 potion of resistance 2 (22sec?)
    (this kit is a beast against knight, although dealing less damage, but still gets shredded by arrows, might need one diamond armor piece, more testing needed)

    If more kits are needed, I'd suggest some sort of cleric kit who gets golden apples and has the gear of a Knight, maybe a few less arrows to balance it out.

    All in all, staff will need to test the kits and plugins, and have avid pvpers test the balancing before a full-serverwide release. (oh, quick thing I forgot: this balancing was designed as 1.8 balancing, in 1.9 update just add shields and nerf archer a lot)

    I hope high staff reads this and considers these ideas (especially @LordInateur and @KlutchDecals)
    and puts someone capable of creating a fun, balanced kitpvp experience for everyone to enjoy

    oh yeah also the anticheat could use some work
     
    SpongeyStar, Hyori, iKitten and 2 others like this.