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Best Posts in Thread: Infected Minigame Suggestions

  1. ajlpikachu

    ajlpikachu Celebrity Meeper

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    Since I’ve seen many other people post about the problems in Infected and I have responded to some, I want to make another suggestion post on what needs fixing and what needs nerfing in the game. This post will reflect what I have seen and experienced during gameplay and will include things such as map exploits and glitches I have found. As an avid player of this game, I believe I know a lot about this game and can offer some good insight on what needs to be fixed and what needs to be brought in to make this game a better game. I’ll break it up into different points.

    · Kits
    o Kits are a major part of Infected gameplay. However, four of the kits are completely unbalance. Those four kits are Bat, Wolf, Witch, and Enderman. Here’s why.
    § Bat
    · Bats are completely unbalanced due to their small hit box. However, they are easy to kill, the problem is their weapon’s effectiveness against you. Simply by lowering the Sharpness on the weapon from Sharpness 4 to Sharpness 2, the Bat kit would be nerfed. Also, the potions that bats receive should also be insta-drink because many times, players using this kit can’t drink them in the middle of a fight. Also, take away the fact that bats can throw their own weapons. People have accidentally thrown their weapons and have to suicide to get it back.​
    § Wolf
    · Similar to the Bat, the Wolf kit has an extremely small hit box. Simply put, if we nerf the Bat kit, many players will switch to Wolf and players will complain once again on the Wolf’s small hit box. The way to nerf these kits is not to simply increase the the hit box. That is essential to the kit. What should be done would be to simply lower the Sharpness on the weapon. Currently, the Wolf bone has Sharpness 5 which is about equivalent to a stone sword. In my personal opinion, that is overpowered. The weapon should be reduced to Sharpness 3, effectively reducing the power of the Wolf kit yet keeping it balanced.​
    § Witch
    · Everyone’s least favorite kit, the Witch. The main problem with Witch is how long the poison lasts. A direct hit from their poison lasts 33 whole seconds. Since poison is not affected by armor, that reduces any player from full to half in around 25 seconds. The rest of the time prevents healing because it will reduce any hearts regenerated. The Witch kit needs to be nerfed in that the poison is removed. Poison also affects teammates which is a horrible thing to do. The poison should be replaced by splash weakness I potions that last for around 30 seconds, regeneration potions that last ten seconds, or speed potions that last 1 minute. If this can’t be done, the witch kit should simply be removed.​
    § Enderman
    · Okay, one of the things I originally hated about it was how Endermen could avoid getting enderpearl damage. However, since that was fixed, I will not complain about that. However, what I will complain about is how the Endermen seemingly glitch out when in a two block high area. This prevents players from being able to effectively fight against the Enderman, effectively making it impossible to fight. The fix would be to simply reduce the weapon’s effectiveness or increase the size of certain areas.​
    o A kit that needs massive boosting is Mother Zombie. Here’s why.
    § Pigmen
    · The pigmen are the starting zombie and very easy to be killed. They should have the added benefit of speed I or just full leather armor, allowing them to run away from the other players or fight them more effectively.​
    o There are also some kits that need to be added. With the current kits, there is very little variety that can be implemented. Here are some kit suggestions I have. Remember, Infected is a teamwork driven game where it is difficult to survive alone. That’s why some of the kits I suggest support or work well with other kits.
    § Iron Golem
    · The Iron Golem kit will give the player full chainmail armor (Or another 1.5 row of hearts), a stone sword, and slowness three. This’ll be a tank kit, allowing the players to take more damage yet still be able to fight back. The slowness three ensures that it is balanced for the humans can always outrun it.​
    § Rabbit
    · A Rabbit kit would be very interesting to use. By giving the kit speed I, jump boost II, a sharpness I carrot, It will help combat players that simply hide in hard to reach areas or catch up to players that sprint everywhere.​
    § Chicken
    · I think the Chicken kit would prevent players that get kills from fall damage from getting the kill. The chicken’s main weapons would be a Sharpness 1 seed and would get two frag grenades (which are eggs apparently…) The chicken would not take fall damage. This combats the chicken’s effectively small hit box and allows players that use this kit to have greater advantage in vertical fights.​
    § Creeper
    · This kit would primarily be a suicide kit. If the player runs up as a Creeper to another human and uses their explosion, they’ll blow up and instantly die (the infected). The explosion would be similar to a Tnt explosion and depending on the armor varies the Creeper’s effectiveness. If a human hits the infected before the infected blows up, the human will get that kill if they survive. The Creeper kit gets no armor, no weapon, nothing aside from their explosion item and compass.​
    § Horse
    · Personally, I think this kit would be very interesting. This kit would give the human speed II and knockback I sugar. The real part of this kit would be allowing other infected to ride on it, allowing them to catch up to others. This kit would be more of a teamwork kit and would be very interesting to see implemented.​
    § Squid
    · Basically, this kit is more of an underwater fighter. They will have depth strider III leather boots and a respiration III/Aqua Infinity I leather helmet. Their weapon would be a sharp II ink sac. This kit will primarily be useful in the map Docks for underwater fights.​
    § Slime
    · The main thing about this kit would be that the player will get faster for every time it is hit. If the infected get hit once, they’ll get speed I, and they’ll max out at speed III. Furthermore, each time the slime is hit, they’ll decrease in size. The weapon should be a slime ball with sharpness I or sharpness II.​
    · Rank System
    o As I’ve said before in other posts, the rank curve is drastically steep for players to get to better ranks. I think that the rank curve should be around 100 more coins to rank up each time. So to get to rank 1 would cost 100 coins. To get to rank 2 would cost 200 coins, so on so forth. Rank 20’s are not invincible, I’ve taken down many of them and I have personally been taken down many times. (Though most of the time it was by a bat, wolf, witch, or giant mosh pit…) Remember, the infected have the advantage with infinite lives and the added benefit of having more team members for every person they infect.​
    · Glitches
    o Throughout gameplay, there are very many glitches that can be often abused. I believe that these issues need to be addressed.
    § GUI Glitch
    · Basically, the GUI on the side glitches out and cannot be seen. I don’t know why and that it is easily fixed by re-logging. Just putting this here in case anyone knows why…​
    § Infinite Game/No Humans Glitch
    · Simply put, the game glitches out when the timer runs out and keeps on going. The humans can possibly grind for more coins during this time. However, if there are no humans, this game does not end and often requires the server to restart. I do not know why this occurs but would like to see this get fixed.​
    § Invisibility Glitch
    · Basically, the infected or the humans become invisible to players. This invisibility glitch seems to occur often and has no set pattern. Even with hitboxes, the player does not seem to show up. I think this is a disguise glitch and should be looked into.​
    § Achievement Glitch
    · This often occurs where players get a free 750 meebles every round due to their achievements being ‘reset’. If they leave, they have all their achievements still but in game, they do not. This glitch is often non-intentionally abused by players because the most common achievement to get is to win as an infected player. There is no pattern to this glitch and I would like to see it get fixed.​
    § AFK Glitch
    · The way this glitch works is that players can force themselves to be AFK, making them impervious to any damage. The way to simply fix this is to remove the AFK policy serverwide.​
    § Inventory Dupe Glitch
    · Basically, this glitch allows players to effectively dupe what they have in their inventory. By leaving and coming back when the game is starting in the map, the player gets all the items they would if they were a human. By placing the items they want to keep in the crafting menu, they are able to effectively dupe what they have in their inventory. Also, this allows players to carry items into other games. By ending the game with an apple in their crafting menu in their inventory, they are able to carry that apple to the next game if done right. I found this out by accident by trying to rearrange my items and effectively duping my fire grenades… The solution would be to force tp the player and then clear their inventory, not clear than force tp. Also, the game should make it that players joining in late, but not before game starts, do not get anything. Therefore, they cannot dupe what they already have.​
    § Stats Clear Glitch
    · I do not know why this occurs but people sometimes have their stats randomly cleared, deleting all their hard owned coins, kills, and sometimes deaths. This is a horrible thing and should be fixed though I do not know why this occurs.​
    § Enderchests
    · This is not necessarily a glitch but is something that can be abused. In both Alpha6 and Candy, there is an enderchest. This enderchest can carry items between matches, allowing players to store their items for later rounds. This is a game exploit and should be remedied. The simple solution would be to remove enderchests from those maps.​
    § Beds
    · In both Alpha6 and City, there are beds. These beds if the map is on the right time, can be abused to be ‘invincible’ to other players. Nothing can hurt the player in the bed aside from potions and explosions. This is game breaking and must be removed to keep the game fair for all.​
    § Map escaping
    · In some maps, the player can escape from their boundaries through block glitching or getting boosted by other players through the use of poison, punching, or frags. The simple fix would be to repair any two block holes and raise walls to at least three blocks in height.​
    · Maps
    o First off, I’m going to talk about the existing maps and problems that they have.
    § Airport
    · The main problem I see here is usually that people either get into the tree that requires extreme parkour or enderpearls to get to or that they camp in a window sill. Both of these things needs to be nerfed. My suggestion would be to add vines to get into trees and block off the window sills from access. Both of these spots are often abused and very difficult for regular or new players to get there. Usually, the player has to be very good at parkour to reach both of these spots.​
    § Alpha6
    · Yes this map is massive, but when compared to City, Docks, and Candy, this map is actually relatively small. The main problems would consist of the bed/echests room, the ladder camping room, and the invincibility glitch. The beds and echests can simply be removed. To prevent the ladder camping, the solution would be to remove the ladder camping area in the computer monitor. And the invincibility glitch can be fixed by removing the portals. Basically, when going through the portals, you cannot attack nor be attacked for three seconds. Either remove the portals or change it to 1 second.​
    § Base
    · This map is completely full of vines and other sorts of traps. The main issue I have is that people that fall into the cages cannot get out and it is very difficult for the infected to infect humans within the cage. I believe the fix would be to add doors to the side of the cages, allowing easy access inside and outside. Also, tanks should have ladders in them to allow players who go down there to be able to get out without having to buy a kit.​
    § Candy
    · Main issues I have with this map are the two block holes littered along the sides of the mountain and that the barrier walls are too close in. By expanding them out by two or three, it will allow humans and infected to easily get around the map. Also, remove the echest behind spawn, in the glass cage, below the hopper. (I saw that map creator. I did.)​
    § City
    · Simply put, this map is massive. Yet there could be size reductions by around half the buildings. I know that can be done. However, two of the things that need more fixing are the beds in the tower on the middle of the left side from spawn and the two block hole on the roof. Those need to be fixed first before considering other things. If other things do need to be fixed, my suggestion would simply be half the building size.​
    § Docks
    · This map is just simply massive. There are many places to hide and very difficult for the infected to usually win. Of all the games I’ve played on that map, infected usually win 5% of the time. That is completely unbalanced. My suggestion would simply be to get rid of the trees surrounding the map, allowing players to rely more on the boat and places to hide there than op spots hiding in the trees.​
    o Secondly, here are my own map suggestions or others based on what I read
    § Meepcraft Spawn
    · An old and ruined version of Meepcraft spawn. The pholos can still be there but it is desolate and covered with grass, dirt, and decay.​
    § Infected Spawn
    · Just the Infected spawn but without the portal outwards, the leaderboard, or the shop sellers.​
    § Nether Fortress
    · A Nether Fortress like in vanilla Minecraft. It will be interesting to see it implemented.​
    § The Artic
    · A map which is primarily on ice with large amounts of water.​
    § Ocean Temple
    · The Ocean Temple that appears in vanilla Minecraft with all the rooms more connected.​
    § School
    · A simple High School that has been abandoned and decayed.​
    § Walmart/Target/Costco
    · A shop that fell into ruin with recent problems​
    § Bedroom (like Death Tag Map in Mineplex)
    · This will basically be a giant room and would be fun to see it all implemented within game play.​
    § Staff-plaza
    · Just a map with all current staff in them or just administrators. It’ll be fun to pvp on Fuzzlr’s or reggles’s head​
    § Kit PVP Map
    · That’ll be interesting to see as long as the center tree is gone, this will be a fun map to play on.​
    § PVP/Terrarium Map
    · The Terrarium takes the best of what Minecraft has to offer and puts them into one small area of a map. This will be very fun and fast to play on and would be better if the map could be tripled in size so it can match Airport and Base.​
    o Finally, I just want to talk about the map choosing process. The map should be chosen from all possibly choices, allowing each map to be played repeatedly or randomly. It will be interesting to see it implemented.​
    · Rules
    o Yes there are rules in this game. However, many people do not read about them. A board telling players of all the rules in the Infected hub will be very interesting to add.​
    · Spawn Camping
    o This is a problem against players that become randomly infected because they rarely stand a chance if there are multiple players against them. My idea would be to have the spawn area elevated so that the players cannot reach there yet the infected can reach down to get them. Yes this can be abused by infected staying up there but what can you do? Also, I do realize that people can still grind by waiting for the infected to jump down. However, that is a problem that we cannot fix. Is that different from where the infected charge into a room repeatedly away from spawn where they get mowed down? It is the same issue. The best current solution is to give the infected more of a chance to fight back.​
    · Bounty System
    o I want to see a bounty system implemented where players can place bounties on each other or the game places bounties on players based on how many kills they got that game. So for like 1 kill, they get a ten coin bounty on them. Players can also increase bounties by placing them on each other. If the player survives the round, they get to keep the bounty. The bounty should only be placed on humans for it would not be fair for the infected to be constantly grinded. Also, this provides incentive to not spawn camp because the higher one’s kills are, the more likely they’ll be targeted within the match. Bounties over 500 coins should be announced in shout and re-shouted every 500 coins.​
    · Buffing Infected
    o This point is primarily to bring up what should happen if there are no infected. If there are less infected than what is needed (like 0 infected in a five person match or 1 infected in a ten player match), the game would choose a new infected and temporarily allow them not to be attacked nor be attacked for five seconds. This will allow them to complain or to choose a kit to fight back against people around them.​
    · Shop
    o Some of the shop items are too glitchy or are mislabeled. Here are a few
    § The Mystery Chests
    · These are mislabeled because they claim to give out three Mystery chests yet only give out one. This is just a peeve of mine so I would like to see it changed.​
    § Prestige Shop
    · Some of the items in the prestige shop are completely glitch and broken.
    o Second Life
    § The second life glitch currently entails that if you die, you respawn in a different map and cannot die. However, if you play in the map you respawn in, you cannot die at all for you just respawn without anything. Sometimes, you just get infinite lives…​
    o Fire Bow
    § Needs to be buffed to 7 arrows. Currently, the 5 arrows seem very little and very useless for the 4 prestige tokens that it takes.​
    o Knockback Iron Sword
    § Seriously! This sword is completely overpowered for it can knock away other players and is the strongest weapon in the game. The sword should be reduced to a wood sword to allow players to keep going on even against the sword.​
    o The Speed Potion
    § Just lower this one to one prestige token. It’s not like it’ll help anyone fight better when most people camp in areas. It’s only useful running and even then, it’s too short to drink in time to run away.​

    Thanks for reading all this! I would like to hear what are your opinions on the game and on what should be fixed/nerfed/buffed!

    If you didn’t, here’s the tl;dr version:

    Infected can be better than what it is now. Maps need to be more varied or fixed. Bat, Witch, Wolf, and Endermen need to be nerfed. There should be more kits. There are some glitches and map exploits that need to be fixed. New features need to be added like bounty and rule explanation. Suggestions to fix spawn camping. Suggestions to nerf/buff items in shop.
     
    PuckMiner, Draqq, Summers and 3 others like this.