Okay. I know this is the last person you want to hear from about Infected but hear me out. I'm a huge player of the game and I understand the complaints. Let me reply to your ideas point by point. (I'll also space these out so you can read the ideas easily.)
First off is the bat kit. I am a huge user of the bat kit and do understand the need of nerfing it. However, the nerf shouldn't be removing it nor should it be increasing the hit box size. I believe the main complaint with bat is that it's very easy to kill people with it. My suggestion would be simply to give the bat kit a less op weapon such as sharp two instead of sharp four. This also applies to the wolf kit which in my opinion should be reduced to a sharp three instead of sharp five. Also, these two kits shouldn't be the only ones nerfed. Witch kit needs a massive nerfing. The current poison is 33 second splash poison which is completely unfair. I believe that it should be reduced to either weakness or regeneration potions. I understand how hard it must be to fight these three because they are the most common kits used against me. However, the hitbox isn't the problem, it's how they can melt you quickly. Also, another complaint I have on kits is the Enderman kit. Enderman if in a two block high area are glitchy and can be difficult to hit. My idea would be scaling down the size or allowing more open areas.
Second is your map complaint. I understand that some maps are very difficult to win such as alpha6 and city due to how they are implemented. Yes some maps need to be limited like Docks and City and some need to be cleaned up (I'm looking at you Base). However, the current 'errors' are not really errors. They were purposely put in. However, I do realize there are some bugs and let me explain on some of them.
- Let's start with the one you mentioned first, Docks. I am totally with you on the opinion that Docks does need to be cared for more. In my personal opinion, I think Docks should just be limited to the boat and the surrounding area. The hole in the bottom of the boat is put in to allow players who get stuck there a way out. The little boat is for decoration purposes and could be easily fixed by removing the fences to allow people to get out. However, I think the trees should disappear. Trees are the one difficulty in Docks that need to be nerfed. Yes there are some errors that need patching yet they were put in to show that the boat is in disarray due to it being abandoned. Also, about being trapped in the little boat due to the fence gate and trapdoor, it's very easy parkour to get out. Just jump on the fence, jump up and lock the fence door underneath you, and jump on trapdoor.
- Next is City map. Yes city is a massive map. However, simply limiting the size won't help. The purpose of the map is to be big and vast, allowing many players to see something new. You claim that the map City is very difficult for the infected to win, however, for the majority of games I've played in City, the infected have usually won. Exploits such as vines are simply due to how vine mechanics work. It is actually easy to kill players on a vine by being on the vine with them or hitting them with projectiles.
- How about Alpha6? Alpha6 is a space station and has very little places to hide. Yes it is big and has many levels, however, they are all usually connected. I understand how difficult it must be to survive in there yet it is possible. Also, I do realize that there are some exploits such as escaping from the map, temporary invincibility, and ladder camping. For the temporary invincibility, my suggestion would simply be removing the portals in the plane. For the ladder camping, just remove that spot entirely. (If you don't know what I'm talking about, try finding the portals behind you when you spawn or the ladders hidden in a 'computer monitor'). And for the map escaping? Simple, just raise walls by another block. Yes the map is big, but compared to Docks, City, and Airplane, it is fairly moderate in size. It is no longer the biggest nor is it the smallest. If you want to know how I scale maps, the biggest to smallest, the list would go Docks, Candy, City, Alpha6, Base, Airport. (Sidenote: Remove the echests and beds, players can glitch by putting items in the echest and having them for later round. Beds are horrible because if you sleep in one, you are invincible to all damage aside from potions and explosions.)
- Moving on to Candy. One of the biggest problems with this map are the two block holes on the sides of the mountain. Yes this map is big yet most of it are open spaces. There really aren't many problems aside from the two block holes. (Also, remove the hidden enderchest behind spawn. You think I didn't see that huh?)
- Let's try Base on for size. Base is a very difficult map to critique due to how simple it is to get players stuck in cages. Yes it is possible to survive in a cage but there should be a way out. My suggestion would be putting a trap door on the bottom, allowing players to get out. Also, on a side note, remove some of the vines and grass. Base is difficult to pvp on due to how many vines there are within the map. Also, allow easy access to get out of the tanks. Many players can get stuck in there and can only get out through infected kit epearls.
- Airport is simply another question in its own right. One of the biggest problems are the window sills. Players can get onto the sills and be able to adequately defend that area. Infected have very little chance if the player is on that area. My suggestion would be to board up the windows. Another thing would be the tree parkour that you can get to from the roof. Once there, it is very difficult for regular players to get there. Sure, some players can be able to if they are good at parkour. My suggestion would be to put a vine to get up there or remove it from the map entirely.
Third point is your stance on spawn camping. Yes I know that it is very unfair to the infected to be spawn camped and it ruins people's stats. However, people do it for the coins or for the stats. Removing both of these features will render Infected a less fun and desirable minigame. My suggestion would be to elevate the spawn to a three block height so that players can't camp there and if they somehow manage to get there, the infected can knock them off. You know, like a dropper stance but onto ground. The three block fall will not give fall damage unless you lag in air. Yes people can still grind but it gives the infected more of a chance to fight.
Okay, for splitting it up into different levels. What will determine the level that you are in? KDR? Then there will be very few people up there. Rank? Prestiging resets ranks and allows people to abuse this system. Furthermore, they might just not buy ranks at all, allowing them to grind to their hearts content. Also, kits will be imbalanced. Would you like the beginning player to fight a bat as their first enemy? Kills? Then I'll be lonely up there on the top D: The problem is determining what exactly determine's one's skills. If we judge it based on the time players play, then pro pvp-ers who don't play as often can wreck the poor players that just started. The problem is in determining skills. If we judge it based on how many games they win, there are people out there who have won many times without swinging once in the game. Simply put, what do we use as the criteria to grade people?
Okay, about the ranking up system. Yes I know that it seems unfair for the rank 20 to get all iron armor. However, it is already very difficult to use. It is possible to kill a rank 20 as long as the players know what they are doing. If they simple charge alone, chances are they will not survive. Infected is a teamwork game where players work together. It is harder to survive alone than it is in a group. If you want to nerf rank 20's, what do you want to nerf about them? Is it their armor? A stone sword still does 2-3.5 hearts worth of damage. Their iron sword? They only do 3.5-5 hearts per hit yet are easily rushed. Rank 20 is a balance system. However, ranks 1-19 is not. The armor curve is drastically steep. My suggestion would be simply to lower the amount of coins it takes to rank up. Allow prestige to still be 5k coins but allow each rank up to increase only by 100 coins. So for the first rank up, it would be 100 coins. Second would be 200 and so on so forth. That way, more players can quickly rank up and understand the mechanics faster.
On the point on players not knowing the commands. There really are only three commands unique for infected. /map, /kit, and /shop. My idea on how to enhance this is just to occasionally remind the player playing that they can use these commands.
From here on out are my thoughts on what you missed such as glitches and mechanics that need simply fixing.
- Okay, one of the largest things that need to be fixed are the glitch exploits such as the enderchest, bed, and map escaping through frags. The simple solution would be to raise walls and remove enderchests and beds. I understand that they are good decoration blocks, but they are unnecessary in this type of game.
- Another thing that needs to be done are for players to remember the rules. This can be simply achieved by making a board that allows players to see rules and commands. Some rules that need to be reminded are the afk rule and block glitching rule. Simpley put, this'll make the hub more interactive.
- Mystery chests. Personally this is a peeve of mine. The mystery chests in the shop say that there will be three given to the player. However, the player only receives one. Just fix this please...
- Leaderboard: Yes I understand that it gives players a motive to spawncamp and grind. However, most games usually have some sort of leaderboard. If you are suggesting to remove the leaderboard, then the baltop and other types of leaderboards should be removed because it suggests people to grind more.
These are just my personal opinions and I would like to hear your thoughts on them. Thanks for reading!