Mooclan
Forum God
- Joined
- Aug 19, 2012
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Please remember that I thought of this idea while in the shower. I didn't really think it through super well, which is why I would really appreciate the thoughts and input of you, the players.
Now, a lot of people have toyed around with the idea of a Grace Period. However, if you look at the "No-No suggestions" thread, you'll see that having a Grace Period is on the top of that list.
However, I do have an alternative.
Resistance. Strengthening players at the beginning of the game.
For the first, say, 20 seconds off of the pedestals, players are given Resistance (1? 2?).
Possible Alternative: Absorption Effect (Also known as golden apple hearts) for the first twenty or thirty seconds of the game.
How does this affect the game?
People who get unlucky in chest loot have a slightly higher chance of escaping. Ever been trying to record a video, livestream, or just play with some friends, when you get killed by a person with a stone sword in the first ten seconds of the game? If you have even a few dozen games played, I'd bet that you have. (Unless you always run away from Spawn, hehe.) And sure enough, hundreds of players rage each day because this happens to them.
This would give you a slightly higher chance of living. Getting hit three times no longer kills you (crits doe), but you can still be eliminated if the person commits to the kill and swings twice more before turning around and moving on.
The "bloodbath" is not completely removed, but it makes it a bit easier for the unfortunate.
Effects on the overall game
More tributes.
In the beginning of any given game, several tributes can die in the first minute. It's no surprise to see the count of players alive drop from 24 to 16 in the first two minutes, or even lower. Having a little bit of resistance could mean the difference between 16 and 20 people alive.
Now, the people who get hit would still be at low HP. Maybe not dead, but close. They would be forced to take a more cautious stance, and tread with care. They wouldn't be able to immediately contest hot-spot routes, but nevertheless they would still be alive. (well, sometimes.)
This would cause items to be spread more thinly among players in the first few minutes. Ever seen people complaining about how chest routes are too OP? Well, having a few more players alive in a single game means there's more people vying for the best routes, and more people who aren't. It's just... more people. Over-powered chest routes would possibly be slightly less powerful because of one of those sneaky fellows who ran away from the cornucopia and snagged three tier 2's somewhere at the end of your route, who wouldn't have been alive if not for their Resistance in the first few seconds of the game, when they were being pummeled by a stone sword.
Other Positive Effects:
"YEEAHH I'M ALIIIVE" effect. Symptoms of happiness, elation, joy, and other positive mental side-effects.
People who get "try-harded" off of Spawn have a higher chance of living
Being close to a forcefield or click-aimbot hacker at the beginning of the game is no longer quite as risky. (still risky, but slightly less.)
Other Negative Effects:
People who you chase for a long time might live with a sliver of health because of it. Possibly frustrating, for those with the weapons.
Less bloodbath? :c President Snow/Chad/Mufasa is sad nao.
Thoughts? Keep in mind that I thought of this while taking a shower (the #1 place for having great ideas, LOL) and I wrote this thread at midnight while simultaneously having a discussion with a 12-year old boy who wanted to open his own server. My thoughts weren't exactly clear.
Oh, and I also have a second feature suggestion to write up before I can go to bed. ;_;
OMG A GHOST IN MY HOUSE H*LY F************** I SAW A FLOATING WHITE LIGHT AND I THOUGHT IT WAS MY SISTER HOLDING HER MP3 PLAYER UP BUT IT WASN'T
WTF
SAVE MEEE
(as far as I know I haven't actually been mauled yet by said ghost but I feel a sort of weird spider-sort of sensation on my back and eww.)
Now, a lot of people have toyed around with the idea of a Grace Period. However, if you look at the "No-No suggestions" thread, you'll see that having a Grace Period is on the top of that list.
However, I do have an alternative.
Resistance. Strengthening players at the beginning of the game.
For the first, say, 20 seconds off of the pedestals, players are given Resistance (1? 2?).
Possible Alternative: Absorption Effect (Also known as golden apple hearts) for the first twenty or thirty seconds of the game.
How does this affect the game?
People who get unlucky in chest loot have a slightly higher chance of escaping. Ever been trying to record a video, livestream, or just play with some friends, when you get killed by a person with a stone sword in the first ten seconds of the game? If you have even a few dozen games played, I'd bet that you have. (Unless you always run away from Spawn, hehe.) And sure enough, hundreds of players rage each day because this happens to them.
This would give you a slightly higher chance of living. Getting hit three times no longer kills you (crits doe), but you can still be eliminated if the person commits to the kill and swings twice more before turning around and moving on.
The "bloodbath" is not completely removed, but it makes it a bit easier for the unfortunate.
Effects on the overall game
More tributes.
In the beginning of any given game, several tributes can die in the first minute. It's no surprise to see the count of players alive drop from 24 to 16 in the first two minutes, or even lower. Having a little bit of resistance could mean the difference between 16 and 20 people alive.
Now, the people who get hit would still be at low HP. Maybe not dead, but close. They would be forced to take a more cautious stance, and tread with care. They wouldn't be able to immediately contest hot-spot routes, but nevertheless they would still be alive. (well, sometimes.)
This would cause items to be spread more thinly among players in the first few minutes. Ever seen people complaining about how chest routes are too OP? Well, having a few more players alive in a single game means there's more people vying for the best routes, and more people who aren't. It's just... more people. Over-powered chest routes would possibly be slightly less powerful because of one of those sneaky fellows who ran away from the cornucopia and snagged three tier 2's somewhere at the end of your route, who wouldn't have been alive if not for their Resistance in the first few seconds of the game, when they were being pummeled by a stone sword.
Other Positive Effects:
"YEEAHH I'M ALIIIVE" effect. Symptoms of happiness, elation, joy, and other positive mental side-effects.
People who get "try-harded" off of Spawn have a higher chance of living
Being close to a forcefield or click-aimbot hacker at the beginning of the game is no longer quite as risky. (still risky, but slightly less.)
Other Negative Effects:
People who you chase for a long time might live with a sliver of health because of it. Possibly frustrating, for those with the weapons.
Less bloodbath? :c President Snow/Chad/Mufasa is sad nao.
Thoughts? Keep in mind that I thought of this while taking a shower (the #1 place for having great ideas, LOL) and I wrote this thread at midnight while simultaneously having a discussion with a 12-year old boy who wanted to open his own server. My thoughts weren't exactly clear.
Oh, and I also have a second feature suggestion to write up before I can go to bed. ;_;
OMG A GHOST IN MY HOUSE H*LY F************** I SAW A FLOATING WHITE LIGHT AND I THOUGHT IT WAS MY SISTER HOLDING HER MP3 PLAYER UP BUT IT WASN'T
WTF
SAVE MEEE
(as far as I know I haven't actually been mauled yet by said ghost but I feel a sort of weird spider-sort of sensation on my back and eww.)
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