Onett
Well-known member
- Joined
- May 25, 2020
- Messages
- 166
I figured I'd put all of these down here so it's easier for everyone to see
General Suggestions:
Replacing 2 team map poison with nuke:
imo, every game that goes to poison feels like it has at least like 1 or 2 minutes of time near the end where absolutely nothing is happening, which isn't fun for anyone. In addition to this, poison itself is pretty RNG based and doesn't lead to fun gameplay scenarios most of the time.
In comparison, I feel like nukes on 4 team maps are a much more fun endgame objective, and I'd like to see it on 2 team maps as well. It essentially forces another mid fight, which usually happens at the start of the game on 2 team maps anyways, but imo, being forced to adapt to the new landscape of the center of the map for defense is much more fun than trying to hide in a corner and praying you get good RNG in poison.
In addition to this, the nuke spawn time could be dependent on how long it has been since a player died.
To keep things simple, I think the time needed for nuke to appear should be around 5 minutes (poison appears at 7 minutes I believe), however, if a player doesn't die for 30 seconds, the timer will begin to tick down twice as fast. Once a player dies, this timer will return ticking down at a normal speed.
Achievements Revamp:
This is definitely lower priority but it would be nice to revamp the achievement system. Right now it is pretty tedious to navigate and I feel like they could go unnoticed for many players if nobody tells them about them.
Sephiths made a good thread about it, it would be cool to see smth like this implemented: https://athiosmc.com/threads/hub-network-badge-suggestion.398/
Although, one issue I see with Seph's idea is that I feel like most people don't use the advancements menu, so I think also reworking the gui itself would also be helpful. I made a thread on it a while back: https://athiosmc.com/threads/achievement-suggestions.128/
Kit Suggestions:
Burst:
The main issue to me is the fact that you can shoot full damage explosions with bow shots with barely any charge, it just gives it way too much damage output with no penalty.
Best case scenario, I'd say make damage scale based on how much the bow is charged up.
If that's not possible, you could give it a slower fire speed. Woaxa mentioned giving all archer kits a decreased fire rate and limited ammo, which is basically what this idea is. After firing an arrow, the burst would have no arrow for maybe ~0.5 seconds.
Operator:
rn this is probably one of the worst support kits and I feel like this is mostly since the operator has no reliable way to give good healing. The ability to provide remote healing doesn't make up for this weakness at all, which is that it has to keep fighting to heal, even though it has pretty bad gear.
One suggestion I'd give is giving the kit 10 golden apples. While the operator does get the passive regeneration buff if it has a drone available, it still has basically the same armor as medic and it doesn't have any abilities that help it get near enemies to build up their stacks.
Another idea I had is allowing people with drones on them to contribute to building up the healing meter, but maybe only give half as many levels as the operator does.
Give every kit a special ability:
Admittedly this idea will probably be more debatable, but it just came off the top of my head and I think it's cool so I'm gonna include it here.
While I believe that SnD prides itself in being "accessible to new players" thanks to its relatively simple vanilla mechanics to some extent, I feel like this claim is pretty faulty.
While it is true that the simple mechanics made it easy for many of us to get into the game many years ago, I believe the huge playerbase that sustained regular 100+ player games was really what allowed for those games to be as fun as they were. Nowadays, the server landscape is much different and we should adapt to it. We don't have as many players, so the chaotic nature of SnD that made up a large part of its entertainment factor is gone. And what we're left with is a somewhat standard PvP gamemode, at least, to most of the new players who see the game. As a result, I think a gameplay revamp would really help the game more marketable despite our lack of players.
We need a better reason for people to come try a PvP gamemode thats run on a 1.16.5 server. One way we can do that, is to give every kit at least one special ability.
I'll list a few of my ideas down below, but again, these are ideas I just thought of off the top so they might be wack. Bottom line is, I feel like we should try and enhance the gameplay of SnD more so it doesn't just seem like a vanilla PvP gamemode at large, at least to outsiders.
General Suggestions:
Replacing 2 team map poison with nuke:
imo, every game that goes to poison feels like it has at least like 1 or 2 minutes of time near the end where absolutely nothing is happening, which isn't fun for anyone. In addition to this, poison itself is pretty RNG based and doesn't lead to fun gameplay scenarios most of the time.
In comparison, I feel like nukes on 4 team maps are a much more fun endgame objective, and I'd like to see it on 2 team maps as well. It essentially forces another mid fight, which usually happens at the start of the game on 2 team maps anyways, but imo, being forced to adapt to the new landscape of the center of the map for defense is much more fun than trying to hide in a corner and praying you get good RNG in poison.
In addition to this, the nuke spawn time could be dependent on how long it has been since a player died.
To keep things simple, I think the time needed for nuke to appear should be around 5 minutes (poison appears at 7 minutes I believe), however, if a player doesn't die for 30 seconds, the timer will begin to tick down twice as fast. Once a player dies, this timer will return ticking down at a normal speed.
Achievements Revamp:
This is definitely lower priority but it would be nice to revamp the achievement system. Right now it is pretty tedious to navigate and I feel like they could go unnoticed for many players if nobody tells them about them.
Sephiths made a good thread about it, it would be cool to see smth like this implemented: https://athiosmc.com/threads/hub-network-badge-suggestion.398/
Although, one issue I see with Seph's idea is that I feel like most people don't use the advancements menu, so I think also reworking the gui itself would also be helpful. I made a thread on it a while back: https://athiosmc.com/threads/achievement-suggestions.128/
Kit Suggestions:
Burst:
The main issue to me is the fact that you can shoot full damage explosions with bow shots with barely any charge, it just gives it way too much damage output with no penalty.
Best case scenario, I'd say make damage scale based on how much the bow is charged up.
If that's not possible, you could give it a slower fire speed. Woaxa mentioned giving all archer kits a decreased fire rate and limited ammo, which is basically what this idea is. After firing an arrow, the burst would have no arrow for maybe ~0.5 seconds.
Operator:
rn this is probably one of the worst support kits and I feel like this is mostly since the operator has no reliable way to give good healing. The ability to provide remote healing doesn't make up for this weakness at all, which is that it has to keep fighting to heal, even though it has pretty bad gear.
One suggestion I'd give is giving the kit 10 golden apples. While the operator does get the passive regeneration buff if it has a drone available, it still has basically the same armor as medic and it doesn't have any abilities that help it get near enemies to build up their stacks.
Another idea I had is allowing people with drones on them to contribute to building up the healing meter, but maybe only give half as many levels as the operator does.
Give every kit a special ability:
Admittedly this idea will probably be more debatable, but it just came off the top of my head and I think it's cool so I'm gonna include it here.
While I believe that SnD prides itself in being "accessible to new players" thanks to its relatively simple vanilla mechanics to some extent, I feel like this claim is pretty faulty.
While it is true that the simple mechanics made it easy for many of us to get into the game many years ago, I believe the huge playerbase that sustained regular 100+ player games was really what allowed for those games to be as fun as they were. Nowadays, the server landscape is much different and we should adapt to it. We don't have as many players, so the chaotic nature of SnD that made up a large part of its entertainment factor is gone. And what we're left with is a somewhat standard PvP gamemode, at least, to most of the new players who see the game. As a result, I think a gameplay revamp would really help the game more marketable despite our lack of players.
We need a better reason for people to come try a PvP gamemode thats run on a 1.16.5 server. One way we can do that, is to give every kit at least one special ability.
I'll list a few of my ideas down below, but again, these are ideas I just thought of off the top so they might be wack. Bottom line is, I feel like we should try and enhance the gameplay of SnD more so it doesn't just seem like a vanilla PvP gamemode at large, at least to outsiders.
Ability cooldowns will be displayed by the exp bar, and a chat message will appear when the abilities are off cooldown.
"Grappling Arrow is ready!"
Longbow: Grappling Arrow
~12 second cooldown. Left clicking the bow will fire an arrow that will launch you towards it collides with a block. If a player is hit by it, they will be sent flying towards you. Movement will be mostly horizontal so you don't accidently kill yourself. Enemies hit by the grapple will not be completely pulled towards you, but they will be moved towards your direction by ~5 blocks.
Reasoning: Longbow is mostly just known as the kit to get ez kills on void maps and I think this would help make it a more viable support kit. I think it would also make its playstyle more fun. If you want, you can use the kit as either a ranged support or a mobile figher kit.
Ninja: Speed
~14 second cooldown. After right clicking your sword, you will receive speed 3 for 5 seconds and become partially invisible (like how you see ally ghosts). In this state, you will be unable to trigger landmines or take dmg from barricaders.
Reasoning: Could help deal with situations where people camp their base super hard, and also makes ninja better in situations where it has to charge in and try and take out an important kit, which makes sense imo.
Shortbow: True Strike
~8 second cooldown. After left clicking your bow, your next shot will be a "true strike" shot. When fully charged up, the arrow will fly in a straight path, and deal 1.25x more damage, and leave a cool particle trail.
Reasoning: I think making up a shortbow ability is kinda tough since it is already a very strong kit and fun to play. I think this ability could help it differentiate it from arbalist a bit more, and make it better for dealing damage overall tho.
Spy: Invis
~12 second cooldown. You can right click your sword to give yourself invisibility for 3 seconds. This invisibility breaks if you deal damage or take damage from an enemy
Reasoning: I think spy could use something more to help it be stealthy. Most of spy's power comes from the enemy team not paying attention, and this ability should give the kit user to be more consistent with it.
I decided to keep Trooper as it is. I didn't get to all of the kits without abilities, but these are just the ideas I have rn.
"Grappling Arrow is ready!"
Longbow: Grappling Arrow
~12 second cooldown. Left clicking the bow will fire an arrow that will launch you towards it collides with a block. If a player is hit by it, they will be sent flying towards you. Movement will be mostly horizontal so you don't accidently kill yourself. Enemies hit by the grapple will not be completely pulled towards you, but they will be moved towards your direction by ~5 blocks.
Reasoning: Longbow is mostly just known as the kit to get ez kills on void maps and I think this would help make it a more viable support kit. I think it would also make its playstyle more fun. If you want, you can use the kit as either a ranged support or a mobile figher kit.
Ninja: Speed
~14 second cooldown. After right clicking your sword, you will receive speed 3 for 5 seconds and become partially invisible (like how you see ally ghosts). In this state, you will be unable to trigger landmines or take dmg from barricaders.
Reasoning: Could help deal with situations where people camp their base super hard, and also makes ninja better in situations where it has to charge in and try and take out an important kit, which makes sense imo.
Shortbow: True Strike
~8 second cooldown. After left clicking your bow, your next shot will be a "true strike" shot. When fully charged up, the arrow will fly in a straight path, and deal 1.25x more damage, and leave a cool particle trail.
Reasoning: I think making up a shortbow ability is kinda tough since it is already a very strong kit and fun to play. I think this ability could help it differentiate it from arbalist a bit more, and make it better for dealing damage overall tho.
Spy: Invis
~12 second cooldown. You can right click your sword to give yourself invisibility for 3 seconds. This invisibility breaks if you deal damage or take damage from an enemy
Reasoning: I think spy could use something more to help it be stealthy. Most of spy's power comes from the enemy team not paying attention, and this ability should give the kit user to be more consistent with it.
I decided to keep Trooper as it is. I didn't get to all of the kits without abilities, but these are just the ideas I have rn.