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SG2.0

Saimo wrote

Please make it 24 players games instead of 12, it's just not SG if it's 12. Make it so this http://puu.sh/pL0ap/d1daa5137f.png only appears 1 / 2 minutes before the refill and add a rod in your hotbar (or whatever you want) to quickly join the queue after you die.


It's supposed to be 24 players with 12 minimum
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i dont why but try to make the games longer because i more bored
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1. What do you think of the rating system you see (you can't fully see them)?
2. Do you feel like T1's and/or T2's have too many items, not balanced enough, etc?
3. Do you like the new maps? (right now only new maps are in the rotation, and some aren't in yet)
4. Do you like the fact you just queue up now and games get started faster overall, or do you prefer the old system?
5. What do you think about the airdrops and the fact they can't be insta-opened (they have to be clicked on 50 times before they can be opened by anyone)? Do they promote PvP when PvP is usually starting to die off? Too strong, too weak?
6. What could we still add before release to make it better?

1. I do not quite understand the rating system. It seems like moderators are the only ones ranked, I won 5 games in a row, and my kills or rank did not change from 0 and unranked.
2. I really think you should keep the same tiering, there just isnt much of a balance. Tier 1s seem to give almost only food and swords, not many rods or bows.
3. Personally, I HATE every single new map. I feel that the structure is poor, and there are so many tier 1s literally everywhere. I think it called hartsford or hearts something, theres literally a tier 1 with in every 30 blocks.
4. Games start much slower, please go back to old system.
5. I like how the supply drop takes 50 hits to be opened, I think it is well designed, but does not fit into badlion sg. I understand your trying new stuff, but it seems very much like mineplex, not badlion.
6. Please do not take away classic sg. I would prefer a classic sg server and a sg 2.0 server. I would like to suggest maps such as SG Shore, and SG Adrenaline. OZ isnt a bad map, but the rest I highly dislike. Please fix the glitch where you cant see if chests are opened.
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Queue:
I definitely do prefer the queue over the old system but that's just a personal preference.

Selection Chests:

I believe that the 'Selection Chests' carry way too many items, maybe have it be one hotbar (5-9 slots) of items you can choose from, varying each time.

Supply Drops:
Please no more super OP things (diamond items, speed [from what I'm hearing but I've never seen the speed thing]) in the drops, it makes the game feel less intense because things come to you so easy. I understand that it's supposed to make it MORE intense because people will rush to try and find it; but that's not the case. In fact, after playing about 15+ or so games, I've noticed that not many players even go for the supply drop either because they don't know how to follow coords or they just aren't interested enough. Maybe have a compass or item show players how to get to it? Now that would make it more intense because there's no reason not to go after it. (Saw your revision)

About the insta-open ehh idk, I have neutral feelings for it.

Maps:
To give some constructive criticism, I think the new maps now are a bit animated. It feels more..childish (for lack of a better word) now for some reason. I think Survival Games should have a more intense and realistic field to fight in. Also on some maps, there's chests scattered everywhere and it's a mess. Even right off spawn, there's one chest after the next maybe even right beside each other with just a few blocks separating them. This is only on SOME maps, I do want to mention again.

What I think should be added:
- Maybe more custom noises (like for the countdown, as time goes down the tick gets stronger or whatever to rise anticipation for the race to get to the spawn chests)

- More hidden areas around the map (chests that read riddles/funny things, redstone contraptions that you have to activate to get to a chest, parkour to get to chests, overall make it more fun for the player to explore the map and also more difficult to get to chests instead of having them spend 5 minutes bored looking for players)

- Instead of "Random Harm" at the end of Deathmatch (I've seen players just back away from each other hoping the other one dies first, not go in to fight harder), make it so the map starts to collapse slowly as the time ticks by, then they'd have no choice








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I sorta like ranking like 1st and 100th, not classes. Because one Gold V may be better than another Gold V or whatever. Personally, I want it like the old ranked SG system, but with a few tweaks to the elo rating.

Also don't worry about things like supply drops to force PvP, camping in SG isn't really much of a problem with the 4 person DM. Besides, most people who camp don't really care about supply drops anyways. The game length right now is already too short if anything.

As for maps, I didn't play all of them, but I feel like they need to be more simple, more about the PvP, and less about the blocks. Too much detail makes the gameplay worse. (Hard to see names, laggy, difficult to navigate, etc…)
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Hypnotic wrote

I sorta like ranking like 1st and 100th, not classes. Because one Gold V may be better than another Gold V or whatever. Personally, I want it like the old ranked SG system, but with a few tweaks to the elo rating.

Also don't worry about things like supply drops to force PvP, camping in SG isn't really much of a problem with the 4 person DM. Besides, most people who camp don't really care about supply drops anyways. The game length right now is already too short if anything.

As for maps, I didn't play all of them, but I feel like they need to be more simple, more about the PvP, and less about the blocks. Too much detail makes the gameplay worse. (Hard to see names, laggy, difficult to navigate, etc…)


Individual divisions only represent a small numeric skill rating interval.

Hypnotic wrote


Also don't worry about things like supply drops to force PvP, camping in SG isn't really much of a problem with the 4 person DM. Besides, most people who camp don't really care about supply drops anyways. The game length right now is already too short if anything.


I don't get what you're arguing here.

Hypnotic wrote

As for maps, I didn't play all of them, but I feel like they need to be more simple, more about the PvP, and less about the blocks. Too much detail makes the gameplay worse. (Hard to see names, laggy, difficult to navigate, etc…)


We have many new maps for SG 2.0 and each player will find maps that they like and some maps that they don't like. I think that there's a nice balance within the entire map pool.
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SmellyPenguin wrote

Hypnotic wrote...



Individual divisions only represent a small numeric skill rating interval.


How small, exactly? In terms of the current elo system.

SmellyPenguin wrote

Hypnotic wrote...



I don't get what you're arguing here.


I was arguing that things like supply drops shouldn't be added. Usually the reason supply drops are added to the gamemode, is to try and force PvP, thus resulting in faster games. I think that the games already last an appropriate amount of time, and that supply drops would make them last too short. But looking back at this, I'm pretty sure that supply drops are probably necessary, because of the need for players to fight given the new ranking system.
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Hypnotic wrote


How small, exactly? In terms of the current elo system.


Sheeeeecret

Hypnotic wrote


I was arguing that things like supply drops shouldn't be added. Usually the reason supply drops are added to the gamemode, is to try and force PvP, thus resulting in faster games. I think that the games already last an appropriate amount of time, and that supply drops would make them last too short. But looking back at this, I'm pretty sure that supply drops are probably necessary, because of the need for players to fight given the new ranking system.


Interesting argument, but I don't think I'm qualified to give a response to this. @Archybot
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Supply drops serve two purposes:
1. To encourage PvP
2. To help someone who got screwed at the beginning catch up if they can claim it

They also add an amazing point of contention in clan scrims instead of the losing team hiding in a chokepoint.
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Archybot wrote

Supply drops serve two purposes:
1. To encourage PvP
2. To help someone who got screwed at the beginning catch up if they can claim it

They also add an amazing point of contention in clan scrims instead of the losing team hiding in a chokepoint.
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Archybot wrote

Supply drops serve two purposes:
1. To encourage PvP
2. To help someone who got screwed at the beginning catch up if they can claim it

They also add an amazing point of contention in clan scrims instead of the losing team hiding in a chokepoint.


this
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