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Updated Archer Ladder for Pot PVP 3.0
So we're most likely going to remove the current archer ladder and replace it with a new version of it. I decided to bring the community into it since it's you guys who are going to play it.

I want to remove the feel of pearling to someone and bow spamming and winning in 3 shots.

Morsinius suggested this:

Same item set as current archer, but damage is handled differently—
≥50 blocks → 4 hearts
≥30-49 blocks → 3 hearts
≥10-29 blocks → 2 hearts
<10 blocks → 1 heart


Things that could be added to make the fight last longer: (Golden apple, Instant health potions, Regen potion)

If you have any ideas/ suggestions, feel free to post below. This includes posting any Archer ladder ideas in general, we want to make the ladder be more representative on archer skill.
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I like this, but short range bow shouldn't be quite so ignored. Don't get me wrong, I'm all for long range bow, but I don't think making a ten shot short ranged ladder is the way to go about it. Also, the healing seems kinda bad. It's nice knowing how many hearts your enemy has no matter what.
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I would have to agree with hivlik, even though bow spamming is annoying it can also be quite useful, and I feel like you should increase the damage just a bit. Also do not add regen or potions of healing, Just leave the healing part as it is.
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1.5 hearts for <10 blocks?
10 blocks is not even short range, it's where you just shoot and hope it hits
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I don't take this ladder to seriously at all, I usually play this for fun or to warm up. BUT I like this idea as one of the main reason I don't like the ladder is the e-pearl and spam. Don't get me wrong short distance bow spamming is fine and for a lot of circumstances very useful. but with the idea of less hearts for the closer you get, I'm all for it. But the health pots isn't like stated above going to be all that great. It would be nice to know how low or have an idea of how low they are. But I really like this idea! I'll probs start playing archer ladder a lot more once this comes out ^-^.

But one idea I would say for short range 2 hearts not 1. But that's not so much my choice.

And will there also be a plugin to tell us the distance for our shots? Like for example (you shot @ginie1 63 blocks.)

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Morsinius wrote

1.5 hearts for <10 blocks?
10 blocks is not even short range, it's where you just shoot and hope it hits


How about this:

<10 blocks is two hearts
10 - 49 blocks is three hearts
50+ blocks is four hearts

The reasoning behind these numbers are for these certain scenarios:
Three long is a kill
Five short is a kill
Four mid is a kill
Two short a mid and a long is a kill
Three short and a mid is not a kill
Two mid and two short is a kill
Two mid and a long is a kill
Three short and a long is a kill
Three short and a mid is not a kill
Four short is not a kill
Three long is a kill

I think this about balances out the effectiveness of short, mid, and long. It's a bit unorganized, but oh well
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Hivlik wrote

How about this:

<10 blocks is two hearts
10 - 49 blocks is three hearts
50+ blocks is four hearts

The reasoning behind these numbers are for these certain scenarios:
Three long is a kill
Five short is a kill
Four mid is a kill
Two short a mid and a long is a kill
Three short and a mid is not a kill
Two mid and two short is a kill
Two mid and a long is a kill
Three short and a long is a kill
Three short and a mid is not a kill
Four short is not a kill
Three long is a kill

I think this about balances out the effectiveness of short, mid, and long. It's a bit unorganized, but oh well

I feel like five short/two hearts is a bit too little for that bow spamming range.
Perhaps it's reasonable, but I'd prefer 1.5 hearts over 2
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Morsinius wrote

Hivlik wrote...


I feel like five short/two hearts is a bit too little for that bow spamming range.
Perhaps it's reasonable, but I'd prefer 1.5 hearts over 2


What you have to keep in mind, too, though, is that the punch 2 on the bows will knock a player likely back into mid range. Anyway, if you're hit five times at short range, you deserve to die. With 1.5, it will take seven shots to kill a guy at short range, which is more than twice what it is now. I don't think that's the way to go about it.
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Hivlik wrote

What you have to keep in mind, too, though, is that the punch 2 on the bows will knock a player likely back into mid range. Anyway, if you're hit five times at short range, you deserve to die. With 1.5, it will take seven shots to kill a guy at short range, which is more than twice what it is now. I don't think that's the way to go about it.

Alright, that seems reasonable enough. If that's implemented, I think the next thing changed should be longer shots (as they're more difficult to get).
How about this?
[spam range to short range] <10 blocks = 2 hearts
[short range to mid range] 10-39 blocks = 3 hearts
[mid range to long range] 40-59 blocks = 4 hearts
[long range] 60+ blocks = 5 hearts
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Morsinius wrote

Hivlik wrote...


Alright, that seems reasonable enough. If that's implemented, I think the next thing changed should be longer shots (as they're more difficult to get).
How about this?
[spam range to short range] <10 blocks = 2 hearts
[short range to mid range] 10-39 blocks = 3 hearts
[mid range to long range] 40-59 blocks = 4 hearts
[long range] 60+ blocks = 5 hearts


I love long range, as you know better than anyone, but a two-hit archer ladder is harsh at any distance.
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Hivlik wrote

Morsinius wrote...



I love long range, as you know better than anyone, but a two-hit archer ladder is harsh at any distance.

Agreed
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[spam range to short range] <10 blocks = 2 hearts
[short range to mid range] 10-39 blocks = 2.5 hearts
[mid range to long range] 40-59 blocks = 3 hearts
[long range] 60+ blocks = 4 hearts
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Hivlik wrote

I love long range, as you know better than anyone, but a two-hit archer ladder is harsh at any distance.

If one is able to get 2 shots at that distance, I think they deserve to win in two shots
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Morsinius wrote

Hivlik wrote...


If one is able to get 2 shots at that distance, I think they deserve to win in two shots

I disagree. Lucky two-hit combos happen all the time at this distance. Three shots reduces the luck factor well, I think.
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would it be possible to see how you damaged your opponent at the end of a round? as in you click the match link and it shows you -

once from 50 blocks [ 4 x 1 hearts] (one being the amount of times shot, 4 being damage dealt each shot)
twice from 35 blocks [3 x 2 hearts] (two being the amount of times shot, 3 being damage dealt each shot)
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ieatboulders2 wrote

would it be possible to see how you damaged your opponent at the end of a round? as in you click the match link and it shows you -

once from 50 blocks [ 4 x 1 hearts] (one being the amount of times shot, 4 being damage dealt each shot)
twice from 35 blocks [3 x 2 hearts] (two being the amount of times shot, 3 being damage dealt each shot)


I was thinking this would be shown in chat when you land a shot.
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Morsinius wrote

Hivlik wrote...


Alright, that seems reasonable enough. If that's implemented, I think the next thing changed should be longer shots (as they're more difficult to get).
How about this?
[spam range to short range] <10 blocks = 2 hearts
[short range to mid range] 10-39 blocks = 3 hearts
[mid range to long range] 40-59 blocks = 4 hearts
[long range] 60+ blocks = 5 hearts


+1

In my opinion, this would be great with full unenchanted iron (Better armor for longer matches), UHC health (Natural regen kills an archer match), and perhaps a few health pots. Thoughts?
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Yeah, some people are suggesting unenchanted armor without natural regen/fall damage/melee on OCN forums.
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Hivlik wrote

Morsinius wrote...


I disagree. Lucky two-hit combos happen all the time at this distance. Three shots reduces the luck factor well, I think.


You could apply the same scenario to

Anonymous Quote

Anyway, if you're hit five times at short range, you deserve to die
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Archybot wrote

Yeah, some people are suggesting unenchanted armor without natural regen/fall damage/melee on OCN forums.

Sounds like uhc ladder to me. Anyway, the punch and pearls make it much harder to rush. I think the varying heart - per - distance method works rather well in that area too.
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