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Anti-Clean Up in UHCMeetUp
I think thats a good idea put 5 seconds of invincibility when you kill a player to avoid cleanups.
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UHCM is supposed to replicate a Minecraft UHC, and UHCs have cleans. Nothing much that can be done about that part.
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-1 there are ways to combat cleaners, like for example, don't stop and loot. Run away and see if anyone is following
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UHC meetup is supposed to represent what an actual UHC may be like. In the actual games cleaning is quite common and it's only something you can get used to and practice countering. It should stay the same for meetup to give you the closest possible experience to a normal UHC.
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Hey @bosclown @Metarus !

I have this wonderful solution called increasing the border by 25 and reducing player count to 35! Wouldn't that be great? Cleans wouldn't happen as often, but could still be initiated to create a happy UHC experience for the whole family!

Also, UHC Meetup isn't meant to simulate the final part of a UHC. It's meant to take out all of the annoying parts of UHC, like camping, or different gear due to luck. You can create very good gear and not run out of healing ( with reason). So, we could remove a part of UHC that is "annoying" like cleans! Cleaning is a strategy, but it takes away some of the fun, while adding another variable to UHC.

So I humbly ask the administration to implement this! Many other people will agree with me, unless you're a scumbag like @SuchSpeed (jokes hehe).
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KingBooger wrote

Hey @bosclown @Metarus !

I have this wonderful solution called increasing the border by 25 and reducing player count to 35! Wouldn't that be great? Cleans wouldn't happen as often, but could still be initiated to create a happy UHC experience for the whole family!

Also, UHC Meetup isn't meant to simulate the final part of a UHC. It's meant to take out all of the annoying parts of UHC, like camping, or different gear due to luck. You can create very good gear and not run out of healing ( with reason). So, we could remove a part of UHC that is "annoying" like cleans! Cleaning is a strategy, but it takes away some of the fun, while adding another variable to UHC.

So I humbly ask the administration to implement this! Many other people will agree with me, unless you're a scumbag like @SuchSpeed (jokes hehe).


I see your point however that runs into another issue, UHC is a luck based game. You will not mine full diamond or bring a successful snowball every game you play and that is something very hard to control. The game involves a lot of luck and it almost never 100% fair because they way UHC and minecraft both work. It would be nearly impossible to make it completely fair for all involved parties because there are so many determining factors.

As for your idea on border size and player count, I see some issues here as well. If we increase the border it would give players more room to run around and evade combat for a longer time. This could essentially bring the game to take a longer amount of time and cause quite a bit of annoyance for those aiming to kill a running target. Also with a lower player count, cleans may happen more often due to the fact that people will not always find a single person to fight. With less people in the game, there is a higher chance for someone to find a fight in progress and clean it up from there.
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Automatically Deleted
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Purped wrote

KingBooger wrote...



I see your point however that runs into another issue, UHC is a luck based game. You will not mine full diamond or bring a successful snowball every game you play and that is something very hard to control. The game involves a lot of luck and it almost never 100% fair because they way UHC and minecraft both work. It would be nearly impossible to make it completely fair for all involved parties because there are so many determining factors.

As for your idea on border size and player count, I see some issues here as well. If we increase the border it would give players more room to run around and evade combat for a longer time. This could essentially bring the game to take a longer amount of time and cause quite a bit of annoyance for those aiming to kill a running target. Also with a lower player count, cleans may happen more often due to the fact that people will not always find a single person to fight. With less people in the game, there is a higher chance for someone to find a fight in progress and clean it up from there.

The border size is raised by 50, and there's random teleport. People can get away anyway with the random teleport.

My point is that UHC meetup is rewarding you for kills in the early stages more so than UHC, removing a bit of luck. Luck is the main point that makes me not want to play UHC (and the fact that it is a waste of 30 minutes to an hour of precious mineman time). When people spawn with the same amount of gear, but others have the gear to become better it promotes getting kills, whereas in UHC you can mine 3/4 p3 and a s4 one game (you don't have to get kills) or quarter diamond and a sharp 3 iron (have to take on ridiculously overpowered full ds). This lack of luck aspect is what draws people to UHCM vs. UHC. It is meant to be a MINIGAME that simulates a "better" final stages of a UHC vs a game of chance and skill.

Also, if the border size is increased, players can run 50 blocks more (at the maximum), but the map will be 15625 blocks squared vs. 22500 blocks squared when the extra space is added. The trade-off is undeniably a better "bang for your buck".

And don't give me that bullshit that more cleans will happen because of less people to fight. That isn't true because the players will be around twice the distance from each other, which would be way above normal player count in a UHC border, which would improve the game experience (less cleans than UHCM, more fights than UHC).

So why are you saying that UHCM is meant to be a lot like UHC when there are many aspects in it that are different from UHC?

P.S. I'm not trying to come off rude, my language is to make a point.
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