Replying to this thread: http://mc-drugs.com/threads/lets-even-the-playing-field.4284/#post-17995
(Reply got really big so I just made another discussion thread)
Bringing this up again, because of Rush's unarmed skill. Across this thread we all pretty much agreed that there should be somewhat of a balance between the players who played 16 hours a day and the new player who just came on. Of course the veteran player is going to have the big bases, the good gear and the big faction, and a junky wouldn't and (imo) shouldn't even be close to competing against a veteran.
Earlier this map there was an issue with the "2 shot technique" which Kings found and pissed off a lot of people, but eventually we realized it was fair because any player could somewhat easily get the same gear to do the exact same thing: http://mc-drugs.com/threads/nerf-gear.3465/#post-13626
Later that week it ended up getting nerfed anyways, screwing the people who grinded axes already, but especially funfry (who has since quit the server): http://mc-drugs.com/threads/mcmmo-axes.3886/#post-15913
But...this did end up stopping the 2 shot technique bringing pvp back to what it was, a somewhat drawn out fight where the winner was determined on whoever was the more skilled pvper. Pros: Balanced PvP, Cons: Screws people who grinded for it
Now on Rush, they brought in the unarmed skill which was removed on regular mcdrugs for obvious reasons. But Rush is an OP server it is ment to be more "cancer" in all types of ways. But having an uncapped unarmed skill is broken, far more broken than the 2 shot pvp was. At level 1000, its a 35% chance of disarming someone, and with 1.8 pvp you lose your weapons very fast.
The main counter argument I got from the moderators zZero and AKA was to "just get 1000 unarmed before you pvp". Which is the reason I wanted to reply on this thread to talk about nerfing unarmed. [In my opinion] you shouldn't have to grind unarmed skill to 1000 before you can even pvp against others who already have, this is terribly unbalanced and straight out broken.
I've looked on other "cancer faction servers" to see how they handle the unarmed skill. From most of the popular one's I saw, they only let their top donator rank have it, and cap it at around lvl 100, which maxes the disarm chance at 3%. It isn't normal, even on an op server, to have this broken aspect of pvp.
(Reply got really big so I just made another discussion thread)
Bringing this up again, because of Rush's unarmed skill. Across this thread we all pretty much agreed that there should be somewhat of a balance between the players who played 16 hours a day and the new player who just came on. Of course the veteran player is going to have the big bases, the good gear and the big faction, and a junky wouldn't and (imo) shouldn't even be close to competing against a veteran.
Earlier this map there was an issue with the "2 shot technique" which Kings found and pissed off a lot of people, but eventually we realized it was fair because any player could somewhat easily get the same gear to do the exact same thing: http://mc-drugs.com/threads/nerf-gear.3465/#post-13626
Later that week it ended up getting nerfed anyways, screwing the people who grinded axes already, but especially funfry (who has since quit the server): http://mc-drugs.com/threads/mcmmo-axes.3886/#post-15913
But...this did end up stopping the 2 shot technique bringing pvp back to what it was, a somewhat drawn out fight where the winner was determined on whoever was the more skilled pvper. Pros: Balanced PvP, Cons: Screws people who grinded for it
Now on Rush, they brought in the unarmed skill which was removed on regular mcdrugs for obvious reasons. But Rush is an OP server it is ment to be more "cancer" in all types of ways. But having an uncapped unarmed skill is broken, far more broken than the 2 shot pvp was. At level 1000, its a 35% chance of disarming someone, and with 1.8 pvp you lose your weapons very fast.
The main counter argument I got from the moderators zZero and AKA was to "just get 1000 unarmed before you pvp". Which is the reason I wanted to reply on this thread to talk about nerfing unarmed. [In my opinion] you shouldn't have to grind unarmed skill to 1000 before you can even pvp against others who already have, this is terribly unbalanced and straight out broken.
We will continue to try and balance everything as rush progresses, this is a brand new game and aspect we have never done before so please be patient while we work out all the kinks and work on adding new things!
I've looked on other "cancer faction servers" to see how they handle the unarmed skill. From most of the popular one's I saw, they only let their top donator rank have it, and cap it at around lvl 100, which maxes the disarm chance at 3%. It isn't normal, even on an op server, to have this broken aspect of pvp.
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