Menu

play.labs-mc.com 0 PLAYERS ONLINE
Join Our Discord! 0 MEMBERS ONLINE

The Pit 2018-2019 Threads

Status
Not open for further replies.

Dakotaa

Owner
Staff member
Owner
As much as I love the pit, there are some flaws I see with the bosses. With the addition of the area for new players, and how many bosses got buffed... the divide seems to be too high. The bosses in the back/normal area of the pit are extremely hard, and I know it's not meant to be a walk in the park, but between needing a team to kill some of them, and the low amount of drops, it's simply not worth it to go back there. The chasm is a lot easier than the back area and gives more drops. The famine is easily solo killed compared to any of the normal bosses and in a lot shorter time too. With 3 people it was harder to kill a king slime than for either of us to solo a famine. The new area is simply too easy to get souls, with 30 minutes in the pit I can get roughly 3 souls worth of fragments, or go to the back and get 1-2 all while having harder fights. I suggest making it so it costs more than 30 fragments per soul, or making it so bosses drop fewer fragments, nerf some of the bosses in the back to equal out the difference from new -> normal, and possibly make it so the Famine spawns 4 bosses instead of 1 (Death, War, Famine, Plague) and each drop 1 soul on death to make the famine 4x harder and gives the same drops, making it so it's a lot harder, or impossible to solo kill as the chasm should be.

I will agree with puppy that its not worth it to go to normal area since in a hour pit you will only spawn 1-2 bosses which are very strong and hard to kill, and really easy to kill you, i think how it is supposed to be is you kill bosses you buy armor so you can go back to get better loot, but even people with op armor don't anymore, chasm is better but its not for everyone since there is pvp there and most people avoid it. Also the fact that people dont usually go back and its extremely hard to kill bosses by your self (brawler 2 shoted me when i just had a golden apple, and pit tiger hits 6 hearts at once and you barely have time to recover health before the next hit in p4) i dont know about the rest mobs cause the 5 hours pit i have been after the easy area was added i only spawned those two in 5 hours pit . I don't believe its really worthy to go 1 hour in the pit for 2-5 souls and for players that farm souls alone or cant go to chasm its really hard to get souls and i don't believe its that fun either

I appreciate the feedback; in response, I've weakened the normal surface bosses and added a slight chance for them to drop additional souls, while making the Chasm and its bosses slightly more difficult. The brawler is a bit easier to solo. Also, the chance for a boss to spawn when killing a normal surface mob has been increased by 1% across all normal surface mobs.

The easy surface was balanced by decreasing the mini-boss spawn rate and the chance of boss soul fragments dropping from weak mobs, as well as slightly decreasing the amount of boss soul fragments dropped by mini-bosses.

I'll consider the idea of the Famine boss having four phases.

Keep up the feedback, as it is the best way to help balance The Pit and make it more worthwhile.
 

Ridah

Member
MVP
I feel with the release of the new Christmas bosses, we need some feed back in regards to them. I haven't faced many except the Grinch and Krampus in the Chasm, so these are the only ones I can give feedback on for now. I will say, I enjoy fighting the Grinch and Max which was a very clever combo. He seems pretty balanced for the most part, as when he gets close he starts doing quite a bit of damage. However, I feel there are changes that need to be made to the Krampus boss. His damage isn't over-whelming, but with the amount of Undead Elves he spawns it becomes a bit broken. They do tons of armour damage, not to mention the fact that it spawns WAY too many of them. I somehow managed to spawn 4 of them without killing a single one, and the results we're not too pleasing I do have to say. The entities started to pile up, lowering my FPS to about 3 at max, and times where it would just drop to ZERO making it nearly impossible to do anything except die. Even a super golden apple couldn't hold up against the gang-bang of the Undead Elves and other mobs in the pit. If there was maybe a thing where the Elves disappeared over-time, or Krampus just spawned less (less mobs or at a longer interval) this would be much more manageable in times where multiple spawn. I know some may not have this problem at all as they have 'super computers', this should be something to consider for those who don't. Just as an incite for how many mobs spawned, I captured some screenshots of what I could.
2018-12-02_23.40.29.png
2018-12-02_23.44.36.png
2018-12-02_23.45.28.png
 

Dakotaa

Owner
Staff member
Owner
I feel with the release of the new Christmas bosses, we need some feed back in regards to them. I haven't faced many except the Grinch and Krampus in the Chasm, so these are the only ones I can give feedback on for now. I will say, I enjoy fighting the Grinch and Max which was a very clever combo. He seems pretty balanced for the most part, as when he gets close he starts doing quite a bit of damage. However, I feel there are changes that need to be made to the Krampus boss. His damage isn't over-whelming, but with the amount of Undead Elves he spawns it becomes a bit broken. They do tons of armour damage, not to mention the fact that it spawns WAY too many of them. I somehow managed to spawn 4 of them without killing a single one, and the results we're not too pleasing I do have to say. The entities started to pile up, lowering my FPS to about 3 at max, and times where it would just drop to ZERO making it nearly impossible to do anything except die. Even a super golden apple couldn't hold up against the gang-bang of the Undead Elves and other mobs in the pit. If there was maybe a thing where the Elves disappeared over-time, or Krampus just spawned less (less mobs or at a longer interval) this would be much more manageable in times where multiple spawn. I know some may not have this problem at all as they have 'super computers', this should be something to consider for those who don't. Just as an incite for how many mobs spawned, I captured some screenshots of what I could. View attachment 1977 View attachment 1978 View attachment 1979
Thanks for the feedback, I'll change the Krampus minion spawn rates next time I'm online.
Update: All minion spawns now automatically despawn after some time.
 
Last edited:

Witchh_

Well-Known Member
So i think that the mobs on the xmas pit are too much easier than the regular pit, people have been coming to fight with regular diamond armor and they survived till the end, mostly the easy mobs i think that should be changed a bit are the Santa clause boss the elfs and the little bears not the boss since it has a lot life and it spawns mini bears also i think they should somehow damage a bit players that are further cause people just hit them from far away with bows and guns and they get 0 damage at all, maybe a ability like the brawler had to pull players close.
Also regular mobs drop too much food , i went tru the pit and got 5 stacks food in my inv. I noticed tho too that boss appears are kinda rare still and sometimes you stay in pit for a hour to spawn only 1 boss. I do believe also a good idea would be a higher change for regular mobs to drop a soul frignament or something better and rare that worth to collect or spend time to collect and get so even if you dont spawn a boss you actually do get something for your time on pit.
On the chasm as well i think there are not enough mobs spawning if there are more than 1 person there and that makes it harder to actually get a boss.
 

Dakotaa

Owner
Staff member
Owner
December 11, 2018

Holiday Pit:

  • Slightly raised all boss spawn rates
  • Slightly rased damage across almost every mob/boss
  • Raised health of normal area bosses
  • Slightly lowered Holiday Soul Fragment drop rates
 

Chris Smith

New Member
I feel that now that the regular and original fire pit is back here are some the problems and successful changes that I've seen.

Pros:
Many bosses like Pit Tigers and the Pit Brawler are up to the expectation of being difficult and having the ability to chase a player around. However, I find that the blazes often times stack up and are nearly impossible to kill. Since they are immune to arrows, I do not mind this because bows do provide a huge advantage, I was hoping that the melee sword or axe damage on them could be buffed a little since my sword only did 1 damage to the blazes and they do fly around. I think that the Goliath does not do enough or actually "summon his minions" or maybe when I saw it, it was bugged.
My suggestions are

1. Perhaps to nerf the bow damage on mobs, but also raise up the damage of swords/axes significantly because in melee range, these bosses are much harder
2. Make blazes have the ability to take damage from bows (or at least non-fire bows) or at least raise the melee sword damage to more than 1.
3. Let the goliath summon minions or have another special skill that makes it much harder instead of just sitting like a victim being shot at without really fighting back.
 

Raymoo0

New Member
I feel like the rewards system should be changed up a bit to make the PvE aspect make sense. Having a bunch of people fighting a single boss is pointless since only the last person to do damage to it gets the reward and whoever gets the dropped reward. I think that the game should give rewards to everyone who does significant damage to the boss because it is annoying to do more than 50% of the damage to a boss buy then a bunch of people come and steal the kill from you. So basically, everyone that does at least 20% damage to a boss should get a reward.
Another great thing would be to put rewards from non-bosses into the player's inventory the same way that boss rewards do. That would prevent people from stealing your rewards.
 

Dakotaa

Owner
Staff member
Owner
I feel like the rewards system should be changed up a bit to make the PvE aspect make sense. Having a bunch of people fighting a single boss is pointless since only the last person to do damage to it gets the reward and whoever gets the dropped reward. I think that the game should give rewards to everyone who does significant damage to the boss because it is annoying to do more than 50% of the damage to a boss buy then a bunch of people come and steal the kill from you. So basically, everyone that does at least 20% damage to a boss should get a reward.
Another great thing would be to put rewards from non-bosses into the player's inventory the same way that boss rewards do. That would prevent people from stealing your rewards.
I think there might be a way to do this, I'll look into it today.
 

Dakotaa

Owner
Staff member
Owner
I took some time today to look into the possibility of the souls from killing a boss being split - turns out it was pretty easy, so I've implemented it.

Instead of full souls, every boss now drops soul fragments equivalent to the amount of souls they used to drop (anywhere from 5-40 soul fragments depending on the difficulty of the boss), and these fragments are split up according to the total percent of damage that each player did to the boss during the fight.

The math for splitting up the souls is a bit tricky and there might be some issues with it, so if you feel like you did not get the correct amount of soul fragments when a boss has been killed, contact me about it.
 

ryondo941

New Member
The Knockback on the Strays are a bit overpowered and very annoying at times. if that could be reduced a tad it would make it a lot better.
 

Raymoo0

New Member
not sure if this is even fixable but sometimes the game thinks im in PVP combat in the pit (even though I shouldn't be since im not in the chasm) and freezes me in place to prevent me from entering a safezone or whatever. this is very scary when you are in a fight with a brawler or something all alone and cant run away
 
Status
Not open for further replies.

Latest posts

Members online

No members online now.
Top