Terrible SG update + FFA map

Ilegator

Active member
Apr 25, 2020
28
8
28
22
I honestly appreciate your work with this server, I'be been having the best SG experience since some many years. I want to thank you so much for everything.
I also was going to buy VIP just to support this great server. However, this last update is terrible, in my opinion.

1. Arrows in tier 1s. Arrows are the most important tool to take down both teams and more tanked players than you. It's the perfect balance not to make everything armor and sword dependent.
Also, arrows allow you avoid players running and running to regenerate, killing them after you have combo'd them. How can you nerf such an important weapon???

2. Feathers. The point of always getting 5 feathers was that you didn't have to worry too much about them, unlike flint, that there's only 1 each time. Now its much more difficult to craft arrows, which are as important as I just said.

3. Iron axes in tier 2s????? Seriously, what's the point? Breaking classic MCSG loot just to put some iron axes?? We don't need that many weapons at the beginning of the match.

4. 4 players DM. I thought it could be a good idea, so matches are a bit shorter and we can have 2v2s in case there is a team. But in reality this only means two things:
- no possibility to kill a team of 3 when there is 4 players left because of DM. (Also this encourages players to do 3 players teams).
- Players pretending not to be team in DM until someone dies and then 2v1 him (this has already happened me).

I feel like you're trying to nerf teams (which is great) but for now I only see more and more advantages for them. I thought this server was here to bring back
everything MCGamer left (too many hackers, terrible hit reg), not to try to create some SG alternative to the goldish classic SG.

Also, this new FFA map has too many obstacles and when there is more than 20 players is absolute unplayable. Get the old map back please!!
 

Absentis

Friend
Friend
Mar 30, 2019
226
85
78
Hey there,

I'd like to thank you in the first place for the kind words at the beginning and at the feedback you have provided towards our recent patch notes. We appreciate everyone that kindly tell us their opinions on what we change or add to the server.

It's worth to mention the fact that this update was more of an experimental one, which means that nothing is final and we are still going to be looking for more community feedback in order to know what you generally think about it. That being said, allow me to say a few words regarding what you've said in your post.

The argument used to reduce the arrow amount in chests was that a lot of people only bow spammed and were thus sort of "annoying" to a lot of players that kept getting angry and bugging us to drop the amount of this item. I'm sure, however, that it was not intentional to make arrows spawn in chests too rarely. The idea was to simply reduce the arrow count, but never drop the spawn rate of these. The tiering is one of the dev's top priority now and will surely receive a lot more updates shortly. Same applies for feathers. But again, it's because there were many complaints on bow spammers and people that generally ignored sword pvp.

Iron axes are actually the same as stone swords, however, you are right when you say that there're way too many weapons now. This update was not received well by MCSG gameplay lovers, whereas those that like something new and updated did actually enjoy it. We're currently addressing the iron and the other axes spawn rate.

4 people DM usually forces to2 to split up and fight their opponents. People say that it's going to give a lot of disadvantage when it comes to a to3 reaching DM, however, no one has even really encountered this situation as of yet, I have personally not heard any real complaints. And, if you think about it, even when DM would start with 3 players and there were teams of 3, they'd end up finding the remaining person and kill them anyway in order to start DM, so there isn't such a big difference.

However, due to a general negative feedback on the 4 player DM, it will also be addressed and we will decide whether it should remain like this or should the 3DM be brought back.

As for the FFA map, I'll refrain from commenting anything on it and the only thing I feel like I should say is that the authors of the map have worked very hard on it, but it is up to the Map staff team to decide the future of it.

Thank you again and enjoy BackPlay!
 
  • Like
Reactions: Doruk and Ilegator

Ilegator

Active member
Apr 25, 2020
28
8
28
22
First of all, thank you for taking care of community feedback. This is one of the main reasons this server is great (active staff).

The argument used to reduce the arrow amount in chests was that a lot of people only bow spammed and were thus sort of "annoying" to a lot of players that kept getting angry and bugging us to drop the amount of this item. I'm sure, however, that it was not intentional to make arrows spawn in chests too rarely. The idea was to simply reduce the arrow count, but never drop the spawn rate of these. The tiering is one of the dev's top priority now and will surely receive a lot more updates shortly. Same applies for feathers. But again, it's because there were many complaints on bow spammers and people that generally ignored sword pvp.
The bow is the most important weapon in SG (IMO). If you don't want to get bowspammed, shoot back.


4 people DM usually forces to2 to split up and fight their opponents. People say that it's going to give a lot of disadvantage when it comes to a to3 reaching DM, however, no one has even really encountered this situation as of yet, I have personally not heard any real complaints. And, if you think about it, even when DM would start with 3 players and there were teams of 3, they'd end up finding the remaining person and kill them anyway in order to start DM, so there isn't such a big difference.

However, due to a general negative feedback on the 4 player DM, it will also be addressed and we will decide whether it should remain like this or should the 3DM be brought back.
There's one more point I want to make about this matter:
When you're solo and there is 4 players left in total, you might not know if there is a team yet, but you can easily find out and 2v2 doing a randy team with the player left. As for 4 players DM, the deathmatch may probably start without you knowing if there is a team in DM or not (because the team will pretend not to be a team). That will allow the team to easily
In conclusion:
- 4 players DM: you can't see if there's a team or not. DM starts and someone dies -> the team wins.
- 3 players DM: you can easily see if there is a team when there is 4 players left, and try to team with the player left without the DM starting.


Finally, I never meant to be mean to the FFA mapmaker; but whenever you build a PvP map, "PvPability" is much more important than aesthetic. Putting too many obstacles and buildings makes it much easier to dodge arrows or just running in circles around that building.

Thank you again and keep this great server going but never forgetting the MCSG "spirit".
 

Discord server

Members online

Forum statistics

Threads
12,762
Messages
36,553
Members
9,093
Latest member
LupitaFair