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PseudoKnight.
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July 25, 2013 at 1:53 pm #3706
KGTN
MemberHey guys,
I have been watching a bunch of Ethoslab and BdoubleO100 and some other of the Mindcrack guys, and I thought it would be fun to have our own UHC (Ultra Hard Core).
Basically, UHC is a game mode where you don’t regenerate health through your hunger bar, you have to do it through eating golden apples and drinking health potions (glistering melons require 1 gold block instead of 1 nugget). The map is randomly generated with a bedrock border around its 2000×2000 (or whatever size) perimeter. The goal is to be the last surviving player (or team) by eliminating the competition. And once you die, you are out for good.
I thought maybe we could all get in teams of 2 or something (because it would be the first time) and try it out. It could be a ton of fun and a good way to bond as a server.
See you guys around!
KGTNP.S. Here is a video of Ethoslab participating in a UHC with his team. Check it out!
July 25, 2013 at 11:06 pm #3707PseudoKnight
MemberI too am a big Mindcrack fan. We actually did UHC on April 1st, 2012 with the goal of killing the enderdragon. We had to cut the process of finding the stronghold due to time constraints (dead people wanted to play), but we got potions and defeated him. It was fun, but a very long day. (~7 hours)
The problem with competitive UHC is it’s really easy to cheat. It works so well with the Mindcrack guys because they all record their play sessions. That’s partly why we did the enderdragon fight instead (which is what UHC Season 1 was). I’ve tried coming up with ways of making this work, but it’s difficult enough getting everyone to play a short 10 minute game (and fairly), let alone a game that lasts a few hours. My favorite idea is to use compasses that point to one random competitor.
July 26, 2013 at 3:37 pm #3708PseudoKnight
MemberHere’s some challenges:
– Allow for players to enter and exit the game at any time.
– Keep games from becoming stalemates.
– Prevent monotonous grinding/mining.
– Cheats (intentional or not)The compass tries to solve the second one. An mcedit filter to remove hidden ores would help prevent the third. I can only come up with weak ideas on the first problem. That’s one of the reasons the enderdragon was a good endgame. It didn’t matter if people logged out or logged in late.
August 18, 2013 at 7:43 pm #3917PseudoKnight
MemberOkay, the biggest problem in a game this long is people joining and leaving at any time. We can make some modifications to the formula to make it work, but it can’t be competitive and still be fair. It has to be a cooperative PvE, I think.
With that in mind, here are some things I’d have to do to make this work:
– Create separate inventory world, preferably with visible border.
– Random join locations.
– 3-5 minute mob immunity with a notice for when it starts and when it’s about to end. Maybe just invisibility for start instead? This is needed just in case people join in the middle of the night surrounded by mobs.
– Health regen turned off.
– Regen potions disabled.
– Leaving penalty? Maybe if you rejoin it gives you weakness or something, equivalent to how long you left for? I don’t really want it to affect balance, but it still needs to be fair.
– Scoreboard health
– etc. (Things I haven’t thought of right now)August 31, 2013 at 8:41 am #3958Red_Aarde
Member– Allow for players to enter and exit the game at any time.
I think this is a must as the server does not have a base of players who play for hours at a time.– Keep games from becoming stalemates.
Do you mean where everyone is just grinding stuff out and getting supplies?– Prevent monotonous grinding/mining.
this is what I thought you meant by stalemates, I think so long as the rule is caving it might be entertaining because I really enjoy exploring the world– Cheats (intentional or not)
why not have players, who don’t want to do the long haul, be gift givers? for example player 1 who isn’t in the UHC can be a potion dispenser and we have to find them and they give us a sword or a potion? this way everyone can participate even if they don’t stay for the entire thing?With that in mind, here are some things I’d have to do to make this work:
– Create separate inventory world, preferably with visible border.
I am not very good with MC Jargon but I’m assuming this would be like outworld?– Random join locations.
this could be cool, but I really like the idea of the endgame being to kill the enderdragon and perhaps if we only have 4-5 people who are going to play we all start out spread apart and have to join up and kill the dragon.– 3-5 minute mob immunity with a notice for when it starts and when it’s about to end. Maybe just invisibility for start instead? This is needed just in case people join in the middle of the night surrounded by mobs.
I like this idea, as it allows anyone to hop in for a few mins and help the core group without feeling overwhelmed
(is there a way to allow players to tp to the core group but have the core group of players not be allowed to tp? again im not sure about coding– Health regen turned off.
easy enough it is UHC after all– Regen potions disabled.
why are potions disabled? I have never seen them in UHC but i don’t know all the rules I just watch DocM and BDoubleO– Leaving penalty? Maybe if you rejoin it gives you weakness or something, equivalent to how long you left for? I don’t really want it to affect balance, but it still needs to be fair.
Why not have it that if you log off for more than 30 mins you lose your inventory and need to start from scratch? this way people can go to the store or the bathroom but still be able to continue playing, but they can’t go to work or out for a while and come back.– Scoreboard health
is that what you see when you hit the tab key and it shows health?– etc. (Things I haven’t thought of right now)
I didn’t know how much work was required to make this kind of thing possible. I am excited to see it happen, and if UHC doesn’t work maybe some other mindcrack variant game just to have a server fun and create some bonding as there are so many people I still don’t know and because i play sporadically the people i do know seem to not be playing anymore (Corndogsunite, Mr_Quigglz, TriggerHappyNDB, among others)September 6, 2013 at 3:40 am #3964PseudoKnight
MemberNot all of those things apply to the same type of UHC. (pvp or coop-enderdragon) That first list was mostly related to the PVP UHC, so I won’t address that if we’re going enderdragon.
The second list had some technical check lists for myself as well as some design challenges. The separate-inv and world border is a checklist. The visible border is an idea to improve it.
I wouldn’t allow any TP. People would have to walk/run/ride to each other.
Not all potions would be disabled, but regen potion is considered too easy once you get it. That’s why they disable or forbid it in the Mindcrack UHC events.
As far as a leaving penalty, I don’t know if I like losing all inventory after 30 min, but I’d have to give it some thought. It really depends on how long the UHC is planned to go. The penalty would need to be considerate of people’s time, but prevent people from exploiting difficult situations. If you’re surrounded by mobs and are going to die, it’s easy to just disconnect, and some people might not think anything of it in their panic.
Scoreboard was added in 1.5 and allows you to put information below player names, on a sidebar, or in the tab list. We use it in our many PVP games right now, and some other mini-games.
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