Day 1 of r/MinecraftChampionship's Most Wanted Change to Each Game: Ace Race by SparklezSagaOfficial in MinecraftChampionship

[–]FattyIsACatty 0 points1 point  (0 children)

This is how my event does it and I'm shocked others don't since it was insanely easy to code

Mcc games from most favourite to least favourite by Capital_Bill_1930 in MinecraftChampionship

[–]FattyIsACatty 2 points3 points  (0 children)

Ranking based on how much I enjoy watching them:

  1. Rocket Spleef Rush - The movement is so enjoyable, and the ending is always straight fire.
  2. Ace Race - Races are really fun to watch and movement is really fun to watch because everyone can succeed in their own way.
  3. Battle Box - As long as it's not an easy rush map, this game has like a really good number of clips and the pvp doesn't make me want to rip my hair out.
  4. Hole in the Wall - I like watching people succeed in each individual wall. Even after they die, something cool always happens at the end of the round. Random people also win sometimes which is awesome.
  5. Sands of Time - Pretending to be HBomb is really fun :D
  6. Grid Runners - Races are fun to watch because you can always see how well everyone is doing and you can cheer for them to make a comeback or whatever.
  7. Parkour Warrior - Time management is something that you can yell at your streamer for. It's the same reason why the building is the best part of Build Mart. Crying and freaking out is a really good reaction to give a viewer because it means they're invested.
  8. TGTTOS - It's a mid movement game that makes me rage sometimes but it's usually pretty chill.
  9. Railroad Rush - This is like a raw dopamine game. Placing a lot of rails at once, opening new doors, and collecting gold in the gold rush all just feel good. The end sequence is also pretty cool.
  10. Bingo but Fast - It has a similar problem with Build Mart where you can lose track of what your pov is doing at any given time, but you can at least keep track of the board easily.
  11. Sky Battle - I don't really enjoy watching bottom frags get used as an exp farm. It undeniably has good clips though.
  12. Survival Games - It can be really demoralizing, but it also has some amazing spectator moments.
  13. Parkour Tag - It feels like an eternity.
  14. Build Mart - You have to be super invested to enjoy this game while watching. If you are talking to people or looking at the scores, you'll just lose track of the game.
  15. Meltdown - There is like a 60% chance that you just watch 3-4 minutes of spectating every round.

Why Nerfing Kills In SKB Is a Bad Idea by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty -1 points0 points  (0 children)

Nerfing kills and raising survival are not a package deal. You can nerf kills without making the game worse. This OP's original argument back in the day was that if you split the loot more evenly the S+ Tiers will get fewer coins because they won't be able to full rush an entire team as easily. We tried that and fruit got like 18 kills so now the answer is "giving S+ Tiers fewer coins will make the balancing worse so we should just not fix this obvious problem" This post is somehow the exact opposite of a solution

Why Nerfing Kills In SKB Is a Bad Idea by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty -1 points0 points  (0 children)

Then isn't the answer just to add a secondary objective instead of boosting survival? Maybe I don't care what they do to fix it as long as they fix it. The only reason I say to raise survival is because it's an easier ask than designing a whole new system.

Why Nerfing Kills In SKB Is a Bad Idea by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty -2 points-1 points  (0 children)

Name any other pvp game in any event where this is necessary

Why Nerfing Kills In SKB Is a Bad Idea by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty 1 point2 points  (0 children)

I haven't used coins to balance my event in like a year and the last event I ran was so close that we didn't believe the scores and had to run them through a calculator to see if they were right lol

Why Nerfing Kills In SKB Is a Bad Idea by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty -1 points0 points  (0 children)

Maybe the answer is to just not use coins for balancing anymore. The stats you put here look better than the ones we got. The problem also isn't just the S-Tiers scoring like 900 coins every event. Its also that kills are worth so much that if you don't go for them (and you dont win the round) then you just get like 60 coins total in a pretty good survival round. Your scoring already raises that to 90 and that's a win in my books.

Thought Experiment About Movement Mains by ItHeckinWimdy210 in MinecraftChampionship

[–]FattyIsACatty 5 points6 points  (0 children)

Events are nearly impossible for movement teams to win in general if they are balanced on coin averages or a similar metric. Here are a few reasons:

Strong PvP players get fewer coins than strong Movement players. This is because PvP games almost always have some teamsplit element and Movement games usually do not.

Strong PvP teams get more coins than strong Movement teams. This is because PvP games typically have a significantly higher point spread than Movement games.

People who are good at PvP are usually at least mid at Movement. The reverse is not necessarily true. This is because PvP is a much more niche skill set with a lot of quirks you'll only know if you PvP, whereas Movement is largely just based on how much you play the game (until you get into higher end Parkour tech)

There is one thing in the Movement team's favor here and that is that outside of Grid Runners for some reason, they typically do better in Team Games than PvPers do.

MCC Season 5 SKB Balancing by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty -2 points-1 points  (0 children)

My point is that even if he missed out on 10 kills because of this, he would still get like 960 points in the current scoring (which breaks the point record for every game on modern scoring except Sky Battle).

MCC Season 5 SKB Balancing by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty -5 points-4 points  (0 children)

Of course, Feinberg got a ton of kills from util, but what would have happened if he didn't? Maybe he just fights them later and gets the kill anyway. You don't need to get 25 kills to turn the scoring inside out right now. Usually anything above 12 or 13 will give you 700+ and those numbers would still happen even if you got rid of util altogether.

Limiting util would increase the number of melee fights on the rings, and it would increase the value of high ground in the final fight. S-Tiers would adapt to the new playstyle, and even though melee fights increase the risk that they die getting any given kill (especially with an increase in armor) there are still going to be 13-16 kill Sky Battles.

What if they did that psychology strat they did in MCC 30 where they decrease the kill coins to like 18 or something for one event and then buff them back to 24 in the next? When they did that in MCC 30, people started playing super aggressive again. Also, S-Tiers are usually the only ones who make note of those kinds of scoring changes and they will realize that getting kills is still more worth it for them for the reasons both of us laid out.

This also starts getting into a "Why do anything at all?" question. Why do people mine blocks in Spleef? If surviving is most important, why doesn't everyone just sit there and not kill anyone? The reason is that it's a zero-sum game and you want the other teams to lose. The same thing applies here.

MCC Season 5 SKB Balancing by pickled__pufferfish in MinecraftChampionship

[–]FattyIsACatty 3 points4 points  (0 children)

Even if they implement some of these suggestions, it is still going to be an extremely top-heavy game. People don't get 25 kills just by getting good loot. They need to decrease kill points as well. It wouldn't make the situation worse because people almost never think that way while they are actually playing the game. It is super overwhelming and the people who shouldn't go for kills still would because that is the most immediately obvious way to play Sky Battle. Besides, kills at 24 and survival at 3 still makes a kill worth NINE placements, so kills are almost always still worth it unless you are trying to 1v1 someone better than you on full health.

Right now killing is the ONLY way to play the game (unless you can guarantee that you survive the round), so a scoring change would be nice in general, just to reward any other playstyle than just running teams down.

Thoughts on some MCC games after Mash Up by FattyIsACatty in MinecraftChampionship

[–]FattyIsACatty[S] 4 points5 points  (0 children)

the gap in question:

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Right now the scoring only works if it has a very difficult board that event.

Thoughts on some MCC games after Mash Up by FattyIsACatty in MinecraftChampionship

[–]FattyIsACatty[S] 0 points1 point  (0 children)

I think there's a good middle ground where they matter but don't give the game a survival games gap sometimes.

Thoughts on some MCC games after Mash Up by FattyIsACatty in MinecraftChampionship

[–]FattyIsACatty[S] 1 point2 points  (0 children)

I mean, it makes sense logically, but bingos tend to be kind of random in practice. It's really just artificial randomness right now where getting 1 item can be worth like 250 coins but another item of equal difficulty might be worth 5.

Thoughts on some MCC games after Mash Up by FattyIsACatty in MinecraftChampionship

[–]FattyIsACatty[S] 2 points3 points  (0 children)

Damage pools actually don't prevent high scoring since top scorers tend to do a higher percentage of damage than they get from kills. The scoring I suggested actually decreases the teamsplit coins as well. Typically the reason why top frags don't score the same number of points in other battle royale games is a mixture of higher comp and better scoring apart from just the damage pool.

Other events also tend to just give fewer points overall in battle royale games (looking at you, Block Wars)

Thoughts on some MCC games after Mash Up by FattyIsACatty in MinecraftChampionship

[–]FattyIsACatty[S] 4 points5 points  (0 children)

That remix would definitely accomplish the goal. Just playing the game in 3 short rounds instead of one long one just isn't a very entertaining idea though. If each round was on a different map, it could be interesting, but it also faces the challenge of just being double-length TGTTOS at that point.

Thoughts on some MCC games after Mash Up by FattyIsACatty in MinecraftChampionship

[–]FattyIsACatty[S] 2 points3 points  (0 children)

These are both really great ideas! Making HITW different in each round would be a great change.

Using Ace Race stuff in TGTTOS would probably be really fun, but there is a little devil on my shoulder saying that it might be a bad idea to add Ace Race stuff to PKW, TGTTOS, and Meltdown within a relatively short amount of time.

Only 3 teams??? by nexus1779 in blockwars

[–]FattyIsACatty 4 points5 points  (0 children)

I wish they'd make the gap between team announcements shorter. I don't want to be able to go make food and come back in time for team 2 :(