After thinking it through for quite some time now, I have decided to give a sober account of some of the things that I think to need to be addressed in SG. I will address the aspects of the game that seem to me to be the most problematic and others, that over the 7000+ games that I have played, have raised a few doubts in my mind. I have subdivided my discussion into a few helpful sections, starting with kits. Kits Horseman Kit I have played on Mineplex for many years now and kits have always been controversial. I don't think there has ever been a time when kits were not the subject of discussion and debate both in-game and on these forums. Over the years the main targets of complaint have been (1) Brawler and (2) Knight. Therefore, I was surprised to see that many people want to remove the Horseman Kit from the game, given that for most of its history it was considered to be just a mediocre kit. Here would be a summary of my position on this problem: The Horseman is difficult to get for the majority of players. When we look at games, objectively speaking, there are, at most, 2 players who use this kit (out of 24). Thus, it cannot be that the kit is massively overpowered. Interestingly, this complaint seems to have arisen only recently, and therefore I think that the problem really lies with other updates (more on this below). Therefore, I see very little reason to have it removed altogether. But perhaps it should be nerfed? Let's see if this is the case. The most common complaints against the kit are: (i) Camping Fights (ii) Cleaning Fights (iii) Using the Bow when on the Horse is unfair Are these good objections? I don't think so. The first thing that everyone should bear in mind is that these are only problems when (a) a Horseman is still around later in-game (b) there is a competent player using the kit. The probability that these occur is very low, so the three objections above are already rather weak based on these considerations. In other words, these are only problems if the Horseman is actually there to cause them, but this is often not the case. But suppose there is a Horseman in-game, what then? Well, one has to consider your chances when one fights against the kit. I can tell from experience that it is difficult to hit people from the Horse. Often, you get carried forward by momentum and you lose a lot of time. Equally, it is very easy to get straight-lined by your opponent: the Horseman is very susceptible to combos, and thus faces difficulties in fights. This means that "cleaning" and "camping" are all that a Horseman can really do. Given that both you and the guy on the horse regenerate at the same rate, "camping" fights should not be an issue, because the Horseman, as described above, has a large disadvantage. Hence objection (i) is weak. The next objection does not fair any better because the same argument can be used against all the other kits: everyone cleans. The only thing that Horseman has that is different is speed, but that is the only advantage of the kit anyway and gratuitously assumes that the Horseman is actually there to clean you up (you still have to be found). Now the last objection fails too because one can use the bow both on or off the horse: it requires a skill. One could argue that the Horseman can camp during fights and use the bow, but that can be done without the Horseman Kit too, and assumes that the player on the Horse is competent on the bow. Overall the case against Horseman is that typically good players (with say 200+ wins) use the Horseman kit effectively, maximising its advantages. The issue here is that a strong case can be made against all the kits for being overpowered simply because good players are winning with them. I can imagine the Horseman kit being nerfed or removed, but people starting to complain about a different kit. Other Kits To be honest, I have little else to say about other kits. The following I think can be kept as they are: Brawler, Archer, Knight, Barbarian, Axeman. I think that Brawler is still the strongest, but I think its powers are at a suitable level. To be honest I think that Brawler is far better and more "annoying" that Horseman. (a) Assassin - I have mixed feelings for this kit. I think that the new ability is simply garbage. Perhaps an easier solution is just to give the Assassin a compass that points to the nearest player. I think that it would make the kit a lot better. To counteract this increase, I think that the "feather falling" advantage should be increased from 50% fall damage taken to 75% or even just 100%. (b) Bomber - this kit has progressively deteriorated in quality and forums used to repeat again and again that this kit needs to be improved. The problem is that now TNT drops have become far too common, so bomber is just redundant. Game Features In this section, I wish to describe some of the in-game features that I feel are poor and need to be changed or altered. Supply Drop & Chess Loot It seems to me that these problems walk hand in hand. I will start with the supply drop: I honestly see no good reason to have this "random" supply drop location nonsense in the game. The only reason that I have read that this was added is to stop people from camping the supply drops, but this was only a problem because people are not good at using coordinates and thus cannot find the supply drop while others have learnt the locations. Now that this change has been implemented the new players that are not good with coordinates will not be able to find them, while more experienced players will use coordinates to camp the location once anyway. Therefore, this addition has created a considerably unequal situation whereby new players will hardly ever (only by accident perhaps) be able to get a supply drop. Before the update, even new players could learn the five locations pretty quickly and have a go at getting the supply drop. Now only the experienced get them: I have noticed that now there is almost no competition for the supply drop loot and most of the time no one gets it at all! Now, this brings me to the next problem - the chest tiering system. I have noticed that some central chests have a large amount of iron armour in them. I think that this is a stupid move for a few reasons: (1) It makes supply drop pointless - based on my experience, I have seen that by the end of the game, there are at least two people with full iron. These people were not the most skilled but often those that good the armour from spawn. Now, what can the supply drop give them? The supply drop contains the same stuff (most of the time) as the stuff at spawn. Now, of course, you will tell me that it can sometimes have an iron or even diamond sword, but I think that this is not enough and gives little reason to actually go for the supply drop. Now, this is a small objection but I think plays a certain role in my ***ulative case against the new tiering system. (2) It introduces considerable luck into the game - this is a big problem. Very often, and I have been outraged myself, I have managed to get full iron armour on, say, Kikoshi Island without killing anyone. This I think means that winning the game is less about skill and more about getting lucky with the spawn chest: if you click on a few, you are guaranteed iron leggings, a stone sword and a chain chest plate! Skill in the game or strategy of any sort seems to be lost. (3) It makes Horseman far more overpowered - this objection comes back to bite the critics of the Horseman Kit. You see, the probability that you die within the first 2 minutes of the game is very high, especially if you are actually hoping to win the game since to do so you have to go to spawn (otherwise you will miss out on the iron stuff). And here the Horseman gets a strong advantage because after getting some loot and waiting for about 20 seconds, you get a horse and run away, (or start killing people) and survive! Meanwhile, everyone else is getting slaughtered near spawn. This brings me to my last point. (4) It makes central chests far too important. This is obviously a problem: you can win the game within 10 seconds of its starts! There is no iron armour around the map so unless you want to get killed in the late game by a full iron enchanted monster, you are forced to go to mid. This inevitably leads to dozens of deaths within 30 seconds. At this point, the people who (a) got an iron axe/ stone sword or (b) got full/ near full iron will have a massive advantage and start hunting those who were unfortunate enough to go to mid but get the chest with 2 pieces of leather armour and a wooden axe (happened today to me). My advice or perhaps suggestions are either: (i) Remove tier two chest altogether so that the only way to get iron stuff is through the supply drop (I prefer this) OR (ii) Start adding tier 2 chests around the map with iron swords and armour etc. If the second option is chosen, then it would be necessary to rethink supply drops completely since they would be redundant. Border & Deathmatch Personally, I don't see why the border speed was changed and the deathmatches were removed. Was there a good reason for this? I would like to hear it. A few times now I have seen people get to the last 4 but get trapped somewhere or be killed by the extremely fast-moving border. I don't see what the problem was before, so I am genuinely confused with this one. I really liked to /dm command by the players and I thought that it was cool. Perhaps, someone can tell why this was scrapped?! Miscellaneous Suggestions Here I will add a list of suggestions that I think should be considered: (1) Get rid of the map - I understand that this is a feature for new players but I have never felt the urge to use it even when I am unfamiliar with the map. Frankly, although it was a good idea in theory, I am convinced that almost nobody uses it in practice. If you really want to map, make it optional - I find it annoying. (2) Make it so that boats will break and give you sticks. I think this will simply be helpful (3) Allows Fire Aspect I to be enchantable. I know that you can get it on gold swords but it does not work for some reason. I tried but it did not set anyone on fire! (4) Do Chest refills. I think it is helpful to be able to restock the chests. Perhaps the reason it is not done is that the chests at spawn are tier 2 so will be restocked with OP gear. Thus, I advocate for the abolition of Tier 2 chests all together. (5) I would like to see a new kit added in the near future too. Perhaps something like "Fisherman" which is a common suggestion. (6) Reduce spawn rates of arrows and replace these with flint, feathers and sticks. That should make things better for those that want to craft Gold Swords etc. (7) Bring in spider webs - I think they could be helpful and fun! (8) Think about increasing the health of players during the "grace period" to counter spawn killing problems (9) Decrease the TNT timer to make it more useful when escaping from enemies (10) Change the chest loot tables so that certain item combinations won't spawn, to stop people getting a chain chest plate, leggings and sword from one chest (11) Balance Swimming. This one I am not sure about but I think that players using Minecraft Version 1.8 swim slowly, but those playing on more advanced versions can swim far more quickly underwater. I could just be confusing normal players with hackers but..... (12) As always, start sorting out the hacking problems. It has gotten better over the last few weeks but it is always something to work on! Concluding Remarks I have given a brief overview of the main problems, from my perspective, with Mineplex SG. Undoubtedly there are many things that could be added to this list but I think that this would be a good starting point for discussion. I think that SG has decreased in popularity as of late (although this may be due to the decrease in Mineplex plater numbers) which is something that I would like to see reversed! I look forward to some interesting and hopefully productive discussions below. Thank you for giving this a read! I hope I have not made too many grammatical mistakes :) DarkenExcalibur Total Games: 7284 Solo Wins: 607 --- Post updated --- Just to add another thing: my views on the kits are quite bland. I am open to other suggestions about what kits should/ shouldn't do. There have been many previous posts on this matter. I missed out necromancer above. I am not too sure what to do with the kit because I think, if used effectively, it can be difficult to beat, so again I am not too seriously inclined to make significant additions to it.