UHC (short for 'Ultra Hardcore') is a gamemode that ran rampant among a variety of different servers, and was quite possibly the most trending gamemode during ~2015-2016. While it isnt as wildly popular as it once was, it is still played fairly consistently on a number of different servers. Yet for Mineplex, UHC is now one of the several games that have been 'deprecated', likely to never return. Why? Hype For those who arent older players, for the longest time UHC on Mineplex was limited. A couple times an hour, a chat message would appear in all the lobbies saying that a UHC match was starting, and players would drop what they were doing to frantically flock to UHC portals. The limited nature of being able to play UHC made the idea and prestige of a UHC match even more appealing. Eventually this was adjusted and UHC became a normal game that could be played at any point in time. While this initially generated even more Hype, it also meant that the 'limited time' factor of its popularity was taken away, and so players felt less pressed to play the game. This reduced the quantity of players interested in playing UHC, but meant those who wanted to do so could whenever. Style UHC is generally considered a 'competitive' Mineman game. Because it revolves around largely vanilla mechanics with high stakes and PvP focus, it's primary playerbase is more competitive PvPers. Mineplex on the other hand is typically not viewed as a PvP-centric server. This meant potential interest from PvPers wasnt as high as other servers. UHC was also void of kits or Mineplex-specific mechanics, and without other arcadian mechanics, some of the Mineplex playerbase was alienated from the game due to this as well. This dichotomy of the games style led to issues with sustained interest, and getting new players into Mineplex version without Hype generated by other factors. Lag UHC was notoriously laggy. Putting 100 players on a server, in a world that is simultaneously being generated, led to a lot of connection issues and lag. Players struggled with disconnects, volatile lag, and other issues that made playing UHC less enjoyable overall. If UHC were to have a large map, or a number of large maps, with variance in ore spawns, or had the number of players required to start been decreased, it may have been possible to reduce the lag of the game and make it overall more enjoyable for players. Split Playerbase Ever since discussion of a team mode in Survival Games, there has been a lot of debate over adding additional gamemodes to existing games. One reason against is that splitting the playerbase between multiple gamemodes can make it harder for players to start games, reduce the quality of playing experience, and consequently players can end up leaving. UHC would become the prime example of this. UHC would end up being split into 4 different gamemodes. Solo, solo 'speed' mode (with clean cut and other modifications to make the game play out faster), team, and team speed mode. Initially this generated a huge amount of hype because prior to this, UHC had remained relatively untouched other than some smaller changes and an adjustment to the border. Unfortunately, this hype would not last. With the limited nature of UHC long gone, and the playerbase so split, once the hype around the game being updated started to die down and some players moved to other minigames, the consequences of splitting UHC so much began to show. Because UHC was split not only on a basis of team vs. solo, but also on how the game would play out, the players who would consistently play the game were spread thin, and as outlined above, the problems of finding games soon became clear. Again- Had UHC not been split into as many different categories, had UHC been more limited, or had its consistent playerbase been large enough, this would not have been a deathblow to the game. Without these or other possible adjustments, the UHC playerbase slowly declined, and eventually slid well below the amount to justify keeping the game around.