150 Disaster games analysis

As some of you might've seen in another thread, I have been registering information about my Disaster games in a spreadsheet.
A link will be provided at the end of the thread if you want to go through this yourself, there's also some comments included to clarify some things maybe.
I have registered 150 games so far, I plan on going further, see if or how much results change.
I had a lot of fun doing this, my winrate didn't end up that bad (60%) even though for most games I'd register information as the game went on so I was basically AFKing a lot, chilling. But it helped when games started out with something like Sinkhole or Acid Rain, when you don't have to do anything lol.
Here's a preview of the main page of the spreadsheet:

1742928924813.png


Now, you can see on the main page how I did this, I could've done things differently such as using abbreviations but it looks cool like that...


1742929798919.png
1742930898751.png
1742929352771.png


First of all, I want to clarify that everything I will be discussing here is according to my data, my games, my experiences. It doesn't reflect the truth accurately. There's a lot of factors to take into account, like when you play, the players in your games, etc... But for the sake of this post, I will take everything I have gathered seriously, and as my truth. (As pretentious as that sounds)


In "Game Results", a game is "lost" when either nobody survived, or the Purge condition wasn't met. Not a whole lot of games are lost, which I don't think is bad, but I do wish that number had been a bit just a tiny bit higher?
The average of survivors is completely fine. Not much to say there. I'm pretty sure I've gotten a game with 15 Survivors once before, but never 16. It'd be a fun organized challenge to try.

You can see there seemingly is a trend for many things, such as the maps. I was surprised, it could genuinely be luck, but I won't complain that Gondola was the one I played the most on, it's my favorite map. I do wish I'd get to play on Paradise more though! I prefer it over Monorail.
Then, there's popular and unpopular Disasters. I don't think it's crazy to say that Withers or Werewolf probably have a lower chance of being picked, especially when I myself would consider them flawed. (Withers have a weird attention span issue, sometimes can't break their way to you, and Werewolf I don't think I need to explain.)

The amount of Disasters is also fine? Usually there's 5. That being said, having only 3 Disasters leads to a win 14/15 times. The only game that was lost with 3 Disasters was Acid Rain + Lightning + The Floor is Lava on Monorail, people were chilling together until TFiL came and absolutely destroyed us because we were careless.
On the other end, 6 Disasters doesn't guarantee a loss. 18/21 of those 6-Disasters-games were won. A big part of the reason being that there's a weird amount of temporary Disasters at the moment. I'm glad Anvil Rain was changed to become permanent, but I'm thinking it might be good to find a way to change other temporary Disasters too. Hot Potato might be a good candidate, if it reset everytime a new Disaster is added..? But we're not here to talk about this now.

I wanted to see how often there was PVP in Disasters. This is kind of a hot topic in here, we all have certain feelings about it, and we really needed some sort of proper numbers.
In nearly two third of games, there was some kind of PVP. I was on the fence about including Swappage to the list of PVP Disasters because it doesn't enable it, but it's quite often used to "PVP", standing at an edge to kill people once you swap if they were walking forward.
If you think I should include it in this list, let me know and I can update the numbers.

Only 2/18 Werewolf games resulted in a win for the Werewolf. This, along with the many discussions about this Disaster shows something needs to change. The WW if competent, is too hard to kill. But it can be very difficult to kill as WW. This Disaster makes the game more of a slog. The only real chance you have against the WW is crouching, which makes the game unfun for both sides. Both of those wins had Zombie Apocalypse, ZA being pretty deadly it's no wonder, plus it helps with tracking Survivors (Withers included in the second WW win.) If WW were to be removed, I wouldn't mourn it. I don't think many would.

Now, for the final part, kind of juicy.
Out of 55 Purge games, 5 were lost because the Purge condition wasn't met. This means that, according to my limited data, roughly 1/3 of games lost are because of Purge. Is this OK? Is it not? Only ~9% of Purge games lead to a loss because people didn't PVP. (There's also 4 more Purge games that were lost, but not because of it.)
I personally consider Purge to be a "neutral" Disaster, meaning it doesn't have an active effect on the game. You can completely ignore the enabled PVP, in fact you should because PVP currently is an unnecessary risk. It's better to play passively, to let others die, which is almost always what is done. Thus leading in losses sometimes.
So, Purge needs a change of some kind. Complete rework? Maybe. But it will alienate some people. I think the safest play here is to do small tweaks. Slight healing after killing. Or a lower requirement of deaths, instead of 1/2, how about 1/3?



That's about it for my ramblings for now. If you have any questions, remarks or want to request certain information like Disaster comboes frequency, or maybe an analysis of the games lost, feel free to post down below.

Here's the link to the spreadsheet! (I think this isn't against the rules I had to reread them, hope I didn't read poorly)
 
I like numbers this is very cool


Interesting that you got so few werewolf games, is it just rarer or did you get (un)lucky?

Flood being low makes sense since you can’t get it on at least 1 of the maps
 
I like numbers this is very cool


Interesting that you got so few werewolf games, is it just rarer or did you get (un)lucky?

Flood being low makes sense since you can’t get it on at least 1 of the maps
That's what I would like to figure out. I'm not stopping here yet, I first did an analysis when I had only 50 games registered and my results were a little different, but there was still the same trend.

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Since Flood is only on half the maps, it's always going to be less popular overall. I looked quickly at the numbers of Disasters only on Paradise & Gondola and Flood isn't nearly as unpopular as the others, but it's still at the bottom.
 
You can see there seemingly is a trend for many things, such as the maps. I was surprised, it could genuinely be luck, but I won't complain that Gondola was the one I played the most on, it's my favorite map. I do wish I'd get to play on Paradise more though! I prefer it over Monorail.
Oops, turns out I'd accidentally swapped the numbers for Castle and Gondola. Castle was (and still is) my most played map.
 
awesome information :o I gotta make something like this eventually, but this alone does give really awesome insight
You can copy the spreadsheet to use it as a base! I've started automating some things too in the main page.
i think this means buff ww
Some general, imprecise tracking would go a long way... And maybe some Depth Strider for Flood lol.
 
You can copy the spreadsheet to use it as a base! I've started automating some things too in the main page.

Some general, imprecise tracking would go a long way... And maybe some Depth Strider for Flood lol.
ngl something like depth strider 2, speed 2 if it isn’t already speed 2, and tracking the last 60 seconds would probably be enough
 
As some of you might've seen in another thread, I have been registering information about my Disaster games in a spreadsheet.
A link will be provided at the end of the thread if you want to go through this yourself, there's also some comments included to clarify some things maybe.
I have registered 150 games so far, I plan on going further, see if or how much results change.
I had a lot of fun doing this, my winrate didn't end up that bad (60%) even though for most games I'd register information as the game went on so I was basically AFKing a lot, chilling. But it helped when games started out with something like Sinkhole or Acid Rain, when you don't have to do anything lol.
Here's a preview of the main page of the spreadsheet:

View attachment 3406131

Now, you can see on the main page how I did this, I could've done things differently such as using abbreviations but it looks cool like that...


View attachment 3406144View attachment 3406156View attachment 3406138

First of all, I want to clarify that everything I will be discussing here is according to my data, my games, my experiences. It doesn't reflect the truth accurately. There's a lot of factors to take into account, like when you play, the players in your games, etc... But for the sake of this post, I will take everything I have gathered seriously, and as my truth. (As pretentious as that sounds)


In "Game Results", a game is "lost" when either nobody survived, or the Purge condition wasn't met. Not a whole lot of games are lost, which I don't think is bad, but I do wish that number had been a bit just a tiny bit higher?
The average of survivors is completely fine. Not much to say there. I'm pretty sure I've gotten a game with 15 Survivors once before, but never 16. It'd be a fun organized challenge to try.

You can see there seemingly is a trend for many things, such as the maps. I was surprised, it could genuinely be luck, but I won't complain that Gondola was the one I played the most on, it's my favorite map. I do wish I'd get to play on Paradise more though! I prefer it over Monorail.
Then, there's popular and unpopular Disasters. I don't think it's crazy to say that Withers or Werewolf probably have a lower chance of being picked, especially when I myself would consider them flawed. (Withers have a weird attention span issue, sometimes can't break their way to you, and Werewolf I don't think I need to explain.)

The amount of Disasters is also fine? Usually there's 5. That being said, having only 3 Disasters leads to a win 14/15 times. The only game that was lost with 3 Disasters was Acid Rain + Lightning + The Floor is Lava on Monorail, people were chilling together until TFiL came and absolutely destroyed us because we were careless.
On the other end, 6 Disasters doesn't guarantee a loss. 18/21 of those 6-Disasters-games were won. A big part of the reason being that there's a weird amount of temporary Disasters at the moment. I'm glad Anvil Rain was changed to become permanent, but I'm thinking it might be good to find a way to change other temporary Disasters too. Hot Potato might be a good candidate, if it reset everytime a new Disaster is added..? But we're not here to talk about this now.

I wanted to see how often there was PVP in Disasters. This is kind of a hot topic in here, we all have certain feelings about it, and we really needed some sort of proper numbers.
In nearly two third of games, there was some kind of PVP. I was on the fence about including Swappage to the list of PVP Disasters because it doesn't enable it, but it's quite often used to "PVP", standing at an edge to kill people once you swap if they were walking forward.
If you think I should include it in this list, let me know and I can update the numbers.

Only 2/18 Werewolf games resulted in a win for the Werewolf. This, along with the many discussions about this Disaster shows something needs to change. The WW if competent, is too hard to kill. But it can be very difficult to kill as WW. This Disaster makes the game more of a slog. The only real chance you have against the WW is crouching, which makes the game unfun for both sides. Both of those wins had Zombie Apocalypse, ZA being pretty deadly it's no wonder, plus it helps with tracking Survivors (Withers included in the second WW win.) If WW were to be removed, I wouldn't mourn it. I don't think many would.

Now, for the final part, kind of juicy.
Out of 55 Purge games, 5 were lost because the Purge condition wasn't met. This means that, according to my limited data, roughly 1/3 of games lost are because of Purge. Is this OK? Is it not? Only ~9% of Purge games lead to a loss because people didn't PVP. (There's also 4 more Purge games that were lost, but not because of it.)
I personally consider Purge to be a "neutral" Disaster, meaning it doesn't have an active effect on the game. You can completely ignore the enabled PVP, in fact you should because PVP currently is an unnecessary risk. It's better to play passively, to let others die, which is almost always what is done. Thus leading in losses sometimes.
So, Purge needs a change of some kind. Complete rework? Maybe. But it will alienate some people. I think the safest play here is to do small tweaks. Slight healing after killing. Or a lower requirement of deaths, instead of 1/2, how about 1/3?



That's about it for my ramblings for now. If you have any questions, remarks or want to request certain information like Disaster comboes frequency, or maybe an analysis of the games lost, feel free to post down below.

Here's the link to the spreadsheet! (I think this isn't against the rules I had to reread them, hope I didn't read poorly)
Very cool stuff!

Confirming my suspicions that zombies and purge are obnoxiously common! It's like every other game my god it's so annoying.

Though the data set is still pretty small. Just cuz of RNG I've gotten withers like half the games pretty consistently.

Anyway yeah. Making hot potato all game is just annoying. TNTag anyone? No.
Ideas for making disasters last the whole game? New ones that haven't been added yet!

Also adding healing to purge only benefits players skilled at PVP, no one else. This adds an unnecessary skill gap. And rewards players for teaming up on others.

If purge is to be kept, it should be changed from 1/2 of players to instead 3/4.
Making purge have more of an impact DOES NOT make the game better. Impact isn't always good!

And never wish you lose more games. If you want the game to be riskier, take more risks! This is part of how many of us play TNT Wizards, taking more risk for more fun. Having it forced upon everyone is bad.
 
Anyway yeah. Making hot potato all game is just annoying. TNTag anyone? No.

Also adding healing to purge only benefits players skilled at PVP, no one else. This adds an unnecessary skill gap. And rewards players for teaming up on others.
If purge is to be kept, it should be changed from 1/2 of players to instead 3/4.
Making purge have more of an impact DOES NOT make the game better. Impact isn't always good!

And never wish you lose more games. If you want the game to be riskier, take more risks! This is part of how many of us play TNT Wizards, taking more risk for more fun. Having it forced upon everyone is bad.
I don't think a Disaster should apply to only one player, and not interacting with more than 3 players usually really!

It's not a full heal. Besides, it's not gonna heal both players. There *needs* to be an incentive, not just downsides to it.
Also 3/4??? You realize 1/2 is 50% and 3/4 is 75%? I proposed 1/3 because that's 33%. Impact IS good, the most fun games are where Disasters combo into each other meaningfully, like when a game was lost on Monorails, Acid Rain then Lightning meaning everyone just camped together and chatted, until TFiL came and destroyed us all. That was fun, it was a combo nobody was expecting, each Disaster had their impact. Purge's only impact is purely negative, it doesn't provide anything currently.

And now that's just a bad argument lol, I shouldn't have to play bad for the game to be harder... Zombie Apocalypse's changes, making it harder was a much welcome change where now you actually have to think and play the game. I would like that applied to other Disasters.
 
I don't think a Disaster should apply to only one player, and not interacting with more than 3 players usually really!

It's not a full heal. Besides, it's not gonna heal both players. There *needs* to be an incentive, not just downsides to it.
Also 3/4??? You realize 1/2 is 50% and 3/4 is 75%? I proposed 1/3 because that's 33%. Impact IS good, the most fun games are where Disasters combo into each other meaningfully, like when a game was lost on Monorails, Acid Rain then Lightning meaning everyone just camped together and chatted, until TFiL came and destroyed us all. That was fun, it was a combo nobody was expecting, each Disaster had their impact. Purge's only impact is purely negative, it doesn't provide anything currently.
Purge is "PVP is enabled until 1/2 of players are left"
So this would be "until 3/4 are left"

And no it is not fun, getting ganged up on, dying to someone good at PVP or losing all your health cuz people keep punching you is not a good impact.

Purge doesn't interact with other disasters it's literally just people wanting you to die so they can win.
Giving purge more of an impact would make it MORE negative!


And now that's just a bad argument lol, I shouldn't have to play bad for the game to be harder... Zombie Apocalypse's changes, making it harder was a much welcome change where now you actually have to think and play the game. I would like that applied to other Disasters.
You don't have to play bad?
Just take risks. Taking risks is a lot of fun.
By not taking risks, and only being willing to play your best with what's given to you is severely limiting your own fun.

This is literally what causes the "two week Minecraft phase". Learn how to engage with things in a way that makes it more fun!

Also mind you, you don't have to think for zombies. It's literally just run to a high point. The only reason it would be more engaging is if you voluntarily took risks. Which it sounds like you are opposed to!
 
Purge is "PVP is enabled until 1/2 of players are left"
So this would be "until 3/4 are left"
And no it is not fun, getting ganged up on, dying to someone good at PVP or losing all your health cuz people keep punching you is not a good impact.

Purge doesn't interact with other disasters it's literally just people wanting you to die so they can win.
Giving purge more of an impact would make it MORE negative!
In the context of what I said in my original post, I said:
Or a lower requirement of deaths, instead of 1/2, how about 1/3?
So there's the confusion we had.
It's either they keep Purge as this crappy Disaster that does nothing or they change it into something meaningful. We've argued over this over and over again I'm not changing my opinion that it's gotta get changes. You don't enjoy getting ganged up on, which mind you rarely happens, and is entirely on you for being careless and not getting to safety.


You don't have to play bad?
Just take risks. Taking risks is a lot of fun.
By not taking risks, and only being willing to play your best with what's given to you is severely limiting your own fun.

This is literally what causes the "two week Minecraft phase". Learn how to engage with things in a way that makes it more fun!

Also mind you, you don't have to think for zombies. It's literally just run to a high point. The only reason it would be more engaging is if you voluntarily took risks. Which it sounds like you are opposed to!
Taking risks is not playing good. I have taken risks in most of my games. I even mentioned it in this post..! I was literally tabbed out often to update my spreadsheet, playing with shaders which made me barely able to see nametags, especially not from afar and sometimes yes I messed around and killed myself for fun in-game. Still a 60% winrate. You are assuming I'm not having any fun playing this game even though I've played so much and even put effort into a spreadsheet? I do enjoy this game. I love it. But, aside from updates adding new Disasters, I don't see myself playing it in the long run because it lacks depth. Difficulty adds depth. Meaningful Disaster interactions add depth. Player interactions can also add depth. It would only elevate this gamemode. Disasters should be balanced to be as equally impactful, so as to not make every game a bore. Which isn't the case yet. Purge, Hot Potato, Werewolf, TFiL, Acid/Anvil Rain (somewhat but I don't mind them as much.)
Also FYI, I'm done talking about Purge with you because you keep going in circles about how you just don't like PVP, people gang up, they're toxic etc. Which is not something I have witnessed nearly often enough for it to be portrayed as a problem. My experience with people in this game has been majorly positive regarding the PVP aspect. I don't say this to be rude, but I think our time is better spent discussing other stuff. We disagree on this, that's okay, we'll see in the next update if they do decide to change things about PVP and then we'll have something to discuss again.

The two week Minecraft phase has nothing to do with this and is completely irrelevant to the discussion. That's about Minecraft as a whole, not Hypixel in particular and especially not this gamemode.

Zombies is not just run to a high place with how often there are scenarios that destroy ceilings among other things that make it more dangerous up there. Zombies also spawn at high points. They destroy blocks, skeletons appear to shoot you... There's so much more going on compared to its first iteration.
 
Throwing in my opinion one last time on this purge situation.

1. Incentives for pvp are only going to effect people who are good at pvp, as NK said. It's just objectively not a good idea.

That's not going to make the game fun in the slightest, it's like making rich people have 1% taxes while the poor people who make up the majority have to pay 99% (just using a real world example because i'm too tired to think too hard into this, easy to understand).

2. Cutting the amount of deaths in purge won't fix the issue entirely, but it will be a good compromise.

People are still gonna be punch hungry and they can do that still, people are gonna get upset that there's pvp. It's just going to be an ongoing cycle unless devs remove purge entirely, which is almost guaranteed not to happen.

3. I would argue the majority of the playerbase is in favor of less pvp from everyone i've spoken to in game.

Now conflict creates excitement, but not all excitement is good excitement. It's easy to get lost in a situation that ultimately ends up hurting yourself.

I think people will eventually see that about this game, it's always "we need to make the game harder" and not "how can we make the game more enjoyable". People want conflict for that rush of excitement they can get, but that rush is going to die down fast. If we keep chasing a high we're going to end up having this game killed.

Balance is beneficial, take a step back to think about the long haul. Oversaturate this game, people will leave. Make the game too difficult, people will leave. Focus too hard on pvp, people will leave. Lots of walking on eggshells here, if we maintain a gamemode that is fun and has enjoyable replay value then we thrive. It's not all about action.
 
In the context of what I said in my original post, I said:

So there's the confusion we had.
It's either they keep Purge as this crappy Disaster that does nothing or they change it into something meaningful. We've argued over this over and over again I'm not changing my opinion that it's gotta get changes. You don't enjoy getting ganged up on, which mind you rarely happens, and is entirely on you for being careless and not getting to safety.
It happens enough that it's annoying.
Making something bad more impactful does not make it better.
Idk where you have this idea from

Taking risks is not playing good. I have taken risks in most of my games. I even mentioned it in this post..! I was literally tabbed out often to update my spreadsheet, playing with shaders which made me barely able to see nametags, especially not from afar and sometimes yes I messed around and killed myself for fun in-game. Still a 60% winrate. You are assuming I'm not having any fun playing this game even though I've played so much and even put effort into a spreadsheet? I do enjoy this game. I love it. But, aside from updates adding new Disasters, I don't see myself playing it in the long run because it lacks depth. Difficulty adds depth. Meaningful Disaster interactions add depth. Player interactions can also add depth. It would only elevate this gamemode. Disasters should be balanced to be as equally impactful, so as to not make every game a bore. Which isn't the case yet. Purge, Hot Potato, Werewolf, TFiL, Acid/Anvil Rain (somewhat but I don't mind them as much.)
Also FYI, I'm done talking about Purge with you because you keep going in circles about how you just don't like PVP, people gang up, they're toxic etc. Which is not something I have witnessed nearly often enough for it to be portrayed as a problem. My experience with people in this game has been majorly positive regarding the PVP aspect. I don't say this to be rude, but I think our time is better spent discussing other stuff. We disagree on this, that's okay, we'll see in the next update if they do decide to change things about PVP and then we'll have something to discuss again.
It has depth if you're willing to explore and have fun!

And yeah taking risks isn't playing good. Why do you have to play good when you can have more fun doing your own thing?

And you don't need to balance Disasters. Balanced doesn't = fun. This isn't competetive.


The two week Minecraft phase has nothing to do with this and is completely irrelevant to the discussion. That's about Minecraft as a whole, not Hypixel in particular and especially not this gamemode.
For a ton of people it entirely has to do with people being unable to set realistic goals and trying to much to be "good" at Minecraft.
This constantly happens with minigames too! Completely related

One of the reasons I still play TNT Wizards after 11 years is that I often don't try to play well, and I take risks. It adds more fun, challenge and nuance that I can control. And it helps makes games that would otherwise be an afk session a bit more exciting!
Plus who wants to try their best every single game? That's so tiring and boring



Zombies is not just run to a high place with how often there are scenarios that destroy ceilings among other things that make it more dangerous up there. Zombies also spawn at high points. They destroy blocks, skeletons appear to shoot you... There's so much more going on compared to its first iteration.
No it is literally just that. You can avoid 99% of these threats by just hiding up top of buildings.
That has kept me perfectly safe and basically afking like 85% of the time.

This is literally you taking more risks than you need to in order to make it more exciting.
 
Throwing in my opinion one last time on this purge situation.

1. Incentives for pvp are only going to effect people who are good at pvp, as NK said. It's just objectively not a good idea.

That's not going to make the game fun in the slightest, it's like making rich people have 1% taxes while the poor people who make up the majority have to pay 99% (just using a real world example because i'm too tired to think too hard into this, easy to understand).

2. Cutting the amount of deaths in purge won't fix the issue entirely, but it will be a good compromise.

People are still gonna be punch hungry and they can do that still, people are gonna get upset that there's pvp. It's just going to be an ongoing cycle unless devs remove purge entirely, which is almost guaranteed not to happen.

3. I would argue the majority of the playerbase is in favor of less pvp from everyone i've spoken to in game.

Now conflict creates excitement, but not all excitement is good excitement. It's easy to get lost in a situation that ultimately ends up hurting yourself.

I think people will eventually see that about this game, it's always "we need to make the game harder" and not "how can we make the game more enjoyable". People want conflict for that rush of excitement they can get, but that rush is going to die down fast. If we keep chasing a high we're going to end up having this game killed.

Balance is beneficial, take a step back to think about the long haul. Oversaturate this game, people will leave. Make the game too difficult, people will leave. Focus too hard on pvp, people will leave. Lots of walking on eggshells here, if we maintain a gamemode that is fun and has enjoyable replay value then we thrive. It's not all about action.
1. A majority of the people don't even fight anyway, and you are not helpless during Purge. There's stuff to collect! Armor, potions, swords, among other things. You can run away! Or stay away from people pre-emptively!
2. I don't think Purge will ever go away. It has to change, in a way that makes it impactful in any way.
3. I'm getting a lot of mixed signals from you and NK53, can't you also enjoy a game that is difficult at times? Disasters could very work as a game in which people hardly survive, although that obviously won't happen. Grian's server did have a gamemode in which you had to survive the longest and it kept adding Disasters, and people really liked it even though it was, well, completely unfair.
Seeing as though 3 Disaster games and 6 Disaster games barely have any difficulty difference due to the big random factor, some Disasters are difficult and some too easy (I don't think there currently is a Disaster that is too difficult.) A game with 6 Disasters is rare, and should feel difficult... Which isn't the case, mostly because of temporary Disasters.
Excitement is inherently positive, whatever you're trying to say doesn't make sense? Trying to decipher what you meant... The game won't die because of a "PVP excitement rush crash", it'll die if it has a repetitiveness issue, and in the long run keeping the game overly simple and too easy will kill it. It'll just be put in the Arcade lobby

From all the people I've talked to, PVP is not something they mind. It's been a part of the gamemode since the beginning. Whether that be Hypixel's, or Grian's. And then, I've also asked players' opinion on the game's difficulty, and most I've heard say it's on the easier side of things.

Keep in mind by the way I'm not advocating for the game to be so difficult that most games end in a loss. I'm saying that the game needs to be engaging, the game needs to have its Disasters balanced in a way in which you fear all equally, and not just a few select ones. Dragons was too hard and was nerfed, Meteor Shower was too easy and was buffed.
Disasters put together should feel like they combo, in a unique way. It shouldn't get repetitive quickly.
A game with 6 Disasters should feel so unique and difficult to survive because that's the max amount of Disasters. And yet it doesn't. Games with 3 Disasters on the other hand sometimes feel so bland and pointless, the game doesn't give you anything to do. And if you say "Oh but you should take risks!", with the risk always just being running around aimlessly, that is not a good arguemnt and not good design. Taking risks CAN enhance a game, but a game should be fun on its own, and not just because of a player's inputs.

This is all I have to say about Purge currently, if you have any other question ask and I'll answer.
 
1. A majority of the people don't even fight anyway, and you are not helpless during Purge. There's stuff to collect! Armor, potions, swords, among other things. You can run away! Or stay away from people pre-emptively!
I am helpless! I'm terrible at PVP!!
Run away? Into the acid rain and die? Yeah I've had to do that several times

2. I don't think Purge will ever go away. It has to change, in a way that makes it impactful in any way.
Literally why

3. I'm getting a lot of mixed signals from you and NK53, can't you also enjoy a game that is difficult at times? Disasters could very work as a game in which people hardly survive, although that obviously won't happen. Grian's server did have a gamemode in which you had to survive the longest and it kept adding Disasters, and people really liked it even though it was, well, completely unfair.
Neither of us ever said we don't enjoy it when it's difficult at times. We've said we do even. Why would you say this.
And yes that's literally what we're saying, keeping it more RNG is good. Why do you think we'd have an issue with that?

Also want to note when I and probably most people out there think of Disaster Survival I think of Roblox, or earlier versions of it done in MC. I didn't even know Grian had a server until recently.

Seeing as though 3 Disaster games and 6 Disaster games barely have any difficulty difference due to the big random factor, some Disasters are difficult and some too easy (I don't think there currently is a Disaster that is too difficult.) A game with 6 Disasters is rare, and should feel difficult... Which isn't the case, mostly because of temporary Disasters.
Excitement is inherently positive, whatever you're trying to say doesn't make sense? Trying to decipher what you meant... The game won't die because of a "PVP excitement rush crash", it'll die if it has a repetitiveness issue, and in the long run keeping the game overly simple and too easy will kill it. It'll just be put in the Arcade lobby
Arcade is actually a good example of what I'm talking about. Despite being incredibly repetitive and having received little to no attention over the years, many of the Arcade modes do shockingly well. Take Blocking Dead for example. It's pretty popular amongst "nons", and highly casual players. For a regular like me games are pretty much never a challenge, but I still enjoy it. For most of the players in a queue games can be really really difficult.

This happened in so so many Hypixel games. It was given more progression, more challenge, more skill focus, and the game slowly died.
Most people don't want to do that.

Literally Minecraft!!!!! The most popular game ever, is really easy and repetitive. People who want challenging games with thrill are not everyone, not even a majority of people.


From all the people I've talked to, PVP is not something they mind. It's been a part of the gamemode since the beginning. Whether that be Hypixel's, or Grian's. And then, I've also asked players' opinion on the game's difficulty, and most I've heard say it's on the easier side of things.
If I asked TNT Wiz players in 2020 before they buffed Blood they'd all say Blood was weak. Then they buffed it and everyone complained about it for the next 5 years.

Keep in mind by the way I'm not advocating for the game to be so difficult that most games end in a loss. I'm saying that the game needs to be engaging, the game needs to have its Disasters balanced in a way in which you fear all equally, and not just a few select ones. Dragons was too hard and was nerfed, Meteor Shower was too easy and was buffed.
Disasters put together should feel like they combo, in a unique way. It shouldn't get repetitive quickly.
A game with 6 Disasters should feel so unique and difficult to survive because that's the max amount of Disasters. And yet it doesn't. Games with 3 Disasters on the other hand sometimes feel so bland and pointless, the game doesn't give you anything to do. And if you say "Oh but you should take risks!", with the risk always just being running around aimlessly, that is not a good arguemnt and not good design. Taking risks CAN enhance a game, but a game should be fun on its own, and not just because of a player's inputs.
The game IS fun on its own. It's just not only for players who want a challenge. If you want to play a game that isn't challenging, it's YOUR job to make this more fun for yourself. Not every single game is catered to you.
No game can appeal to all players, that doesn't make it bad design. That makes it for an audience that you are not a part of.


You're stuck in the mindset of every action having to have a use. The use it so chill and have fun. I love wandering around and goofing off with people. Is that useful to me winning? No, but it's fun.
 
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