A long time ago in Kotl you used to bring your gear with u when you played. This caused some balanced issues, hence removing it and making it all fists. I Feel like this is a good change, but on some maps there are places where it's just mindlessly fisting and never knocking anyone off, and because of the healing we get constantly they also can't die. I have a few ideas that i would like to mention, but I'm sure many of them are impossible or just much more work than they are worth.
The idea is to make the game feel less like mindlessly hitting each other over and over and never hitting anyone off or killing anyone because of the OP healing. These ideas i'm going to say are to make it feel more like trying to skillfully knock people off while staying on the top, killing people with swords and bows, while blocking arrows with your shields. Or knocking people off with knock-back sticks while dodging their attacks by quickly moving around them.
Before I start listing them I'm going to start off on the maps I think need to be edited due to their unfair advantages or things that take the fun away from them.
1.) Jungle Beach: I love the map but the problem is once you get to the top it is just mindless fisting, you can't kill anyone due to the constant healing, you can't knock anyone off because it doesn't have enough holes. The solution i would advise is making the top platform a 2 x 2 to fit the top of a jungle tree, and the rest is empty so its easier to knock people off.
2.) roundhouse brawl: This map is also good, and i like how there is 4 ways to get to the top. The problem in this map is that it is possible to knock off people coming up the ladders to the top, while getting points, and the attackers can't hit them back due to the defender's higher position. The only way for someone to get the defender is to have 2 people climbing up opposite ladders. To fix this problem i would advise adding a ladder to the back of each of the ways up.
Important Rule: All the ideas I'm discussing depend on one main point: After every kotl game your kotl inventory gets cleared. The problem about this is that in the Death Run game people have collected discs and use them as trophies. The good part is that since Death run and kotl share the same inventory this would allow death run games to have elytras in them. I have a few ideas on what to do with discs.
1. Sell them for cookies
2. If you go with the kb idea I have listed below put kb on the discs aswell
3. Have them as the only thing you don't clear
Best Idea: "Creator Chooses" Let the map creator decide what items they want the players to have. This could work with all the ideas I'm listing below. Maybe the creator will want them to have nothing but their fists. This idea could fit with every idea i'm going to list, which is why I think it is the best idea.
Idea One: "Defender and Attackers" Give Players bows and arrows (2-5 arrows), and a stone sword and define them as "attackers" while they are trying to reach the top. The person who gets to the top gets a shield (You can change their gear to maybe weaker weapons if needed) so that arrows wont knock them off if they're skilled enough to deflect them with their shield. The problem with this idea is that on some maps (Ex: Jungle Beach) the "defender" wouldn't be able to fight back very well because of the fact that you can't knock anyone off. I personally think that that map should be edited to make it easier to knock people off.
Sub Idea to this: have everyone have shields, bows, and swords. Make the bows do no damage (If possible) so they only knockback. If you're skilled enough you will be able to block the arrows with your shield, taking no knockback. If someone melees you while blocking you still take knockback. The goal to this is to make it feel like there is more skill involved in reaching the top and defending it.
Idea Two: "Death is Easier" Make the healing less, if not none at all. I find that the healing sometimes makes it more fun, because you die a lot less and it makes it less repetitive. But i also find it annoying as the defender when you knock people off and they just keep coming back up like nothing happened on some maps like House of Fire, or in cases when both players are equally good and you can't knock each other off, and also neither one of you can kill each other because the healing is so OP, and it gets boring after a while of this. The change i would recommend is either make it normal regeneration or add regeneration I or II.
Idea Three: "Knock back Fun" Give players knock back 1 or 2 sticks so on maps where it isn't a 1 by 1 block for the defenders it is easier to knock other players off. for example, in City of Fire it is very hard to knock someone off unless you get a huge combo on them. I consider Kotl a game where you knock the other person off and they have to climb all the way back up unless they manage to skillfully catch the ladder on their way down. With the KB sticks it would help in scenarios like this one, where it would feel less like trying to hit someone away from the King spot over and over again, and more like trying to hit them off.
The Knock Back Sticks would substitute for some of the map's large king platform where it is very hard to knock other people off.
Idea Four: "Rotating Gamemodes" This is most likely much more work than it is worth. After every rof game we switch between 3 gamemodes, Kotl, Parkour, and Pvp. The prizes would all be the same thing. The main problem about this is that a lot of people wouldn't want to have any other gamemode besides kotl. Another one is that you would need way more maps for each of these new gamemodes.
Rewards: Rewards can be a very good motive for wanting to play kotl. If you want to make kotl more popular I would recommend balancing the rewards, and overall make them better. I'm not saying giving players diamond gear for winning, but make the rewards more useful. Heres a list of things i think you should add,remove, and buff.
1. Add Soulsand 16,32,64
2. Add netherwart 5,10,20
3. Remove Diamond Pickaxe (I got this as a prize and I think this is way too op, even if it's a low chance)
4. With the new potion shop maybe add some of those potions as prizes
5. Remove rotten flesh (To balance the diamond pickaxe being removed, and also if people know they have a chance of getting this it might discourage them from playing)
6. Make Enderchests higher chance but in lower quantities
7. Nerf the amount of iron you can get from winning, I find it takes away the fun of mining for it
8. As fishing has become more popular in rof, adding enchanted fishing rods as rewards might encourage fishers to play kotl more.
9. Add a low chance of getting enchanting bottles of XP. (Right now xp is in high demand and people might be more willing to play kotl if they know that they can get levels off it when they win)
10. Add the chance of getting bucket(s) (to make up for the loss of iron)
11. Add animal spawn eggs. I find that whenever mods are in a house with lots of players sometimes they spawn in animals for fun, and give them funny names. I think this would help the community as you can also name eggs in anvils
12. Make reward stonebrick and stone able to stack with normal stonebrick and stone by taking away the Kotl Tag. I find it annoying that i have to either place and break it to get rid of the tag or keep a extra slot open for it
13. Add Enderpearls
14. Add saddles so people can ride horses for fun without having to fish for them
The idea is to make the game feel less like mindlessly hitting each other over and over and never hitting anyone off or killing anyone because of the OP healing. These ideas i'm going to say are to make it feel more like trying to skillfully knock people off while staying on the top, killing people with swords and bows, while blocking arrows with your shields. Or knocking people off with knock-back sticks while dodging their attacks by quickly moving around them.
Before I start listing them I'm going to start off on the maps I think need to be edited due to their unfair advantages or things that take the fun away from them.
1.) Jungle Beach: I love the map but the problem is once you get to the top it is just mindless fisting, you can't kill anyone due to the constant healing, you can't knock anyone off because it doesn't have enough holes. The solution i would advise is making the top platform a 2 x 2 to fit the top of a jungle tree, and the rest is empty so its easier to knock people off.
2.) roundhouse brawl: This map is also good, and i like how there is 4 ways to get to the top. The problem in this map is that it is possible to knock off people coming up the ladders to the top, while getting points, and the attackers can't hit them back due to the defender's higher position. The only way for someone to get the defender is to have 2 people climbing up opposite ladders. To fix this problem i would advise adding a ladder to the back of each of the ways up.
Important Rule: All the ideas I'm discussing depend on one main point: After every kotl game your kotl inventory gets cleared. The problem about this is that in the Death Run game people have collected discs and use them as trophies. The good part is that since Death run and kotl share the same inventory this would allow death run games to have elytras in them. I have a few ideas on what to do with discs.
1. Sell them for cookies
2. If you go with the kb idea I have listed below put kb on the discs aswell
3. Have them as the only thing you don't clear
Best Idea: "Creator Chooses" Let the map creator decide what items they want the players to have. This could work with all the ideas I'm listing below. Maybe the creator will want them to have nothing but their fists. This idea could fit with every idea i'm going to list, which is why I think it is the best idea.
Idea One: "Defender and Attackers" Give Players bows and arrows (2-5 arrows), and a stone sword and define them as "attackers" while they are trying to reach the top. The person who gets to the top gets a shield (You can change their gear to maybe weaker weapons if needed) so that arrows wont knock them off if they're skilled enough to deflect them with their shield. The problem with this idea is that on some maps (Ex: Jungle Beach) the "defender" wouldn't be able to fight back very well because of the fact that you can't knock anyone off. I personally think that that map should be edited to make it easier to knock people off.
Sub Idea to this: have everyone have shields, bows, and swords. Make the bows do no damage (If possible) so they only knockback. If you're skilled enough you will be able to block the arrows with your shield, taking no knockback. If someone melees you while blocking you still take knockback. The goal to this is to make it feel like there is more skill involved in reaching the top and defending it.
Idea Two: "Death is Easier" Make the healing less, if not none at all. I find that the healing sometimes makes it more fun, because you die a lot less and it makes it less repetitive. But i also find it annoying as the defender when you knock people off and they just keep coming back up like nothing happened on some maps like House of Fire, or in cases when both players are equally good and you can't knock each other off, and also neither one of you can kill each other because the healing is so OP, and it gets boring after a while of this. The change i would recommend is either make it normal regeneration or add regeneration I or II.
Idea Three: "Knock back Fun" Give players knock back 1 or 2 sticks so on maps where it isn't a 1 by 1 block for the defenders it is easier to knock other players off. for example, in City of Fire it is very hard to knock someone off unless you get a huge combo on them. I consider Kotl a game where you knock the other person off and they have to climb all the way back up unless they manage to skillfully catch the ladder on their way down. With the KB sticks it would help in scenarios like this one, where it would feel less like trying to hit someone away from the King spot over and over again, and more like trying to hit them off.
The Knock Back Sticks would substitute for some of the map's large king platform where it is very hard to knock other people off.
Idea Four: "Rotating Gamemodes" This is most likely much more work than it is worth. After every rof game we switch between 3 gamemodes, Kotl, Parkour, and Pvp. The prizes would all be the same thing. The main problem about this is that a lot of people wouldn't want to have any other gamemode besides kotl. Another one is that you would need way more maps for each of these new gamemodes.
Rewards: Rewards can be a very good motive for wanting to play kotl. If you want to make kotl more popular I would recommend balancing the rewards, and overall make them better. I'm not saying giving players diamond gear for winning, but make the rewards more useful. Heres a list of things i think you should add,remove, and buff.
1. Add Soulsand 16,32,64
2. Add netherwart 5,10,20
3. Remove Diamond Pickaxe (I got this as a prize and I think this is way too op, even if it's a low chance)
4. With the new potion shop maybe add some of those potions as prizes
5. Remove rotten flesh (To balance the diamond pickaxe being removed, and also if people know they have a chance of getting this it might discourage them from playing)
6. Make Enderchests higher chance but in lower quantities
7. Nerf the amount of iron you can get from winning, I find it takes away the fun of mining for it
8. As fishing has become more popular in rof, adding enchanted fishing rods as rewards might encourage fishers to play kotl more.
9. Add a low chance of getting enchanting bottles of XP. (Right now xp is in high demand and people might be more willing to play kotl if they know that they can get levels off it when they win)
10. Add the chance of getting bucket(s) (to make up for the loss of iron)
11. Add animal spawn eggs. I find that whenever mods are in a house with lots of players sometimes they spawn in animals for fun, and give them funny names. I think this would help the community as you can also name eggs in anvils
12. Make reward stonebrick and stone able to stack with normal stonebrick and stone by taking away the Kotl Tag. I find it annoying that i have to either place and break it to get rid of the tag or keep a extra slot open for it
13. Add Enderpearls
14. Add saddles so people can ride horses for fun without having to fish for them
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