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KitPvP Gkit Rework: Freeze + Progression

ClownTages

Pika Lover
Joined
Apr 5, 2025
Messages
64
Points
21
Minecraft username:
ClownTage​

Suggestion:
Gkit Rework: Freeze + Progression​

Detailed description:
At the start of a new map (SOTM), disable all Gkit claiming for the first 72 hours. This turns the opening days of the map into standard /kit PvP, giving players without large Gkit stockpiles a fair shot at early fights and preventing players from instantly gearing up off years of accumulated Gkits before anyone else has a chance to compete.


After the freeze, Gkits shift to a progressive system where full power is reached over 3 claims instead of immediately on the first claim. This applies regardless of how long a player has been inactive — claim strength is tied to claim count, not to how much time has passed, so a player returning after weeks away can't suddenly claim a massive stockpile at full power in one sitting.


Gkits fall into three categories under this system:


1. Quantity-based Gkits — item count increases over the 3 claims, reaching full amount on claim 3.


  • Gkit Potions: 3 Hypers → 4 → 5 (full)
  • Gkit Keys: reduced voting/epic/unique/godly key counts on early claims, scaling up to the full 8 voting/4 epic/2 unique/1 godly by claim 3
  • Gkit Mystery: 1 mystery box → 2 → 3 (full)

2. Stat-based armor Gkits — percentage bonuses scale up over claims, reaching current full stats by claim 3, using a -2%/-1%/full progression for larger stats:


GkitFull statClaim 1Claim 2Claim 3 (full)
Summer9% more/less7%/7%8%/8%9%/9%
Xmas13% less / 6% more11%/4%12%/5%13%/6%
Winter15% more / 3% less13%/1%14%/2%15%/3%
Halloween10% deal / 8% receive less8%/6%9%/7%10%/8%
Elderflame9% more/less7%/7%8%/8%9%/9%
Gunslinger13% more / 5% less11%/3%12%/4%13%/5%
Vampire9% more/less7%/7%8%/8%9%/9%

Smaller sub-stats and proc chances on these same kits (e.g., Tropical's 2% lightning/weakness procs, Elderflame's koth lightning proc, Vampire's wither/heal procs, Halloween's pumpkin proc) would scale proportionally instead (roughly 70% → 85% → 100% of their full value), since subtracting flat percentage points isn't practical on values this small.


3. Unaffected Gkits — stay at full value from the first claim, since they're either low-impact on the economy or already underpowered:


  • Gkit Boosters (low usage, minimal economic effect)
  • Gkit Alchemist
  • Gkit Axes (arguably needs a buff, not a further reduction)
  • Gkit Medalist (contents are randomized/variable, doesn't fit a clean tier structure)

This wouldn't apply retroactively to already-claimed items — only to claims made after implementation, so it doesn't erase value players have already earned, it changes the pace at which new value enters the game going forward.​

Reason(s):
KitPvP's economy is currently heavily distorted by Gkit-driven gold generation with no real sink. Many players log in solely to claim Gkits, sell them on the AH for gold, and log off without engaging in PvP. Gold's only real sources are the store, a one-time LMS event (~5k gold, once per map), and player-to-player sales — and because gold earned from Gkit sales rarely gets spent back into the store, gold is being generated far faster than it's being removed from the economy.


There's visible evidence of this: a stack of Hyper Potions cost roughly 300g at the start of a recent map and has since dropped to around 150g — a 50% decline — with a similar roughly 40% drop (150g → 90g) observed mid-map. This suggests gold's purchasing power is steadily eroding, consistent with constant Gkit-driven gold generation without a corresponding sink.


Beyond the economy, Gkit flooding also creates a severe PvP imbalance at map start, where players with large accumulated or shared Gkit stockpiles can gear up instantly on day one while new or less-stocked players are left far behind before they even get a chance to fight. A 3-day freeze plus progressive unlocks would slow this down, encourage more standard PvP early in the map, and reduce the incentive to log in purely to sell and log off.​

Example(s):
Week 1 (after the initial 3-day freeze): a player claims Gkit Potions for the first time and receives 3 Hyper Potions — each giving Regeneration 4, Strength 3, and Resistance 3 for a short burst. At this stage in the map, Hyper Potions are strong relative to what most players have access to, so fights in week 1 revolve around timing these bursts carefully: popping a Hyper before an engagement, or catching an enemy right as theirs runs out.


By week 3, that same player has claimed their Gkit Potions two more times and now holds the full 5 Hyper Potions per claim — noticeably more sustain and burst available per fight than week 1. Meanwhile, other players are only just reaching their week 1 claim (3 Hypers) if they started later or claimed inconsistently. Fights start to look different: instead of everyone having roughly the same tools from day one, PvP power gradually spreads out and specializes based on how consistently players have claimed over the weeks, rather than being frontloaded entirely at map start.


This also lets the economy shift naturally over the course of the map — Hyper Potions that were relatively scarce and valuable in week 1, when most players only had 3 per claim, become more common and less valuable by week 3-4 as more players reach full claims, similar to how any resource's market value drops as supply increases. Prices and demand shift week to week instead of the market being flooded with max-value items from day one, giving the AH economy room to actually fluctuate over the course of the map instead of crashing immediately.​
 
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