PyroInDaBus
The Pika
- Joined
- Jun 17, 2021
- Messages
- 1,255
- Points
- 99
Minecraft username:
Suggestion:
Detailed description:
Reason(s):
Example(s):
PyroInDaBus
Suggestion:
Staff Showdown: The Great Escape
Detailed description:
The event pits the Pika-Network staff team against the player community in a thrilling game of cat-and-mouse across a sexy custom map. The event unfolds on a massive 1000x1000 arena, carefully built to include diverse biomes, structures, and hidden passageways. This hour-long event brings together 20 (or more if they fancy) brave staff members and a ton of eager players for an uncomfortable chase
Damn, imagine hunting down Arrly for once instead of falling to the void on Bridge, again, and again, and again...
As the event begins, Staff Members are granted a precious (cap) 2 minute head start. They scatter across the arena, each armed with basic leather armor, a stone sword, and a few steaks. Their mission? To evade death for as long as possible. These staff aren't defenseless, however. Each possesses, well, a sword... BUT! Also an "Invisibility Cloak" (a short of ability or item, idk, name it as you please), granting 10 seconds of true invisibility on a 5 minute cooldown. To aid in their survival, staff members can see each other's names and a unique glowing particle effect, allowing for stratgeic coordination among (AMOGUS!) them
This way, our dear staff will have a chance to breath or bang us from behind... second option must NOT be taken in a weird way
Once the head start concludes, all players (idc if they are 200 or 50) are randomly teleported into the arena. They begin emptyhanded, but the map has a few loot chests of varying quality. From basic leather and stone gear to diamond equipment and enchanted items, these chests offer the means for players to gear up for the hunt. The most prized loot is scarce, encouraging exploration and conflict as players vie for an advantage
Yeah... like we won't 20v1 them at minute 4... (good luck with getting anything, they won't drop a thing but tokens)
Here is the event flow breakdown:
00:00 - Staff released for head start
02:00 - Players teleported in, event begins
15:00 - Staff gear upgrade to iron
30:00 - Staff gear upgrade to partial diamond
45:00 - Final loot chest refill & staff gear upgrade to full diamond
60:00 - Event concludes
The core objective for players is simple: eliminate as many staff members as possible as many times as possible. Each staff death awards points based on their rank:
2 for Trials
4 for Helpers
5 for Moderators
8 for Senior Moderators
10 for Admins
20 for the elusive Manager
Yeah, Epiko won't play
Adding to the mystery, staff names remain hidden until the moment of their death, when a kill message reveals their identity and rank (staff will be able to see their names among them normally, players won't)
Upon eliminating a staff member, players receive a special token corresponding to the staff's rank. These tokens serve a dual purpose. They contribute to the player's overall ego and flex and can be spent at a special shop located at the player spawn point. This shop is only accessible manually in the middle of the arena, and there is no comand to go there, it offers temporary effects and gear upgrades, adding a layer of strategic decision-making. Do you save your tokens for da flex, or spend them on advantages to secure more staff eliminations?
So, smartarse, don't die with them because you will lose 1 of random quality every time you die
Players who die in battle aren't out of the game. They respawn at a random location, with an increasing cooldown for subsequent deaths. This mechanic maintains the player count while discouraging reckless play. My theory in the math could be something like this:
1st death - instant, 2nd - 15s, 3rd - 60s, 4th+ - 2m (based on the player count, my suggestion here is for 200 players)
See? No gangb- mutually have a hand when it comes to somebody's death at the same time...
When the dust settles after 60 intense and mentally infuriating minutes, the top three players with the highest scores claim victory. The winner receive Pika-Network gift crads valued at €50, €30, and €20 respectively (just a suggestion). The server anticheat has to be present during the event, and all winners owe to be screenshared as usual
Ok, I will sh- stop talking now, what do you think?
Damn, imagine hunting down Arrly for once instead of falling to the void on Bridge, again, and again, and again...
As the event begins, Staff Members are granted a precious (cap) 2 minute head start. They scatter across the arena, each armed with basic leather armor, a stone sword, and a few steaks. Their mission? To evade death for as long as possible. These staff aren't defenseless, however. Each possesses, well, a sword... BUT! Also an "Invisibility Cloak" (a short of ability or item, idk, name it as you please), granting 10 seconds of true invisibility on a 5 minute cooldown. To aid in their survival, staff members can see each other's names and a unique glowing particle effect, allowing for stratgeic coordination among (AMOGUS!) them
This way, our dear staff will have a chance to breath or bang us from behind... second option must NOT be taken in a weird way
Once the head start concludes, all players (idc if they are 200 or 50) are randomly teleported into the arena. They begin emptyhanded, but the map has a few loot chests of varying quality. From basic leather and stone gear to diamond equipment and enchanted items, these chests offer the means for players to gear up for the hunt. The most prized loot is scarce, encouraging exploration and conflict as players vie for an advantage
Yeah... like we won't 20v1 them at minute 4... (good luck with getting anything, they won't drop a thing but tokens)
Here is the event flow breakdown:
00:00 - Staff released for head start
02:00 - Players teleported in, event begins
15:00 - Staff gear upgrade to iron
30:00 - Staff gear upgrade to partial diamond
45:00 - Final loot chest refill & staff gear upgrade to full diamond
60:00 - Event concludes
The core objective for players is simple: eliminate as many staff members as possible as many times as possible. Each staff death awards points based on their rank:
2 for Trials
4 for Helpers
5 for Moderators
8 for Senior Moderators
10 for Admins
20 for the elusive Manager
Yeah, Epiko won't play
Adding to the mystery, staff names remain hidden until the moment of their death, when a kill message reveals their identity and rank (staff will be able to see their names among them normally, players won't)
Upon eliminating a staff member, players receive a special token corresponding to the staff's rank. These tokens serve a dual purpose. They contribute to the player's overall ego and flex and can be spent at a special shop located at the player spawn point. This shop is only accessible manually in the middle of the arena, and there is no comand to go there, it offers temporary effects and gear upgrades, adding a layer of strategic decision-making. Do you save your tokens for da flex, or spend them on advantages to secure more staff eliminations?
So, smartarse, don't die with them because you will lose 1 of random quality every time you die
Players who die in battle aren't out of the game. They respawn at a random location, with an increasing cooldown for subsequent deaths. This mechanic maintains the player count while discouraging reckless play. My theory in the math could be something like this:
1st death - instant, 2nd - 15s, 3rd - 60s, 4th+ - 2m (based on the player count, my suggestion here is for 200 players)
See? No gangb- mutually have a hand when it comes to somebody's death at the same time...
When the dust settles after 60 intense and mentally infuriating minutes, the top three players with the highest scores claim victory. The winner receive Pika-Network gift crads valued at €50, €30, and €20 respectively (just a suggestion). The server anticheat has to be present during the event, and all winners owe to be screenshared as usual
Ok, I will sh- stop talking now, what do you think?
Reason(s):
Well, for a number of reasons, the event is an intriguing addition to the network's event lineup for several reasons...
First and foremost, it creates an opportunity for direct player-/-staff interaction. This isn't just another PvP event, nah, it's a chance for the comumnity to engage with the team that makes pika tick, fostering a stronger sense of connection, and yeah, some family-friendly revenge here and there...
Like cmon, we all have past, but who wouldn't want to corner TryToHitMe for once?!
The event's design is a testament to pika's commitment to excitement (yeah, I totally added this just to suckup chances for this to get accepted)
With capacity for manyplayers, it matches the network's participation levels for major events. Yet it goes beyond mere numbers
The balanced progresion systems ensure that both players and staff members can find enjoyment and... "a bloody chance to survive for 10 seconds, please!"
Early-game advantages for staff, mid-game strength in player numbers, and late-game staff upgrades create a dynamic that keeps everyone on their toes
This event also stands out for its strategic depth. A risk-reward element that goes beyond basic combat is the token economy, players must weigh the advantages of benefits against the possibility of earning a higher score, like cmon, who wouldn't want that?!
Oh, plus there's a lot of replayabiilty because of this depth, the different terrain, and the hidden staff identities
This event will never feel exactly the same twice...
And to suckup on the devs and the events team... I mean, to give credit where credit is due, that is
This event is a demonstration of the dev team's technical skills. It takes skill to manage so many things in such a large area. Its seamless execution (which barely bloody exists these days) shows the network's commitment to offering top-notch events. The custom plugin needed for the event can also act as the foundation for more creative ideas in the future
But still... good luck to whomever will take the days to code it... I will pray for you
The event's structure also lends a hand to community building beyond the server itself. The hunt for hidden staff and the evolving dynamics make for entertaining content that the media team can perhaps stream ore record. The ability to theme the event for versions or special occasions provides flexible, long-term value, like the sumo 3.0, 2.0, brackets, and so on...
WHATEVER! Last but not least, Staff Showdown shows pika's commitment to fair play, which, let's be honest, rarely occurs. Because of the way the design is drafted out, cheating is naturally discouraged, and the custom of screensharing winners adds another level of legitimacy.
I mean, good luck trying to hack with all of those staff members behind you, in front of you, next you, below you, heck, even above you!
First and foremost, it creates an opportunity for direct player-/-staff interaction. This isn't just another PvP event, nah, it's a chance for the comumnity to engage with the team that makes pika tick, fostering a stronger sense of connection, and yeah, some family-friendly revenge here and there...
Like cmon, we all have past, but who wouldn't want to corner TryToHitMe for once?!
The event's design is a testament to pika's commitment to excitement (yeah, I totally added this just to suckup chances for this to get accepted)
With capacity for manyplayers, it matches the network's participation levels for major events. Yet it goes beyond mere numbers
The balanced progresion systems ensure that both players and staff members can find enjoyment and... "a bloody chance to survive for 10 seconds, please!"
Early-game advantages for staff, mid-game strength in player numbers, and late-game staff upgrades create a dynamic that keeps everyone on their toes
This event also stands out for its strategic depth. A risk-reward element that goes beyond basic combat is the token economy, players must weigh the advantages of benefits against the possibility of earning a higher score, like cmon, who wouldn't want that?!
Oh, plus there's a lot of replayabiilty because of this depth, the different terrain, and the hidden staff identities
This event will never feel exactly the same twice...
And to suckup on the devs and the events team... I mean, to give credit where credit is due, that is
This event is a demonstration of the dev team's technical skills. It takes skill to manage so many things in such a large area. Its seamless execution (which barely bloody exists these days) shows the network's commitment to offering top-notch events. The custom plugin needed for the event can also act as the foundation for more creative ideas in the future
But still... good luck to whomever will take the days to code it... I will pray for you
The event's structure also lends a hand to community building beyond the server itself. The hunt for hidden staff and the evolving dynamics make for entertaining content that the media team can perhaps stream ore record. The ability to theme the event for versions or special occasions provides flexible, long-term value, like the sumo 3.0, 2.0, brackets, and so on...
WHATEVER! Last but not least, Staff Showdown shows pika's commitment to fair play, which, let's be honest, rarely occurs. Because of the way the design is drafted out, cheating is naturally discouraged, and the custom of screensharing winners adds another level of legitimacy.
I mean, good luck trying to hack with all of those staff members behind you, in front of you, next you, below you, heck, even above you!
Example(s):
While the event is a unique concept tailored for pika, it draws inspiration from several popular game modes and mechanics seen across the gaming industry
Many minecraft servers have hosted hide & seek events, like pika once had done, though typically on a smaller scale and without the complex progression systems seen in Staff Showdowfn
The asymmetric gameplay, where a small team of powerful players faces a larger group of weaker opponents, reminds me of games like Dead by Daylight or Evolve
The use of scattered loot and a play area that becomes more dangerous over time shares DNA with, well... popular battle royale games (but please not Fortnite)
However, Staff Showdown's approach is distnct, using increased difficulty of remaining hidden rather than a moving border. The core concept of hunting specific targets within a larger group is reminiscent of assassination modes found in many multiplayer shoooters
The token economy, serving as both a flexing "mechanism" and a currency for power-ups and upgrades, has roots in arcade-style games and some existing Minecraft minigames
Yet its implementtiaon here, tied directlyy to staff kills, is a novel twist...
The way players build up their gear over the course of the event, potentially losing it all on death, draws a parallel to roguelike game mechanics, adding tnesion to each encounter, aka "don't you bloody come near me!!!"
The invisibility mechanic for staff members isn't entirely new, games like TF2 have long used invisibility as a core gameplay element
However, its application in this large-scale, mc-based event creates unique tactical considerations. Fans of the popular "Manhunt" videos by YouTubers like Dream will recognize similar themes of chase and evasion, but scaled up dramatically and with the added thrill of staff participation.
Like, cmon, who isn't afraid when the guy who you are supposed to hunt has the power to vanish you permanently with a few simple keystrokes?!
I'll tell you who...
To finish off...
While these examples share elements with this event, the specific combination of mechanics, scale, and staff involvement makes this event truly unique to pika
It's designed to levergae the server''s strengths and community dynamics in a way that existing events on other platforms don't, promising an experience that players won't find anywhere else
Many minecraft servers have hosted hide & seek events, like pika once had done, though typically on a smaller scale and without the complex progression systems seen in Staff Showdowfn
The asymmetric gameplay, where a small team of powerful players faces a larger group of weaker opponents, reminds me of games like Dead by Daylight or Evolve
The use of scattered loot and a play area that becomes more dangerous over time shares DNA with, well... popular battle royale games (but please not Fortnite)
However, Staff Showdown's approach is distnct, using increased difficulty of remaining hidden rather than a moving border. The core concept of hunting specific targets within a larger group is reminiscent of assassination modes found in many multiplayer shoooters
The token economy, serving as both a flexing "mechanism" and a currency for power-ups and upgrades, has roots in arcade-style games and some existing Minecraft minigames
Yet its implementtiaon here, tied directlyy to staff kills, is a novel twist...
The way players build up their gear over the course of the event, potentially losing it all on death, draws a parallel to roguelike game mechanics, adding tnesion to each encounter, aka "don't you bloody come near me!!!"
The invisibility mechanic for staff members isn't entirely new, games like TF2 have long used invisibility as a core gameplay element
However, its application in this large-scale, mc-based event creates unique tactical considerations. Fans of the popular "Manhunt" videos by YouTubers like Dream will recognize similar themes of chase and evasion, but scaled up dramatically and with the added thrill of staff participation.
Like, cmon, who isn't afraid when the guy who you are supposed to hunt has the power to vanish you permanently with a few simple keystrokes?!
I'll tell you who...
the one without a ghost client during the fight! Destruct it and play fair!
To finish off...
While these examples share elements with this event, the specific combination of mechanics, scale, and staff involvement makes this event truly unique to pika
It's designed to levergae the server''s strengths and community dynamics in a way that existing events on other platforms don't, promising an experience that players won't find anywhere else