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Event Staff Showdown: The Great Escape

PyroInDaBus

The Pika
Joined
Jun 17, 2021
Messages
1,255
Points
93
Minecraft username:
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?​

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!​

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...
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​
 
OP
OP
PyroInDaBus

PyroInDaBus

The Pika
Joined
Jun 17, 2021
Messages
1,255
Points
93
with ur logic host of those gw shows are also "participating" cuz there is a diff team making and coding all the thing and that host is just "interacting with the community"
Pardon me, what is a "gw" show?
 

MutualAgreement

Epic Pika
Joined
Jul 12, 2023
Messages
103
Points
35
Minecraft username:
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?

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!

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...
the one without a ghost client during the fight! Destruct it and play fair!


To finish off...
Minecraft username:
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?

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!

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...
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


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
honestly I like this suggestion, it seems like fun, it's something new and its creative. Upvoted
 

Patolunix

Event Coordinator
YouTube
Great Reporter
Joined
Jun 2, 2019
Messages
2,592
Points
118
IGN
Patolunix
+1
Original idea that I absolutely like. Obviously some aspects would require some tweaks/improvements to make the overall experience better for everyone (both staff members and players) but the core idea sounds very solid.
 
OP
OP
PyroInDaBus

PyroInDaBus

The Pika
Joined
Jun 17, 2021
Messages
1,255
Points
93
with ur logic host of those gw shows are also "participating" cuz there is a diff team making and coding all the thing and that host is just "interacting with the community"
At this point, I think you are purposely yapping, so this will be my last response till you understand, lets not post farm

You're still not getting it. Let me be crystal clear:
  • Team Events runs everything. Full stop
  • Staff are players with a unique role, not hosts
  • It's not a game show
  • Staff are actively playing, not just interacting
  • Not being able to "win" doesn't mean they're not participating. Think zombies in a zombie mode

This isn't about staff hosting or running anything. It's a new event where staff get to play in a different way. Team Events is still 100% in charge

If you hve got specific concerns about the gameplay or community impact, I'm all ears. But let's drop this "staff are hosting" misunderstanding, yeah?
 

B1ueRay

Ultimate Legendary Pika
Joined
Jul 8, 2021
Messages
925
Points
70
IGN
B1ueRay
At this point, I think you are purposely yapping, so this will be my last response till you understand, lets not post farm

You're still not getting it. Let me be crystal clear:
  • Team Events runs everything. Full stop
  • Staff are players with a unique role, not hosts
  • It's not a game show
  • Staff are actively playing, not just interacting
  • Not being able to "win" doesn't mean they're not participating. Think zombies in a zombie mode

This isn't about staff hosting or running anything. It's a new event where staff get to play in a different way. Team Events is still 100% in charge

If you hve got specific concerns about the gameplay or community impact, I'm all ears. But let's drop this "staff are hosting" misunderstanding, yeah?
team events do not run everything if the main point of the event is something like players being able to huant a group of players which are not team events or related to them.
staff would be normal players if they could participate and compete like normal players. host do NOT refer to this one role u have in ur mind
ya never said its a gameshow. pls maybe once understand? i gave u example which u complete ignored
u specifically said that the point of suggestion was that the staff could interact with the community. ty for pointing out obv that they would be part of the event
yes not being able to win means they are not participating. those zombies are part of the game but staff are just norrmal players meant to compete not to be part of event or event team

ur literally repeating same thing without understanding my examples and then accusing me of post farming ty
 

Adhuh

YouTube
Joined
Jun 15, 2023
Messages
48
Points
29
IGN
Adhuh
Although i do think some part of it is a waste of time, i think its wonderful because this way players get to know the staff team better, and they can interact with the staff ingame, although the event would probably lead to targeting staff team 💀 i think its a nice idea

+1
 
OP
OP
PyroInDaBus

PyroInDaBus

The Pika
Joined
Jun 17, 2021
Messages
1,255
Points
93
Although i do think some part of it is a waste of time, i think its wonderful because this way players get to know the staff team better, and they can interact with the staff ingame, although the event would probably lead to targeting staff team 💀 i think its a nice idea

+1
We already target them, and randoms especially already target them...

So that cannot be fixed :ROFLMAO:
 
OP
OP
PyroInDaBus

PyroInDaBus

The Pika
Joined
Jun 17, 2021
Messages
1,255
Points
93
+1
Original idea that I absolutely like. Obviously some aspects would require some tweaks/improvements to make the overall experience better for everyone (both staff members and players) but the core idea sounds very solid.
What would you change? Am curious
 

notziny

Staff Member
Helper
Joined
Nov 18, 2021
Messages
712
Points
48
IGN
notziny
As part of team events and the staff team I find the suggestion pretty cool, it's a good way to interact with players and staff, Event managers will have to take the final decision but as a staff I think this is gonna be lots of fun great suggestion ;)
 
OP
OP
PyroInDaBus

PyroInDaBus

The Pika
Joined
Jun 17, 2021
Messages
1,255
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As part of team events and the staff team I find the suggestion pretty cool, it's a good way to interact with players and staff, Event managers will have to take the final decision but as a staff I think this is gonna be lots of fun great suggestion ;)
Aye aye captain! Am eagerly awaiting their decision
 

ulvd

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ulvd
cool idea but yk in the end its pointless lol so much effort for nothing really -1
 
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PyroInDaBus

PyroInDaBus

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cool idea but yk in the end its pointless lol so much effort for nothing really -1
Acceptable, but still, if the people and the staff like it, as you can see, why not go big for once?

The point of the events is community, and this one is a big event with a lot of potential

Sure, they will change it a lot, and am willing to help myself with coding it if need be, but don't think so closely, think of the outcome, not the process, otherwise even in real life you will be less likely to have the courage to achieve the outcome if you are always focused on how hard the process will be
 
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