Minecraft Username:
What is your suggestion's title?
Suggestion Details:
How could this idea help improve JartexNetwork?
HiiistoryMaker
What is your suggestion's title?
Modifications KITPVP for the next season
Suggestion Details:
I have been playing KitPvP for over 4 years now, and unfortunately, I have noticed that the server has started to decline and is progressively losing more and more players.
After several discussions with moderators and different players, I have decided to put together this suggestion in order to propose several improvements for the next season.
My goal is to bring new life to KitPvP, improve the overall gameplay, and bring back some of the features that made previous seasons so enjoyable.
Here are the changes I would like to suggest:
## 1. Set and Damage Balancing
- Rework the percentages of all existing sets.
- Fix the current damage system and bring back the damage values from previous versions, which were much more consistent.
- Rebalance older sets such as Damage, Vanguard, Autumn, Decrease, Summer and Xmas.
- Potentially introduce new sets throughout the season.
- Avoid introducing extremely powerful sets offering +20% damage and 3 additional hearts during the first week of a season.
- Progressively introduce stronger sets as the season develops.
## 2. Map Changes
I would like to suggest bringing back one of the following classic maps:
- **The old map featuring Treasure, Boat and Sky KOTHs**, including the two spiral staircases and the staircase inside the skull.
- **The snowy map from the Starlight Saber and Snowflakes season.**
Both maps were particularly popular among the community and would be excellent choices for a future season.
## 3. Item and Structure Removal
I suggest removing certain items and structures that negatively affect the current gameplay:
- Constructibles.
- Bunkers.
- 7x7 L.
- Walls.
## 4. Quest Pass
Introduce a Quest Pass alongside the existing Level Pass.
The Quest Pass would focus entirely on completing different objectives, such as:
- Killing a certain number of players.
- Voting for the server a certain number of times.
- Winning a certain number of KOTHs.
- Reaching specific Killstreaks.
- Fishing to earn a certain amount of money.
- Completing other gameplay-related challenges.
The Level Pass would remain focused on XP progression and continue offering rewards such as KOTH Keys, Stronghold Keys, etc.
## 5. Outpost Improvements
Rework the Outpost system by introducing regular rewards for players who control them.
For example, every 10 or 15 minutes, players could receive:
- 1,000 Flux.
- A certain amount of money.
- Additional resources or other rewards.
Rather than focusing on damage bonuses or reductions, Outposts should provide rewards that give players a real incentive to capture and defend them.
## 6. XP and Prestige System
Bring back the old XP and Prestige system:
- Every kill should grant 0.5 XP.
- Players should be able to use `/prestige` once they reach level 100.
Another possibility would be to explore the addition of bots in the Warzone, if technically possible, to maintain activity when there are not enough players online.
## 7. Team Events and Payouts
Introduce new competitive events specifically designed for teams.
Different teams should be able to compete against each other to earn rewards.
I would also suggest introducing a payout system:
- Every two weeks or once a month.
- Rewards could be distributed in Iron rather than Gold.
- The payout could reward the most active and successful teams.
The Team Top leaderboard should also have more meaningful rewards.
## 8. KOTH Rewards
Bring back the previous KOTH reward system:
- 3 loots per KOTH.
- 1 additional loot in Gifts for players with Celestial rank or higher.
This would replace the current Lootbox-based reward system.
## 9. Gkit and Economy Improvements
Rework the economy at the beginning of each season.
In particular:
- Prevent Lootboxes from becoming available too early in the season.
- Make Gkits such as Vanguard, Damage and Autumn useful for longer.
- Rebalance the Mystery Crate Gkit.
- Ensure that equipment progression remains gradual throughout the season.
The objective is to maintain a balanced economy and make progression more rewarding.
After several discussions with moderators and different players, I have decided to put together this suggestion in order to propose several improvements for the next season.
My goal is to bring new life to KitPvP, improve the overall gameplay, and bring back some of the features that made previous seasons so enjoyable.
Here are the changes I would like to suggest:
## 1. Set and Damage Balancing
- Rework the percentages of all existing sets.
- Fix the current damage system and bring back the damage values from previous versions, which were much more consistent.
- Rebalance older sets such as Damage, Vanguard, Autumn, Decrease, Summer and Xmas.
- Potentially introduce new sets throughout the season.
- Avoid introducing extremely powerful sets offering +20% damage and 3 additional hearts during the first week of a season.
- Progressively introduce stronger sets as the season develops.
## 2. Map Changes
I would like to suggest bringing back one of the following classic maps:
- **The old map featuring Treasure, Boat and Sky KOTHs**, including the two spiral staircases and the staircase inside the skull.
- **The snowy map from the Starlight Saber and Snowflakes season.**
Both maps were particularly popular among the community and would be excellent choices for a future season.
## 3. Item and Structure Removal
I suggest removing certain items and structures that negatively affect the current gameplay:
- Constructibles.
- Bunkers.
- 7x7 L.
- Walls.
## 4. Quest Pass
Introduce a Quest Pass alongside the existing Level Pass.
The Quest Pass would focus entirely on completing different objectives, such as:
- Killing a certain number of players.
- Voting for the server a certain number of times.
- Winning a certain number of KOTHs.
- Reaching specific Killstreaks.
- Fishing to earn a certain amount of money.
- Completing other gameplay-related challenges.
The Level Pass would remain focused on XP progression and continue offering rewards such as KOTH Keys, Stronghold Keys, etc.
## 5. Outpost Improvements
Rework the Outpost system by introducing regular rewards for players who control them.
For example, every 10 or 15 minutes, players could receive:
- 1,000 Flux.
- A certain amount of money.
- Additional resources or other rewards.
Rather than focusing on damage bonuses or reductions, Outposts should provide rewards that give players a real incentive to capture and defend them.
## 6. XP and Prestige System
Bring back the old XP and Prestige system:
- Every kill should grant 0.5 XP.
- Players should be able to use `/prestige` once they reach level 100.
Another possibility would be to explore the addition of bots in the Warzone, if technically possible, to maintain activity when there are not enough players online.
## 7. Team Events and Payouts
Introduce new competitive events specifically designed for teams.
Different teams should be able to compete against each other to earn rewards.
I would also suggest introducing a payout system:
- Every two weeks or once a month.
- Rewards could be distributed in Iron rather than Gold.
- The payout could reward the most active and successful teams.
The Team Top leaderboard should also have more meaningful rewards.
## 8. KOTH Rewards
Bring back the previous KOTH reward system:
- 3 loots per KOTH.
- 1 additional loot in Gifts for players with Celestial rank or higher.
This would replace the current Lootbox-based reward system.
## 9. Gkit and Economy Improvements
Rework the economy at the beginning of each season.
In particular:
- Prevent Lootboxes from becoming available too early in the season.
- Make Gkits such as Vanguard, Damage and Autumn useful for longer.
- Rebalance the Mystery Crate Gkit.
- Ensure that equipment progression remains gradual throughout the season.
The objective is to maintain a balanced economy and make progression more rewarding.
How could this idea help improve JartexNetwork?
I would now like to explain why I believe these changes are necessary and how they could improve the overall experience on JartexNetwork KitPvP.
These suggestions are not simply based on personal preferences. They come from my experience playing the server for over 4 years, as well as discussions with other players and moderators.
I believe that several aspects of the current KitPvP experience are preventing the server from maintaining its player base and keeping players interested in the long run.
## 1. Why Set and Damage Balancing Is Important
Currently, one of the biggest problems with KitPvP is the lack of consistency in the damage system.
As someone who fights daily against different sets, I have noticed that the percentages do not seem to work as intended.
For example, when a player has a set providing -20% incoming damage and their opponent has a similar set, they can still receive extremely high amounts of damage, sometimes losing 4 to 5 hearts from a single hit.
This was not the case in the same way during previous seasons, when the damage system was much more consistent.
Nowadays, sets are losing their value because a player can sometimes kill someone wearing a significantly better set due to damage that seems completely random.
There is also a problem with the progression of equipment.
Sets such as Damage, Vanguard, Autumn, Decrease, Summer and Xmas have become much less useful because their stats are too weak compared to newer equipment.
When players can obtain sets offering +20% damage and 3 additional hearts within the first week, there is very little reason to use older equipment.
This makes progression feel pointless and reduces the value of many Gkits.
By fixing the damage system and introducing stronger equipment gradually, every set could have a purpose depending on the stage of the season.
This would create a much healthier balance and make equipment progression more interesting.
## 2. Why Bringing Back an Old Map Could Help
I believe that bringing back an old map could have a significant impact on the community.
Some of the previous maps are strongly associated with the best memories players have of JartexNetwork KitPvP.
The map featuring Treasure, Boat and Sky KOTHs, with its spiral staircases and skull area, is one example.
The snowy map from the Starlight Saber and Snowflakes season is another.
These maps attracted a large number of players, and many people spent a considerable amount of time playing on them.
Bringing one of them back would create nostalgia for older players and could encourage former players to return.
It would also give the next season a different atmosphere without necessarily requiring the development of an entirely new map.
## 3. Why Removing Certain Structures Could Improve Gameplay
I believe that removing Constructibles, Bunkers, 7x7 L and Walls could help improve the overall PvP experience.
The objective is to keep the gameplay more focused on actual PvP rather than allowing certain structures and items to interfere with fights.
A cleaner gameplay experience would make combat more enjoyable and could encourage players to spend more time fighting in the Warzone.
## 4. Why a Quest Pass Would Keep Players Active
One of the problems with the current KitPvP experience is the lack of objectives outside of PvP.
Not everyone wants to spend their entire time fighting other players.
Adding a Quest Pass would introduce another way to progress and give players additional reasons to log in.
For example, players could complete quests by killing opponents, voting, winning KOTHs, reaching Killstreaks or fishing for a certain amount of money.
This would create a farming aspect alongside the existing PvP gameplay.
It would also encourage players to participate in different activities instead of repeating the same actions every day.
Keeping the Level Pass while introducing a Quest Pass would provide two different progression systems and make the server more enjoyable for different types of players.
## 5. Why Outposts Need a Different Reward System
Outposts have been problematic for several seasons, and the current changes involving PvP damage do not seem to provide a reliable incentive.
I believe that players would have a much stronger reason to capture and defend Outposts if they received regular rewards.
For example, receiving 1,000 Flux, money or other resources every 10 or 15 minutes would make controlling an Outpost more valuable.
This would encourage players to fight over these areas and give Outposts a clear purpose.
Instead of relying on damage bonuses that do not always seem to work properly, a reward-based system would be much more straightforward and beneficial.
## 6. Why the Old XP and Prestige System Would Bring Back Competition
The previous XP system created a genuine competitive environment.
Every kill granted 0.5 XP, and once reaching level 100, players could use `/prestige`.
This gave players a long-term objective and encouraged them to keep fighting in order to climb the leaderboard.
Nowadays, this sense of progression and competition has become much less important.
Bringing back the Prestige system would give players another reason to go into the Warzone, build Killstreaks and compete for higher positions.
It would also create a new objective for players who enjoy grinding and improving their statistics.
Regarding bots, I believe they could also help address the lack of activity in the Warzone.
When there are not enough players online, large areas can become completely empty, making it difficult for players to find fights.
If technically possible, bots could help maintain some activity and give players something to fight against during quieter periods.
## 7. Why Team Events and Payouts Are Necessary
I believe the team aspect of KitPvP has lost a lot of its importance.
There are not enough meaningful events encouraging teams to compete against each other, and the Team Top leaderboard does not provide enough motivation.
Introducing proper team events would create competition between different groups and give players a common objective.
A payout system every two weeks or once a month would also provide an additional reason to remain active.
Even relatively small payouts in Iron could be enough to motivate teams without damaging the economy through excessive Gold rewards.
This would encourage players to stay active, participate in events and work together to achieve better results.
More importantly, it would give the Team Top leaderboard a real purpose again.
## 8. Why the Previous KOTH Rewards Were Better
KOTHs are supposed to be one of the main competitive activities in KitPvP.
However, the current reward system does not always make the effort worthwhile.
Previously, players received 3 loots per KOTH, with an additional loot in Gifts for players with Celestial rank or higher.
This was also an advertised benefit when purchasing the rank.
Nowadays, players can spend more than 20 minutes fighting for a KOTH and receive only one Lootbox reward, which can sometimes contain one of the least useful items in the game.
This makes the activity feel unrewarding and reduces the motivation to participate.
Bringing back the old system would make KOTHs more rewarding and restore the value of winning them.
It would also bring back an advantage that was previously associated with certain ranks.
## 9. Why the Economy Needs to Be Reworked
The current economy makes progression too fast at the beginning of a season.
When Lootboxes become available within the first week, players can obtain extremely powerful equipment almost immediately.
This makes certain Gkits, such as Vanguard, Damage and Autumn, lose their usefulness very quickly.
As a result, players have fewer reasons to continue farming or investing time in their progression.
I believe that the economy should develop more gradually.
By making equipment progression slower and ensuring that each Gkit remains useful for longer, players would have more reasons to keep playing throughout the season.
The Mystery Crate Gkit should also be rebalanced to make its rewards more consistent with its value.
## Conclusion – Giving KitPvP a Reason to Grow Again
I understand that implementing all these changes would require time and work from the development team.
However, I genuinely believe that KitPvP needs significant improvements to regain the activity it once had.
After more than 4 years of playing on JartexNetwork, I have witnessed the evolution of the server and seen how certain previous seasons managed to attract and retain a huge number of players.
Today, the lack of new content, balancing issues, uninteresting rewards and the absence of long-term objectives are progressively contributing to the decline in player activity.
I believe that the next season represents an important opportunity to make a difference.
Bringing back some of the features that made previous seasons successful, fixing existing problems and introducing new objectives could help rebuild the community.
The goal is not simply to make the server easier or to give players more rewards.
The goal is to create a balanced, competitive and enjoyable KitPvP experience where every player has a reason to log in, progress, fight and remain active throughout the entire season.
I know that JartexNetwork still has players who genuinely care about KitPvP, and I believe it would be a shame to let this gamemode continue losing players when it still has so much potential.
I sincerely hope the staff team and developers will take the time to consider these suggestions.
Thank you for reading.
These suggestions are not simply based on personal preferences. They come from my experience playing the server for over 4 years, as well as discussions with other players and moderators.
I believe that several aspects of the current KitPvP experience are preventing the server from maintaining its player base and keeping players interested in the long run.
## 1. Why Set and Damage Balancing Is Important
Currently, one of the biggest problems with KitPvP is the lack of consistency in the damage system.
As someone who fights daily against different sets, I have noticed that the percentages do not seem to work as intended.
For example, when a player has a set providing -20% incoming damage and their opponent has a similar set, they can still receive extremely high amounts of damage, sometimes losing 4 to 5 hearts from a single hit.
This was not the case in the same way during previous seasons, when the damage system was much more consistent.
Nowadays, sets are losing their value because a player can sometimes kill someone wearing a significantly better set due to damage that seems completely random.
There is also a problem with the progression of equipment.
Sets such as Damage, Vanguard, Autumn, Decrease, Summer and Xmas have become much less useful because their stats are too weak compared to newer equipment.
When players can obtain sets offering +20% damage and 3 additional hearts within the first week, there is very little reason to use older equipment.
This makes progression feel pointless and reduces the value of many Gkits.
By fixing the damage system and introducing stronger equipment gradually, every set could have a purpose depending on the stage of the season.
This would create a much healthier balance and make equipment progression more interesting.
## 2. Why Bringing Back an Old Map Could Help
I believe that bringing back an old map could have a significant impact on the community.
Some of the previous maps are strongly associated with the best memories players have of JartexNetwork KitPvP.
The map featuring Treasure, Boat and Sky KOTHs, with its spiral staircases and skull area, is one example.
The snowy map from the Starlight Saber and Snowflakes season is another.
These maps attracted a large number of players, and many people spent a considerable amount of time playing on them.
Bringing one of them back would create nostalgia for older players and could encourage former players to return.
It would also give the next season a different atmosphere without necessarily requiring the development of an entirely new map.
## 3. Why Removing Certain Structures Could Improve Gameplay
I believe that removing Constructibles, Bunkers, 7x7 L and Walls could help improve the overall PvP experience.
The objective is to keep the gameplay more focused on actual PvP rather than allowing certain structures and items to interfere with fights.
A cleaner gameplay experience would make combat more enjoyable and could encourage players to spend more time fighting in the Warzone.
## 4. Why a Quest Pass Would Keep Players Active
One of the problems with the current KitPvP experience is the lack of objectives outside of PvP.
Not everyone wants to spend their entire time fighting other players.
Adding a Quest Pass would introduce another way to progress and give players additional reasons to log in.
For example, players could complete quests by killing opponents, voting, winning KOTHs, reaching Killstreaks or fishing for a certain amount of money.
This would create a farming aspect alongside the existing PvP gameplay.
It would also encourage players to participate in different activities instead of repeating the same actions every day.
Keeping the Level Pass while introducing a Quest Pass would provide two different progression systems and make the server more enjoyable for different types of players.
## 5. Why Outposts Need a Different Reward System
Outposts have been problematic for several seasons, and the current changes involving PvP damage do not seem to provide a reliable incentive.
I believe that players would have a much stronger reason to capture and defend Outposts if they received regular rewards.
For example, receiving 1,000 Flux, money or other resources every 10 or 15 minutes would make controlling an Outpost more valuable.
This would encourage players to fight over these areas and give Outposts a clear purpose.
Instead of relying on damage bonuses that do not always seem to work properly, a reward-based system would be much more straightforward and beneficial.
## 6. Why the Old XP and Prestige System Would Bring Back Competition
The previous XP system created a genuine competitive environment.
Every kill granted 0.5 XP, and once reaching level 100, players could use `/prestige`.
This gave players a long-term objective and encouraged them to keep fighting in order to climb the leaderboard.
Nowadays, this sense of progression and competition has become much less important.
Bringing back the Prestige system would give players another reason to go into the Warzone, build Killstreaks and compete for higher positions.
It would also create a new objective for players who enjoy grinding and improving their statistics.
Regarding bots, I believe they could also help address the lack of activity in the Warzone.
When there are not enough players online, large areas can become completely empty, making it difficult for players to find fights.
If technically possible, bots could help maintain some activity and give players something to fight against during quieter periods.
## 7. Why Team Events and Payouts Are Necessary
I believe the team aspect of KitPvP has lost a lot of its importance.
There are not enough meaningful events encouraging teams to compete against each other, and the Team Top leaderboard does not provide enough motivation.
Introducing proper team events would create competition between different groups and give players a common objective.
A payout system every two weeks or once a month would also provide an additional reason to remain active.
Even relatively small payouts in Iron could be enough to motivate teams without damaging the economy through excessive Gold rewards.
This would encourage players to stay active, participate in events and work together to achieve better results.
More importantly, it would give the Team Top leaderboard a real purpose again.
## 8. Why the Previous KOTH Rewards Were Better
KOTHs are supposed to be one of the main competitive activities in KitPvP.
However, the current reward system does not always make the effort worthwhile.
Previously, players received 3 loots per KOTH, with an additional loot in Gifts for players with Celestial rank or higher.
This was also an advertised benefit when purchasing the rank.
Nowadays, players can spend more than 20 minutes fighting for a KOTH and receive only one Lootbox reward, which can sometimes contain one of the least useful items in the game.
This makes the activity feel unrewarding and reduces the motivation to participate.
Bringing back the old system would make KOTHs more rewarding and restore the value of winning them.
It would also bring back an advantage that was previously associated with certain ranks.
## 9. Why the Economy Needs to Be Reworked
The current economy makes progression too fast at the beginning of a season.
When Lootboxes become available within the first week, players can obtain extremely powerful equipment almost immediately.
This makes certain Gkits, such as Vanguard, Damage and Autumn, lose their usefulness very quickly.
As a result, players have fewer reasons to continue farming or investing time in their progression.
I believe that the economy should develop more gradually.
By making equipment progression slower and ensuring that each Gkit remains useful for longer, players would have more reasons to keep playing throughout the season.
The Mystery Crate Gkit should also be rebalanced to make its rewards more consistent with its value.
## Conclusion – Giving KitPvP a Reason to Grow Again
I understand that implementing all these changes would require time and work from the development team.
However, I genuinely believe that KitPvP needs significant improvements to regain the activity it once had.
After more than 4 years of playing on JartexNetwork, I have witnessed the evolution of the server and seen how certain previous seasons managed to attract and retain a huge number of players.
Today, the lack of new content, balancing issues, uninteresting rewards and the absence of long-term objectives are progressively contributing to the decline in player activity.
I believe that the next season represents an important opportunity to make a difference.
Bringing back some of the features that made previous seasons successful, fixing existing problems and introducing new objectives could help rebuild the community.
The goal is not simply to make the server easier or to give players more rewards.
The goal is to create a balanced, competitive and enjoyable KitPvP experience where every player has a reason to log in, progress, fight and remain active throughout the entire season.
I know that JartexNetwork still has players who genuinely care about KitPvP, and I believe it would be a shame to let this gamemode continue losing players when it still has so much potential.
I sincerely hope the staff team and developers will take the time to consider these suggestions.
Thank you for reading.