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Suggestion Details:
How could this idea help improve JartexNetwork?
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Suggestions for Improving the KitPvP Server
Suggestion Details:
1. Gameplay and PvP Balancing
Currently, PvP revolves mainly around the use of chugs and pets, which reduces the variety of fights and puts players who do not spend money on the game at a significant disadvantage.
Balance chugs and cookies by reducing their effectiveness or availability.
Rework the pet system, or even remove pets entirely, as was the case in previous versions. This would help reduce the advantages enjoyed by paying players. Players who do not spend money should have the same opportunities to progress and compete in fights.
Rebalance fall damage. Taking 5 hearts of damage from falling just 8 blocks is excessive and punishes players too heavily. Fall damage, along with the server's overall damage balancing, needs to be reviewed.
Rework set bonuses and percentages to diversify players' choices and prevent the same sets from dominating every season.
Rebalance Punch III, as it contributes to turning KitPvP into an unbalanced game mode that moves further away from traditional PvP.
The goal is to bring back a PvP experience based more on skill, positioning, and combat mechanics rather than the amount of consumables players have or the advantages they gain through purchases.
2. Gkits, Mystery Crates, and Rewards
The Gkit system could be improved to make rewards more appealing while maintaining a better balance in progression.
Improve Mystery Crates by offering better rewards and reducing the number of Mystery Crates from 3 to 2 per Gkit.
Reduce the number of cookies obtained from each Gkit to prevent players from accumulating entire stacks too quickly and gaining a significant advantage early on.
Rework Gkit key rewards. Too many of the 8 reward slots are currently taken up by currency or Flux. The loot pool should be diversified with additional useful and appealing rewards.
Consider bringing back the 25% Gkit chance, as it was in previous versions, to make obtaining Gkits more rewarding and restore a system that players enjoyed.
Rebalance set percentages. Apart from Vanguard and Autumn, the other sets are rarely used. Their bonuses should be adjusted to make more builds viable in PvP.
The goal is to make rewards more diverse, limit excessive advantages, and restore the appeal of all Gkits and sets.
3. Map, Events, and Progression
The Map and Nostalgia
Bringing back an old map could be an excellent way to attract returning players and restore the identity of the server's earlier seasons.
Bring back an iconic old map, particularly the one featuring the large wooden trap, which allowed for genuine team fights and more strategic encounters.
Bring back safe zones, allowing players to retreat and avoid certain situations where they are completely overwhelmed by multiple opponents and have virtually no chance of escaping.
Encourage proper traps and strategic fights rather than simple holes that players can easily escape from using a single ender pearl.
The idea is to restore a true KitPvP experience, with well-designed traps, team fights, and situations where strategy genuinely matters.
Diversifying Events
Events currently lack variety and excitement outside of the weekend Stronghold. It would be beneficial to regularly introduce new content and refresh the existing event rotation.
Introduce a rotating event schedule and add new event concepts.
Add capture-based events, such as Totem events or a new version of Capture the Flag.
Create team-based events inspired by TeamFight (TF), where each kill earns points and the first team to reach 1,000 points wins.
Introduce longer KOTH events, with a capture duration of 10–15 minutes per team, worthwhile rewards, and a frequency of once or twice per week.
Add more events during the week, so that the server's event schedule is not mainly focused on the weekend Stronghold.
Improve event rewards, which are currently too similar to standard KOTH rewards and do not provide enough incentive for players to participate.
These changes would refresh the gameplay experience, encourage team-based combat, and give players more reasons to log in regularly.
The Points and Prestige System
It would also be interesting to bring back the old progression system, where kills awarded 0.5 or 1 point and allowed players to rank up through the prestige system.
This system gave players a real objective: farm kills, keep fighting, and progress through the ranks as quickly as possible.
Bringing back the prestige system and the old points system would:
Give kills more value.
Motivate players to grind and remain active.
Create long-term progression goals.
Strengthen competition between players.
Reworking the Level Pass
The Level Pass is currently too easy to complete because of Gkit keys, which reduces the value of its progression system.
It would be better to bring back a requirement-based system, similar to previous versions. Players would need to complete specific objectives and grind to progress through the levels.
This would introduce an additional gameplay element, make progression more rewarding, and prevent players from completing the pass too quickly through Gkit rewards alone.
4. Teams and Competitive Leaderboards
The team system could be further developed to give players collective goals and strengthen competition between teams.
Introduce a payout system inspired by PikaNetwork, with team rankings and rewards distributed weekly or every two weeks.
Reward the top team with Iron, based on its ranking and performance.
Create additional leaderboards with smaller payouts or direct key rewards for other competitive categories.
Examples of leaderboards that could be introduced:
Top kills.
Highest current killstreak.
Highest level reached.
Highest prestige achieved.
Best overall team performance.
These systems would create ongoing competition, encourage players to join teams, and give them clear objectives to work towards throughout the season.
5. Community, Moderation, and Anti-Cheat
The quality of the community plays a crucial role in player retention. It is therefore important to improve moderation and deal more effectively with behaviours that negatively affect the gameplay experience.
Take stronger and more consistent action against cheaters, with reports being handled more regularly.
Better manage trash talk and toxic behaviour, particularly by making it easier for players to mute those responsible.
Improve moderator responsiveness, especially when moderators are online and playing on the server. Their role should remain focused on monitoring the server and assisting players.
Maintain a healthier community environment, allowing both new and returning players to enjoy the server without constantly dealing with toxic behaviour.
The goal is not to eliminate all competition or banter between players, but to limit behaviour that ultimately drives people away from the server and causes them to quit.
Currently, PvP revolves mainly around the use of chugs and pets, which reduces the variety of fights and puts players who do not spend money on the game at a significant disadvantage.
Balance chugs and cookies by reducing their effectiveness or availability.
Rework the pet system, or even remove pets entirely, as was the case in previous versions. This would help reduce the advantages enjoyed by paying players. Players who do not spend money should have the same opportunities to progress and compete in fights.
Rebalance fall damage. Taking 5 hearts of damage from falling just 8 blocks is excessive and punishes players too heavily. Fall damage, along with the server's overall damage balancing, needs to be reviewed.
Rework set bonuses and percentages to diversify players' choices and prevent the same sets from dominating every season.
Rebalance Punch III, as it contributes to turning KitPvP into an unbalanced game mode that moves further away from traditional PvP.
The goal is to bring back a PvP experience based more on skill, positioning, and combat mechanics rather than the amount of consumables players have or the advantages they gain through purchases.
2. Gkits, Mystery Crates, and Rewards
The Gkit system could be improved to make rewards more appealing while maintaining a better balance in progression.
Improve Mystery Crates by offering better rewards and reducing the number of Mystery Crates from 3 to 2 per Gkit.
Reduce the number of cookies obtained from each Gkit to prevent players from accumulating entire stacks too quickly and gaining a significant advantage early on.
Rework Gkit key rewards. Too many of the 8 reward slots are currently taken up by currency or Flux. The loot pool should be diversified with additional useful and appealing rewards.
Consider bringing back the 25% Gkit chance, as it was in previous versions, to make obtaining Gkits more rewarding and restore a system that players enjoyed.
Rebalance set percentages. Apart from Vanguard and Autumn, the other sets are rarely used. Their bonuses should be adjusted to make more builds viable in PvP.
The goal is to make rewards more diverse, limit excessive advantages, and restore the appeal of all Gkits and sets.
3. Map, Events, and Progression
The Map and Nostalgia
Bringing back an old map could be an excellent way to attract returning players and restore the identity of the server's earlier seasons.
Bring back an iconic old map, particularly the one featuring the large wooden trap, which allowed for genuine team fights and more strategic encounters.
Bring back safe zones, allowing players to retreat and avoid certain situations where they are completely overwhelmed by multiple opponents and have virtually no chance of escaping.
Encourage proper traps and strategic fights rather than simple holes that players can easily escape from using a single ender pearl.
The idea is to restore a true KitPvP experience, with well-designed traps, team fights, and situations where strategy genuinely matters.
Diversifying Events
Events currently lack variety and excitement outside of the weekend Stronghold. It would be beneficial to regularly introduce new content and refresh the existing event rotation.
Introduce a rotating event schedule and add new event concepts.
Add capture-based events, such as Totem events or a new version of Capture the Flag.
Create team-based events inspired by TeamFight (TF), where each kill earns points and the first team to reach 1,000 points wins.
Introduce longer KOTH events, with a capture duration of 10–15 minutes per team, worthwhile rewards, and a frequency of once or twice per week.
Add more events during the week, so that the server's event schedule is not mainly focused on the weekend Stronghold.
Improve event rewards, which are currently too similar to standard KOTH rewards and do not provide enough incentive for players to participate.
These changes would refresh the gameplay experience, encourage team-based combat, and give players more reasons to log in regularly.
The Points and Prestige System
It would also be interesting to bring back the old progression system, where kills awarded 0.5 or 1 point and allowed players to rank up through the prestige system.
This system gave players a real objective: farm kills, keep fighting, and progress through the ranks as quickly as possible.
Bringing back the prestige system and the old points system would:
Give kills more value.
Motivate players to grind and remain active.
Create long-term progression goals.
Strengthen competition between players.
Reworking the Level Pass
The Level Pass is currently too easy to complete because of Gkit keys, which reduces the value of its progression system.
It would be better to bring back a requirement-based system, similar to previous versions. Players would need to complete specific objectives and grind to progress through the levels.
This would introduce an additional gameplay element, make progression more rewarding, and prevent players from completing the pass too quickly through Gkit rewards alone.
4. Teams and Competitive Leaderboards
The team system could be further developed to give players collective goals and strengthen competition between teams.
Introduce a payout system inspired by PikaNetwork, with team rankings and rewards distributed weekly or every two weeks.
Reward the top team with Iron, based on its ranking and performance.
Create additional leaderboards with smaller payouts or direct key rewards for other competitive categories.
Examples of leaderboards that could be introduced:
Top kills.
Highest current killstreak.
Highest level reached.
Highest prestige achieved.
Best overall team performance.
These systems would create ongoing competition, encourage players to join teams, and give them clear objectives to work towards throughout the season.
5. Community, Moderation, and Anti-Cheat
The quality of the community plays a crucial role in player retention. It is therefore important to improve moderation and deal more effectively with behaviours that negatively affect the gameplay experience.
Take stronger and more consistent action against cheaters, with reports being handled more regularly.
Better manage trash talk and toxic behaviour, particularly by making it easier for players to mute those responsible.
Improve moderator responsiveness, especially when moderators are online and playing on the server. Their role should remain focused on monitoring the server and assisting players.
Maintain a healthier community environment, allowing both new and returning players to enjoy the server without constantly dealing with toxic behaviour.
The goal is not to eliminate all competition or banter between players, but to limit behaviour that ultimately drives people away from the server and causes them to quit.
How could this idea help improve JartexNetwork?
Restoring the Server's Identity and Attracting New Players
Overall, the server seems to be attracting more players than during the previous two versions, which is a positive sign. However, it is important to keep introducing new content while preserving the elements that made earlier seasons successful.
The server must avoid becoming an overly overpowered KitPvP environment where Punch III, chugs, pets, and advantages gained through purchases take priority over skill and strategy.
In particular, the server should aim to:
Restore the nostalgia of older versions by bringing back iconic maps and proper traps.
Rebalance PvP so that every player has a fair chance, regardless of whether they spend money on the game.
Regularly introduce new events and progression objectives.
Reward active players through leaderboards, prestige systems, and weekly payouts.
Give teams and competitive gameplay a greater role.
Improve moderation and maintain a positive community environment.
The most important thing is to find the right balance between nostalgia and innovation. Older versions had mechanics that made players want to play, grind, progress, and fight to achieve their goals. It would be worth taking inspiration from those systems while introducing new features suited to the current community.
With better-balanced PvP, more appealing rewards, a wider variety of events, and meaningful competition between players, the server could retain its current player base while encouraging former players to return.
The goal should not simply be to increase the player count for a short period, but to give players genuine reasons to stay on the server and keep playing season after season.
Overall, the server seems to be attracting more players than during the previous two versions, which is a positive sign. However, it is important to keep introducing new content while preserving the elements that made earlier seasons successful.
The server must avoid becoming an overly overpowered KitPvP environment where Punch III, chugs, pets, and advantages gained through purchases take priority over skill and strategy.
In particular, the server should aim to:
Restore the nostalgia of older versions by bringing back iconic maps and proper traps.
Rebalance PvP so that every player has a fair chance, regardless of whether they spend money on the game.
Regularly introduce new events and progression objectives.
Reward active players through leaderboards, prestige systems, and weekly payouts.
Give teams and competitive gameplay a greater role.
Improve moderation and maintain a positive community environment.
The most important thing is to find the right balance between nostalgia and innovation. Older versions had mechanics that made players want to play, grind, progress, and fight to achieve their goals. It would be worth taking inspiration from those systems while introducing new features suited to the current community.
With better-balanced PvP, more appealing rewards, a wider variety of events, and meaningful competition between players, the server could retain its current player base while encouraging former players to return.
The goal should not simply be to increase the player count for a short period, but to give players genuine reasons to stay on the server and keep playing season after season.