So, word has been out that UHC is coming to GuildCraft, and, in case there's no coordinated plan for it, I would like to drop some suggestions. Now, another cracked network with a much larger playerbase than GuildCraft has recently added theirs, so GuildCraft would in fact need to bring something unique to the table, if they'd like to go toe to toe with a server that has a better Hit reg/Kb and less lag. Add Scenarios: Playing the same game over and over can be boring, so you could add scenarios to the game that people could vote on. Examples are CutClean, Timebomb, Bowless, Rodless, No Potions etc Make the server open ONLY during weekends. Let's be honest, the playercount isn't enough for UHC matches to be starting on weekdays(Except for this time of the year, due to the quarantine), so having UHC available only on Weekends would make it *not so dead* and gather more players, for more enjoyable games. It'd also ensure staff can be on far more often and prevent x-rayers and cheaters on such a time consuming game. Have the border connected to the playercount of the game. You can't possible have a 500x500 border when there are 2 people left, so the border would have to move depending on the playercount left. The algorithm depends on whoever is making the Server, and how fast paced they'd like the game to be. Have pre-made worlds set up. Nothing custom made, but you can't possibly have 0,0 be an ocean. You get the point Mess with the Ore spawn rates. Most of the people who will be trying the gamemode are nowhere near experienced with UHC, so it'd take them a good 40 minutes to even find a diamond vein(Without the good old x-ray of course). Again, that depends on how fast paced you want to make the game If the Staff of the network working on this need any help/clarification on these suggestions I'd be more than glad to answer.
In my experience the main reason the majority of GuildCraft players didn't like UHC the first time around was the fact that you start with no items. Drop most of the players here into a vanilla map with no kit and they'll Nope right out. The server is p2w and not even the noobest noob here starts without a kit. That's why people who play here, play here. Start players with a small kit so they can easily grab some food and start digging. One major problem with UHC vs. other forced movement BR games like Fortnite is the inconsistency of items and ores across the map. One player might spawn in a village next to a large ravine, while another might spawn on a large island with one tree. Having several premade maps and allowing players to choose their spawn point before each match (with randomization of +-100 blocks or something) might allieviate that somewhat. Another issue is mobility. In a gamemode where health doesn't regen, being forced to run up to 5 km is overly burdensome. I would actually rather the final arena be on the ocean, at least I can take a boat there. Maybe some railways and/or portals placed around the premade maps would help players move easier. One huge reason UHC died out on most servers and other BR games flourished is speed and variety of gameplay. UHC was a solo endeavor and our matches typically lasted 2.5 hours or more. That's a big time committment, especially to spend 2 hours prepping and accidentally stumble on a witch in a dark cave. In Fortnite, you can squad up, play duos with your mate, solos, team of 20, 50v50, and more, and some of the longest matches last 30-40 minutes, typically more like 20. If UHC rounds last over two hours and are simply solo vanilla mining, farming, and pvp, not many Guildcrafters will play.