Okay, this is going to be a long one.
Before I officially begin, I want to give a small disclaimer:
I am in no way trying to be negatively critical with this post. I only want Hive to continually improve, and the post that follows is for that purpose.
Hive has sort of wonky pvp physics. I will go into detail specifically why, but I know pretty much everyone who’s played Hive will know what I’m talking about. As far as I know, it’s been this way since Hive Bedrock launched.
This is kind of like a suggestion/bug report mix. I really should have made a thread about this over a year ago, but I’m finally sitting down to do it. Before I get into what’s wrong, I’ll give a little backstory.
----- Backstory -----
From what I heard, featured servers, including Hive, have to code their OWN pvp physics along with other mechanics such as the motion of projectiles. I’m not sure why, but I guess it’s a Microsoft thing. Now I’m no developer, but I’m sure this was a difficult task and hard to get correct because the Hive’s pvp mechanics are not quite like vanilla Bedrock’s. I’m not sitting here and demanding perfection from the developers, but I’d like to shine some light on what’s wrong.
----- The Issues -----
Comboing on Hive is probably the biggest issue. Let’s examine the following scenario: You are playing Treasure Wars with full diamond armor and a diamond sword, your treasure is broken. You’re standing 5 entire blocks away from the edge. All of a sudden, a player uses their fist and–quite literally–carries you over the edge by repeatedly punching you with just their fist. Your feet don’t touch the ground once, and they’re completely out of reach.
You’re probably thinking to yourself “yeah something like this has definitely happened to me”. I don’t think that’s a fair exchange in combat. I’m pretty sure this is not how comboing on vanilla Bedrock works. It’s really demotivating to pvp someone who can kill you that easily. I generally hold no grudge against players who do that; they just have high CPS. I’m just hoping the developers can adjust this so it does not happen.
Projectiles (Bows, Snowballs, etc.)
Everybody has noticed this one. If you shoot an arrow upwards, where does it go? It keeps traveling upwards, as if gravity was reversed. The opposite happens when you shoot downwards: stronger gravity. I’m sure this is not intentional and probably a bug in the coding on Hive. Weirdly, I brought this up to an owner once (forgot which one), and their response was they didn’t even know this happened to projectiles. A fix for this would be nice too, especially for games like Treasure Wars or the upcoming Snow Wars.
Enderpearl throwing is kind of hard to predict. This could just be me being bad, I don’t know. Let me know if you also have trouble landing a pearl correctly. I’ve used them numerous times on Hive and still miss sometimes.
When snowballs were added to Treasure Wars, one of the first things we all noticed was that they have a really OP comboing effect. It’s like my first bulletpoint but on steroids. If you use enough snowballs on players, you can carry them in the air for so long they can get kicked for flying.
Now I get the feeling that this combo effect was coded intentionally. Personally I think it should be dialed down a bit. I know a lot of players will probably disagree with me, that’s fine. But I still wanted to shine some light on it, maybe in case it WASN’T intentional.
----- Final Thoughts -----
I know this is asking for a lot, but these bulletpoints I listed are the exact reason why I tend to stay away from the pvp-based games on Hive. I won’t sit here and point fingers at the developers for doing a bad job, nor will I demand they do a better job and fix it. I think most of these are bugs or mistakes in a coding job that’s honestly probably difficult to do correctly. Like I said, I’m not a developer myself. Please consider these bulletpoints, let me know if any of you agree. Sorry it’s such a long thread.