I decided to do a little research on that statement... Kits were introduced in December 2012: http://ecocitycraft.com/forum/threads/market-report-for-sale.33442/#post-151726 Now you claim that when they were added, ecocitycraft'a player count gone down from 500 to 100. Now let's look at the statistics: We see that there was a peak of 488 players in August 2013. Now remember - this isn't normal, this is peak amount of players. However it still does debunk your claim that ECC somehow dropped to 100 players from "500". So, let's not make claims that you can't back up with evidence.
it went from 350-450 ish (there have been some peak 500 moments, but on average it was closer to 350-400) to 150 ish, not 500 and 100 (it's quite a difference) And kits were added about a year before the drop in players. (or rather, that's when they became popular) Although I do believe kits have played a large part in this. The fact that the whole minecraft community has been shifting towards minigames is also largely to blame. The only way to get a growing playerbase is simply by competing as a hub server, with minigames.
That was because buffer and spy weren't popular yet when they were added. It took a while before some people started using them. It wasn't a huge problem because there were still cooldowns. They became really popular a couple of months after the plus versions of the kits were released. Which happened sometime in april. So that drop in playercount aligns with the rising popularity of kits like buffer and spy. (buffer was 1 hit kill at the time, btw) And in may 2014 the release of plus2 kits happened. Which coincides with the second sharp decline of the playercount. (sortof, there are more factors involved in that one)
No, he's suggestting that players can use a kit that will somehow make it a No-kit game. Which is pretty impractical tbh.
late 2013, around september/october. I quit playing SG when it became just a buffer/spy slugfest with people running around killing me the moment the grace period ended. Which was around october 2013.
In kit frees 99% of the time it's a person with full iron and a iron sword vs leather armor and a wood sword. Kit frees have nothing to do with skill it's who ever gets the better chests where as with kit games many people have the same kits if not close to the same so when the fights happen it requires skill. I rest my case -dank president
Completely ignoring all the builders that get destroyed by kits in the process. Totally skill related.
Actually, that's not true at all. In fact a large portion of sg players are builders. Generally half of the people at a game are builders.
If I may offer my two cents- I think that kits need to be fixed in some way to help the declining base. Although, I do not feel as though a "No Kit" kit is the way to go. Not only is that solution a possible paradox and completely contradictory but it wouldn't even help that much. SG needs to be treated the same way multiplayer is treated in first person shooter games. There needs to be staff members completely devoted to nerfing and buffing kits as they see fit allowing kits to keep their advantage while not allowing SG to continue to be the "Pay2Win" that it has become. Hopefully we can assign some of the top SG'ers to that position, although they would have to have the right mindset when it came to nerfing kits. @kukelekuuk00 please offer a rebuttal to my suggestion where you see fit.