Hey CC
I have been speaking with other players who play disasters (including several of the top leaderboard players) and we have come up with a few suggestions:
1. Add a "players killed" total to the Disasters stats as @Magnomon has already suggested - If there are "blocks broken" and "blocks placed" stats, which aren't even needed given that you cannot break blocks in the game. However, many of the modifiers encourage killing other players (ie brawl or TNT trouble), so a kills stat should be added.
2. Remove the "blocks placed" and "blocks broken" stats in disasters - As mentioned above, you are not meant to be able to place or break blocks, so these stats aren't necessary.
3. Give the "rising water" modifier a use - This is basically a free win, as the water does not damage you in any way. Instead the water could deal poison damage (similar to toxic waste), or be rebranded to a "tsunami" which comes in waves across the map, destroying blocks, dealing some damage, and pulling players downwards. This would give the modifier a better use, and allow for a much more chaotic game.
I have been speaking with other players who play disasters (including several of the top leaderboard players) and we have come up with a few suggestions:
1. Add a "players killed" total to the Disasters stats as @Magnomon has already suggested - If there are "blocks broken" and "blocks placed" stats, which aren't even needed given that you cannot break blocks in the game. However, many of the modifiers encourage killing other players (ie brawl or TNT trouble), so a kills stat should be added.
2. Remove the "blocks placed" and "blocks broken" stats in disasters - As mentioned above, you are not meant to be able to place or break blocks, so these stats aren't necessary.
3. Give the "rising water" modifier a use - This is basically a free win, as the water does not damage you in any way. Instead the water could deal poison damage (similar to toxic waste), or be rebranded to a "tsunami" which comes in waves across the map, destroying blocks, dealing some damage, and pulling players downwards. This would give the modifier a better use, and allow for a much more chaotic game.