PvP Events by Kefo and by It da woo woo List of PvP events 1) Cabin on the Island. (Cursed Boxes) 2) Undead Undergrads (Zalvar and Tepes) 3) Snownanigans (Snowball fight trophy) 4) End of a Reign (GoT hunt) 5) Cryptid at the Disco (Cursey Dolls) 6) The Bosky Man 7) The Perfect Machines 8) Pirate Practice (flags) 9) XC: Spotlight While that list is long, most PvP events are hunts that are very similar. These will all be covered in one section, called "generic". The first generic PvP hunt was Cabin on the Island but the one that was most heavily referenced in the writing of this thread was The Perfect Machines. The strategies explained in the "generic PvP hunts" section are applicable in most hunts and will only be written there for brevity. Undead Undergrads, Snownanigans, Cryptid at the Disco, and Pirate Practice were quite different from the generic hunt, so they will have their own sections in this thread, and at the end I will briefly go over the Spotlight. Spoiler: đGeneric PvP huntsđ§ Intro: Generic PvP hunts normally have a PvP drop that is earnt from parties and may be stolen from other players by beating them in a battle. You need 500 of these drops to combine to make a super drop, and earning super drops are what progresses you through the main story of the PvP hunt and place you on the leaderboard. Some PvP hunts also have rewards for losing drops. The generic pvp hunts are Cabin on the Island End of a Reign The Bosky Man The Perfect Machines During these hunts, generally, 1) Energy loss is disabled from all pvp actions 2) Cash loss is disabled from all pvp actions so it puts all other PvP - system and strip farm wars - on pause. This is a problem that has been complained about since these hunts began. It also means that players, after being hit, don't become weaker, which means that the consideration of how much you have pinned an opponent doesnât come into play making the PvP feel odd. The developers have also played with allowing players to opt in or out of PvP hunts. My opinion is that the best way is to leave energy and cash loss enabled, and only allow players to opt out with the only consequence being that they donât gain pvp drops from parties or by hitting other players. In recent hunts, the developers made it so hitting larger players would reward more drops. It's also rumoured that being closer to your misc cap means you get more drops per hit. Ok: When approaching this kind of PvP hunt, itâs important to know how it works so you should first read the announcement thread carefully. You can earn drops from parties, or you can steal drops from other players. Partying is slow and you can be hit while saving up. You can get many more drops by stealing them and this is necessary for placing on the leaderboard or getting a respectable result from the hunt. The first step of stealing drops is to scout targets. this can be done in the following ways: Looking for flash sessions and ec clubs by (flash clubs tend to have larger players) checking hunt leaderboard (lb) checking campus infiltrating flash/session group chats asking around and knowing whatâs on. Checking the battle list for valid targets (has a downside which is that they have to be online to show up) People also post in pub and campus asking to be hit because there are often some rewards for losing drops. Tips for hitting: Hit people only a few times to maximize drops for energy. Take a mental note of how many they had originally and how many you took from them to know how many they still have and whether itâs worth continuing to hit them. Estimate how easy the targets are going to be by checking their dorm, avi, and items. Preventing hits: These are some ways to prevent hits and increase your chances of completing the combined item. you can bribe people not to hit you you can lie low and not make a lot of noise when you have many drops you can hit people who are offline or much smaller than you. BUT you donât really need to worry about preventing hits. The method Flashes normally happen in the afternoon. Stalk ec clubs in the morning and hit those. They take about 45 minutes to finish a party so you can move on and hit other clubs for an hour and then cycle back to the first club. Donât hit anyone below 100 or even 150 cams. Try to hit people between 150-500 cameras. Hit clubs by going into their members list, finding the part of the list where people are at or below your combat power, and hit down the line, first checking that they have enough drops. Tip: If you are fighting, it is generally best to âinsectâ players: if the battle report has a message saying the battle was easy, you will lose less energy hitting them and be able to hit them more times, up to 3x more hits and drops. Use free ad regens and doctorâs notes to maximise your energy. If you are close to 500 drops and scared to lose them, go below 20% of your maximum energy do youâre dtw. If you have dns, just hit the same 8-10 people in flash and revisit at a smart interval â like after a few flashes have passed. Spoiler: đŠUndead Undergradsđș Undead Undergrads Undead Undergrads was the first team-based PvP hunt. Players could opt in by selecting their team, and the winning team would get special rewards. This hunt was, mechanically, very similar to the generic PvP hunt with players needing to collect 400 HECCO soul fragments to make 1 soul skeleton but the team element came in that the total soul skeletons that the team held was their score. This hunt was riddled with issues. One major issue with this hunt was low participation due to players needing to opt in, A bigger issue was balancing rewards between the two teams and between players on each team. Here is a thread where they Issued a correction and here is Kahoâs thread about the debacle. As the event began, most players just joined team demons as it was clear they had the most players and would foreseeably snowball to take the lead in the hunt, with their popularity advantage making any dynamic strategy between the two teams irrelevant. It was just a beatdown: demons on the unfortunates who chose to go on the Vampires team. Because there were so many demons and so few vampires, they rarely even had drops on them making finding viable targets a frustrating exercise. Spoiler: âïžSnownanigansđ§ Snownanigans announcement thread I regarded this as the first successful team PvP hunt and made a thread recapping it. Introduction: Snownanigans was the second team-oriented PvP hunt in PIMDâs history In this hunt, everyone on campus was randomly placed into one of three houses: Red, Blue, or Green ensuring that teams were balanced. It heavily disrupted SFWâs because a.t.a basically rewired PvP mechanics for everyone on campus. If I recall correctly, you had to opt out of the event which would lead to you being able to lose money from being hit. So while you could opt out to "farm" and be farmed normally, people who opted in were invincible for 2 weeks. Success in this hunt actually relied on strong leadership and teamwork unlike the first team-oriented PvP hunt where everyone joined team Jacob. How it worked: This hunt was half PvE because you had to hit parties to get snow you could use that snow to make bricks to reinforce you team's fort or snowballs to batter down other teams forts or attack other players. In this hunt, there were 4 âfortsâ which could be seen in the battle list. This meant that one team would always have the advantage of holding two. The forts would have a cooldown phase when they could be built and not hit. But after an hour, they would be open for attack. The team that threw the most snowballs at the fort would take control of it. You couldn't see who threw the most. Only who won it. Then another hour of cooldown would occur for teams to use bricks on their own forts to build them up and add hit points. The more forts your team holds, the more points you get from throwing snowballs at other players. â â 1 Successful Hit to a Player from an Enemy Team = 1 Point. â Hit an enemy player when your team owns 1 fort = 3 Points. â Hit an enemy player when your team owns 2 forts = 5 Points. â Hit an enemy player when your team owns 3 forts = 6 Points. â Hit an enemy player when your team owns 4 forts = 7 Points. â Strategies: The most important strategy was to work together. Join a group chat or club with people of your colour and coordinate. Due to strategy mattering a lot, having leaders to coordinate teams was very important. I helped lead in this event and tracked when the forts would come up, estimated how many resources the other teams had saved up, and estimated how much effort the other teams put into getting forts. Sometimes there was a strategic value in letting other teams go all-in on a fort they thought would be contested while saving snowballs for the next fort. If a fort has 2,000 HP and you fight with another team and itâs a neck and neck race, you both lose about 1,000 snowballs and thereâs a 50/50 chance they win it. But by letting them get it, they must spend 2000 snowballs and you have more than enough for the next. Picking the right fights to avoid and the right ones to go in on was the majority of the strategy. For example; you wouldnât go all-in if it seemed like you could only hold one or two forts⊠It was best to only contest if there was a potential to grab three or four forts as holding more forts would be beneficial for the point multiplier. The timing of some forts made them higher priorities. Such as if your team holds two, a new fort is going to open in 5 minutes and one of your fort will only open in 15 minutes. That means that if you hold that fort, you'll have 10 minutes with 3 forts - plenty of time for a rush. Another highly important part of the strategy was just having a few people on to lead at all times and people who felt the flow of snow and understood the strategies. Having people collected and ready to rush for points as soon as 3 forts were won was also crucial as sometimes we would only hold them for a matter of minutes before losing our first fort. This required strong and wide communication with our team. This hunt was also highly confusing to many players as the mechanics and ways forts work was completely new to most so there was some benefit in also explaining how it works to players. There was a lot of stress getting people together in group chats. Some got "nuked" meaning everyone was kicked... so they all needed to be invited again. Sabotaging communication was just as devastating in this event as in any important war. Also knowing when teams would go all out for a fort could have also been impactful but there wasn't much spying afaik. Spoiler: đ»Cryptid at the discođȘ© Cryptid at the Disco This hunt was interesting. It was unique in that there was basically only one drop and it wasn't one that you wanted. It was like a big game of "Hot potato" with players trying to get rid of their cursey dolls by hitting other players. This hunt leant a bit too heavily towards PvE with the dolls only coming from parties and not being "stealable". You'd only really need to hit other players when you got a lucky drop from party which was infrequent. I found this hunt forgettable and boring although I like the idea of debuffing others by hitting them and giving them a specific item. I wish that concept found its way onto pimd in another way. Spoiler: đŠPirate PracticeđŽââ ïž Pirate Practice: an ATAClapTrap event This hunt was foreshadowing about the future of PvP on PIMD but a very fun and simple PvP hunt. This hunt had two PvP XCâs. A main one which tracked your PvP progress each day; and another that tracked how you went across all 14 days. Dance off on the High seas was the action XC, as you can see on the left, it tracks your fights, dances, pranks, and eavesdrops separately, with appropriately-weighted points for each. Below was the most exciting part about this event: It was massive that PvP items came only from PvP and not parties! This is something that we need more of! Additionally, not needing to hold onto or combine items was also cool. No feeling that you needed to turtle up and defend your drops. It meant that this hunt was a slug-fest. Hit and be hit all day, every day, and get rewarded for it. Glorious! Having only a +1 point bonus for a successful defence made it feel like it didnât matter at all, although I think this was intended to prevent players from eavesdropping on each other and their main accounts to feed them points. The strategy in this hunt was simple: hit lots of people successfully. You don't even have to check if they have drops. Spoiler: XC: The SpotlightđŠ The Spotlight The spotlight is a simple event that occurs every few hours and lasts for an hour. It is an event for the largest of the large players on PIMD and even between farmers, it is mostly only attempted by those with the largest miscellaneous bonus. While its release was exciting. A regular, new way to engage in PvP, its domination by elites who can only be caught up to with years and thousands of dollars dedicated means it is mostly âdead contentâ. The single player who holds the spotlight is always one of the strongest players in the whole game. Perhaps having a shadow that goes to a player who fails on the player holding it would add some dynamism to this activity. Anyway, the game plan and strategy here is simple: Check the leaderboard. Pattern hit the person at the top of it. Wait 5 minutes, repeat. If you get the spotlight, you can use a doctorâs note to refill your energy, put on all defensive dates and potions, and pray nobody takes it from you because The longer you hold it, the more points you earn.