Today, we're super excited to introduce to you our first edition of the Knockback test! We've been working pretty hard to get this rolling - we've mentioned in our community talk about Bedrock that we're wanting to involve you guys with these tests before implementing to our entire network. Once we have enough feedback, we'll be pushing these changes to our network, but we need a lot of feedback from everyone to make sure this knockback is as good as it can be!
Knockback Test Version 1: 23/12/2020
First iteration.
Made knockback more consistent - large deviation from the current knockback.
Increased horizontal and vertical velocity from the current 1.9 knockback configuration.
Here's a few videos, before and after, of a fight happening on Bedrock.
Before!
We've noticed that knockback is very stagnant - you take knockback inconsistently, double and triple hits happen randomly when you try and crit, and you're overall not able to predict where people will be after you hit. This made PvP'ing not enjoyable at all.
After!
Consistent knockback? Combos? On CubeCraft?! WHAT IS THIS BLASPHEMY?
This experimental knockback is only available in the Beta Games lobby, and you're only able to play Solo SkyWars. Statistics do not count, and there is no leaderboard. The only maps open now are Wiring,Ping Pong and Circuit. The purpose of this game is only for testing knockback, and not grinding.
Once you've played a few games, please vote on the poll on this thread! We'll use this to help us determine whether or not the knockback has improved! If you still find issues, please respond to this thread! We'll update this thread if we go through any changes in the changelog section!
Thanks everyone! Hope you enjoy, and we look forward to reading your feedback! Have fun!
Today, we're super excited to introduce to you our first edition of the Knockback test! We've been working pretty hard to get this rolling - we've mentioned in our community talk about Bedrock that we're wanting to involve you guys with these tests before implementing to our entire network. Once we have enough feedback, we'll be pushing these changes to our network, but we need a lot of feedback from everyone to make sure this knockback is as good as it can be!
Knockback Test Version 1: 23/12/2020
First iteration.
Made knockback more consistent - large deviation from the current knockback.
Increased horizontal and vertical velocity from the current 1.9 knockback configuration.
Here's a few videos, before and after, of a fight happening on Bedrock.
Before!
We've noticed that knockback is very stagnant - you take knockback inconsistently, double and triple hits happen randomly when you try and crit, and you're overall not able to predict where people will be after you hit. This made PvP'ing not enjoyable at all.
After!
Consistent knockback? Combos? On CubeCraft?! WHAT IS THIS BLASPHEMY?
This experimental knockback is only available in the Beta Games lobby, and you're only able to play Solo SkyWars. Statistics do not count, and there is no leaderboard. The only maps open now are Wiring,Ping Pong and Circuit. The purpose of this game is only for testing knockback, and not grinding.
Once you've played a few games, please vote on the poll on this thread! We'll use this to help us determine whether or not the knockback has improved! If you still find issues, please respond to this thread! We'll update this thread if we go through any changes in the changelog section!
Thanks everyone! Hope you enjoy, and we look forward to reading your feedback! Have fun!
What I like about cubecraft is precisely that you cannot do such easy combos, the pvp becomes more difficult, on the other hand if they implement knockback it will be very easy to kill people, I would prefer that things remain as they are.
Can you explain to me what is different exactly? Critical damage hits should occur if that's what you mean. Though there's a chance it got broken in the process.
I can't really tell if damage is increased when I try to crit, but I'm certainly not seeing the particles and hearing the corresponding sound. Perhaps you made crits only happen when not sprinting, like 1.9 (maybe 1.8 idk), which is not the case in vanilla bedrock since you are able to get them while sprinting. But it seems like they have been removed.
Actually the vertical knockback is what allows the combos. When a player is knocked into the air, they are unable to resist the velocity applied. We tried it with less vertical and more horizontal and found it basically made everything worse in most situations.
I get the function of the vertical knockback, but I think it feels too floaty in the current design. I still would like to be able to test a kb system with higher horizontal and lower vertical kb so I can get a better frame of reference for the combat dynamics each system creates. Right now, there are 2 kb systems being compared (current and beta), and many think the new one is better, but the only other kb system it can be compared to is the current one.
Its quite difficult to pinpoint exactly what I don't like about the beta kb. I may find that having less vertical kb does in fact "make everything worse," but I wouldn't know for sure unless I were able to try it out. Since the kb is in beta, I would assume that it could be changed/tweaked a few times to experiment with other ideas based on community feedback. If any change doesn't go over well, you can always go back to an older system with far fewer repercussions than there would be for a server-wide change.
I though it was line dash gamemode :v
Anyways the kb is bad changed it again i will vote yes if the knockback really good
This time i vote no now :L the kb kinda worse...
Today, we're super excited to introduce to you our first edition of the Knockback test! We've been working pretty hard to get this rolling - we've mentioned in our community talk about Bedrock that we're wanting to involve you guys with these tests before implementing to our entire network. Once we have enough feedback, we'll be pushing these changes to our network, but we need a lot of feedback from everyone to make sure this knockback is as good as it can be!
Knockback Test Version 1: 23/12/2020
First iteration.
Made knockback more consistent - large deviation from the current knockback.
Increased horizontal and vertical velocity from the current 1.9 knockback configuration.
Here's a few videos, before and after, of a fight happening on Bedrock.
Before!
We've noticed that knockback is very stagnant - you take knockback inconsistently, double and triple hits happen randomly when you try and crit, and you're overall not able to predict where people will be after you hit. This made PvP'ing not enjoyable at all.
After!
Consistent knockback? Combos? On CubeCraft?! WHAT IS THIS BLASPHEMY?
This experimental knockback is only available in the Beta Games lobby, and you're only able to play Solo SkyWars. Statistics do not count, and there is no leaderboard. The only maps open now are Wiring,Ping Pong and Circuit. The purpose of this game is only for testing knockback, and not grinding.
Once you've played a few games, please vote on the poll on this thread! We'll use this to help us determine whether or not the knockback has improved! If you still find issues, please respond to this thread! We'll update this thread if we go through any changes in the changelog section!
Thanks everyone! Hope you enjoy, and we look forward to reading your feedback! Have fun!
I believe it is a good kb system
But here are some of my thoughts
It’s very Similar to Hives PvP
Hive has 68/42 Gamemodes between Casual(Not Entirely PvP based) and Competitive(Fully pvp based). Casuals: Murder Mystery, DeathRun, Build Battles, Hide and Seek. Competitive: Survival Games, Treasure Wars and SkyWars
Hive has a larger player base not because of the pvp specifically but because of the variety of these gamemodes, but because those causual mobiles, console, win10 players can play something other than Combo based PvP
The combos make it very competitive
This doesn’t entirely fix the biggest bug about the current KB, it just masks it.
If you don’t know what bug I’m talking about, I’m talking about the one when they are at the edge of a block. I can show you the clip of it still doing this
And I will agree, it is a lot easier to void people, as long as they are not near the ground next to the edge
Ruins movement
Bringing up mobiles, mobile controls are HOT GARBAGE, I’ll say it I use to play mobile for a while on cubecraft, I was so glad once IOS released controller support
But that doesnt change the fact that mobiles still play, and controllers can be affected by this
But getting stuck in the air is dumb and being able to do nothing, at that point as a mobile, controller, and win10 user I prefer the older KB.... on a flat surface specifically where it was less broken
I want the old KB fixed not a new KB added that hides the old KB’s problems
Harder to use if your a mobile/controller
Well mobiles, they are mobile the controls are so clunky. And make it a lot harder for a casual to use these controls. I load up MC Mobile and pvping is kind of hard as it is right now, just imagine those casual players now...
Controller not as hard as mobile, but is a bit harder than win10 with the combo part of the kb, you’ll get stuck in a combo and controller is just slow with a capped amount of sensitivity and no aim acceleration at all like in other Console titles.
I’m not going to say it’s all bad
You can actual hit somebody into the void
You are able to hit combos if you time your hits to knockback people further back if you know how to play well enough
It does feel a bit smoother than the last kb
Makes games a bit more competitive
You don’t die because you are unable to hit somebody into the void when they have better stuff than you
What I like about cubecraft is precisely that you cannot do such easy combos, the pvp becomes more difficult, on the other hand if they implement knockback it will be very easy to kill people, I would prefer that things remain as they are.
I completely agree with you, I might like this new KB, but it becomes a lot more difficult to other players, and it is to me a lot easier to kill people, but those people I’m killing usually put up more of a fight.
As well as you preferring the current KB to stay the same, I agree this new KB system shouldn’t replace the old one, because of the complications it will give players that are not use to it.
I believe they should fix the bugs besides hiding them and having them come back or become even worse down the line.
It’s really epic and OP but the problem is I can send people 20 blocks away from me with 340 ping + W-Tap + 11 cps. I’m not complaining, but make sure the KB doesn’t allow players to literally fly mid-air for too long. I like that system but don’t make it like the Hive. It is too broken. If you do not want to change the fact that the KB here is like this, then that’s fine. It doesn’t rlly matter to me, as long as I can finally do KB and people can’t stay in one spot.
thanks Cubecraft!
This doesn’t entirely fix the biggest bug about the current KB, it just masks it.
If you don’t know what bug I’m talking about, I’m talking about the one when they are at the edge of a block. I can show you the clip of it still doing this
This is a bug that we've noticed with Bedrock Minecraft in general - have tested on other servers, as well as a Vanilla world. Just wanted to quickly comment on this. :]
Players with high CPS will have a BIG advatage, and that is unfair. Mobile players won´t have any change to win. I disagree. When someone combo me, I am "flying" in the air, while enemy is hitting me, and I can´t do anything. And then I am dead. This will lure players to use auto clickers, double clicks, or anything else related to this. Actual knockback system is fair for everyone. I like CubeCraft, because of knockback. And I think that more players are playing on CubeCraft than on The Hive only because of knockback. I will have no server to play on, if knockback will change on CubeCraft. Players who agree with the new knockback are people who can reach a lot of CPS, and they just want to combo everyone, and don´t give a chance to poor mobile players. The Hive is for tryharders (in PvP minigames), I see it, when I play there (The Hive have very similar knockback as CubeCraft new knockback). CubeCraft community is better, because all players have a chance to win with the actual knockback system without combos.
- All this is only MY OPINION!
not trying to sound rude, but it seems like youre just upset because your control scheme is limiting your playing abilities. I watched the clip you sent of yourself playing. For a mobile player, youre not that skilled. That should not be the network's problem to atone for. PC players have had to deal with trading with mobile players such as yourself for years now and now a very popular mechanic has been introduced to separate the skilled from the not-so-skilled, and now the tables have turned.
Today, we're super excited to introduce to you our first edition of the Knockback test! We've been working pretty hard to get this rolling - we've mentioned in our community talk about Bedrock that we're wanting to involve you guys with these tests before implementing to our entire network. Once we have enough feedback, we'll be pushing these changes to our network, but we need a lot of feedback from everyone to make sure this knockback is as good as it can be!
Knockback Test Version 1: 23/12/2020
First iteration.
Made knockback more consistent - large deviation from the current knockback.
Increased horizontal and vertical velocity from the current 1.9 knockback configuration.
Here's a few videos, before and after, of a fight happening on Bedrock.
Before!
We've noticed that knockback is very stagnant - you take knockback inconsistently, double and triple hits happen randomly when you try and crit, and you're overall not able to predict where people will be after you hit. This made PvP'ing not enjoyable at all.
After!
Consistent knockback? Combos? On CubeCraft?! WHAT IS THIS BLASPHEMY?
This experimental knockback is only available in the Beta Games lobby, and you're only able to play Solo SkyWars. Statistics do not count, and there is no leaderboard. The only maps open now are Wiring,Ping Pong and Circuit. The purpose of this game is only for testing knockback, and not grinding.
Once you've played a few games, please vote on the poll on this thread! We'll use this to help us determine whether or not the knockback has improved! If you still find issues, please respond to this thread! We'll update this thread if we go through any changes in the changelog section!
Thanks everyone! Hope you enjoy, and we look forward to reading your feedback! Have fun!
I’ve been playing cubecraft for months and months now, if you check my YouTube channel, my first video was on cubecraft.
and from day one, the kb has been an issue. I love the new additions and the new kb but I think it should be a bit stronger. The kb is better but it’s not enough to get good combos. I don’t personally think that it should be really high but not so low like it is now
This is a bug that we've noticed with Bedrock Minecraft in general - have tested on other servers, as well as a Vanilla world. Just wanted to quickly comment on this. :]
I made a post about how cubecraft should talk to microsoft about stuff about there game, because they are an official partner. If it’s a bug related to minecraft shouldn’t you be talking to them about it? Or is that not how Minecraft Partner works? If it isn’t it should be like that, at least for the servers
Today, we're super excited to introduce to you our first edition of the Knockback test! We've been working pretty hard to get this rolling - we've mentioned in our community talk about Bedrock that we're wanting to involve you guys with these tests before implementing to our entire network. Once we have enough feedback, we'll be pushing these changes to our network, but we need a lot of feedback from everyone to make sure this knockback is as good as it can be!
Knockback Test Version 1: 23/12/2020
First iteration.
Made knockback more consistent - large deviation from the current knockback.
Increased horizontal and vertical velocity from the current 1.9 knockback configuration.
Here's a few videos, before and after, of a fight happening on Bedrock.
Before!
We've noticed that knockback is very stagnant - you take knockback inconsistently, double and triple hits happen randomly when you try and crit, and you're overall not able to predict where people will be after you hit. This made PvP'ing not enjoyable at all.
After!
Consistent knockback? Combos? On CubeCraft?! WHAT IS THIS BLASPHEMY?
This experimental knockback is only available in the Beta Games lobby, and you're only able to play Solo SkyWars. Statistics do not count, and there is no leaderboard. The only maps open now are Wiring,Ping Pong and Circuit. The purpose of this game is only for testing knockback, and not grinding.
Once you've played a few games, please vote on the poll on this thread! We'll use this to help us determine whether or not the knockback has improved! If you still find issues, please respond to this thread! We'll update this thread if we go through any changes in the changelog section!
Thanks everyone! Hope you enjoy, and we look forward to reading your feedback! Have fun!
This is great for combos because before I used to combo and they could easily hit me back. This could be improved by reducing knockback when player is on fire because they go really high but overall its good.
not trying to sound rude, but it seems like youre just upset because your control scheme is limiting your playing abilities. I watched the clip you sent of yourself playing. For a mobile player, youre not that skilled. That should not be the network's problem to atone for. PC players have had to deal with trading with mobile players such as yourself for years now and now a very popular mechanic has been introduced to separate the skilled from the not-so-skilled, and now the tables have turned.
Agreed, same with downgrading clients for FPS, pvp, or input delay shouldn’t be allowed either, it’s dumb that win10 gets that decision. Even then they can get banned from Minecraft itself not cubecraft for it
Feedback: The knockback itself is great, the problem is that there is a delay in knockback by 0.5s-1s and you can just table tennis someone around with this delay. Alongside the delay, if you click fast enough you can shoot someone up 2 blocks
Today, we're super excited to introduce to you our first edition of the Knockback test! We've been working pretty hard to get this rolling - we've mentioned in our community talk about Bedrock that we're wanting to involve you guys with these tests before implementing to our entire network. Once we have enough feedback, we'll be pushing these changes to our network, but we need a lot of feedback from everyone to make sure this knockback is as good as it can be!
Knockback Test Version 1: 23/12/2020
First iteration.
Made knockback more consistent - large deviation from the current knockback.
Increased horizontal and vertical velocity from the current 1.9 knockback configuration.
Here's a few videos, before and after, of a fight happening on Bedrock.
Before!
We've noticed that knockback is very stagnant - you take knockback inconsistently, double and triple hits happen randomly when you try and crit, and you're overall not able to predict where people will be after you hit. This made PvP'ing not enjoyable at all.
After!
Consistent knockback? Combos? On CubeCraft?! WHAT IS THIS nonesense?
This experimental knockback is only available in the Beta Games lobby, and you're only able to play Solo SkyWars. Statistics do not count, and there is no leaderboard. The only maps open now are Wiring,Ping Pong and Circuit. The purpose of this game is only for testing knockback, and not grinding.
Once you've played a few games, please vote on the poll on this thread! We'll use this to help us determine whether or not the knockback has improved! If you still find issues, please respond to this thread! We'll update this thread if we go through any changes in the changelog section!
Thanks everyone! Hope you enjoy, and we look forward to reading your feedback! Have fun!
Today, we're super excited to introduce to you our first edition of the Knockback test! We've been working pretty hard to get this rolling - we've mentioned in our community talk about Bedrock that we're wanting to involve you guys with these tests before implementing to our entire network. Once we have enough feedback, we'll be pushing these changes to our network, but we need a lot of feedback from everyone to make sure this knockback is as good as it can be!
Knockback Test Version 1: 23/12/2020
First iteration.
Made knockback more consistent - large deviation from the current knockback.
Increased horizontal and vertical velocity from the current 1.9 knockback configuration.
Here's a few videos, before and after, of a fight happening on Bedrock.
Before!
We've noticed that knockback is very stagnant - you take knockback inconsistently, double and triple hits happen randomly when you try and crit, and you're overall not able to predict where people will be after you hit. This made PvP'ing not enjoyable at all.
After!
Consistent knockback? Combos? On CubeCraft?! WHAT IS THIS BLASPHEMY?
This experimental knockback is only available in the Beta Games lobby, and you're only able to play Solo SkyWars. Statistics do not count, and there is no leaderboard. The only maps open now are Wiring,Ping Pong and Circuit. The purpose of this game is only for testing knockback, and not grinding.
Once you've played a few games, please vote on the poll on this thread! We'll use this to help us determine whether or not the knockback has improved! If you still find issues, please respond to this thread! We'll update this thread if we go through any changes in the changelog section!
Thanks everyone! Hope you enjoy, and we look forward to reading your feedback! Have fun!
1st of I love the new pvp changes! I think they are great as a pc player although I feel like this would hurt the touch community. as a former touch player myself I feel like touch players would get hit to the moon and back. I am not sure how to balance these changes and I am definitely not a developer but if a all possible I think it would be cool to add a maximum amount of hits that can be chained, for example if a play is in the air for 3 hits it gives them some sort of invincibility or something to stop stuff like this from happening.
and this was the first video that popped up when I searched up hive combo's
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