IMO the kb was what made CC stand out from other servers like The Hive and Mineplex. I think the Kb that already Exists just needs a couple tweaks. This new KB is fun but there is always EVERY OTHER SERVER. Also this just widens the skill gap of all the platforms.
I personally find a change of the current kb needed. You are barley able to combo people with the kb we have on Cubecraft and also the kb feels too randomized. Both of those problems were mostly fixed with the knockback we are testing atm, however there are still some things I would change at the kb;
My main point is the auto-sprintreset you get, when hitting a player. I've been told that dev's added it to make it easier to combo which is ofc true (simple minecraft pvp mechanics) but I think it prevents people from learning it and the fact it forces you to stop makes it very annoying to follow an enemy in like survival games. The only good thing it has is that, if you are the person that is running away, your chaser can't get you in an endless "overkill" combo eventough both are sprinting at the same speed (Happens on Hive).
From this point I conclude to lower the vertical kb and increasing the horizontal kb to get overall into a more 1.8 (java) based knockback setting instead of turning the entire kb into a Hive 2.0 knockback which is for many here not an option (me included).
I don't know too much about how knockback works in different versions but keep my points: removing auto-sprintreset and turn the knockback into a more 1.8 based setting in mind!
The new knockback is great but it makes the game more stressful, I play on CubeCraft cuz all other server is so competitive and it's very stressful to play. I just hope that this new knockback will not be added cuz it makes the game more stressful and not fun to play. The game is already pretty stressful to play, why would you want it to be more stressful? The knockback has been stuck there for a few years. Why would you want to change it? I play the game for fun and not to win.
i really like this pvp and im considering going back to cubecraft to play again but others don’t like this pvp and I feel the reason they don’t like it is because of their platform, their skill against other platforms, and just the knock back. So you should do something to satisfy both communities the ones that like the combos and new knock back and the ones who like this terrible 1.9 java knock back
In my opinion, its great but look at mobile players and people who click 7-8 cps like me. They would just get comboed immediately because of extra hits lol. Plus, CubeCraft is becoming Hive and I kinda don't want that to happen.
So, all in all, its a no for me due to unbalanced vertical kb, unfair advantage to people who cant click 10+ cps and mobile players in general.
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!
As a PC player, I can feel like this knockback makes it even more impossible to lose :D If this does happen then it needs to happen alongside platform based matchmaking like what the hive does, otherwise the game will become even more unbalanced then it already is.
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!
Do you think you could add a Sumo minigame to test the knockback, I feel like that would be a better minigame to display the new knockback. The knockback feels like it is a bit too high, however, it's pretty good and I'd love to see it in all of the other minigames!!
As a PC player, I can feel like this knockback makes it even more impossible to lose :D If this does happen then it needs to happen alongside platform based matchmaking like what the hive does, otherwise the game will become even more unbalanced then it already is.
I think it's a good start to adding knockback into PVP; however, I think you should get rid of a lot of the eggs and snowballs that spawn in chests. Why? Unlike the Hive, where snowballs rarely spawn, snowballs and eggs are all over chests. This makes it possible to combo someone with eggs and snowballs while being out of reach by them (speaking from personal experience). Other than that, I think it's good.
I think it's a good start to adding knockback into PVP; however, I think you should get rid of a lot of the eggs and snowballs that spawn in chests. Why? Unlike the Hive, where snowballs rarely spawn, snowballs and eggs are all over chests. This makes it possible to combo someone with eggs and snowballs while being out of reach by them (speaking from personal experience). Other than that, I think it's good.
snowballing people is actually kind of hard because there's a delay from when you want to throw the fast projectile and when the projectile actually launches, so you have to kinda predict
snowballing people is actually kind of hard because there's a delay from when you want to throw the fast projectile and when the projectile actually launches, so you have to kinda predict
only a few touch ups needed just if it was a bit more like normal it seems to focused on combos so if someone starts a combo on you you have a small chance to come back and win a fight
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!
I hope they do not implement this new knockback, but if they do add it, please add a plugin that makes the fishing rod as in Java 1.8, to be able to escape the combos.
But I really hope they don't add this new knockback
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