Ever since my friend found that BlockWars was still around on Cubecraft we felt the need to rejoin and see what it's like. We've come to the conclusion that the game is not nearly as good as it used to be two or three years ago. We've found some new maps are annoying and some changes to old maps are extremely disappointing. Changes to gamemodes have made it difficult to fully enjoy what once was what we considered the best gamemode we've ever found. It's a real shame.
To start, the new maps. I think Pirates is a very good map (apart from the places you get stuck in). It's probably one of my favorite BlockWars maps that still exist. That's about all I got for compliments on the new maps/map changes. When it comes to Nuclear and Snowy, I find it oddly boring. I'm not entirely sure why this is, but it's not nearly as creative as other maps. Maybe it's because I've yet to play an actual game with more than 3-4 players, but it just isn't interesting. As for Games. I hate Games. It is such a bad map. I like the design, but that just doesn't matter when it ruins every game that gets played on it. This map is way too small. This map is way too linear. I see this map way too often. It's a serious factor as to why BlockWars has become so boring to play. When I get stuck in 1v3s, which seem to happen way too often, I could die on the opponent's side of the map and by the time I respawn they're already half way back to their base with my flag. For the period of time where Ninja's invisibility lasted for 30 seconds, I'd be able to go invis, take their flag, run all the way back to our base, and still be invis for about 3-4 seconds after capturing. This should be a clear sign that the map is far too small and should be reworked. The same could be said for a Chunk map, but I have only gotten that map once and I don't know the names of them anymore. It's the semicircle map with the small path directly next to the flags. The map changes from old Chunk maps are disgusting and ruin what they're meant to be. Why would you remove the house in Western and put the flag outside in the open, and still have the nerve to leave the flag size larger than any other map? Why would you move the flag in the End from below the spawn and put it right in front of it, causing 1/3 of the map to go completely unused and take away any interesting defense strategies? Why the completely unnecessary revamp of Mushroom? These maps were all perfectly fine and what we considered some of the best Chunk maps in the game. Especially End. They did not need any changes, unless the Cubecraft player base couldn't figure out how to locate the flags. And if that were the case, I would have assumed The Bridge wouldn't have been brought over, but here it is, being one of the largest maps with many, many paths to reach the flag. Speaking of maps being carried over, you left out some of the most memorable, enjoyable maps the Chunk had to offer. Hell, the Mineshaft, and many others were far more memorable and loved than maps like Paint, Castle Wars, Retro 99, Green Zone or Forest Fight. These maps should've at least been brought over instead of making these other low quality, poorly designed newer maps.
Next is the gamemodes. Again it feels like the Cubecraft playerbase has a very short attention span when I look at the changes made to gamemodes. Removing Jail, for example. Jail was heavily based on having the patience to either rely on your team to break you out or to wait for your whole team to die. I personally really enjoyed this gamemode and I know many others did too. The change made to Core is a very odd one to me. I don't know why there are now more lives to the core. It now forces every game into overtime, which I've seen people state as the reason the CTF change was made. I miss when Core games were actually suspenseful for the majority of the match, not just at overtime when it's lowered to the number it should really start at. The CTF change is probably the most annoying to me. The games are far too short because of the 3 captures at most. They rarely ever hit overtime because of an interesting match, but rather because some people don't know what they're doing and the ones that do can't be bothered breaking into the flag because they're more often than not, using ninja and would much rather farm kills until overtime. I've had maybe 2 suspenseful games of CTF in the 3-4 months I've been playing it. Both were because we waited until overtime and then killed the opponent at the last possible second. It was forced suspense because we wanted some sort of challenge. An easy fix to the Core problem is lowering the lives of a core and leaving overtime to if they're within 3 lives of each other (if you stick to a high number of lives), and dropping it to around 1-3 lives once it starts. To fix CTF, just remove capture limits. Let us play the game out like you force with Core. Maybe add back Jail for the sake of more variety.
Now kits. I enjoy some of the changes to certain kits, like Tank getting sharpness on their pickaxe, Archer having rechargeable arrows, and Warrior getting pants instead of boots. But again, that's where the compliments end. Despite these changes, Archer is very situational and Tank, Medic, Jumper, Summoner, and Viper are all still useless. It's especially bad with Jumper, because some idiot thought that kit was too op and needed its pickaxe removed, while also thinking Ninja wasn't good and needed a serious buff. Seriously. What moron decided Ninja was in need of a buff. I understand maybe wanting to fix nametags so those are hidden, but now the weapon, particles, sound effects, nametags, name on tab, and THE FLAG are all invisible to the opponents. There is no way of knowing when a ninja is around unless you get extremely lucky and hit one with an arrow. That's the only time you get some sort of sign that a ninja is there. Even then, you don't see a floating arrow in their body. If you go invisible and take the flag, the flag is also invisible, and it was possible to get extremely far with the flag while the opponents had no way of stopping you. The way of nerfing this insanely op kit? It can't use a bow while invisible, and the arrow will instead damage you. I also noticed recently that they shortened the invis time from 30 seconds to 15 seconds, and the cooldown from 60 seconds to 45. These nerfs would be so unnecessary if you just made it possible to see the Ninja in some way. At the very least show its particles and flag. Both sprinting and potion particles. Another kit that I feel has been harmed is the good ol' Ice ball kit. This kit was replaced by Medic, and used to have leather armor, a wooden sword, a pickaxe, and three snowballs that would do knockback and give the opponent slowness 1. This kit saw a lot more use than kits like Medic, Jumper, Summoner, Poisoner/Viper, and Tank back on the Chunk. It was a kit designed to county kits like Runner and made the game a lot more fun, despite how annoying it felt to be hit by one in the moment. A return of this kit would at least add variety to the game instead of seeing the same 3 kits every single game. Also bring back the Alarm trap while you're at it. It was one of two traps that actually have any use.
As for the playerbase, it feels odd to see "100 people playing" and then seeing one active game and one lobby with one person sitting there. From what I've been told, the players are split between 1.8 pvp and 1.12 pvp. This seems to result in little to no players in 1.8 for most of day, leaving very little time to actually enjoy the game. I've played maybe 3 full games and they often end with 5 players left. I understand there are people who enjoy 1.12 pvp, but if this is going to be a limited time game, it might be a bit more beneficial to combine the two versions and just use 1.8 pvp.
Achievements. They're pretty good. Except one of them is unobtainable, and progressive achievements are unrealistic. The "I am Strong" achievement is impossible to get it seems. Me and my friend have done this achievement many times and we've yet to obtain it. As for progressive achievements, literally no one has obtained 10,000 wins since the statistics started tracking them, the highest being 9,546. And as for the Flag capture progressive achievement, seeing as you're limited to 3 captures per game, and getting games in 1.8 can take more than 30 minutes sometimes, I don't see any of these being all that reasonable for a limited time game. I'd say it's a good idea to lower requirements for progressive achievements, and fix "I am Strong".
Lastly, possibly the most important complaint I have about CubeCraft's BlockWars. The team balance. It sucks. I don't know what you guys did to it between now and the Chunk days, but I've never seen such an awful system. First of all, why disallow players from joining mid match? This makes crashing much more annoying and prevents more games from being full and eventful. Why prevent team balance mid game as well? Sure it may be upsetting being moved off your team, but it sucks even more to be in a 3v6. The Team Balance at the start of the game doesn't seem to do anything half the time. I'm sure everyone's aware of this, but fix the damn team balance. It's seriously one of the most annoying things to deal with in this game.
That's just about all the complaints I've gathered about BlockWars in the 3-4 months of playing it on this server. It's a real shame this game is getting neglected more than Double Trouble was post-1.7 on the Chunk.These aren't even the only complaints I have about Chunk games on Cubecraft either. The direction Tower Defense went is a real disappointment and I feel that should also be looked into, but I think I've gone on long enough. Thanks for reading my college essay I'll be taking criticism now.
To start, the new maps. I think Pirates is a very good map (apart from the places you get stuck in). It's probably one of my favorite BlockWars maps that still exist. That's about all I got for compliments on the new maps/map changes. When it comes to Nuclear and Snowy, I find it oddly boring. I'm not entirely sure why this is, but it's not nearly as creative as other maps. Maybe it's because I've yet to play an actual game with more than 3-4 players, but it just isn't interesting. As for Games. I hate Games. It is such a bad map. I like the design, but that just doesn't matter when it ruins every game that gets played on it. This map is way too small. This map is way too linear. I see this map way too often. It's a serious factor as to why BlockWars has become so boring to play. When I get stuck in 1v3s, which seem to happen way too often, I could die on the opponent's side of the map and by the time I respawn they're already half way back to their base with my flag. For the period of time where Ninja's invisibility lasted for 30 seconds, I'd be able to go invis, take their flag, run all the way back to our base, and still be invis for about 3-4 seconds after capturing. This should be a clear sign that the map is far too small and should be reworked. The same could be said for a Chunk map, but I have only gotten that map once and I don't know the names of them anymore. It's the semicircle map with the small path directly next to the flags. The map changes from old Chunk maps are disgusting and ruin what they're meant to be. Why would you remove the house in Western and put the flag outside in the open, and still have the nerve to leave the flag size larger than any other map? Why would you move the flag in the End from below the spawn and put it right in front of it, causing 1/3 of the map to go completely unused and take away any interesting defense strategies? Why the completely unnecessary revamp of Mushroom? These maps were all perfectly fine and what we considered some of the best Chunk maps in the game. Especially End. They did not need any changes, unless the Cubecraft player base couldn't figure out how to locate the flags. And if that were the case, I would have assumed The Bridge wouldn't have been brought over, but here it is, being one of the largest maps with many, many paths to reach the flag. Speaking of maps being carried over, you left out some of the most memorable, enjoyable maps the Chunk had to offer. Hell, the Mineshaft, and many others were far more memorable and loved than maps like Paint, Castle Wars, Retro 99, Green Zone or Forest Fight. These maps should've at least been brought over instead of making these other low quality, poorly designed newer maps.
Next is the gamemodes. Again it feels like the Cubecraft playerbase has a very short attention span when I look at the changes made to gamemodes. Removing Jail, for example. Jail was heavily based on having the patience to either rely on your team to break you out or to wait for your whole team to die. I personally really enjoyed this gamemode and I know many others did too. The change made to Core is a very odd one to me. I don't know why there are now more lives to the core. It now forces every game into overtime, which I've seen people state as the reason the CTF change was made. I miss when Core games were actually suspenseful for the majority of the match, not just at overtime when it's lowered to the number it should really start at. The CTF change is probably the most annoying to me. The games are far too short because of the 3 captures at most. They rarely ever hit overtime because of an interesting match, but rather because some people don't know what they're doing and the ones that do can't be bothered breaking into the flag because they're more often than not, using ninja and would much rather farm kills until overtime. I've had maybe 2 suspenseful games of CTF in the 3-4 months I've been playing it. Both were because we waited until overtime and then killed the opponent at the last possible second. It was forced suspense because we wanted some sort of challenge. An easy fix to the Core problem is lowering the lives of a core and leaving overtime to if they're within 3 lives of each other (if you stick to a high number of lives), and dropping it to around 1-3 lives once it starts. To fix CTF, just remove capture limits. Let us play the game out like you force with Core. Maybe add back Jail for the sake of more variety.
Now kits. I enjoy some of the changes to certain kits, like Tank getting sharpness on their pickaxe, Archer having rechargeable arrows, and Warrior getting pants instead of boots. But again, that's where the compliments end. Despite these changes, Archer is very situational and Tank, Medic, Jumper, Summoner, and Viper are all still useless. It's especially bad with Jumper, because some idiot thought that kit was too op and needed its pickaxe removed, while also thinking Ninja wasn't good and needed a serious buff. Seriously. What moron decided Ninja was in need of a buff. I understand maybe wanting to fix nametags so those are hidden, but now the weapon, particles, sound effects, nametags, name on tab, and THE FLAG are all invisible to the opponents. There is no way of knowing when a ninja is around unless you get extremely lucky and hit one with an arrow. That's the only time you get some sort of sign that a ninja is there. Even then, you don't see a floating arrow in their body. If you go invisible and take the flag, the flag is also invisible, and it was possible to get extremely far with the flag while the opponents had no way of stopping you. The way of nerfing this insanely op kit? It can't use a bow while invisible, and the arrow will instead damage you. I also noticed recently that they shortened the invis time from 30 seconds to 15 seconds, and the cooldown from 60 seconds to 45. These nerfs would be so unnecessary if you just made it possible to see the Ninja in some way. At the very least show its particles and flag. Both sprinting and potion particles. Another kit that I feel has been harmed is the good ol' Ice ball kit. This kit was replaced by Medic, and used to have leather armor, a wooden sword, a pickaxe, and three snowballs that would do knockback and give the opponent slowness 1. This kit saw a lot more use than kits like Medic, Jumper, Summoner, Poisoner/Viper, and Tank back on the Chunk. It was a kit designed to county kits like Runner and made the game a lot more fun, despite how annoying it felt to be hit by one in the moment. A return of this kit would at least add variety to the game instead of seeing the same 3 kits every single game. Also bring back the Alarm trap while you're at it. It was one of two traps that actually have any use.
As for the playerbase, it feels odd to see "100 people playing" and then seeing one active game and one lobby with one person sitting there. From what I've been told, the players are split between 1.8 pvp and 1.12 pvp. This seems to result in little to no players in 1.8 for most of day, leaving very little time to actually enjoy the game. I've played maybe 3 full games and they often end with 5 players left. I understand there are people who enjoy 1.12 pvp, but if this is going to be a limited time game, it might be a bit more beneficial to combine the two versions and just use 1.8 pvp.
Achievements. They're pretty good. Except one of them is unobtainable, and progressive achievements are unrealistic. The "I am Strong" achievement is impossible to get it seems. Me and my friend have done this achievement many times and we've yet to obtain it. As for progressive achievements, literally no one has obtained 10,000 wins since the statistics started tracking them, the highest being 9,546. And as for the Flag capture progressive achievement, seeing as you're limited to 3 captures per game, and getting games in 1.8 can take more than 30 minutes sometimes, I don't see any of these being all that reasonable for a limited time game. I'd say it's a good idea to lower requirements for progressive achievements, and fix "I am Strong".
Lastly, possibly the most important complaint I have about CubeCraft's BlockWars. The team balance. It sucks. I don't know what you guys did to it between now and the Chunk days, but I've never seen such an awful system. First of all, why disallow players from joining mid match? This makes crashing much more annoying and prevents more games from being full and eventful. Why prevent team balance mid game as well? Sure it may be upsetting being moved off your team, but it sucks even more to be in a 3v6. The Team Balance at the start of the game doesn't seem to do anything half the time. I'm sure everyone's aware of this, but fix the damn team balance. It's seriously one of the most annoying things to deal with in this game.
That's just about all the complaints I've gathered about BlockWars in the 3-4 months of playing it on this server. It's a real shame this game is getting neglected more than Double Trouble was post-1.7 on the Chunk.These aren't even the only complaints I have about Chunk games on Cubecraft either. The direction Tower Defense went is a real disappointment and I feel that should also be looked into, but I think I've gone on long enough. Thanks for reading my college essay I'll be taking criticism now.