Minecraft PC IP: play.cubecraft.net

WDYT?

  • Increased space between island compounds.

    Votes: 0 0.0%

  • Total voters
    3

UBRE

Well-Known Member
May 30, 2020
278
513
149
Mexico.
TL;DR: Add obstacles of some kind (like no build zones or more space to travel) where corner bridges would be built to limit the efectiveness of corner-rushing and discourage it in a recently-started-game context.
Greetings! Ever get unlucky?
'Cause many of my opponents have. At the start of the match that pesky miner kit OP voter who shouldn't even bear their rank gets ahold of enough resources to get iron armour, a wooden sword, a steak, two gapples and thirty two blocks with around twenty seconds on the clock. At this point they should probably branch out towards their island complex and take out their first two rushes, yes? Well, they don't! Instead they start speedbridging orthogonally to the closest base in the other isle compound, taking whoever was its owner by complete, utter surprise and into a state of disbelief as they were just dealing with one of their neighbours at this point of the game. That wouldn't seem fair, would it? This very sentiment is a lot of what this is about.

Now, I am not one to believe there isn't randomness in online games, meaning you can get unlucky. Many things do vary. For instance: depending on who one gets matched with, the game could be the easiest or hardest to win; there also exist some extraludic elements like the state of one's internet collection, whether or not the servers are feeling like not kicking you out that day and many other things beyond one's control. This isn't to say it is possible for a game of this nature to be completely luck-free.
This paragraph is an attempt to go against a certain argument I have witnessed a lot in past times when discussing these things, normally by good players who haven't been in the shoes of someone as uncapable as the average player to deal with this.

But what I do believe in is that environments can shape the balance of a game and that these built-in elements are what little one can know for certain will be consistent. Fights can be won or lost on the mere configuration of the battlefield. Most, if not all multiplayer games take this into account: the distribution of cover, location of spawn areas and spread of the terrain in shooters; the distance to travel something requires in contrast with the rewards it gives in RPGs! Of course, Eggwars is no exception.

What I propose is that the island compounds have something more in between them. Maybe a marked no-build zone during the first few minutes of the game (though it would be interesting to see if Eggwars would be played more tactically if players can't cut corners from island to island, easing the protection of the egg since there are less paths people could get it from. Players who like quick games [like myself] wouldn't be the biggest fans, I think, and it may simply just be a huge impediment that would serve only to waste everyone's time [at least the players who get farmed would get more time to enjoy their lives, right?], but it was a cute thought to entertain) or simply more space in between the complexes so that an opponent who decides to corner-rush finds themselves with a bigger resource (and with that, time) requirement to do so, making it harder for situations like the one above to happen.

It could be argued that the existence of feasible corner rushing balances the game since the one who spawns in the middle of the group can also get sandwhiched and that would be a fair point. Would the situation of centre-spawners also need to be dealt with? I wonder.

Ah, forgot to mention! This is for Eggwars Solos, mostly; although I do see this possibly also being an issue in the other gamemodes of the game, but IDK for certain. Now, it is time for you to tell me your opinion on the subject, action that can be done in the forum interface fairly easily. I would like to hear from you! In case you have an idea not included in the poll, comment it!
 
Last edited:

BicolourSine41

Dedicated Member
Jan 21, 2024
810
1,834
214
26
Up there!
Pronouns
He/Him
TL;DR: Add obstacles of some kind (like no build zones or more space to travel) where corner bridges would be built to limit the efectiveness of corner-rushing and discourage it in a recently-started-game context.
Greetings! Ever get unlucky?
'Cause many of my opponents have. At the start of the match that pesky miner kit OP voter who shouldn't even bear their rank gets ahold of enough resources to get iron armour, a wooden sword, a steak, two gapples and thirty two blocks with around twenty seconds on the clock. At this point they should probably branch out towards their island complex and take out their first two rushes, yes? Well, they don't! Instead they start speedbridging orthogonally to the closest base in the other isle compound, taking whoever was its owner by complete, utter surprise and into a state of disbelief as they were just dealing with one of their neighbours at this point of the game. That wouldn't seem fair, would it? This very sentiment is a lot of what this is about.

Now, I am not one to believe there isn't randomness in online games, meaning you can get unlucky. Many things do vary. For instance: depending on who one gets matched with, the game could be the easiest or hardest to win; there also exist some extraludic elements like the state of one's internet collection, whether or not the servers are feeling like not kicking you out that day and many other things beyond one's control. This isn't to say it is possible for a game of this nature to be completely luck-free.
This paragraph is an attempt to go against a certain argument I have witnessed a lot in past times when discussing these things, normally by good players who haven't been in the shoes of someone as uncapable as the average player to deal with this.

But what I do believe in is that environments can shape the balance of a game and that these built-in elements are what little one can know for certain will be consistent. Fights can be won or lost on the mere configuration of the battlefield. Most, if not all multiplayer games take this into account: the distribution of cover, location of spawn areas and spread of the terrain in shooters; the distance to travel something requires in contrast with the rewards it gives in RPGs! Of course, Eggwars is no exception.

What I propose is that the island compounds have something more in between them. Maybe a marked no-build zone during the first few minutes of the game (though it would be interesting to see if Eggwars would be played more tactically if players can't cut corners from island to island, easing the protection of the egg since there are less paths people could get it from. Players who like quick games [like myself] wouldn't be the biggest fans, I think, and it may simply just be a huge impediment that would serve only to waste everyone's time [at least the players who get farmed would get more time to enjoy their lives, right?], but it was a cute thought to entertain) or simply more space in between the complexes so that an opponent who decides to corner-rush finds themselves with a bigger resource (and with that, time) requirement to do so, making it harder for situations like the one above to happen.

It could be argued that the existence of feasible corner rushing balances the game since the one who spawns in the middle of the group can also get sandwhiched and that would be a fair point. Would the situation of centre-spawners also need to be dealt with? I wonder.

Ah, forgot to mention! This is for Eggwars Solos, mostly; although I do see this possibly also being an issue in the other gamemodes of the game, but IDK for certain. Now, it is time for you to tell me your opinion on the subject, action that can be done in the forum interface fairly easily. I would like to hear from you! In case you have an idea not included in the poll, comment it!
I guess just put an useless island as on the crains map
 
  • Agree
Reactions: UBRE

emptypandora

Member
Jul 21, 2023
75
58
24
TL;DR: Add obstacles of some kind (like no build zones or more space to travel) where corner bridges would be built to limit the efectiveness of corner-rushing and discourage it in a recently-started-game context.
Greetings! Ever get unlucky?
'Cause many of my opponents have. At the start of the match that pesky miner kit OP voter who shouldn't even bear their rank gets ahold of enough resources to get iron armour, a wooden sword, a steak, two gapples and thirty two blocks with around twenty seconds on the clock. At this point they should probably branch out towards their island complex and take out their first two rushes, yes? Well, they don't! Instead they start speedbridging orthogonally to the closest base in the other isle compound, taking whoever was its owner by complete, utter surprise and into a state of disbelief as they were just dealing with one of their neighbours at this point of the game. That wouldn't seem fair, would it? This very sentiment is a lot of what this is about.

Now, I am not one to believe there isn't randomness in online games, meaning you can get unlucky. Many things do vary. For instance: depending on who one gets matched with, the game could be the easiest or hardest to win; there also exist some extraludic elements like the state of one's internet collection, whether or not the servers are feeling like not kicking you out that day and many other things beyond one's control. This isn't to say it is possible for a game of this nature to be completely luck-free.
This paragraph is an attempt to go against a certain argument I have witnessed a lot in past times when discussing these things, normally by good players who haven't been in the shoes of someone as uncapable as the average player to deal with this.

But what I do believe in is that environments can shape the balance of a game and that these built-in elements are what little one can know for certain will be consistent. Fights can be won or lost on the mere configuration of the battlefield. Most, if not all multiplayer games take this into account: the distribution of cover, location of spawn areas and spread of the terrain in shooters; the distance to travel something requires in contrast with the rewards it gives in RPGs! Of course, Eggwars is no exception.

What I propose is that the island compounds have something more in between them. Maybe a marked no-build zone during the first few minutes of the game (though it would be interesting to see if Eggwars would be played more tactically if players can't cut corners from island to island, easing the protection of the egg since there are less paths people could get it from. Players who like quick games [like myself] wouldn't be the biggest fans, I think, and it may simply just be a huge impediment that would serve only to waste everyone's time [at least the players who get farmed would get more time to enjoy their lives, right?], but it was a cute thought to entertain) or simply more space in between the complexes so that an opponent who decides to corner-rush finds themselves with a bigger resource (and with that, time) requirement to do so, making it harder for situations like the one above to happen.

It could be argued that the existence of feasible corner rushing balances the game since the one who spawns in the middle of the group can also get sandwhiched and that would be a fair point. Would the situation of centre-spawners also need to be dealt with? I wonder.

Ah, forgot to mention! This is for Eggwars Solos, mostly; although I do see this possibly also being an issue in the other gamemodes of the game, but IDK for certain. Now, it is time for you to tell me your opinion on the subject, action that can be done in the forum interface fairly easily. I would like to hear from you! In case you have an idea not included in the poll, comment it!
Imagine swallowing a dictionary, but forgetting to read it first.
 

coolzombiee

Well-Known Member
Jun 20, 2024
495
915
94
TL;DR: Add obstacles of some kind (like no build zones or more space to travel) where corner bridges would be built to limit the efectiveness of corner-rushing and discourage it in a recently-started-game context.
Greetings! Ever get unlucky?
'Cause many of my opponents have. At the start of the match that pesky miner kit OP voter who shouldn't even bear their rank gets ahold of enough resources to get iron armour, a wooden sword, a steak, two gapples and thirty two blocks with around twenty seconds on the clock. At this point they should probably branch out towards their island complex and take out their first two rushes, yes? Well, they don't! Instead they start speedbridging orthogonally to the closest base in the other isle compound, taking whoever was its owner by complete, utter surprise and into a state of disbelief as they were just dealing with one of their neighbours at this point of the game. That wouldn't seem fair, would it? This very sentiment is a lot of what this is about.

Now, I am not one to believe there isn't randomness in online games, meaning you can get unlucky. Many things do vary. For instance: depending on who one gets matched with, the game could be the easiest or hardest to win; there also exist some extraludic elements like the state of one's internet collection, whether or not the servers are feeling like not kicking you out that day and many other things beyond one's control. This isn't to say it is possible for a game of this nature to be completely luck-free.
This paragraph is an attempt to go against a certain argument I have witnessed a lot in past times when discussing these things, normally by good players who haven't been in the shoes of someone as uncapable as the average player to deal with this.

But what I do believe in is that environments can shape the balance of a game and that these built-in elements are what little one can know for certain will be consistent. Fights can be won or lost on the mere configuration of the battlefield. Most, if not all multiplayer games take this into account: the distribution of cover, location of spawn areas and spread of the terrain in shooters; the distance to travel something requires in contrast with the rewards it gives in RPGs! Of course, Eggwars is no exception.

What I propose is that the island compounds have something more in between them. Maybe a marked no-build zone during the first few minutes of the game (though it would be interesting to see if Eggwars would be played more tactically if players can't cut corners from island to island, easing the protection of the egg since there are less paths people could get it from. Players who like quick games [like myself] wouldn't be the biggest fans, I think, and it may simply just be a huge impediment that would serve only to waste everyone's time [at least the players who get farmed would get more time to enjoy their lives, right?], but it was a cute thought to entertain) or simply more space in between the complexes so that an opponent who decides to corner-rush finds themselves with a bigger resource (and with that, time) requirement to do so, making it harder for situations like the one above to happen.

It could be argued that the existence of feasible corner rushing balances the game since the one who spawns in the middle of the group can also get sandwhiched and that would be a fair point. Would the situation of centre-spawners also need to be dealt with? I wonder.

Ah, forgot to mention! This is for Eggwars Solos, mostly; although I do see this possibly also being an issue in the other gamemodes of the game, but IDK for certain. Now, it is time for you to tell me your opinion on the subject, action that can be done in the forum interface fairly easily. I would like to hear from you! In case you have an idea not included in the poll, comment it!
No, you just need to try to get better, as I am definitely not as good as them but I’m ok at pvp yeah just lag all the time on cubecraft
 

UBRE

Well-Known Member
May 30, 2020
278
513
149
Mexico.
Imagine swallowing a dictionary, but forgetting to read it first.
Well, that hasn't got much to do with the subject at hand, but I am sorry if the way I wrote my suggestion seems nonsensical (which I think you are suggesting). English isn't my first language.

So, if you need any clarification I would be glad to retype what I meant for you.

Either way, any opinion on the matter?
 

UBRE

Well-Known Member
May 30, 2020
278
513
149
Mexico.
No, you just need to try to get better, as I am definitely not as good as them but I’m ok at pvp yeah just lag all the time on cubecraft
No matter the skill level, this is an unbalance. It's just that adept players are usually able to take the apt actions to win despite it. This doesn't mean the experience that the rest have playing is any less important.

This is a relatively minor issue that probably doesn't affect that many people. I probably happen to think of it as a more common one because I usually am the one delivering the corner-rush; therefore, for me, it is an every-game thing.

Anyway, it's just something I thought could be tweaked about the map balance because it makes sense. Not necessarily because it is a huge issue in ordinary games or anything.
 
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