Hello CubeCrafters!
As you know, CubeCraft Java has been updated to 1.19 and is currently in a Beta stage of development. This means that lots of things across the network and games are open to changes, fixes, and tweaks.
Currently I'm looking into EggWars, which has received a substantial overhaul when moving from Season 1 to Season 2, with a large change to the balancing of the game.
We spent a lot of time analysing the costs of items and how obtainable they are, vs how quickly resources generate, in order to strike a balance and level the meta of the game between newer and older players. We're not infallible, and changes we've made may not be aligned with some player's play styles.
We are keeping in mind the fact that players who enjoy the changes, and also the average player, will adapt to the new meta and won't normally voice their opinions stating that the changes feel good, or simply okay, to them. However, we also want to keep the experience enjoyable for every player too.
We've been reading over feedback, and have put together a preliminary change to the balancing of EggWars Season 2 to try to bring the new meta into alignment with every player's play style.
We want your opinions on the following changes we're looking at. Please feel free to openly discuss them, make suggestions on if they need further tweaking.
I want to also stress that these tweaks are not final, and are open to further tweaking during the entire Beta period. So if we change something, and it doesn't play as people expect and needs further adjusting, we can absolutely do that.
So currently we are looking at the following changes:
- Dropping the shop prices of items which cost Iron Tokens, adjusting them down about 15-20%. This is to get people through the early game quicker, and move into the mid game meta.
- Dropping the shop prices of items which cost Emerald Tokens (Discounts and Enchantments), lowering each item by 1-2 emeralds, making them more accessible to teams instead of single players.
- Possibility of adding Protection 1 to leather (and iron in OP) armour, to lessen the chances of being killed/eliminated early.
- Raising the cost of Tridents to make them more common in the later game rather than earlier.
At this present moment in time, we won't be looking at any major overhauls of any of the gameplay mechanics. We first want to tackle the balancing of the generators and shop.
So please, let us know how you feel about these suggested changes, any tweaks you think need to be made, or any other areas we can look at.
I'll leave this open for discussions for a day or so, then implement them into EggWars to see how they play out.
EDIT:
First set of changes have been added to EggWars. Please see the change log here:
As you know, CubeCraft Java has been updated to 1.19 and is currently in a Beta stage of development. This means that lots of things across the network and games are open to changes, fixes, and tweaks.
Currently I'm looking into EggWars, which has received a substantial overhaul when moving from Season 1 to Season 2, with a large change to the balancing of the game.
We spent a lot of time analysing the costs of items and how obtainable they are, vs how quickly resources generate, in order to strike a balance and level the meta of the game between newer and older players. We're not infallible, and changes we've made may not be aligned with some player's play styles.
We are keeping in mind the fact that players who enjoy the changes, and also the average player, will adapt to the new meta and won't normally voice their opinions stating that the changes feel good, or simply okay, to them. However, we also want to keep the experience enjoyable for every player too.
We've been reading over feedback, and have put together a preliminary change to the balancing of EggWars Season 2 to try to bring the new meta into alignment with every player's play style.
We want your opinions on the following changes we're looking at. Please feel free to openly discuss them, make suggestions on if they need further tweaking.
I want to also stress that these tweaks are not final, and are open to further tweaking during the entire Beta period. So if we change something, and it doesn't play as people expect and needs further adjusting, we can absolutely do that.
So currently we are looking at the following changes:
- Dropping the shop prices of items which cost Iron Tokens, adjusting them down about 15-20%. This is to get people through the early game quicker, and move into the mid game meta.
- Dropping the shop prices of items which cost Emerald Tokens (Discounts and Enchantments), lowering each item by 1-2 emeralds, making them more accessible to teams instead of single players.
- Possibility of adding Protection 1 to leather (and iron in OP) armour, to lessen the chances of being killed/eliminated early.
- Raising the cost of Tridents to make them more common in the later game rather than earlier.
At this present moment in time, we won't be looking at any major overhauls of any of the gameplay mechanics. We first want to tackle the balancing of the generators and shop.
So please, let us know how you feel about these suggested changes, any tweaks you think need to be made, or any other areas we can look at.
I'll leave this open for discussions for a day or so, then implement them into EggWars to see how they play out.
EDIT:
First set of changes have been added to EggWars. Please see the change log here:
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