Introduction
This thread focuses on Java Eggwars and more specifically, 1.9 teams mode. As much as we'd like to get as many opinions as possible, we politely ask that you refrain from replying with bland, vague responses. If you happen to like the thread and agree with what we've said, please do tell us what specifically you think should be prioritized and not the good old "yes I agree with everything" message to get you another message on your forum stats. Another thing, we do not plan on adding a poll so please, do not ask for one. Thanks in advance for your understanding!
So, Eggwars is undoubtedly the best game mode on CCG you can try to refute that... you'd just be wrong . With all its beauty it still has some faults, some rotten egg I suppose. We, @Elaad and I are here to give our major and minute issues with the mode alongside alternatives and suggestions to fix them we see no point in just presenting problems without a suggestion on how to fix them cough cough. I believe both of us are quite experienced Eggwars players we both have over 30 days played in team Eggwars o.O with a lot of knowledge of how the game works and how each map functions for the most part. So I guarantee, no asking for punch bows to be removed or kb sword as kits
Everything we're going to present has been thought over and has a good reason, if you think we missed something please make sure to let us know, we'd love to discuss more potential issues. If you think we're wrong please do say so as well. All we ask is that if you do decide to reply with either a problem in our thread or about more potential issues, then please be as detailed as possible and give us an actual answer. We've been working on this for about a month now and would love to see experienced players giving their opinions.
While feedback from everyone is nice to have, this thread is more aimed towards actual Eggwars players (preferably 1.9 because we don't play 1.8 and honestly don't know the differences in play style and map concerns) and members of the staff team to discuss if whether or not any of these requests could be fulfilled
Anyhow, here we go!
We'll be splitting the thread into parts to make it as clear as possible.
Map design concerns
At first, some more practical problems with the Eggwars maps. General design mistakes or things that have been looked over.Map design concerns
Solo maps:
Not much to say aside from one issue found by @InsaneOrbitzz in one of his latest YT videos. No idea why he thought it was a good idea to go on the roof but that's beside the point.
The diamond gen on the main island can be blocked off by a single block of obsidian. we believe it's quite clear why this has to be changed as it's too easy to trap players there and spam them with TNT:
Small bug ig, a part of mid can't be built on because it's a "gen/spawn" but it isn't.
So, anyone who plays Eggwars somewhat regularly or even someone who has once joined this map knows that it's completely bugged almost to the point that you can't play it.
Firstly, this place has an emerald gen in the house next to it. I'd tbh just remove that gen, the map already has a gen where it was before the update and two gens for such a small map is just weird + annoying as it apparently blocks a place outside the tent.
Map bugged:
if you still want more, I'll find more clips dw
Firstly, this place has an emerald gen in the house next to it. I'd tbh just remove that gen, the map already has a gen where it was before the update and two gens for such a small map is just weird + annoying as it apparently blocks a place outside the tent.
Two teams in this map are 2 blocks closer to mid (Purple and Orange) with 46 blocks straight to mid against Blue and Green being 48 blocks straight to mid.
This could be explained by the Purple and Orange having gold gens and the others diamond. But the diamond gens are rather inward, so I'm not sure if this was intended or not (staff?)
The stairs to the upper iron gen or not filled:
making someone able to glitch into it.
The stairs to the upper iron gen or not filled:
While the map has been fixed for a lot now, with the slabs being removed thanks @Mivke and @Efcluke94
One little problem still remains, you can't block save at the side of the island because you can't place blocks there while this does help somewhat with campers. The map is soo straight at the sides that it hardly matters, we think everyone would rather be able to block save more, which on other maps, is possible at even the lowest blocks on the map (that you can access without building to of course) :)
One little problem still remains, you can't block save at the side of the island because you can't place blocks there while this does help somewhat with campers. The map is soo straight at the sides that it hardly matters, we think everyone would rather be able to block save more, which on other maps, is possible at even the lowest blocks on the map (that you can access without building to of course) :)
So, football. This map has a lot of faults that need to be addressed. First of which is the annoyingly high amount of slabs EVERYWHERE... putting slabs in any PvP maps usually ends up harming the gameplay experience whilst prioritizing aesthetics @HackersDontWin . the attached image is just one example of a blatant design issue on this map- slabs everywhere + different elevation (which randomly changes using slabs) compared to pretty much anywhere on the map along with this middle island being extremely thin make for a terrible gameplay experience.
the Islands are small and are very bad for PvP fights due to the large structure in the middle which is again, made of slabs everywhere. As for the egg placement
on said islands- the egg is elevated on a 7 block tall trophy, which for reference, is only 8 blocks below the max build limit. This combined with the aforementioned problematic layout of the island (alongside the fact that gens block you from building near them and that the slabs on the island make building high a tough feat if both players are protecting their island) make for an unnecessary nuisance when trying to do something as simple as getting an egg (all of this is ignoring the enemies having obsidian which makes it even more challenging seeing as one good hit while mining will launch you into the void)
Now, I've mentioned that the egg is 8 blocks under the max build limit (15 blocks assuming you build a straight pillar from a player island/middle). A 15 block height limit is way too low and needs to be adjusted asap (fun fact, the build limit is the exact same height as the tallest block on the player island, feature on most maps which on paper seems great but in practice can lead to issues). Now yes, the build limit is very useful to prevent people from skybasing, but this one just makes no sense. It should be at least 25 if not higher.
As you may know, it is impossible to build on the player spawn location. Where this becomes a problem is how the spawn is right under the egg (and as we already stated, it isn't so easy to get up there due to multiple reasons). This blocks players from building up to the egg in a 2x2 area directly under the egg. We ask that the spawn be moved to the front of the island to prevent this from being an issue.
One of the newer and honestly, one of the better team Eggwars maps. This map has 1 issue and 1 kinda weird part that annoys some people.
So this is the weird part. The egg is placed in euhm... let's say "interesting" location. We personally are fine with this but have heard a few people complain. If anyone reading this thinks they could come up with an alternative, we'd be happy to see it
The only real complaint we have for this map is that these "windows" need to be blocked off immediately, keeping them open serves no purpose other than an annoying camping spot which can easily be abused if the player has a bow. We ask that every single one of these windows be blocked off.
Ok so first of all, why are these a thing? When we asked people why these helicopters were even a part of the map they all gave me different answers, all complete guesses. The helicopters aren't an integral aesthetic portion of the map and on occasion cause problems, the most blatant of which is camping. For some reason, it's possible to go inside the helicopters, an issue we think should be fixed asap. We ask that the "doors" be blocked off with barriers to prevent the occasional campers sitting up there up with a bow making it near impossible to end the game.
As for the distance between player islands, it is incredibly inconsistent with the only thing all islands have in common with each other in terms of distance is that they are very close to one another, maybe even too close. The following video is why we ask that the distance between player islands be altered, not necessarily made further, but just made a bit more similar. There are islands where you would need nearly 20 blocks to get to your neighbor, whereas in the clip you can see me getting to my neighbor's island with as little as 11 blocks (it is also possible with just 10)!
Now as for the distance between player islands and middle - we think middle is way too far compared to the "rush" aspect of this map, making it unviable to go there. A solution to this could be to make player islands just slightly closer to mid
Our final issue with this map, the location of the diamond generator and the random layout of said location. First of all, as we previously stated, getting diamonds is so rarely a viable option on this map due to everyone rushing and mid being so far away, that's why if and only if mid does in fact become closer and the helicopter doors are blocked off we ask that the layout of the diamond gen location be changed, it is way too small, easy to camp with bows on and makes for an overall bad place to place the highest tier generator (not to mention pretty much every island has a different layout for this location)
Blossom is one of those maps that truly prioritize aesthetics, and it really shows, the map itself looks great! This is one of the few maps where that attention to detail while designing doesn't affect gameplay in a negative way for the most part Kappa . Despite that, we found 3 design issues that we would like to see changed.
the villager is currently placed in a corner, right next to a small wooden structure. This makes going "inside" the villager kind of broken, as you can't really hit anyone inside it. Our proposal is to change the location while also keeping the aesthetic fairly similar.
Great addition when it comes to design, as for gameplay.... not so much. these sugar canes are unbreakable (unlike flowers/grass on this and every other Eggwars map) which makes for awkward fights in this area (ie. the sugar cane blocks your hits constantly). We ask that you change these to breakable blocks.
These large structures We honestly don't know what they're actually called xD block you from going to or from an island on your way to the semi-mid island. Our suggestion is to make these "gates" 2 blocks wider and taller to prevent them from being an unnecessary obstacle.
Slabs are an issue on most if not all maps, and here, that issue is most apparent on these stair-like bridges leading to middle; they make building on them a pain and we ask that something be changed about the way they're built to either include fewer slabs or change the way it elevates immediately, making pretty much every 2 blocks a slab you can not build on.
So, no real design issues... just why is the map called magical?
This map is a weird one... in pretty much every way. These are our main issues with it:
Player islands currently have 4 iron generators, 3 of which are level 1, and the last is broken. For a teams of 6 map, this seems like it needs a bit of a change, which is why we suggest making 2 of those 3 level 1 gens level 2. This may seem insignificant in the grand scheme of things but we can assure you this will improve the fluidity of the map in the early game
If you've ever wandered around the player islands on this map you'd know that they're just massive. Way too big with a lot of "dead zones." We ask that these islands be scaled down a bit (primarily the back and sides)
This map already had quite a big change! Some of which are really welcomed, the extra height in mid for example, but some others are quite disliked. In the new position towards mid, you need at least 40 blocks to get mid. And 42 to have a somewhat safe jump. This is if you build straight so you can't go up whatsoever which is a problem if don't want to invite everyone to your Egg.
This is 40 blocks, that jump can be done if you jump at the far end of the other block while running.
Second thing, and most annoying! The Egg placement, you can not get to the egg without having blocks yourself. This is a pain as an attacker but also as a defender! Either lowering it by one block or making it so you can parkour up there would fix this.
This is 40 blocks, that jump can be done if you jump at the far end of the other block while running.
One of the reasons we believe Eggwars is the best game mode on Cubecraft is its fairness. Everyone starts with the same amount of gens and (for the most part) the same chances to get to mid. The only edge you have over players is your skill and teamwork. Now, this would be in a perfect world, yet some maps have slight advantages if you join certain teams because they have the higher level gens closer to them in mid. Whilst this might look like a minor issue to some, it is quite an issue in a more intense game!
These are the maps where we found real issues with the gens, if you found any more please do reply with them!
These are the maps where we found real issues with the gens, if you found any more please do reply with them!
We made a screenshot of the map with the shortest path to mid from each island
To make these bridges you need at least 12 blocks, this is the least amount of blocks you need to get to any other island on the map. If we look at the island every team builds to, half of the teams arrive at a gold gen, while the other half gets an iron gen. This has two possible fixes, changing the iron gens to gold or gold to iron.
We are personally more for changing the iron gens at the semi-mids to gold gens (all would be level 2 in order to balance it out a bit) and adding a level 4 iron gen in the goal at mid, opposite to the emerald gen.
Like this;
We are personally more for changing the iron gens at the semi-mids to gold gens (all would be level 2 in order to balance it out a bit) and adding a level 4 iron gen in the goal at mid, opposite to the emerald gen.
Like this;
For half the teams on this map going mid gives them a gold gen, the other half gets an iron gen. With the layout of the map needing to first eliminate two other teams before being safe, this is somewhat less of an issue but still one.
Given the map design and earlier discussed consequences we would change the iron gens to gold as you'd need less iron at that point in the game and just like with football, add a level 4 iron generator, opposite of the emerald one.
As you likely know, camping under islands in Eggwars is bannable and falls under the camping track. A problem with this is that in most maps cube has basically made building bases under your island a feature, instead of preventing players from inevitably getting themselves reported. It is possible to go down at the end of all maps, but some maps take it a few steps too far:
The map already has a lowest point where you are able to place blocks, yet you can still go completely under the island at some points.
Every point like this has a 2x1 entrance, my only request: block it off. No real need to explain why.
One of my favorite maps has the same issue, you are able to go completely under the map. I'd like this, too, changed for obvious reasons.
Dwarven has a really deep map, with a low build limit. Which makes you able to build yourself in, and this way too low.
Since the islands are wider than their bottom making this limit higher will fix the issue!
Since the islands are wider than their bottom making this limit higher will fix the issue!
Common bugs
Eggwars has been full of bugs for a while nowCommon bugs
A lot of those are lag backs that can be triggered if wanted to. I could jump off maps and tp back up to escape if I wanted to (That'd be exploiting, so we're not going to do that
Note: These lag backs are different from the ones in Western, the lag backs in western are caused by the stairs and sentinel.
Ghost blocks very cool :kappa:
Don't try placing blocks in other players D:
Gens are also broken (Note: you can also go inside them xd)
You wanted to be first at the gen?
I was told it was fixed, but well
Chunk not loading, is fixed by F3+A or changing render distance but still...
This is server-wide as far as I know, but more common in Eggwars as you respawn more (I accepted a bug report regarding this while staff)
First hits aren't registered on the dmg ID
I reported the bug, but it got denied.
Note: This bug has been fixed now!
Note: This bug has been fixed now!
And of course, blocks placing
Also reported this, but it couldn't be reproduced smh
A bug that currently exists with level 1 diamond gens is that while usually, they are able to hold 3 diamonds, after a few seconds the 3rd one despawns only to respawn again after 10 seconds. To my knowledge, this only happens with level 1 diamond gens
This bug was reported as fixed here:
Now as you will see in the following screenshot, that is not the case:
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Setting things straight ~ notch apples and punch bows
With recent (dramatic) changes being made and going to be made as announced in the last community talk (at time of writing). The changes I'm bringing up are the notch, that has already been implemented and reducing the knockback dealt by the punch 1 bow, which has not yet been implemented. For some reason, admins enjoy messing around with Eggwars, adding whatever unreasonable thing people ask for without thinking about the actual player community.Setting things straight ~ notch apples and punch bows
We both are highly against these changes. But we are reasonable people, so we'll go ahead and explain why (note that this part is going to include a lot of criticism and we're not gonna be "holding back") we obviously will cus we don't want to get banned but you get the point:
The notch apple has received a MASSIVE nerf on both CubeCraft's networks. The change rendered them somewhat useless in a few important situations, especially in comparison to the old notch.
We've been made aware that this change was pushed due to a bedrock YouTuber complaining about how strong notches were on bedrock and staff seeing that it was in fact logged by Mojang themselves as a bug (https://bugs.mojang.com/browse/MC-88694). The reasons why the changes were implemented have a few problems. The first of which is that the complaint came from a bedrock player (this part of the thread is Java 1.9 ONLY) and not a Java one. You might ask why this matters, notches worked completely differently on both platforms The second? no actual Java Eggwars players (actual players meaning the people that actually play on a daily basis and have been playing for years) complained about this so-called "bug." While, yes, it was a bug according to Mojang, for every player, it's been a feature for over 5 years, it was widely accepted in the Eggwars community that this is how notches work and that, well, there's no good reason and no good way to change them. The third problem we see with this is that the only "Java players" complaining either barely actually play the game or are just completely inexperienced and believe it was overpowered because they simply weren't capable of countering it. This part of our thread may seem rude and well... that's part of the point. The forums community alongside the staff team doesn't play nearly as much as a considerable portion of Eggwars players, most if not all of which, didn't ask for this change and would like for it to be reverted. A thread was made on this topic already, and it was obvious that the players who were for this nerf were mostly bedrock players (and after hearing how overpowered notches were on bedrock, we completely agree with them, it just wasn't the case on Java) and the rest were the same players that never had to use them in a real sense, and presumably only encountered them in late games where they do in fact only prolong the game. Now, when asked about why the change was implemented no real reasons relating to gameplay were given but just that it was a Mojang bug that was logged nearly 5 years ago in their bug tracker, our question is, why did you wait till now to "fix" it yourselves? the answer is that a YouTuber cried but yea.... We, the players, didn't ask for this and have treated it as a feature.
We ask that you think long and hard about whom you take suggestions from and which "bugs" you decide to fix, and start thinking about the community of players who actually play the game. The only way to make notches useful again is to revert the changes made to them, there is no other alternative we could think of that would be as effective and balanced. If anyone reading this thinks they have a good alternative (which we highly doubt and will be more than happy to refute), please let us know.
We've been made aware that this change was pushed due to a bedrock YouTuber complaining about how strong notches were on bedrock and staff seeing that it was in fact logged by Mojang themselves as a bug (https://bugs.mojang.com/browse/MC-88694). The reasons why the changes were implemented have a few problems. The first of which is that the complaint came from a bedrock player (this part of the thread is Java 1.9 ONLY) and not a Java one. You might ask why this matters, notches worked completely differently on both platforms The second? no actual Java Eggwars players (actual players meaning the people that actually play on a daily basis and have been playing for years) complained about this so-called "bug." While, yes, it was a bug according to Mojang, for every player, it's been a feature for over 5 years, it was widely accepted in the Eggwars community that this is how notches work and that, well, there's no good reason and no good way to change them. The third problem we see with this is that the only "Java players" complaining either barely actually play the game or are just completely inexperienced and believe it was overpowered because they simply weren't capable of countering it. This part of our thread may seem rude and well... that's part of the point. The forums community alongside the staff team doesn't play nearly as much as a considerable portion of Eggwars players, most if not all of which, didn't ask for this change and would like for it to be reverted. A thread was made on this topic already, and it was obvious that the players who were for this nerf were mostly bedrock players (and after hearing how overpowered notches were on bedrock, we completely agree with them, it just wasn't the case on Java) and the rest were the same players that never had to use them in a real sense, and presumably only encountered them in late games where they do in fact only prolong the game. Now, when asked about why the change was implemented no real reasons relating to gameplay were given but just that it was a Mojang bug that was logged nearly 5 years ago in their bug tracker, our question is, why did you wait till now to "fix" it yourselves? the answer is that a YouTuber cried but yea.... We, the players, didn't ask for this and have treated it as a feature.
We ask that you think long and hard about whom you take suggestions from and which "bugs" you decide to fix, and start thinking about the community of players who actually play the game. The only way to make notches useful again is to revert the changes made to them, there is no other alternative we could think of that would be as effective and balanced. If anyone reading this thinks they have a good alternative (which we highly doubt and will be more than happy to refute), please let us know.
Now I assume this change will be coming because of threads like this:
The first thread already has Fesa's very detailed explanation stating why it shouldn't be changed at all. I'm not going to even begin discussing why the escalation is a complete absurdity for any Eggwars player so let's just get to the point. They're not OP in any way. This might come as a complete shock to you inexperienced players but, they can easily be countered… just place blocks between you and the void. No, they don't cost too little! Since most of the "java players" asking for a price increase are very likely new, here's a bit of food for thought - 12 diamonds, that's what they used to cost. That was too little. The bow really can't be obtained that fast. Most importantly, considering everyone starts with the same stuff and the same chances of reaching mid, we don't see any reason how the price could be unfair.
This does explain why not to remove it or make it more expensive, but it's about reducing knockback dealt by it. Absolutely not, please! Bows are one of the few effective weapons against players that have high ping and take no knockback from melee attacks, reducing knockback will render them useless in that case, while players with low ping will still take enough knockback to be sent in the void. Not to mention cube has shown interest in making shields more useful... this would be a very interesting way of doing that.
If no one can actually come with a good reason to change them, that's not based on: "They spam, me bad, can't win," don't change them, we don't want a Beta Eggwars 2.0 thank you very much. Although I liked beta a lot, it had its problems, bridge builders LMAO
Punch bows in eggwars
The punch bow has been in eggwars for years and I think its a great item to have in the game as it adds diversity and much more. But is it really balanced? Ive been in a lot of games where people dont even bother going for iron armour. All they...
www.cubecraft.net
Bow Spamming
Bow spamming is a massive problem. Not so much on Bedrock since its quick and easy to take people out of the game but on Java it is horrible. I was in a fight with someone who was worse than me and I was shredding them, until they pulled out...
www.cubecraft.net
This does explain why not to remove it or make it more expensive, but it's about reducing knockback dealt by it. Absolutely not, please! Bows are one of the few effective weapons against players that have high ping and take no knockback from melee attacks, reducing knockback will render them useless in that case, while players with low ping will still take enough knockback to be sent in the void. Not to mention cube has shown interest in making shields more useful... this would be a very interesting way of doing that.
If no one can actually come with a good reason to change them, that's not based on: "They spam, me bad, can't win," don't change them, we don't want a Beta Eggwars 2.0 thank you very much. Although I liked beta a lot, it had its problems, bridge builders LMAO
Suggestions
These suggestions are mainly basic QOL suggestions meant to improve the overall experience and make for a smoother experience when playing.Suggestions
The current Eggwars scoreboard displays which teams are alive, whether or not they have an egg, and how many players are still alive on each team. In order of if Egg and total player in the team. Now I suggest a reordering in the same way Hypixel does it, one of the only things they’re doing better. In the order of location on the map. The "neighbors" on the scoreboard will represent the neighboring island on the map.
Of course a little different if possible, still show the number of players on each team at all times.
Why I’d like this? the color of each team isn’t that obvious on every map and a few players have complained about this and have even made suggestion threads on how to fix it. This would fix it completely and it’s a nice clean touch to the scoreboard.
Of course a little different if possible, still show the number of players on each team at all times.
Why I’d like this? the color of each team isn’t that obvious on every map and a few players have complained about this and have even made suggestion threads on how to fix it. This would fix it completely and it’s a nice clean touch to the scoreboard.
This suggestion is pretty simple... essentially we ask that there will always be at least 1 available map from each of 4 categories: teams of 2, teams of 3, teams of 4, and teams of 5 and above. (there are currently 14 duos maps, 8 trios maps, 9 teams of four maps, and 8 teams of five and above maps)
Now we understand that during the "low points" (late in the night for Europeans) this would be unreasonable as these lobbies simply wouldn't fill up which is why, in order to make it viable, this suggestion will only apply when the player count is over 3k players (or whatever other amount you decide on).
Now we understand that during the "low points" (late in the night for Europeans) this would be unreasonable as these lobbies simply wouldn't fill up which is why, in order to make it viable, this suggestion will only apply when the player count is over 3k players (or whatever other amount you decide on).
Final note
We appreciate you taking the time to read this, we know it isn't a short thread! The writing of this thread alone took us about a month (we kinda slacked around when we originally decided to do this so the whole process has been even longer than a month )Final note
The main focus of this thread is feedback towards cube but we'd welcome any feedback you may have for us as long as it's reasonable. Again, thank you for reading, we really hope this thread gets the attention it deserves and that the right people on the staff team see it and, hopefully, implement at least a few of the changes we've asked for.
We will also try to reply to everyone if they gave actual feedback!
- @Fesa and @Elaad
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