Amazing job. Iām so happy to see you actually listened to the community and went along with this massive project and finally finished it! <3
Now, Iām gonna go on a bit of a rant because I see people complaining and I feel there is no real reason to. Iāve done this before but here we go again I guess xD
1. People upset about platform based matchmaking. When I was following the original thread about platform based matchmaking. The only people against it were coincidentally PC players. Like Insane Orbitzz said:
2. āOmG neW knOckBack GroSs Iām GonNa QuiT!!!1!ā. Ok please, take a moment to breathe. A bug fix is not the end of the world. Now, I completely understand that some people donāt like change - they like to stick with what they know. I completely respect that but for something like this, you need to give it a chance. Please, I beg, take the time to learn the new knockback - watch combo tutorials, test it with a friend in duels, try and actually learn it. Once you have mastered it and completely understand how it works, THEN I will allow you to come back and complain. For now though, stop fighting it please and give it a chance. Thank you.
So Iām a PC now oh yeah everyone who votes no is a PC player oh yeah letās kill stream snipe me videos oh letās kill the challenge for good mobile players.TBH skill based matchmaking would have been better.If your good at mobile or controller you should be a able to keep up hence skill based matchmaking would be better.
SKILL BASED MATCHMAKING
It would like this.Level 1s would get 1-5 in games.Level 6 would get 6-10 and so on and so fourth.Each set will be like this.
So Iām a PC now oh yeah everyone who votes no is a PC player oh yeah letās kill stream snipe me videos oh letās kill the challenge for good mobile players.TBH skill based matchmaking would have been better.If your good at mobile or controller you should be a able to keep up hence skill based matchmaking would be better.
SKILL BASED MATCHMAKING
It would like this.Level 1s would get 1-5 in games.Level 6 would get 6-10 and so on and so fourth.Each set will be like this.
Also when Iām with my PC friends lobbies take forever to fill up one time we had to wait 2 minutes and we started with 12 people and one team only had 1 person.
hey look its really cool that the cubecraft devs at bedrock changed the kb cause i think its a big step forward and i support it with that said i dont think that the kb should go vertical instead it should stay the same height but the kb should go further back because at this point strafing isnt possible i tried to strafe but i was just trading blows right now the only kind of pvp strat that barely works is w-tapping so yeah you can see how this accidentally destroyed pvp accidentally on cubecraft again make the kb further back and not higher this way people can actually strafe and get combos
So Iām a PC now oh yeah everyone who votes no is a PC player oh yeah letās kill stream snipe me videos oh letās kill the challenge for good mobile players.TBH skill based matchmaking would have been better.If your good at mobile or controller you should be a able to keep up hence skill based matchmaking would be better.
SKILL BASED MATCHMAKING
It would like this.Level 1s would get 1-5 in games.Level 6 would get 6-10 and so on and so fourth.Each set will be like this.
I have one concern with this, since it is stated that matchmaking is based on your input device, does that mean that PC players can just attach a controller to their pc and unplug it once they're in game?
My respect for the devs is huge, but this kb really isn't what we asked for at all. I had absolutely no problem with the old knockback, other than the fact that it was a bit randomized at times. and before you quote this post, yes I know that the new kb is less randomized. but they added combos, removed sprint reset, and removed crits. You completely changed it.
If I wanted to play with combos, I could've gone to Hive or Nethergames or a number of other servers. But I chose Cubecraft because of its almost vanilla pvp. When I heard you were fixing the kb, I was really happy at first, until I learned that that meant you were completely redoing it.
I'd really appreciate it if you simply fixed the old kb, rather than making a brand new one.
I love this server mainly because I'm a PVP guy and Cubecraft's minigames are heavily focused on that aspect. But ever since the update, I've lost almost all of my motivation of continuing to play on this server.
Given that for me, a controller player, I feel that the PVP aspect of things like Skywars have been ruined since I always seem to run into people who, by their movement, don't show to have much skill just run straight at you, spamming RT/R2/LMB, leaving you powerless and unable to fight back since juggling is essentially the norm now. I get why Cubecraft wanted to change the kb since it was quite luck-based, but I just don't think that it fits the Cubecraft style of raw, vanilla Minecraft PVP.
I apologise if I haven't worded what I'm trying to say as well as I could have. But Cubecraft's kb definitely needs to be reconsidered/reworked.
So Iām a PC now oh yeah everyone who votes no is a PC player oh yeah letās kill stream snipe me videos oh letās kill the challenge for good mobile players.TBH skill based matchmaking would have been better.If your good at mobile or controller you should be a able to keep up hence skill based matchmaking would be better.
SKILL BASED MATCHMAKING
It would like this.Level 1s would get 1-5 in games.Level 6 would get 6-10 and so on and so fourth.Each set will be like this.
Today is the day where our Bedrock platform gets improved drastically! We've gathered so much feedback over the last month regarding our new knockback and platform-specific games, and are finally unveiling it all today! Read on to find out more...
New Knockback!
After a month of testing our new knockback with two different versions, we feel like it's ready for global release. With this release, we've opted for a marginally different configuration - mixing the first and second version. So, you may feel a slightly different knockback from how it was before:
- Increased vertical knockback very slightly.
- Decreased horizontal knockback very slightly.
We're super proud with how the knockback has turned out - from a small idea mentioned in our Bedrock community talk, to a fully-fledged test gamemode on our network, to now releasing on our network, it's been wonderful to gather all your feedback and make changes! We hope you enjoy the new knockback - we understand it may be different from our old knockback where it was relatively low, but we're definitely excited to unveil this to our entire network!
Platform-Specific Games!
Over the last couple of weeks, we silently rolled out platform-specific queues to our knockback testing mode, and the results have been quite interesting! We've seen a drastic increase in players in the mode, which we're suspecting to be because it's been a more enjoyable experience for all platforms. We're happy to announce that this dynamic system will be implemented on all of the modes!
I understand that there may be some concerns, most of which we have addressed in our feedback thread, but we shall reiterate this here:
How does it work?
Our systems are able to know what input device you are using - which will assign you to three different queues: mobile, controller & keyboard/mouse, and put you to separate games.
Doesn't this make queue times really long?
We do expect queue times to be longer - this is expected when we split games based off of platforms. However, our system is able to monitor the number of players joining with a specific input device. If this gets too low, we begin to merge groups together with the controller queue. This allows for our queue times to be how they normally are - short and snappy!
Am I still able to party and play games with my friends on different platforms?
Absolutely! We'll simply match you to the correct server based off of who is in the party with what input device is being used. We don't want to tell you much more than that to avoid exploiting.
My games are more difficult now!
This is to be expected - we understand games will be more challenging as you're not going to be matched with players who are on a "worse" platform. However, if a mobile user were to join a game with any controller or keyboard/mouse player, they have a massively low chance on winning. We wanted to make the games more competitive and challenging for keyboard/mouse players, while making it a lot more enjoyable for controller and mobile players.
This is going to kill the game - no one wanted this, and I really dislike it.
We've seen a massive increase in players when silently implementing the platform-specific games and new knockback configurations. From peaks of 450 consistently, to almost doubling it at 863 players, it's apparent that these features, together, are working very well. Especially since the knockback testing mode was just for testing, no statistics, no leaderboard, no real incentive to play more than 10 games, players kept playing. The red line is when we released platform-specific games.
Why not make this a setting? So either I queue with my platform, or everyone.
Quoting a response from @Younisco responding to a community member who suggested something similar:
If there are any more concerns regarding platform-specific games, we'd love to address them. But these seem to be the major ones.
New Entity System!
Finally, we've optimised and revamped how entities are handled on our server! Though most of the optimisations may not be seen by a player, something that's guaranteed to be seen by a player is how smooth player movement is now!
Our previous movement was... not fun to look at. Staring at a player running around in a lobby would be visually unpleasant with how choppy it would be. This is now an issue in the past - players are as smooth as ever!
Before:
Quite choppy...
After:
IT'S SO SMOOTH
This entire update has so many features that have been asked for for a long time from our Bedrock playerbase. Here's a few examples:
- A whole bunch of positive feedback from PotatoPie25's video, take a look at the comments!
We could also look at the number of complaints about our knockback on our Twitter and Instagram. Most of them contain profanities though, so we decided to keep them out.
Thanks everyone for reading this thread! We hope you enjoy these massive Bedrock changes - they're definitely a step in the right direction for making our server as polished as possible!
Hope you all have a wonderful weekend, have fun, and stay safe
Today is the day where our Bedrock platform gets improved drastically! We've gathered so much feedback over the last month regarding our new knockback and platform-specific games, and are finally unveiling it all today! Read on to find out more...
New Knockback!
After a month of testing our new knockback with two different versions, we feel like it's ready for global release. With this release, we've opted for a marginally different configuration - mixing the first and second version. So, you may feel a slightly different knockback from how it was before:
- Increased vertical knockback very slightly.
- Decreased horizontal knockback very slightly.
We're super proud with how the knockback has turned out - from a small idea mentioned in our Bedrock community talk, to a fully-fledged test gamemode on our network, to now releasing on our network, it's been wonderful to gather all your feedback and make changes! We hope you enjoy the new knockback - we understand it may be different from our old knockback where it was relatively low, but we're definitely excited to unveil this to our entire network!
Platform-Specific Games!
Over the last couple of weeks, we silently rolled out platform-specific queues to our knockback testing mode, and the results have been quite interesting! We've seen a drastic increase in players in the mode, which we're suspecting to be because it's been a more enjoyable experience for all platforms. We're happy to announce that this dynamic system will be implemented on all of the modes!
I understand that there may be some concerns, most of which we have addressed in our feedback thread, but we shall reiterate this here:
How does it work?
Our systems are able to know what input device you are using - which will assign you to three different queues: mobile, controller & keyboard/mouse, and put you to separate games.
Doesn't this make queue times really long?
We do expect queue times to be longer - this is expected when we split games based off of platforms. However, our system is able to monitor the number of players joining with a specific input device. If this gets too low, we begin to merge groups together with the controller queue. This allows for our queue times to be how they normally are - short and snappy!
Am I still able to party and play games with my friends on different platforms?
Absolutely! We'll simply match you to the correct server based off of who is in the party with what input device is being used. We don't want to tell you much more than that to avoid exploiting.
My games are more difficult now!
This is to be expected - we understand games will be more challenging as you're not going to be matched with players who are on a "worse" platform. However, if a mobile user were to join a game with any controller or keyboard/mouse player, they have a massively low chance on winning. We wanted to make the games more competitive and challenging for keyboard/mouse players, while making it a lot more enjoyable for controller and mobile players.
This is going to kill the game - no one wanted this, and I really dislike it.
We've seen a massive increase in players when silently implementing the platform-specific games and new knockback configurations. From peaks of 450 consistently, to almost doubling it at 863 players, it's apparent that these features, together, are working very well. Especially since the knockback testing mode was just for testing, no statistics, no leaderboard, no real incentive to play more than 10 games, players kept playing. The red line is when we released platform-specific games.
Why not make this a setting? So either I queue with my platform, or everyone.
Quoting a response from @Younisco responding to a community member who suggested something similar:
If there are any more concerns regarding platform-specific games, we'd love to address them. But these seem to be the major ones.
New Entity System!
Finally, we've optimised and revamped how entities are handled on our server! Though most of the optimisations may not be seen by a player, something that's guaranteed to be seen by a player is how smooth player movement is now!
Our previous movement was... not fun to look at. Staring at a player running around in a lobby would be visually unpleasant with how choppy it would be. This is now an issue in the past - players are as smooth as ever!
Before:
Quite choppy...
After:
IT'S SO SMOOTH
This entire update has so many features that have been asked for for a long time from our Bedrock playerbase. Here's a few examples:
- A whole bunch of positive feedback from PotatoPie25's video, take a look at the comments!
We could also look at the number of complaints about our knockback on our Twitter and Instagram. Most of them contain profanities though, so we decided to keep them out.
Thanks everyone for reading this thread! We hope you enjoy these massive Bedrock changes - they're definitely a step in the right direction for making our server as polished as possible!
Hope you all have a wonderful weekend, have fun, and stay safe
It's really dissapointing to see this implemented, the major reason i play on cubecraft is because of the great pvp (regardless of hackers) and its such a shame to see skill based pvp thrown out the window in favour of a glorified spamfest to see who can click the most. although the old pvp had an aura of randomness to it this is a massive change for the worse, not only does this make it significantly easier for hackers it makes it so it's almost impossibly difficult to play cross platform due to the massive platform advantages, ruining my and likely many others multiplayer experience. again, it's really saddening to have to ditch a server i've put so much time and effort into and i hope the devs can reverse this change or put in some sort of compromise to retain player experience, ill see you all on mineplex.
It's really dissapointing to see this implemented, the major reason i play on cubecraft is because of the great pvp (regardless of hackers) and its such a shame to see skill based pvp thrown out the window in favour of a glorified spamfest to see who can click the most. although the old pvp had an aura of randomness to it this is a massive change for the worse, not only does this make it significantly easier for hackers it makes it so it's almost impossibly difficult to play cross platform due to the massive platform advantages, ruining my and likely many others multiplayer experience. again, it's really saddening to have to ditch a server i've put so much time and effort into and i hope the devs can reverse this change or put in some sort of compromise to retain player experience, ill see you all on mineplex.
Amazing job. Iām so happy to see you actually listened to the community and went along with this massive project and finally finished it! <3
Now, Iām gonna go on a bit of a rant because I see people complaining and I feel there is no real reason to. Iāve done this before but here we go again I guess xD
1. People upset about platform based matchmaking. When I was following the original thread about platform based matchmaking. The only people against it were coincidentally PC players. Like Insane Orbitzz said:
2. āOmG neW knOckBack GroSs Iām GonNa QuiT!!!1!ā. Ok please, take a moment to breathe. A bug fix is not the end of the world. Now, I completely understand that some people donāt like change - they like to stick with what they know. I completely respect that but for something like this, you need to give it a chance. Please, I beg, take the time to learn the new knockback - watch combo tutorials, test it with a friend in duels, try and actually learn it. Once you have mastered it and completely understand how it works, THEN I will allow you to come back and complain. For now though, stop fighting it please and give it a chance. Thank you.
I HATE THE NEW KNCOKBACK ITS TOO HARD FOR PLAYERS WHO DONT KNOW HOW TO COMBO PLZZZZZZZZ FIX SO WE CAN COMBO A LITTLE BUT NOT TOO MUCH PLLZZZZZZZ *crys in rl*
Today is the day where our Bedrock platform gets improved drastically! We've gathered so much feedback over the last month regarding our new knockback and platform-specific games, and are finally unveiling it all today! Read on to find out more...
New Knockback!
After a month of testing our new knockback with two different versions, we feel like it's ready for global release. With this release, we've opted for a marginally different configuration - mixing the first and second version. So, you may feel a slightly different knockback from how it was before:
- Increased vertical knockback very slightly.
- Decreased horizontal knockback very slightly.
We're super proud with how the knockback has turned out - from a small idea mentioned in our Bedrock community talk, to a fully-fledged test gamemode on our network, to now releasing on our network, it's been wonderful to gather all your feedback and make changes! We hope you enjoy the new knockback - we understand it may be different from our old knockback where it was relatively low, but we're definitely excited to unveil this to our entire network!
Platform-Specific Games!
Over the last couple of weeks, we silently rolled out platform-specific queues to our knockback testing mode, and the results have been quite interesting! We've seen a drastic increase in players in the mode, which we're suspecting to be because it's been a more enjoyable experience for all platforms. We're happy to announce that this dynamic system will be implemented on all of the modes!
I understand that there may be some concerns, most of which we have addressed in our feedback thread, but we shall reiterate this here:
How does it work?
Our systems are able to know what input device you are using - which will assign you to three different queues: mobile, controller & keyboard/mouse, and put you to separate games.
Doesn't this make queue times really long?
We do expect queue times to be longer - this is expected when we split games based off of platforms. However, our system is able to monitor the number of players joining with a specific input device. If this gets too low, we begin to merge groups together with the controller queue. This allows for our queue times to be how they normally are - short and snappy!
Am I still able to party and play games with my friends on different platforms?
Absolutely! We'll simply match you to the correct server based off of who is in the party with what input device is being used. We don't want to tell you much more than that to avoid exploiting.
My games are more difficult now!
This is to be expected - we understand games will be more challenging as you're not going to be matched with players who are on a "worse" platform. However, if a mobile user were to join a game with any controller or keyboard/mouse player, they have a massively low chance on winning. We wanted to make the games more competitive and challenging for keyboard/mouse players, while making it a lot more enjoyable for controller and mobile players.
This is going to kill the game - no one wanted this, and I really dislike it.
We've seen a massive increase in players when silently implementing the platform-specific games and new knockback configurations. From peaks of 450 consistently, to almost doubling it at 863 players, it's apparent that these features, together, are working very well. Especially since the knockback testing mode was just for testing, no statistics, no leaderboard, no real incentive to play more than 10 games, players kept playing. The red line is when we released platform-specific games.
Why not make this a setting? So either I queue with my platform, or everyone.
Quoting a response from @Younisco responding to a community member who suggested something similar:
If there are any more concerns regarding platform-specific games, we'd love to address them. But these seem to be the major ones.
New Entity System!
Finally, we've optimised and revamped how entities are handled on our server! Though most of the optimisations may not be seen by a player, something that's guaranteed to be seen by a player is how smooth player movement is now!
Our previous movement was... not fun to look at. Staring at a player running around in a lobby would be visually unpleasant with how choppy it would be. This is now an issue in the past - players are as smooth as ever!
Before:
Quite choppy...
After:
IT'S SO SMOOTH
This entire update has so many features that have been asked for for a long time from our Bedrock playerbase. Here's a few examples:
Ā”Gracias a todos por leer este hilo! Esperamos que disfrute de estos cambios masivos de Bedrock: Ā”definitivamente son un paso en la direcciĆ³n correcta para hacer que nuestro servidor sea lo mĆ”s pulido posible!
Espero que tengan un fin de semana maravilloso, que se diviertan y se mantengan a salvo.
Good, the update is fine, but i did not like the new combat because seriously, a player attacks me and i can't even hit him because of the combo that he makes me, so it looks very strange. Thanks a lot
I HATE THE NEW KNCOKBACK ITS TOO HARD FOR PLAYERS WHO DONT KNOW HOW TO COMBO PLZZZZZZZZ FIX SO WE CAN COMBO A LITTLE BUT NOT TOO MUCH PLLZZZZZZZ *crys in rl*
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