On every lucky islands map, there exists a single rainbow lucky block in the center of the map. The loot that comes out of these lucky blocks is meant to be overpowered, and is likely designed to incentivize players to go to middle instead of camping at their bases. This was a significant change made in the 1.19 update for cubecraft bedrock. Today, it only has 5 distinct drops, so I find it important to go over each 1, as well as the functionality of rainbow lucky blocks as a whole:
When rainbow lucky blocks were firsts introduced, they only had 3 distinct drops. These drops generally gave the player a powerful, but temporary advantage. I enjoyed this, because it meant that, while rainbow lucky blocks did strongly benefit the player who opens them, their advantage being temporary doesn’t mean they have a game winning advantage. This is why I have a problem with the mega cube. It gives the player 21 diamond lucky blocks, an absolutely absurd number (I’m not sure if any solos map has this much diamond lucky blocks) and typically, players can get a high damage weapon, great armor, enchanted golden apples, and elevators, and at that point they’ve basically already won the game. While I would be happy simply chucking this drop into a volcano, I think it could at least be improved if it had a more reasonable number of diamond lucky blocks, maybe 6, and the rest just normal lucky blocks.
The other drop that wasn’t in the original 3 is the rainbow apple tree. In contrast to the mega cube, this drop is pretty underwhelming. This drops an average of 23 rainbow apples, assuming none of the wool blocks have regular blocks from the map underneath them. They don’t stack, wish is very annoying and should definitely be changed in a QOL update. The effects they give you are rather negligible, and they restore half a hunger bar, so compared to the normal and enchanted golden apples you get from diamond lucky blocks, I would say this drop isn’t good at all.
Next up is the yoink rod, a fishing rod that takes items from other players. In my opinion, this drop is also underwhelming. It’s usually better to just use a sword against you opponents instead of trying to take their items, and this items low durability only makes it worse. I think its a cool concept, but, much like infinitato, I don’t use it much, especially when the diamond lucky blocks at middle give much better wepons and items.
The giga sword is an interesting item. The player essentially gets the hammer from smash bros, and can 1 - hit kill anyone for a duration of 15 seconds. I think this is a good drop, the player gets an overpowered item, but doesn’t automatically get a permanent game winning condition. My only Jussieu is if an opponent is trying to kill your with it, there isn’t much you can do to fight back, but I don’t have much ideas on how to improve or fix this.
Lastly, is 15 seconds of flight. I really like this drop, since you get another fun and powerful advantage, but players with wepons are still able to fight back. Not much feedback to give here, I want this drop to stay.
Overall, I enjoy the drops that either give players a spevial item or effect for a limited time or number of uses, and I wish cubecraft continued with this pattern. I think cubecraft should focus on giving this lucky block more drops instead of the regular lucky block, as it doesn’t take long to figure out every drop compared to other lucky blocks, and in general, lucky blocks should be as unpredictable as possible. If you want to see some of my ideas, I listed them in “feedback on new lucky block types” although I’m sure team cube can come up with their own ideas.
I want to mention is how rainbow lucky blocks work in overpowered. They are the only lucky blocks that regenerate, specifically, they regenerate (I believe) 2 minutes after they are broken. I think this is an awesome mechanic and wish it were in every mode. A lot of times, especially in lucky islands, you get players who skybase or camp in general. By making this block regenerate, players who choose to control center and stick to the ground get the rewards of the rainbow lucky block. I think it should be 2 minutes normally, and 1 minute in overpowered mode.
I also think cubecraft might want to consider making the rainbow lucky block not generate immediately upon the start of the game. In solos, you only need a couple of blocks in most maps (village being an excepotion) to make it to middle, and in maps like scorched, you can make it to middle in zero blocks, without even sprinting. The issue is that rainbow lucky blocks always get stolen by whoever rushes them firsts, unless multiple rushers rush it at once, in that case one player can typically snag it while 2 other players are fighting. A cooldown would give all players enough time to get loot to survive at middle, and rushers would still be able to snag the diamond lucky blocks at middle, which honestly gives them a huge advantage on its own.
My last suggestion was inspired by Hoshi in the new block types thread I talked about earlier. Randomizing the location of rainbow lucky blocks is a great, albeit possibly technically challenging idea that would encourage players to explore and make games less repetitive. In the map changes to pirate, trapped chest locations were randomized, so I feel like this might actually be possible.
Thats it for this weeks suggestion. I definitely had a lot to say and have a lot of separate opinions on this topic. If you managed to read this far, I would like to know your thoughts on these feedback threads. Not only am I curious about what other people think about these topics, but I would appreciate any feedback about making better feedback threads in the future. Last weeks post got no replies or reactions at all, which I was a little disappointed by, especially since I tried to keep it short. These feedback threads aren’t going anywhere, and there is still so much I want to do for lucky islands and it’s community.
Last weeks thread
When rainbow lucky blocks were firsts introduced, they only had 3 distinct drops. These drops generally gave the player a powerful, but temporary advantage. I enjoyed this, because it meant that, while rainbow lucky blocks did strongly benefit the player who opens them, their advantage being temporary doesn’t mean they have a game winning advantage. This is why I have a problem with the mega cube. It gives the player 21 diamond lucky blocks, an absolutely absurd number (I’m not sure if any solos map has this much diamond lucky blocks) and typically, players can get a high damage weapon, great armor, enchanted golden apples, and elevators, and at that point they’ve basically already won the game. While I would be happy simply chucking this drop into a volcano, I think it could at least be improved if it had a more reasonable number of diamond lucky blocks, maybe 6, and the rest just normal lucky blocks.
The other drop that wasn’t in the original 3 is the rainbow apple tree. In contrast to the mega cube, this drop is pretty underwhelming. This drops an average of 23 rainbow apples, assuming none of the wool blocks have regular blocks from the map underneath them. They don’t stack, wish is very annoying and should definitely be changed in a QOL update. The effects they give you are rather negligible, and they restore half a hunger bar, so compared to the normal and enchanted golden apples you get from diamond lucky blocks, I would say this drop isn’t good at all.
Next up is the yoink rod, a fishing rod that takes items from other players. In my opinion, this drop is also underwhelming. It’s usually better to just use a sword against you opponents instead of trying to take their items, and this items low durability only makes it worse. I think its a cool concept, but, much like infinitato, I don’t use it much, especially when the diamond lucky blocks at middle give much better wepons and items.
The giga sword is an interesting item. The player essentially gets the hammer from smash bros, and can 1 - hit kill anyone for a duration of 15 seconds. I think this is a good drop, the player gets an overpowered item, but doesn’t automatically get a permanent game winning condition. My only Jussieu is if an opponent is trying to kill your with it, there isn’t much you can do to fight back, but I don’t have much ideas on how to improve or fix this.
Lastly, is 15 seconds of flight. I really like this drop, since you get another fun and powerful advantage, but players with wepons are still able to fight back. Not much feedback to give here, I want this drop to stay.
Overall, I enjoy the drops that either give players a spevial item or effect for a limited time or number of uses, and I wish cubecraft continued with this pattern. I think cubecraft should focus on giving this lucky block more drops instead of the regular lucky block, as it doesn’t take long to figure out every drop compared to other lucky blocks, and in general, lucky blocks should be as unpredictable as possible. If you want to see some of my ideas, I listed them in “feedback on new lucky block types” although I’m sure team cube can come up with their own ideas.
I want to mention is how rainbow lucky blocks work in overpowered. They are the only lucky blocks that regenerate, specifically, they regenerate (I believe) 2 minutes after they are broken. I think this is an awesome mechanic and wish it were in every mode. A lot of times, especially in lucky islands, you get players who skybase or camp in general. By making this block regenerate, players who choose to control center and stick to the ground get the rewards of the rainbow lucky block. I think it should be 2 minutes normally, and 1 minute in overpowered mode.
I also think cubecraft might want to consider making the rainbow lucky block not generate immediately upon the start of the game. In solos, you only need a couple of blocks in most maps (village being an excepotion) to make it to middle, and in maps like scorched, you can make it to middle in zero blocks, without even sprinting. The issue is that rainbow lucky blocks always get stolen by whoever rushes them firsts, unless multiple rushers rush it at once, in that case one player can typically snag it while 2 other players are fighting. A cooldown would give all players enough time to get loot to survive at middle, and rushers would still be able to snag the diamond lucky blocks at middle, which honestly gives them a huge advantage on its own.
My last suggestion was inspired by Hoshi in the new block types thread I talked about earlier. Randomizing the location of rainbow lucky blocks is a great, albeit possibly technically challenging idea that would encourage players to explore and make games less repetitive. In the map changes to pirate, trapped chest locations were randomized, so I feel like this might actually be possible.
Thats it for this weeks suggestion. I definitely had a lot to say and have a lot of separate opinions on this topic. If you managed to read this far, I would like to know your thoughts on these feedback threads. Not only am I curious about what other people think about these topics, but I would appreciate any feedback about making better feedback threads in the future. Last weeks post got no replies or reactions at all, which I was a little disappointed by, especially since I tried to keep it short. These feedback threads aren’t going anywhere, and there is still so much I want to do for lucky islands and it’s community.
Last weeks thread
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