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CalvinxKlein

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Jun 11, 2022
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Why Mid-Game Queuing Is the Worst Thing CubeCraft Has Ever Made


CubeCraft’s mid-game queuing system is easily one of the worst mechanics ever introduced. It completely ruins the competitive experience by making games feel unfair, unpredictable, and frustrating.


1. It Destroys Winstreaks


Mid-game queuing means you can randomly get thrown into a game that is already about to end. Imagine joining just as the enemy team captures the third flag in CTF—your loss is instant, and your winstreak is gone before you even get to play. It makes winstreaks feel unfair, as they no longer depend on your skill but rather on whether the game forces you into an unwinnable situation.


2. It Creates Unfair Matches


Sometimes, you join a match only to find the enemy team is already fully stacked while your team is struggling. You didn’t get to loot, fight, or do anything meaningful before being thrown into a losing game. This makes winning feel random rather than skill-based.


3. It Removes the Competitive Integrity of Games


CubeCraft has a ranking system and competitive elements, but mid-game queuing completely undermines them. Players who join mid-game don’t get a fair start, and those already in the game suddenly have new enemies appearing out of nowhere. It turns games into chaotic messes rather than structured battles.


4. It Feels Unrewarding to Play


When you join a game knowing there’s a high chance you’ll be placed in an already-lost match, it kills motivation. Instead of feeling excited to play, you’re left hoping you don’t get thrown into a disaster. No one enjoys playing when they feel like their outcome is already decided.


Conclusion


Mid-game queuing is one of CubeCraft’s worst design choices. It destroys winstreaks, creates unfair matches, and removes the competitive integrity of the game. If CubeCraft wants to improve its PvP experience, removing mid-game queuing should be a top priority.
 

suedivy40117733

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Jan 12, 2025
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Why Mid-Game Queuing Is the Worst Thing CubeCraft Has Ever Made


CubeCraft’s mid-game queuing system is easily one of the worst mechanics ever introduced. It completely ruins the competitive experience by making games feel unfair, unpredictable, and frustrating.


1. It Destroys Winstreaks


Mid-game queuing means you can randomly get thrown into a game that is already about to end. Imagine joining just as the enemy team captures the third flag in CTF—your loss is instant, and your winstreak is gone before you even get to play. It makes winstreaks feel unfair, as they no longer depend on your skill but rather on whether the game forces you into an unwinnable situation.


2. It Creates Unfair Matches


Sometimes, you join a match only to find the enemy team is already fully stacked while your team is struggling. You didn’t get to loot, fight, or do anything meaningful before being thrown into a losing game. This makes winning feel random rather than skill-based.


3. It Removes the Competitive Integrity of Games


CubeCraft has a ranking system and competitive elements, but mid-game queuing completely undermines them. Players who join mid-game don’t get a fair start, and those already in the game suddenly have new enemies appearing out of nowhere. It turns games into chaotic messes rather than structured battles.


4. It Feels Unrewarding to Play


When you join a game knowing there’s a high chance you’ll be placed in an already-lost match, it kills motivation. Instead of feeling excited to play, you’re left hoping you don’t get thrown into a disaster. No one enjoys playing when they feel like their outcome is already decided.


Conclusion


Mid-game queuing is one of CubeCraft’s worst design choices. It destroys winstreaks, creates unfair matches, and removes the competitive integrity of the game. If CubeCraft wants to improve its PvP experience, removing mid-game queuing should be a top priority.
I completely agree with this. I am trying to grind bridges and queue into a mid-game match and see that we are losing 18-1. I am so annoyed and leave.
 

caraMel

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I agree it should be changed and that the overall impact is negative. I made this (https://www.cubecraft.net/threads/mid-game-queueing-suggestion-♡.358340/) a while back and feel like my opinion on it hasn't shifted.

A large proportion of the player base are casual and probably don't care too much about stats. It seems obvious enough by now that it won't be entirely removed unfortunately. I also don't think it needs to be, but there definitely should be some sort of change...
Some compromises I thought of a while ago are mentioned in the above thread: (1) add a toggle to enable/disable mid-game queuing, (2) have stats not be affected if you have only been in the game for a small amount of time.
 

NotComboing

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Oct 30, 2024
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Why Mid-Game Queuing Is the Worst Thing CubeCraft Has Ever Made


CubeCraft’s mid-game queuing system is easily one of the worst mechanics ever introduced. It completely ruins the competitive experience by making games feel unfair, unpredictable, and frustrating.


1. It Destroys Winstreaks


Mid-game queuing means you can randomly get thrown into a game that is already about to end. Imagine joining just as the enemy team captures the third flag in CTF—your loss is instant, and your winstreak is gone before you even get to play. It makes winstreaks feel unfair, as they no longer depend on your skill but rather on whether the game forces you into an unwinnable situation.


2. It Creates Unfair Matches


Sometimes, you join a match only to find the enemy team is already fully stacked while your team is struggling. You didn’t get to loot, fight, or do anything meaningful before being thrown into a losing game. This makes winning feel random rather than skill-based.


3. It Removes the Competitive Integrity of Games


CubeCraft has a ranking system and competitive elements, but mid-game queuing completely undermines them. Players who join mid-game don’t get a fair start, and those already in the game suddenly have new enemies appearing out of nowhere. It turns games into chaotic messes rather than structured battles.


4. It Feels Unrewarding to Play


When you join a game knowing there’s a high chance you’ll be placed in an already-lost match, it kills motivation. Instead of feeling excited to play, you’re left hoping you don’t get thrown into a disaster. No one enjoys playing when they feel like their outcome is already decided.


Conclusion


Mid-game queuing is one of CubeCraft’s worst design choices. It destroys winstreaks, creates unfair matches, and removes the competitive integrity of the game. If CubeCraft wants to improve its PvP experience, removing mid-game queuing should be a top priority.
I hope this gets removed because it is just annoying have a ws and losing for no reason -_-
 
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CalvinxKlein

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I agree it should be changed and that the overall impact is negative. I made this (https://www.cubecraft.net/threads/mid-game-queueing-suggestion-♡.358340/) a while back and feel like my opinion on it hasn't shifted.

A large proportion of the player base are casual and probably don't care too much about stats. It seems obvious enough by now that it won't be entirely removed unfortunately. I also don't think it needs to be, but there definitely should be some sort of change...
Some compromises I thought of a while ago are mentioned in the above thread: (1) add a toggle to enable/disable mid-game queuing, (2) have stats not be affected if you have only been in the game for a small amount of time.
Well Yes but causals also wouldn't like a gamemode/server where you could lose instantly on joining, I'm very much a Sweat in terms of gameplay and I don't like that sometimes I am not even given a chance to compete.
I think that making it toggle able is the best option make it have a cool down as I have had 27 mid-games in 1 day once and I only managed to win like 5 of them but I've intentionally chosen be a bit more aggressive here.
And Mid game queuing has seriously affected my Win/Loss ratio as I mostly play solo so my games played have increased while my wins increasing have gotten slower.
Also in your post I respectfully disagree with the option of the games stat not counting if you have played it for atleast 2-5 minutes as it would bug out cubecraft's already buggy system because most of my games end before 2 minutes even while solo'ing and sometimes I can't save the game as the opponents are camping(1), much more stacked(2), and sometimes their skill level is higher or its a 5v1(3)
 

caraMel

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Also in your post I respectfully disagree with the option of the games stat not counting if you have played it for atleast 2-5 minutes as it would bug out cubecraft's already buggy system because most of my games end before 2 minutes even while solo'ing and sometimes I can't save the game as the opponents are camping(1), much more stacked(2), and sometimes their skill level is higher or its a 5v1(3)
Perhaps time isn't the best metric to use then. Maybe something in terms of flags / pits would be better to use as an indicator?
 
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CalvinxKlein

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Perhaps time isn't the best metric to use then. Maybe something in terms of flags / pits would be better to use as an indicator?
It would be better!
Imo the best option is it to have a cooldown(so 27 mid game joins in a span of an hour doesn't happen to me again) or having it toggle able.
And a good system would be that only winning would be counted and if you don't win the game wouldn't be counted
Games which are in overtime or more than 4 minutes have passed or two flags or 15 pits have been captured won't be eligible be to get mid-queued into.
 

Reesle

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I’ve always been vehemently against the mid-game queueing system, so I 100% :agree:! Also, the 1st scenario of it destroying winstreaks has happened to me multiple times. Not that I was really going for a huge win streak, but to join and subsequently lose 5 seconds later is very infuriating.

I also agree that @caraMel’s idea of a toggle would be a very good solution.
 

darkdamage

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Feb 28, 2025
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I agree it should be changed and that the overall impact is negative. I made this (https://www.cubecraft.net/threads/mid-game-queueing-suggestion-♡.358340/) a while back and feel like my opinion on it hasn't shifted.

A large proportion of the player base are casual and probably don't care too much about stats. It seems obvious enough by now that it won't be entirely removed unfortunately. I also don't think it needs to be, but there definitely should be some sort of change...
Some compromises I thought of a while ago are mentioned in the above thread: (1) add a toggle to enable/disable mid-game queuing, (2) have stats not be affected if you have only been in the game for a small amount of time.
I like the toggle feature because, like you said, some people don't care. I don't like it when my friends and I are playing and we must play against each other.
 
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