Minecraft PC IP: play.cubecraft.net

What solution do you think we should do? (Read thread to know what they are!)

  • Solution 1

    Votes: 283 56.8%
  • Solution 2

    Votes: 165 33.1%
  • Solution 3

    Votes: 70 14.1%

  • Total voters
    498
  • Poll closed .

Popcornman467

Novice Member
Jun 20, 2017
60
44
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23
this was never a problem to begin with; damage indicators donā€™t give you an unfair advantage, they just help you to see the progress you are into killing an enemy, itā€™s not like they kill them faster. i use damage indicators but i wouldnā€™t really mind if they just added them as a default on cubecraft as long as they function(unlike the anticheat).
 

Thomasje2121

Well-Known Member
Dec 26, 2015
32
26
94
24
Netherlands
I think option 2 may be the best. We have all had moments where we are a one-hit kill and try to quickly retreat and heal back up. With a global use of damage indicators this would make it a lot harder. You can no longer get lucky duels and manage to heal up from half a heart. This will only increase targeting and in my opinion guessing a players health is part of the challenge of the game. Overall the gameplay would be more fun without it. Ive had fights where I notice that a player with for instance labymod suddenly fullon targets me.
 

Popcornman467

Novice Member
Jun 20, 2017
60
44
69
23
If option 1 was added, Please make it possible to turn off health indicators, I have never used it and dont want to start. i find it makes pvp way more easier and honestly less fun. kinda takes the skill out of it when you know how much health your enemy has at all times. For me i really dont care if it gets added or removed. I just dont want to be forced to have to use it.
????????? how does it make pvp easier? 1v1ing is not changed at all
 

2DA50V2

Member
Jun 21, 2020
2
1
4
18
If everyone is going to know the healthpoints of their opponents, then people will clean even more and cleaners are already annoying, especially in game modes such as FFA or Sky Wars.
Not many people use a Damage Indicator and they don't seem to bother to download one.
I think everyone is fully aware of the advantages/disadvantages in fights when someone has a Damage Indicator.
However, people still don't seem to bother to download one.
Best solutions would 3 or 2 in my opinion
 
Last edited:
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2DA50V2

Member
Jun 21, 2020
2
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Turn On/Off Damage Indicator option

Now please allow me to explain myself.
There people who dislike the idea of a damage Indicator and some who like it but what if the Damage Indicator was an option to select.

What I mean is, what if cubecraft would have an option to allow you to turn on and off the servers damage Indicator.
What's the point of it?
Well, if you turn it off, you can't see the health points of everyone.
If you turn it on, you can see the healthpoints of everyone except the ones that turned it off.


It's not the best suggestion but perhaps maybe a good alternative in my opinion.
 

Dubby Plays

Well-Known Member
Jul 13, 2019
335
994
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Italy
youtu.be
1st and 2nd solutions makes both the game fair for everyone...
But the 2nd one makes the game more interesting and strategic in my opinion.


Think about it: players can't know your health so you can keep hitting them with low health, making them thinking you're not afraid of getting hit. Or you can run away with high health, making them believe you have low health so you can tend them a trap.

So, with this, "bluffing" will become another important aspect of PVP. And I personally think it's way cooler than just easily know how many hits you still have to do to kill someone.

So my vote is:

šŸŒŸ Solution 2
 

FnigePython

Well-Known Member
Sep 7, 2019
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1st and 2nd solutions makes both the game fair for everyone...
But the 2nd one makes the game more interesting and strategic in my opinion.


Think about it: players can't know your health so you can keep hitting them with low health, making them thinking you're not afraid of getting hit. Or you can run away with high health, making them believe you have low health so you can tend them a trap.

So, with this, "bluffing" will become another important aspect of PVP. And I personally think it's way cooler than just easily know how many hits you still have to do to kill someone.

So my vote is:

šŸŒŸ Solution 2
Solution 2 keeps the Risk vs Reward that was there without the health indicators.

And if i remember correctly, Risk vs Reward is usually a factor for good game design. S2 is literally just good game design
 
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Zathelas

Forum Veteran
Jul 14, 2018
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If you're an experienced pvp player like me or other people you know well when someone takes damage. For example SkyWars, I can think in my head when I'm hitting someone when he actually dies. Same goes for Lucky Islands, EggWars, etc. And yeah... I have damage indicators, but you can learn a lot of them with stratgies. So I actually voted on 3 but I also don't see the problem with solution 1. Maybe for newer players it's difficult to see when someone actually dies but that's what you learn a bit of.
 
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Marieke2001

Forum Professional
Jul 2, 2015
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damage indicators donā€™t give you an unfair advantage,
Would you attack someone if you hit them a few times, but are unsure if they have 5HP or 2HP? Would you doubt wether youā€™d attack them if youā€™re 4HP yourself? If you see they have 2HP, wouldnā€™t you doubt anymore and start attacking, but when they have 5HP, would you run away? Thatā€™s where the whole discussion is about. It is unfair since you can make a decision based on what you see, not on what you have to guess. If you need to guess, youā€™re more likely to run away and regain health than when you know someone has a low HP. Same for cleaning.
 

FnigePython

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Sep 7, 2019
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Would you attack someone if you hit them a few times, but are unsure if they have 5HP or 2HP? Would you doubt wether youā€™d attack them if youā€™re 4HP yourself? If you see they have 2HP, wouldnā€™t you doubt anymore and start attacking, but when they have 5HP, would you run away? Thatā€™s where the whole discussion is about. It is unfair since you can make a decision based on what you see, not on what you have to guess. If you need to guess, youā€™re more likely to run away and regain health than when you know someone has a low HP. Same for cleaning.
honestly, the unknown health of the opponent is the only risk/reward thing out there in PvP that is consistently there
 

ReMD0G

Well-Known Member
Jul 1, 2020
571
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Though this might bring a downside for adding this. Lots of people fight in PVPgames and not really run away. If you add this youā€™d have to make the game longer cause, more people would run away more often. So youā€™d need to make the game a bit more longer. Also it is sooooooo hard to kill run-aways. Also it might make the games less boring cause youā€™d run away. A LOT!! That boring even if you are chasing.
 
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_The13thDoctor_

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Jul 23, 2016
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Though this might bring a downside for adding this. Lots of people fight in PVPgames and not really run away. If you add this youā€™d have to make the game longer cause, more people would run away more often. So youā€™d need to make the game a bit more longer. Also it is sooooooo hard to kill run-aways. Also it might make the games less boring cause youā€™d run away. A LOT!! That boring even if you are chasing.

I've had games with mostly labymod users and I can guarantee most of them had health indicators on, pretty much almost every game didn't get dragged out unless another issue came up like late-game stalling or bows or pearls. Things that would stall some games. So I don't think this is valid.
 

lliinnn

Member
Aug 14, 2018
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The Netherlands
I chose solution 3 because I personally think its better not to change CubeCraft again since it has been changed a lot over the years.
(Not in a good way imo)

And if players really want to see the healthbar from other players then they can download forge/laby for that. I think that you will lose more players if you change CubeCraft again.
Thanks for asking us and goodluck with the result!
 
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