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Goldvelocity982

Novice Member
Sep 10, 2020
93
126
54
somewhere in asia
Hello to all the casual players and grinders out there!
Whoever likes to grind games that give players only one life knows that winning might be easy, but to increase the levels, you have to continue grinding continuously to make up for the increasing exp level ceiling. This is also true in continuous games like eggwars and blockwars, which take up to 10 minutes (for me) to finish while games like lucky blocks take only 3 minutes if it isn't oyster. my suggestion is to give extra exp for every kill a person gets, about 5exp extra.

Now ofc a suggestion like that would change the entire game, so an addition to that would be that those who grind and kill a lot would have the game decrease exp for every 20-30 matches they play, while those with fewer kills every match can have their exp increased to a maximum height of 5 exp for every kill. Not only that but (me entering business mode) cubecraft can also add exp boosters that someone can get if they boost the discord server or buy rank.

A few advantages-
1. people would start trying to kill more instead of camping in order to get more exp.
2. People can increase their levels more easily, prompting players to play more.
3. the exp booster idea can help cube generate revenue (which I'm sure @rubik_cube_man would like)

Please express any disadvantages by replying and if needed, I might add a poll if needed.
 
Last edited:

natedawg1202

Member
Apr 30, 2021
13
2
9
23
Hello to all the casual players and grinders out there!
Whoever likes to grind games that give players only one life knows that winning might be easy, but to increase the levels, you have to continue grinding continuously to make up for the increasing exp level ceiling. This is also true in continuous games like eggwars and blockwars, which take up to 10 minutes (for me) to finish while games like lucky blocks take only 3 minutes if it isn't oyster. my suggestion is to give extra exp for every kill a person gets, about 5exp extra.

Now ofc a suggestion like that would change the entire game, so an addition to that would be that those who grind and kill a lot would have the game decrease exp for every 20-30 matches they play, while those with fewer kills every match can have their exp increased to a maximum height of 5 exp for every kill. Not only that but (me entering business mode) cubecraft can also add exp boosters that someone can get if they boost the discord server or buy rank.

A few advantages-
1. people would start trying to kill more instead of camping in order to get more exp.
2. People can increase their levels more easily, prompting players to play more.
3. the exp booster idea can help cube generate revenue (which I'm sure @rubik_cube_man would like)

Please express any disadvantages by replying and if needed, I might add a poll if needed.
I was thinking something kind of similar to this. My idea was that depending on what you did in a game, you get a different amount of XP.

For every Egg, you get +5 XP
For Elimination (kill on someone without an egg) you get +5 XP
And if you have no deaths, you get +2

And maybe on win streaks you can get +5 base XP from the win for every 5 or 10 wins, or if you're thinking smaller, 1 extra base XP for every win in the win streak on your 3rd win onwards.
And maybe extra XP if you get half of the Eggs or Elims just to reward people for being active during the game, but maybe not because that makes the game based on one style of gameplay so probably nerf all the XP mentioned because some people want to get gear before fighting, which can sometimes make it mpossible to get half of the kil since people have already been fighting.

Rewarding people for rushing is hard because it's unfair to people who don't want to do that and like a more chill style of game, so those people would get blasted daily by people just instantly rushing them for XP. The solution could be ranked, but there are flaws in that that have already been addressed.

Ideas like these are good to reward people that are good at the game, but always impacts something else negatively.
 
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