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llvqs

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Team CubeCraft
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Feb 25, 2024
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The UAE
Hello everyone! Today I come to you with a suggestion for the Java CubeCraft server, regarding the variety of game-modes that are currently offered. The game-modes offered were significantly reduced to a select few a few years ago. It made sense at the time and was completely understandable. However, with things improving, it feels like the right time to start considering a gradual return of old games, or maybe even the addition of new games. Allow me to elaborate!



The Main Idea
Rather than bringing everything back at once, I believe a gradual approach works best. This would allow changes to be tested and adjusted over time without placing unnecessary strain on queue times or development resources.

My idea is to expand the available team options within the current game modes when they are selected. For example, Lucky Islands and SkyWars currently only offer a solo mode. When either of them are selected, additional team modes could be offered, such as duos, squads, or both. This would be done on a temporary basis, so not all of these game modes would offer additional team options at the same time. The selection of which game modes have additional team modes available could either be chosen by the community similarly to how map rotations worked previously, or managed through a fixed schedule decided by the team.

A controlled approach addresses both concerns as effectively as reasonably possible, of course. Game-modes could be reintroduced gradually either through rotation systems (which I explained above) or limited availability during peak periods.



Player Activity
We all love ourselves a bit of numbers don’t we? They do speak for themselves most of the time after all. Below I have visualised data of CubeCraft’s player count for 30 days before this decision was taken (not from when it was implemented) and as well as 30 days from the time I am writing this suggestion (This is about a week off, as it took me a while to finalise writing the suggestion). This data was gathered using MineTrack and has been visualised using a custom code. It shows the overall activity level, peak demand periods, daily behavioural cycles, weekly engagement differences, most consistent peak hour, and well… whatever you can derive from the information displayed hahahah.

cubecraft_30days_30min_avg.png
cubecraft_august_2022_30min_avg.png


August 2022
Highest 30-Minute Average = 1725 players
Average player count during weekdays = 871 players
Average player count during weekends = 897 players
Most consistent peak hour = 18:00 UTC with 1465 players

March/April 2026
Highest 30-Minute Average = 2225 players
Average player count during weekdays = 975 players
Average player count during weekends = 1199 players
Most consistent peak hour = 18:00 UTC with 1660 players



Growth & Behaviour
The difference between the two periods is not subtle. Recent peak activity exceeds 2200 players, whereas August 2022 peaks reached around 1700. That is not just a small improvement in player count, it’s a clear expansion of the active player base. The baseline tells a similar story. Weekday averages have increased from roughly the high 800s to the high 900s, while weekend activity now approaches 1200 on average. There are more players online, more consistently.

Player behaviour itself has remained stable as well. Peak activity still occurs at around the same time each day, most consistently near 18:00 UTC. This suggests that the increase is not coming from irregular spikes, but from a stronger and more reliable concurrent player base. However, there is one particularly noticeable shift in behaviour. Activity is now more concentrated on weekends. Rather than weakening the case, this strengthens it, in my opinion. Even with this shift, weekday activity remains higher than it was previously, meaning the server has grown without losing stability across the week.

From a practical perspective, this matters because the original reasoning for reducing game-modes (primarily to maintain healthy queue times) does not apply as strongly under these current conditions.



Concerns & Community Intrest
That said, this is not an argument for bringing everything back at once; there are valid concerns. Increasing the number of game-modes can split the player base and impact queue times, particularly during off-peak hours. Development time is also a factor, even if many of these game-modes already exist (with some currently being offered in some form) and would not require starting entirely from scratch. However, these are constraints to work within, not reasons to avoid change entirely.

There is also clear and consistent community interest in seeing more variety return. While this alone should not drive decisions, it does indicate that the current offering may feel limiting for players, particularly over longer play sessions where variety plays a larger role in engagement. It is also arguable that reintroducing them would bring back the players that left after the update that led to game-mode reduction.



Overall, the original decision was justified. It solved a real problem at the time. However, the conditions that led to that decision have changed. Player counts and engagement are higher, and the behaviour is stable. Under these conditions, a phased reintroduction of game-modes would not only be reasonable, but aligned with the same goal the original change aimed to achieve: maintaining a healthy, active, and engaging server. I am interested in hearing what you all think! :)
 

yurisatori0312

Well-Known Member
Jun 1, 2025
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translate.cubecraft.net
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At 6 PM (9:00 UTC) in my country, roughly 20-30% of players are playing Pillars of Fortune, while about 30 players on Egg Wars.
Adding more modes to Pillars of Fortune might be a good idea (as it would also benefit Bedrock), but adding more modes to EggWars, etc., is not recommended as it would likely prevent the game from starting.
 
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GG KING 1234576

Novice Member
Oct 10, 2024
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youtube.com
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Hello everyone! Today I come to you with a suggestion for the Java CubeCraft server, regarding the variety of game-modes that are currently offered. The game-modes offered were significantly reduced to a select few a few years ago. It made sense at the time and was completely understandable. However, with things improving, it feels like the right time to start considering a gradual return of old games, or maybe even the addition of new games. Allow me to elaborate!


The Main Idea
Rather than bringing everything back at once, I believe a gradual approach works best. This would allow changes to be tested and adjusted over time without placing unnecessary strain on queue times or development resources.

My idea is to expand the available team options within the current game modes when they are selected. For example, Lucky Islands and SkyWars currently only offer a solo mode. When either of them are selected, additional team modes could be offered, such as duos, squads, or both. This would be done on a temporary basis, so not all of these game modes would offer additional team options at the same time. The selection of which game modes have additional team modes available could either be chosen by the community similarly to how map rotations worked previously, or managed through a fixed schedule decided by the team.

A controlled approach addresses both concerns as effectively as reasonably possible, of course. Game-modes could be reintroduced gradually either through rotation systems (which I explained above) or limited availability during peak periods.



Player Activity
We all love ourselves a bit of numbers don’t we? They do speak for themselves most of the time after all. Below I have visualised data of CubeCraft’s player count for 30 days before this decision was taken (not from when it was implemented) and as well as 30 days from the time I am writing this suggestion (This is about a week off, as it took me a while to finalise writing the suggestion). This data was gathered using MineTrack and has been visualised using a custom code. It shows the overall activity level, peak demand periods, daily behavioural cycles, weekly engagement differences, most consistent peak hour, and well… whatever you can derive from the information displayed hahahah.

View attachment 243984View attachment 243985

August 2022
Highest 30-Minute Average = 1725 players
Average player count during weekdays = 871 players
Average player count during weekends = 897 players
Most consistent peak hour = 18:00 UTC with 1465 players

March/April 2026
Highest 30-Minute Average = 2225 players
Average player count during weekdays = 975 players
Average player count during weekends = 1199 players
Most consistent peak hour = 18:00 UTC with 1660 players



Growth & Behaviour
The difference between the two periods is not subtle. Recent peak activity exceeds 2200 players, whereas August 2022 peaks reached around 1700. That is not just a small improvement in player count, it’s a clear expansion of the active player base. The baseline tells a similar story. Weekday averages have increased from roughly the high 800s to the high 900s, while weekend activity now approaches 1200 on average. There are more players online, more consistently.

Player behaviour itself has remained stable as well. Peak activity still occurs at around the same time each day, most consistently near 18:00 UTC. This suggests that the increase is not coming from irregular spikes, but from a stronger and more reliable concurrent player base. However, there is one particularly noticeable shift in behaviour. Activity is now more concentrated on weekends. Rather than weakening the case, this strengthens it, in my opinion. Even with this shift, weekday activity remains higher than it was previously, meaning the server has grown without losing stability across the week.

From a practical perspective, this matters because the original reasoning for reducing game-modes (primarily to maintain healthy queue times) does not apply as strongly under these current conditions.



Concerns & Community Intrest
That said, this is not an argument for bringing everything back at once; there are valid concerns. Increasing the number of game-modes can split the player base and impact queue times, particularly during off-peak hours. Development time is also a factor, even if many of these game-modes already exist (with some currently being offered in some form) and would not require starting entirely from scratch. However, these are constraints to work within, not reasons to avoid change entirely.

There is also clear and consistent community interest in seeing more variety return. While this alone should not drive decisions, it does indicate that the current offering may feel limiting for players, particularly over longer play sessions where variety plays a larger role in engagement. It is also arguable that reintroducing them would bring back the players that left after the update that led to game-mode reduction.



Overall, the original decision was justified. It solved a real problem at the time. However, the conditions that led to that decision have changed. Player counts and engagement are higher, and the behaviour is stable. Under these conditions, a phased reintroduction of game-modes would not only be reasonable, but aligned with the same goal the original change aimed to achieve: maintaining a healthy, active, and engaging server. I am interested in hearing what you all think! :)
I actually really like this idea.


The gradual approach makes a lot of sense. Bringing everything back at once would probably hurt queue times, but rotating team modes or enabling them temporarily sounds like a smart way to test things without risking stability.


The player count data is also a strong point. If the server is consistently hitting higher peaks now, it feels reasonable to at least experiment with more variety again. Especially since the original reduction was mainly to keep queues healthy.


I also agree that variety is a big factor for long play sessions. Playing the same few modes over and over can get repetitive, and adding things like duos or squads to existing modes could already make a big difference without needing entirely new games.


Overall, this feels like a balanced suggestion. It’s not asking for too much too quickly, just a controlled way to expand again and see how it goes.
 

TijmenDeEngeMan

Moderator ♫
Team CubeCraft
🔨 Moderator
Mar 23, 2024
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The Nether
I am fully on board with this. I have been saying for quite a while that the more casual players are looking for more non-pvp modes, that is why PoF is doing so well right now. (Not on the forums btw, just talked to friends about it)

I can remember we did something similar in the past with games that were still in beta. For example when PoF just came out in beta, they put its NPC right in front of the other modes. Same with Disasters and Team Lucky a very long while back. I would love to see that happening again and then maybe one or more modes coming back to stay for good. I think this would gradually boost the (active) player count.

I better see my beloved MinerWare in the pool as well then, I miss it a lot 😔
 

Nollq

Well-Known Member
Mar 1, 2018
23
49
89
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Sweden
I would love to see this happen! Great idea.
I, just as Tijmen, would really like to see MinerWare make a comeback😀
 
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llvqs

Lvderator
Team CubeCraft
🔨 Moderator
Feb 25, 2024
155
616
114
16
The UAE
At 6 PM (9:00 UTC) in my country, roughly 20-30% of players are playing Pillars of Fortune, while about 30 players on Egg Wars.
Adding more modes to Pillars of Fortune might be a good idea (as it would also benefit Bedrock), but adding more modes to EggWars, etc., is not recommended as it would likely prevent the game from starting.
I think this mostly comes down to which game-modes are being discussed. EggWars already offers multiple team modes (duos, trios, squads) and from my experience those queues are still starting within reasonable timeframes during peak periods. My suggestion is aimed more towards games like SkyWars and Lucky Islands, which at the time only offer solos.

Timing used here matters majorly here as well. 9:00 UTC falls within one the server’s quieter periods, so lower player counts are expected and pretty much guaranteed regardless of game-mode structure. That’s partly why I suggested rotational systems and peak-hour availability in the first place, rather than permanently enabling every mode at all times right off the bat.

I better see my beloved MinerWare in the pool as well then, I miss it a lot 😔
I, just as Tijmen, would really like to see MinerWare make a comeback😀
I fully agree with this, I would love to see MinerWare back on Java.
I am fine with it being the only game-mode offered 🤷🏻‍♂️
 
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hamwody

Member
Mar 10, 2026
70
39
24
18
capland
Hello everyone! Today I come to you with a suggestion for the Java CubeCraft server, regarding the variety of game-modes that are currently offered. The game-modes offered were significantly reduced to a select few a few years ago. It made sense at the time and was completely understandable. However, with things improving, it feels like the right time to start considering a gradual return of old games, or maybe even the addition of new games. Allow me to elaborate!



The Main Idea
Rather than bringing everything back at once, I believe a gradual approach works best. This would allow changes to be tested and adjusted over time without placing unnecessary strain on queue times or development resources.

My idea is to expand the available team options within the current game modes when they are selected. For example, Lucky Islands and SkyWars currently only offer a solo mode. When either of them are selected, additional team modes could be offered, such as duos, squads, or both. This would be done on a temporary basis, so not all of these game modes would offer additional team options at the same time. The selection of which game modes have additional team modes available could either be chosen by the community similarly to how map rotations worked previously, or managed through a fixed schedule decided by the team.

A controlled approach addresses both concerns as effectively as reasonably possible, of course. Game-modes could be reintroduced gradually either through rotation systems (which I explained above) or limited availability during peak periods.



Player Activity
We all love ourselves a bit of numbers don’t we? They do speak for themselves most of the time after all. Below I have visualised data of CubeCraft’s player count for 30 days before this decision was taken (not from when it was implemented) and as well as 30 days from the time I am writing this suggestion (This is about a week off, as it took me a while to finalise writing the suggestion). This data was gathered using MineTrack and has been visualised using a custom code. It shows the overall activity level, peak demand periods, daily behavioural cycles, weekly engagement differences, most consistent peak hour, and well… whatever you can derive from the information displayed hahahah.

View attachment 243984View attachment 243985

August 2022
Highest 30-Minute Average = 1725 players
Average player count during weekdays = 871 players
Average player count during weekends = 897 players
Most consistent peak hour = 18:00 UTC with 1465 players

March/April 2026
Highest 30-Minute Average = 2225 players
Average player count during weekdays = 975 players
Average player count during weekends = 1199 players
Most consistent peak hour = 18:00 UTC with 1660 players



Growth & Behaviour
The difference between the two periods is not subtle. Recent peak activity exceeds 2200 players, whereas August 2022 peaks reached around 1700. That is not just a small improvement in player count, it’s a clear expansion of the active player base. The baseline tells a similar story. Weekday averages have increased from roughly the high 800s to the high 900s, while weekend activity now approaches 1200 on average. There are more players online, more consistently.

Player behaviour itself has remained stable as well. Peak activity still occurs at around the same time each day, most consistently near 18:00 UTC. This suggests that the increase is not coming from irregular spikes, but from a stronger and more reliable concurrent player base. However, there is one particularly noticeable shift in behaviour. Activity is now more concentrated on weekends. Rather than weakening the case, this strengthens it, in my opinion. Even with this shift, weekday activity remains higher than it was previously, meaning the server has grown without losing stability across the week.

From a practical perspective, this matters because the original reasoning for reducing game-modes (primarily to maintain healthy queue times) does not apply as strongly under these current conditions.



Concerns & Community Intrest
That said, this is not an argument for bringing everything back at once; there are valid concerns. Increasing the number of game-modes can split the player base and impact queue times, particularly during off-peak hours. Development time is also a factor, even if many of these game-modes already exist (with some currently being offered in some form) and would not require starting entirely from scratch. However, these are constraints to work within, not reasons to avoid change entirely.

There is also clear and consistent community interest in seeing more variety return. While this alone should not drive decisions, it does indicate that the current offering may feel limiting for players, particularly over longer play sessions where variety plays a larger role in engagement. It is also arguable that reintroducing them would bring back the players that left after the update that led to game-mode reduction.



Overall, the original decision was justified. It solved a real problem at the time. However, the conditions that led to that decision have changed. Player counts and engagement are higher, and the behaviour is stable. Under these conditions, a phased reintroduction of game-modes would not only be reasonable, but aligned with the same goal the original change aimed to achieve: maintaining a healthy, active, and engaging server. I am interested in hearing what you all think! :)
I agree with you :D
 
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starblade9603

Member
Nov 16, 2024
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Minecraft
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Hello everyone! Today I come to you with a suggestion for the Java CubeCraft server, regarding the variety of game-modes that are currently offered. The game-modes offered were significantly reduced to a select few a few years ago. It made sense at the time and was completely understandable. However, with things improving, it feels like the right time to start considering a gradual return of old games, or maybe even the addition of new games. Allow me to elaborate!



The Main Idea
Rather than bringing everything back at once, I believe a gradual approach works best. This would allow changes to be tested and adjusted over time without placing unnecessary strain on queue times or development resources.

My idea is to expand the available team options within the current game modes when they are selected. For example, Lucky Islands and SkyWars currently only offer a solo mode. When either of them are selected, additional team modes could be offered, such as duos, squads, or both. This would be done on a temporary basis, so not all of these game modes would offer additional team options at the same time. The selection of which game modes have additional team modes available could either be chosen by the community similarly to how map rotations worked previously, or managed through a fixed schedule decided by the team.

A controlled approach addresses both concerns as effectively as reasonably possible, of course. Game-modes could be reintroduced gradually either through rotation systems (which I explained above) or limited availability during peak periods.



Player Activity
We all love ourselves a bit of numbers don’t we? They do speak for themselves most of the time after all. Below I have visualised data of CubeCraft’s player count for 30 days before this decision was taken (not from when it was implemented) and as well as 30 days from the time I am writing this suggestion (This is about a week off, as it took me a while to finalise writing the suggestion). This data was gathered using MineTrack and has been visualised using a custom code. It shows the overall activity level, peak demand periods, daily behavioural cycles, weekly engagement differences, most consistent peak hour, and well… whatever you can derive from the information displayed hahahah.

View attachment 243984View attachment 243985

August 2022
Highest 30-Minute Average = 1725 players
Average player count during weekdays = 871 players
Average player count during weekends = 897 players
Most consistent peak hour = 18:00 UTC with 1465 players

March/April 2026
Highest 30-Minute Average = 2225 players
Average player count during weekdays = 975 players
Average player count during weekends = 1199 players
Most consistent peak hour = 18:00 UTC with 1660 players



Growth & Behaviour
The difference between the two periods is not subtle. Recent peak activity exceeds 2200 players, whereas August 2022 peaks reached around 1700. That is not just a small improvement in player count, it’s a clear expansion of the active player base. The baseline tells a similar story. Weekday averages have increased from roughly the high 800s to the high 900s, while weekend activity now approaches 1200 on average. There are more players online, more consistently.

Player behaviour itself has remained stable as well. Peak activity still occurs at around the same time each day, most consistently near 18:00 UTC. This suggests that the increase is not coming from irregular spikes, but from a stronger and more reliable concurrent player base. However, there is one particularly noticeable shift in behaviour. Activity is now more concentrated on weekends. Rather than weakening the case, this strengthens it, in my opinion. Even with this shift, weekday activity remains higher than it was previously, meaning the server has grown without losing stability across the week.

From a practical perspective, this matters because the original reasoning for reducing game-modes (primarily to maintain healthy queue times) does not apply as strongly under these current conditions.



Concerns & Community Intrest
That said, this is not an argument for bringing everything back at once; there are valid concerns. Increasing the number of game-modes can split the player base and impact queue times, particularly during off-peak hours. Development time is also a factor, even if many of these game-modes already exist (with some currently being offered in some form) and would not require starting entirely from scratch. However, these are constraints to work within, not reasons to avoid change entirely.

There is also clear and consistent community interest in seeing more variety return. While this alone should not drive decisions, it does indicate that the current offering may feel limiting for players, particularly over longer play sessions where variety plays a larger role in engagement. It is also arguable that reintroducing them would bring back the players that left after the update that led to game-mode reduction.



Overall, the original decision was justified. It solved a real problem at the time. However, the conditions that led to that decision have changed. Player counts and engagement are higher, and the behaviour is stable. Under these conditions, a phased reintroduction of game-modes would not only be reasonable, but aligned with the same goal the original change aimed to achieve: maintaining a healthy, active, and engaging server. I am interested in hearing what you all think! :)
Really liked the Idea, this could lead to an increase in the player count, And i really hope they expand bedrock aswell, I've seen that the player count is decreasing in bedrock aswell ^^
 
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