To be honest it sounds like most of the players who don't want this addition are the dedicated pc players who want to grind fast wins for leaderboards and levels. As a Java pc player my self I can only imagine how easy it is to fight against mobile players for example when you become really good at the game. Games will become way harder for pc players and maybe even for console players who often got against mobile players after this update, so obviously grinding for leaderboards also becomes slower for many players.
So with that in my mind, I don't think it's a bad addition to the game. I don't see any other harm with this update except that the better pc players don't get free and fast wins against mobile users :p
Also I'm guessing that this is a Bedrock only thing so far, since skill based match making could make game queues too slow for the Javas lower player count?
I agree 100%, as a good pc player who doesnt grind wins (well not anymore atleast XD) getting queued against mobile users makes the games super boring because its too easy to win and there is zero challenge, I would LOVE getting harder matches and it would make the games so much more fun to play.
I hope you slept well! That's good! Because today is the day that we have an exciting new BedWars Update! - Read below to learn more.
New Shop Items
We've added new items into our BedWars Shop!
Ghast - 10 Diamonds
Ever wanted to rain down fireballs on your enemy more than currently is possible? Well look no further! The Ghast can fly across the map, and rain down fireballs on everyone in your path! Given fireballs can break through non-blast-resistant blocks, it's perfect for breaking through many teams defences!
Ghast
Ravager - 20 Diamonds
"OH NO, THE ENEMY NOW HAS STAINED CLAY" is what I think to myself every time the enemy covers their bed in stained clay, and my measly fireballs become useless! Well, now do we have the solution for you! The Ravager! The Ravager will take its time to charge up, but after this time, will charge forwards with immense power! It will break through all breakable blocks (except obsidian)! Once it's broken some blocks, it needs to recharge, but don't worry, it will repeat until it can't go any further! The only thing that can stop this beast is either an unbreakable wall, or the void!
Ravager
Copper Golem - 10 Diamonds
Ever wanted to be off annihilating your enemies rather than sitting on your island gathering resources? Yeah, me too! We've got you! The new Copper Golem will work on your island, take resources from your generator, and put them into the team chest for you! Don't worry about him stealing your resources! The Copper Golem is very generous, and players still take priority on the generator.
Copper Golem
Ender Chest - FREE!
For those Ender Chest-loving fans of you, we've only gone and done it! Need to access your private loot from the other side of the map? Now you can! All maps now have an Ender Chest on each island.
Portals
Ever pushed an enemy and sunk loads of resources into that fight, such that it's left you and your team weakened? Then another enemy has pushed you and taken you out really easily because you were left on the back foot?
Portals are a new experimental feature that we're adding to a few maps to gauge player feedback!
Basically, portals allow you to travel between other teams' islands! Each team starts with a portal on their island that they own. Each of these portals is protected by a Portal Guard that will protect them for you. If you kill an enemy portal guard (even if that team has been eliminated), you gain control of that portal, and I guess in turn all the resources on that island as well! Having control of an island gives you access to more resources and also new angles to push other enemies on!
Killing a Portal Guard, then returning home.
But because portals are taken by killing Portal Guards, nothing stops an enemy from killing a Portal Guard for a portal that you just took! This means portal ownership can switch many times during a game if all the teams deem controlling an unoccupied island is worthwhile for the extra generator resources!
As mentioned earlier, this is a fairly new concept that we're just trialling on three maps for each mode. If you have any feedback on these changes, we'd love to hear what you think about it below!
Skill-Based Matchmaking
Matchmaking fascinates me, and today I'm really excited to share that BedWars now uses improved matchmaking instead of the input-based matchmaking we previously used. This means that all players are queued together based on skill instead of what device you're on! We've been trialling this for a few weeks, so you may have noticed its presence, but today we're formally announcing its arrival!
Here's a little set of questions and answers that I'm sure many of you will have about the new matchmaking:
Will I get to see my skill values?
No, not for BedWars, it's purely to put you in more appropriate matches. We don't want to make BedWars super competitive right now!
What if I play on different input modes?
If you play on a controller and a phone, don't worry! You have a different skill value for each input mode. This means that if you're great on a controller but terrible on your phone, your poor gameplay won't affect the skill value we've assigned you on your controller.
How do you deem how good I am to begin with?
We start your initial skill value based on your input device. This means that players using a mouse and keyboard start initially with the highest skill value. We are continuing to tweak these values. We also cross-seed bits of information, which basically means that we look at whether you've played any of the other BedWars modes, or if you've played on different input devices and make estimated guesses about how good you will be at this game. Also, initially, you're subjected to placement games, which adjust your skill value faster to get you into games that better reflect your skill level faster. We're constantly monitoring these values to identify ways we can improve them.
Are there plans for this in other games?
Yes! We just started with BedWars, but we're going to start rolling this out to all games! We think that this better skill matchmaking is far more balanced than input-mode matchmaking!
New Maps
We've also added 4 new maps for our BedWars gamemode. Check them out below!
I think enough time has passed for me to share my opinion, and I strongly urge you—if you’re an active player and agree with me—to help get this response to the devs ^^
I’ll leave a quick review of everything I’ve tested in this update, covering the good, the neutral, the bad, and the changes that have made PvP unplayable.
--> Fireball Jump - It’s now possible to jump with the fireball; this is a mechanic that, if refined, could revolutionize PvP after so many years, but it’s poorly implemented. I know I’m talking about the positives, but I have to mention that there’s still a lot of room for improvement with this feature, since it depends entirely on having good ping and a server with a good TPS—which isn’t the case with Cubecraft on Bedrock.
--> Non-stackable swords—Now your inventory doesn’t get cluttered with swords when you buy a better one.
--> Portals - It’s a really fun mechanic, though limited to just a few maps.
--> Enderchests - While the idea is good, they’re extremely poorly placed.
--> Unbreakable Swords - This change was simply great.
--> Copper Golem - Extremely useful for quickly replenishing your gear in case you end up dying.
--> Ghast - It’s a mechanic that doesn’t make much sense in the context of the minigame, but it’s ignorable.
--> Revanger - Same as Ghast; more useful but extremely nerfed. The idea is good, but in practice it doesn’t change the gameplay.
--> Skill-Based Matchmaking - This feature should be in the “Bad Points” section, since it’s almost impossible for it to work properly in a Minecraft minigame, especially with the Cubecraft player base; however, in practice, I didn’t notice any difference while playing, so I put it under “Neutral.”
--> Explosion Sound and Particles When Breaking a Bed - Neither bad nor good; neutral.
--> Faster Ender Bridge - Same as the sound when breaking a bed; it makes no difference, though it might be useful for casual mobile players.
============================== Issues ==============================
--> Ghast TPS - There doesn't seem to be a limit to the number of Ghasts that can be placed on the map at the same time; this has been causing crashes on weaker devices and local lag for all players in the match. It appears there is a drop in TPS in the local instance of the match on the server.
--> Turret Buff - Although I didn’t see this in the changelog—perhaps I overlooked it—the turrets’ damage, accuracy, and range are extremely unbalanced in this update, making it nearly impossible to break a bed on an island full of them; you just end up flying through the air, getting tossed back and forth.
--> TNT Cooldown - I didn’t see this in the changelog either, but now it’s impossible to place more than one TNT within a 4-second period, which also makes rushing an island full of turrets nearly impossible. Plus, tactically, it’s no longer possible to throw one TNT forward while using another (it’s still possible, but it’s cumbersome).
--> Cheaters - This isn’t a problem exclusive to this Bedrock update; it’s been going on for almost a month now, but moderation and the Sentinel script don’t seem to be able to handle the massive number of cheaters, and when you report them, nothing happens—the report expires, and you find them playing normally the next day (even if they’re flying all over the map).
--> Maps - The new maps in Squad mode are awful; they’re too cluttered and way too big. Don’t get me wrong—they’re really beautiful maps—but they’re terrible for a PvP-focused minigame. Smaller, cleaner maps should always be preferred in Bedwars ---- The Neon map should be removed from Solo mode and added to Squad mode; it’s too big for a solo match and would be a great map for 4v4.
========== Ruined PVP (Needs to be fixed immediately) ==========
--> Regeneration Nerf - This issue needs to be addressed urgently by the development team. You shouldn’t have changed something that worked so well. I know it’s good to innovate, but overall, this update was already incredible and innovative—yet this feature has ruined the gameplay for many people. Technically, everyone I’ve talked to about the update said they hated it solely because of this, and here’s why: If you no longer regenerate health during PvP, it becomes a matter of luck with ping and hits. In short, there’s no skill involved, and this can become extremely demotivating over time. To rephrase and elaborate further... It’s almost impossible to deal with a closed party in Squad mode if you’re playing alone. Maybe this doesn’t make much of a difference in Solo mode, but on maps full of people like in Squad mode, it becomes extremely frustrating. It takes a long time for your health to recover after any encounter—regardless of your gear level, upgrades, or skill—you’re simply doomed to have to run across the entire map if you don’t want to be eliminated by a single hit that takes away 3/4 of your health (a diamond sword with Sharpness). Before, my average per match was 12 kills and 2 deaths; now it’s 7 deaths and 9 kills. My survival rate has dropped drastically, and I’ve even been dying from damage dealt by an upgraded turret arrow.
There are a few more things I’d still like to mention, but this review is already getting too long, so I’ll stop here. Keep in mind that my review was written with Minecraft Bedrock’s Cubecraft in mind. Thank you for reading this far, and whether you agree or disagree with my points, feel free to post a comment here :D Let’s chat!!
I just want to mention one more thing about this update, as it seemingly changed many things related to turrets.
Turrets seem to have incredibly improved aim and they fire arrows much more rapidly now. This is not balanced at all, as can do more than actual players for just ten gold. They were very much balanced before, but without a block in now, turrets can be spammed so beds are pretty much unbreakable.
There's also a glitch where turrets sometimes don't see enemies after their team's bed was destroyed. I never experienced this where I was the victim, but I've seen it when I destroy a bed. It seems to happen specifically with terrifying turrets, and I suppose this is a bug/glitch but I'm too lazy to report it anywhere else.
Just want to respond as well to @Sakirayoh, because I have a lot of the same points as her. I do want to say however, after playing the update enough, it doesn't take too long to getting used to. The regen nerf is still one of the worst additions to bedwars, same with the tnt cooldowns, but most other features are more or less balanced.
--> Fireball Jump - It’s now possible to jump with the fireball; this is a mechanic that, if refined, could revolutionize PvP after so many years, but it’s poorly implemented. I know I’m talking about the positives, but I have to mention that there’s still a lot of room for improvement with this feature, since it depends entirely on having good ping and a server with a good TPS—which isn’t the case with Cubecraft on Bedrock.
This is almost entirely true, but it is worth mentioning that fireballs also seem to behave randomly a lot of the time. The launch they give you is often weak as well. Also, tnt jumping should also be a thing, but the current tnt also behaves fine [minus the cooldown which I'll cover later] so the player might need to do a different action to say, spawn a tnt that gives knockback but not damage. This is a suggestion and probably shouldn't be posted here, but the fireball jumping is definitely a subject to be improved on.
This is generally a very good addition, but it can sometimes have limitations. For instance, players that aren't used to this update might throw wood swords out of their inventory after respawning, therefore the inventory still gets cluttered. In my opinion a better sword should clear all swords from a player's inventory. This can be implemented very easily but doesn't have downsides, so it's very situational but would be good as a bug fix.
I don't have many problems with the portals themselves, but there are a few judgements I want to make. First of all, enemy portal guards shouldn't really attack players on an enemy base. Say I go to a base and kill their portal guard. The players then get attacked by my portal guard and kill it. In my opinion, it should only start attacking enemies if it is on it's owner's base, or if it is initially attacked. It would make it a bit more fun this way as people would pretty much have to figure out why people can instantly teleport to their base. Another thing about the portals is how they were implemented. Something I'm sure wouldn't have many mixed views is putting portals behind game voting. Just like faster generators, the game can function fine without them, but if one votes for them then they can be added to the map. I know that people without Cubecraft Gold/Bedwars Rank wouldn't necessarily like this, but the same problem already exists with fast generators so it wouldn't be highly disliked. You could also just put them on every map or have a random chance to appear on any map, but locking them to specific maps is a subject to change, especially because the maps might be a bit hard to play, which I will also mention later.
The enderchests are very useful, and I don't highly mind where they are placed and knowing Cubecraft, they probably won't change it anyway. However, nothing was mentioned about another chest: the team chest.
When entire teams are eliminated, the team chest becomes accessible to enemy teams. This is also a pretty good addition, but there are a couple of bugs with it. First of all, it is possible to open a normal chest sometimes, when a team is not yet eliminated. I've done it once but can't reproduce it, but I encourage Cubecraft to check this. Second thing is less of a bug and more of a suggestion. When opening a team chest, enemy colored wool and terracotta can be found there. Of course, it could be considered an easter egg, but I think it can be more than that. There isn't anything stopping Cubecraft from allowing teams to pick up enemy colored wool normally, by breaking it or picking it up when dropped. This could lead to some organizational issues, but the same thing happens a lot when breaking blocks on a bed with tools, the inventory gets cluttered, but nobody complains about it. With this, it would be fun to trick other players into believing that you're on an enemy team if they don't look properly. Otherwise, no use in this, but it would be pretty fun if added with something like achievements/challenges like hypixel. Again, it is very situational, but has more pros than cons.
Nothing to say with this one, the change is great but doesn't influence much. I would love to see this on regen, turret and no kb hats as well, as carrying multiple hats in your inventory of the same kind can get annoying.
On this, however, I have stuff to say.
It really seems like Cubecraft is trying to make bedwars more about luck than skill, evident by the regen system and skill based matchmaking. However, entire teams can camp at mid while the copper golem gets resources for them. If Cubecraft really wants luck to be prioritized over skill here, then they should change this. I can really only think of one thing that can fix this, and that is making enemy teams able to kill enemy copper golems. Afterwards, the victim team would have to spend ten more diamonds on getting a copper golem. It would make things a bit more balanced. If they were to implement this, they could remove it from the upgrade list and rather add it as a shop item that disappears to teams if already bought by one player. Also, speaking of the upgrade shop, I just want to mention one thing that would be really easy to implement but literally has zero cons. The upgrade shop should be a 3x3 square. Currently, we have the first row, made up of the generator and health upgrades, the second row, having enchantment upgrades, iron age and copper golem, and the third row, with just terrifying turrets. It would look much more aesthetically pleasing if it was just three by three. Surprised Cubecraft didn't do this already.
Ghasts are... interesting, and I agree, do not feel like something that should be added to bedwars anyway. Somebody also mentioned that ghasts should have a limit of how many can be on a map owned by one team. Not much to say about this either, they are placed at a fair price for what they do, and not many people use them anyway. I am currently unsure if bows do more damage to them, but they should have the same mechanics as survival ghasts, instantly dying when a fireball is deflected back at them and also getting increasingly damaged by a bow.
I think the ravager was just a completely useless addition. Think of it as this: the ravager costs twenty diamonds. For ten diamonds, you could get faster generators and get thirty iron and twenty gold for every tool. Now the ravager is completely useless. Yes, it is very nerfed, and I have not seen a single time where the ravager was used to actually do something, as it can also be killed very easily. Overall, a complete waste of twenty diamonds, and should either be removed or buffed.
--> Skill-Based Matchmaking - This feature should be in the “Bad Points” section, since it’s almost impossible for it to work properly in a Minecraft minigame, especially with the Cubecraft player base; however, in practice, I didn’t notice any difference while playing, so I put it under “Neutral.”
I can't really put anything for this, as I also don't see anything related to it working. But if it does actually work, it is definitely a problem and shouldn't have been implemented.
I mentioned before that Cubecraft seems to be making winning a bedwars game about luck. I gave an example of a more luck-based sceario, but I lied. Bedwars absolutely should not be about luck, and this literally punishes players who have skill. Say, you play solo in a squad game, and this feature puts you in a game with a full party of sweats. Is it possible to win with the new regen system? ABSOLUTELY NOT. Again, absolutely no one asked for this, since it makes sniping people much easier, especially for hackers.
This is just what I wanted to mainly highlight, I will come back to this thread later and go over everything else, as this is getting way too long.
I just want to mention one more thing about this update, as it seemingly changed many things related to turrets.
Turrets seem to have incredibly improved aim and they fire arrows much more rapidly now. This is not balanced at all, as can do more than actual players for just ten gold. They were very much balanced before, but without a block in now, turrets can be spammed so beds are pretty much unbreakable.
There's also a glitch where turrets sometimes don't see enemies after their team's bed was destroyed. I never experienced this where I was the victim, but I've seen it when I destroy a bed. It seems to happen specifically with terrifying turrets, and I suppose this is a bug/glitch but I'm too lazy to report it anywhere else.
Good point, this bug hasn't happened to me when I destroy an enemy bed, but rather when I place a turret and then immediately buy an upgrade for it; the turrets level up but stop working. The only way to fix it is to remove them and place them again
a revolution in strategy and balance deep dive and review of cubecrafts massive bedwars update
as a long time bedwars enthusiast seeing the latest announcement from the cubecraft games development team instantly sparked a massive wave of excitement this update is far from a standard patch with minor stat tweaks it is a ground up reinvention of the games core meta by introducing game changing new shop items high stakes portal guard mechanics and the highly anticipated skill based matchmaking sbmm the developers have completely shattered long standing tactical stalemates for cubecrafters worldwide this update marks the beginning of a thrilling new era of competitive and casual play
the most immediate eye catchers are undoubtedly the three premium diamond items added to the shop the ghast the ravager and the copper golem alongside the universally free ender chest the introduction of the ghast priced at 10 diamonds completely redefines aerial supremacy in the past fireballs were the go to projectile but they frequently fell short against defensive squads entrenched behind blast proof blocks the ghast changes everything with its ability to fly across the map and rain down continuous fireballs that pierce non blast proof blocks it serves as the ultimate tool for breaking through multi team defensive lines this development spells trouble for teams relying entirely on passive turtling strategies players can no longer hide indefinitely they are now forced to step out and actively contest the skies
however the developers wisely maintained balance by introducing a devastating counter offensive tool the ravager priced at 20 diamonds for too long field defensive players have stalled matches by covering their beds with dyed terracotta rendering ordinary fireballs useless the ravager is the brute force solution to this exact problem possessing incredible charging power this beast tears through destructible terrain at an alarming speed unless halted by obsidian a solid wall or the void it is practically unstoppable this addition injects an intense layer of urgency into mid to late game siege scenarios
balancing this high stakes aggression is the copper golem priced at 10 diamonds a massive quality of life upgrade for support players by automatically gathering resources from island generators and depositing them straight into the team chest all without stealing priority from actual players the golem frees up human defenders to scout rush or control the map furthermore adding a free ender chest to every island is an absolute blessing it solves the historical headache of transporting personal loot across islands safely drastically increasing solo survival and utility
beyond the shop overhauls the new portal guard mechanic promises to elevate central map control to a bloody art form teams must now defeat a neutral guardian to claim a portal once secured this portal grants full control over the islands resources even if the opposing team originally owning that island has been entirely eliminated this design is incredibly ambitious instead of treating the map as a predictable linear path between the home base and the center island it transforms the battlefield into a multi hub warzone because controlling an unowned island offers immense economic advantages teams are incentivized to engage in aggressive skirmishes early on as noted in the announcement this feature is currently being tested across three maps in every mode its fast paced highly volatile nature will undoubtedly give rise to brilliant ambush strategies and fierce tug of war battles over these gateways
of all the adjustments the most impactful and praiseworthy decision is the official launch of the skill based matchmaking sbmm system for years competitive multiplayer titles including minecraft minigames have suffered from smurfing where highly skilled veterans dominate and ruin the experience for newcomers the cubecraft team addressed this brilliantly by stating that while hidden skill ratings exist they will never be visibly displayed in game their explicit goal is to match you against more appropriate opponents rather than making bedwars too sweat oriented or stale this disciplined approach preserves the fun chaotic essence of casual gaming while quietly insuring fairness
even more impressive is the implementation of input based mm it is an undeniable truth that keyboard and mouse players hold an inherent mechanical advantage over mobile touch screen or controller players the development team accurately diagnosed this disparity under the new system if you excel with a controller but struggle on a mobile device your poor mobile performance will not artificially deflate your controller bracket matchmaking by utilizing placement matches to swiftly calibrate a players baseline skill cubecraft has built a system that accounts for hardware differences this is a massive leap forward compared to traditional win rate only sbmm systems
in summary cubecrafts latest update demonstrates an exceptional standard of game design the new items enrich tactical variety the portal guards deepen map wide strategy and the refined matchmaking safeguards player sanity the team didnt just add content for the sake of it they multiplied the possibilities ensuring that players of all skill levels and hardware setups can find their unique version of fun this update has breathed vibrant new life into bedwars it serves as a great reminder that a brilliant multiplayer game shouldnt just be fun to play it must be fair adaptive and welcoming to everyone i am incredibly eager to see the community invent wild new ghast and ravager combos in the coming weeks and i sincerely hope this fair empathetic matchmaking blueprint is rolled out across all of cubecrafts game modes in the future
No, It's not
I personally liked it
Because I'm bored by playing against low-skill players and SBMM Q me against good players actually giving me great compition which i wanted from so long
I want this in battle Arena as well
And as much as i know you
You also playing against mobile/low-skill player and grinding LB
Buddy have some compition
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