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!!
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