Minecraft PC IP: play.cubecraft.net
Jun 20, 2025
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It would be interesting if console players such as switch and Xbox players could have an option to only play with other console players or to play with everyone on PC. I'm saying this because I'm playing on switch and I'm pretty decent at bedwars and skywars, but I'm honestly getting sick of players that literally sweat with the drag clicking and the autoclickers and people that are just really sweaty on PC in general.
 
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wwxx

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I respect your opinion, but personally I don’t think separating console players from PC players is the right solution. Challenge is part of what makes the game fun. If each platform only played with its own, the experience would get boring and players wouldn’t grow. Instead of separation, maybe the better option is improving balance or cracking down on unfair tools like auto-clickers.
It would be interesting if console players such as switch and Xbox players could have an option to only play with other console players or to play with everyone on PC. I'm saying this because I'm playing on switch and I'm pretty decent at bedwars and skywars, but I'm honestly getting sick of players that literally sweat with the drag clicking and the autoclickers and people that are just really sweaty on PC in general.
 
Jun 20, 2025
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I agree with that. Part of the game is challenge. But we do really need to crack down on the autoclickers and drag clicking tho. It's at the point that I can beat most of them in a 1v1, but I can't say the same for other players. You bring up a fair point.
 
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wwxx

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I agree with that. Part of the game is challenge. But we do really need to crack down on the autoclickers and drag clicking tho. It's at the point that I can beat most of them in a 1v1, but I can't say the same for other players. You bring up a fair point.
I totally understand where you're coming from. Tools like auto-clickers and drag clicking can definitely create an unfair playing field, especially for console players. Instead of splitting platforms, I think the better approach is to improve detection and punishment for unfair advantages. That way, everyone—regardless of device—gets a fair and competitive experience.
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Just a reminder: CubeCraft's anti-cheat kicks players who consistently click over 15 CPS. So even if you're not using an autoclicker, sustained drag clicking can still get you kicked.
 

yurisatori0312

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It would be interesting if console players such as switch and Xbox players could have an option to only play with other console players or to play with everyone on PC. I'm saying this because I'm playing on switch and I'm pretty decent at bedwars and skywars, but I'm honestly getting sick of players that literally sweat with the drag clicking and the autoclickers and people that are just really sweaty on PC in general.
I don't know your skills, but I disagree with that opinion.
The reason is that matching will be slower and it will lead to depopulation.
 

emptypandora

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Jul 21, 2023
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I totally understand where you're coming from. Tools like auto-clickers and drag clicking can definitely create an unfair playing field, especially for console players. Instead of splitting platforms, I think the better approach is to improve detection and punishment for unfair advantages. That way, everyone—regardless of device—gets a fair and competitive experience.
--
Just a reminder: CubeCraft's anti-cheat kicks players who consistently click over 15 CPS. So even if you're not using an autoclicker, sustained drag clicking can still get you kicked.
Important edit. 1. Drag click isn't a tool. 2. CC allows drag click. 3. Anti Cheat doesn't kick anyone clicking over 15 cps. It says it does but it doesn't 4. Cheaters don't get punished, or if they do, they appeal and mods agree. 5. If Cheaters do get banned and appeal denied, they set up alts and continue. So in summary, accept the server for what it is
 
Jun 20, 2025
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Important edit. 1. Drag click isn't a tool. 2. CC allows drag click. 3. Anti Cheat doesn't kick anyone clicking over 15 cps. It says it does but it doesn't 4. Cheaters don't get punished, or if they do, they appeal and mods agree. 5. If Cheaters do get banned and appeal denied, they set up alts and continue. So in summary, accept the server for what it is
Unfortunately, that is true
 
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wwxx

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Important edit. 1. Drag click isn't a tool. 2. CC allows drag click. 3. Anti Cheat doesn't kick anyone clicking over 15 cps. It says it does but it doesn't 4. Cheaters don't get punished, or if they do, they appeal and mods agree. 5. If Cheaters do get banned and appeal denied, they set up alts and continue. So in summary, accept the server for what it is
Honestly, CPS isn't that important. You can hit 20+ CPS and still be completely legit, and at the same time, you can be cheating with 10 CPS. The number alone doesn't prove anything
Using CPS as a measure to detect cheaters is outdated and unreliable. What actually matters is how the player behaves and plays not how fast they click. The game evolved, players adapted, and the anti-cheat system needs to catch up instead of focusing on a number that means nothing without context.
 

emptypandora

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Jul 21, 2023
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Honestly, CPS isn't that important. You can hit 20+ CPS and still be completely legit, and at the same time, you can be cheating with 10 CPS. The number alone doesn't prove anything
Using CPS as a measure to detect cheaters is outdated and unreliable. What actually matters is how the player behaves and plays not how fast they click. The game evolved, players adapted, and the anti-cheat system needs to catch up instead of focusing on a number that means nothing without context.
So have a hard and enforced cps limit then. Job done. Nobody can argue
 
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It would be interesting if console players such as switch and Xbox players could have an option to only play with other console players or to play with everyone on PC. I'm saying this because I'm playing on switch and I'm pretty decent at bedwars and skywars, but I'm honestly getting sick of players that literally sweat with the drag clicking and the autoclickers and people that are just really sweaty on PC in general.
When i was on controller i could destroy pc players so its doable + rip fast queue times for the console players
 

wwxx

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So have a hard and enforced cps limit then. Job done. Nobody can argue
The issue isn’t about just setting a limit. It’s how it’s enforced. You can cap CPS all you want, but how do you tell the difference between a legit 15 CPS player and someone using a macro? The number alone proves nothing like was already said. The system needs to track playstyle, not just clicks per second. If you just slap a limit without context, you’re punishing legit players while cheaters just adjust their macros to stay under it.
 

tCombo

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The issue isn’t about just setting a limit. It’s how it’s enforced. You can cap CPS all you want, but how do you tell the difference between a legit 15 CPS player and someone using a macro? The number alone proves nothing like was already said. The system needs to track playstyle, not just clicks per second. If you just slap a limit without context, you’re punishing legit players while cheaters just adjust their macros to stay under it.
You can tell the difference between a human clicking and a macro as humans will not click perfectly unlike a macro. The cps of a human would fluctuate compared to the 1 consistent value of an autoclicker. I think this is how the cps capper works by banning those who have cps always above the limit without a pause. However there is much to be improved...
 

emptypandora

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Jul 21, 2023
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The issue isn’t about just setting a limit. It’s how it’s enforced. You can cap CPS all you want, but how do you tell the difference between a legit 15 CPS player and someone using a macro? The number alone proves nothing like was already said. The system needs to track playstyle, not just clicks per second. If you just slap a limit without context, you’re punishing legit players while cheaters just adjust their macros to stay under it.
So whats your solution then? You seem expert at saying what's wrong with everyone else's suggestions.....so let's hear it
 

wwxx

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Alright, fair question. Since I’ve already explained why flat CPS limits don't work, here’s a more practical approach:
1. Pattern analysis Detect macros by analyzing input rhythm and timing, not just the click rate. Human input has natural inconsistencies. Macros don't.

2. Context-based CPS caps Don’t ban someone just for hitting 15 CPS. Flag it if it comes with zero aim deviation, constant perfect combos, or other red flags.

3. Replay tools for staff Give staff better tools to actually review behavior instead of relying on a stat sheet.

4. Warn before punish First offense? Warning. Second? Short temp-ban. Build a system that educates, not just punishes.
Throwing a hard cap on CPS without these layers just punishes legit players while cheaters easily stay under the radar.
Let me know if you want a deeper breakdown.
 

emptypandora

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Jul 21, 2023
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Alright, fair question. Since I’ve already explained why flat CPS limits don't work, here’s a more practical approach:
1. Pattern analysis Detect macros by analyzing input rhythm and timing, not just the click rate. Human input has natural inconsistencies. Macros don't.

2. Context-based CPS caps Don’t ban someone just for hitting 15 CPS. Flag it if it comes with zero aim deviation, constant perfect combos, or other red flags.

3. Replay tools for staff Give staff better tools to actually review behavior instead of relying on a stat sheet.

4. Warn before punish First offense? Warning. Second? Short temp-ban. Build a system that educates, not just punishes.
Throwing a hard cap on CPS without these layers just punishes legit players while cheaters easily stay under the radar.
Let me know if you want a deeper breakdown.
Can I have a deeper breakdown please
 

wwxx

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Jul 11, 2025
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Can I have a deeper breakdown please

Can I have a deeper breakdown please
Sure, here's a deeper breakdown of each point:

1. Pattern Analysis (Macro Detection):
Clicking speed alone isn’t enough. A human clicking 15 CPS will still have natural irregularities in timing slight delays, inconsistent gaps, etc. Macros, on the other hand, are perfect: same interval every time. By analyzing the input pattern (timing, rhythm), the system can identify this perfection and flag it as suspicious. Add randomness checks, jitter analysis, and burst frequency to strengthen detection.

2. Context-Based CPS Limits:
Don’t auto-ban at a flat number. For example, if a player hits 15 CPS but also shows signs like perfect combos, no aim wobble, and robotic precision, then flag that behavior. But if someone hits 15 CPS with normal human variation and missed hits, it's likely legit. CPS should be one factor, not the only factor.

3. Replay Tools for Staff:
Stats don't show the full picture. Staff should have access to short replay clips (5-10 seconds) of flagged incidents. Let them see aim movement, hit registration, player reaction, etc. Visual context allows for much more accurate decisions than just looking at numbers.

4. Warn Before Punish (Graduated Penalties):
Not everyone breaking CPS limits is cheating some might not even know there’s a cap.

First offense: warning with explanation.

Second: short ban (1–3 days).

Repeated abuse: longer bans.
This filters out accidental cases and gives players a chance to adjust while still punishing real offenders.

Final Note:
Flat CPS caps without these layers will punish legit skilled players while cheaters simply tweak macros to stay just under the threshold. We need layered detection, context, and human review to get this right.

Let me know if you want an even deeper dive into one of these areas.
 

emptypandora

Novice Member
Jul 21, 2023
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Sure, here's a deeper breakdown of each point:

1. Pattern Analysis (Macro Detection):
Clicking speed alone isn’t enough. A human clicking 15 CPS will still have natural irregularities in timing slight delays, inconsistent gaps, etc. Macros, on the other hand, are perfect: same interval every time. By analyzing the input pattern (timing, rhythm), the system can identify this perfection and flag it as suspicious. Add randomness checks, jitter analysis, and burst frequency to strengthen detection.

2. Context-Based CPS Limits:
Don’t auto-ban at a flat number. For example, if a player hits 15 CPS but also shows signs like perfect combos, no aim wobble, and robotic precision, then flag that behavior. But if someone hits 15 CPS with normal human variation and missed hits, it's likely legit. CPS should be one factor, not the only factor.

3. Replay Tools for Staff:
Stats don't show the full picture. Staff should have access to short replay clips (5-10 seconds) of flagged incidents. Let them see aim movement, hit registration, player reaction, etc. Visual context allows for much more accurate decisions than just looking at numbers.

4. Warn Before Punish (Graduated Penalties):
Not everyone breaking CPS limits is cheating some might not even know there’s a cap.

First offense: warning with explanation.

Second: short ban (1–3 days).

Repeated abuse: longer bans.
This filters out accidental cases and gives players a chance to adjust while still punishing real offenders.

Final Note:
Flat CPS caps without these layers will punish legit skilled players while cheaters simply tweak macros to stay just under the threshold. We need layered detection, context, and human review to get this right.

Let me know if you want an even deeper dive into one of these areas.
Sorry, you misunderstood. Explain specifically how this can be integrated into the current sentinel / anticheat system that has volunteers moderating
 
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