Minecraft PC IP: play.cubecraft.net

uchiha.x01

Novice Member
Aug 17, 2022
13
25
44
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
 

itzjwad

Novice Member
Dec 15, 2025
117
279
64
19
Dubi
Pronouns
He/Him
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
I see it should only be added Private
 
Last edited:

Brent // Brentsycle

Well-Known Member
Jan 1, 2019
248
380
139
20
Belgium
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
I would like this to be a new feature!!
 
  • Agree
Reactions: uchiha.x01

ziwa4

Member
Feb 7, 2025
5
5
4
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
absolute cinema
 
  • Agree
Reactions: uchiha.x01

skygamer235

Member
Aug 8, 2023
5
2
19
Pronouns
He/Him
I get why it sounds fun, but honestly this would be a huge waste of dev time for something that only benefits a small group of players. Private Games are supposed to stay close to vanilla EggWars, not turn into a sandbox with free shops, custom gens, item blacklists, and boosted player counts. Most of these options would kill balance and strategy, and the novelty would wear off fast. On top of that, adding and maintaining all these systems for a mode that already works fine takes resources away from improving the main game that the majority actually plays. If PG becomes too customizable, it stops being EggWars and just becomes a testing ground that fragments the experience instead of improving it.
 

ziwa4

Member
Feb 7, 2025
5
5
4
I get why it sounds fun, but honestly this would be a huge waste of dev time for something that only benefits a small group of players. Private Games are supposed to stay close to vanilla EggWars, not turn into a sandbox with free shops, custom gens, item blacklists, and boosted player counts. Most of these options would kill balance and strategy, and the novelty would wear off fast. On top of that, adding and maintaining all these systems for a mode that already works fine takes resources away from improving the main game that the majority actually plays. If PG becomes too customizable, it stops being EggWars and just becomes a testing ground that fragments the experience instead of improving it.
Also like, people keep acting as if PG being more customizable would somehow “ruin” EggWars, but that doesn’t really make sense. It’s Private Games. By definition it’s already optional and locked behind invites. Nobody who wants vanilla EggWars is being forced to play it. If you don’t like free shops or fast gens, just… don’t turn them on. That argument always feels kinda weak.


And saying it’s a “small group of players” is lowkey outdated. A LOT of people grind PGs way more than public matches, especially content creators, friend groups, and people who are just tired of sweaty queue games. PGs are literally where people mess around, test ideas, and have fun without caring about stats. That’s the whole point.


Balance also isn’t that serious in PGs. Like yeah, free shops would be broken — that’s the fun part. Nobody is asking for this to replace normal EggWars. It’s just experiments. Fast gens, item blacklists, old-season items… those are things people already try to simulate with weird rules, and it’s scuffed. Proper options would just make it cleaner.


The “dev time” argument is fair to an extent, but let’s be real: Cubecraft already adds cosmetics, passes, and limited-time stuff all the time. Adding toggles to an existing mode isn’t the same as building a whole new game. Plus, tying advanced options to a higher tier (like a Diamond Pass for PG) literally solves the “waste” problem because it’s monetized and optional.


And PGs being “too vanilla” is actually the issue. Right now it’s basically public EggWars but private. After like 10 games it gets stale. More options would actually extend the lifespan of EggWars, not fragment it. People would stay longer because they can create their own chaos instead of quitting out of boredom.


At the end of the day, public EggWars stays untouched, competitive players are happy, and PG players get more freedom. Win-win. Acting like customization automatically destroys the identity of the game is kinda dramatic ngl. Minecraft itself is built on customization, and EggWars experimenting a bit in private lobbies wouldn’t suddenly end the world.
 
  • Agree
Reactions: uchiha.x01

gusmangc

Member
Jan 17, 2026
1
0
2
16
Deveria haver uma opção em Jogos Privados para Eggwars que nos permitisse:
  1. Alterar a velocidade do gerador
  2. Torne todos os itens da loja gratuitos.
  3. Adicione 32 jogadores para cada mapa, incluindo modos solo e duplas.
  4. Possibilidade de bloquear qualquer item em jogos privados.
  5. Talvez eles devessem adicionar opções de itens S1 a S3 no PG.
Todas essas opções são apenas para PG porque, para ser sincero, eu jogo muito mais no modo PG do que no normal e, no fundo, seria divertido experimentar.
Além disso, eles podem adicionar outro nível, como o Passe Diamante do Cubecraft, e os assinantes poderão acessar esses conteúdos. O PG ainda é meio básico.
While I think Sky is right, I think they should give us more options within private games. After all, this is a private game, and it should adhere to our rules as well as the server's own rules. Not big perks like violating the rules within the private game, but things like having deathmatches, permanently banning people from your private game, muting people, and so on.
I get why it sounds fun, but honestly this would be a huge waste of dev time for something that only benefits a small group of players. Private Games are supposed to stay close to vanilla EggWars, not turn into a sandbox with free shops, custom gens, item blacklists, and boosted player counts. Most of these options would kill balance and strategy, and the novelty would wear off fast. On top of that, adding and maintaining all these systems for a mode that already works fine takes resources away from improving the main game that the majority actually plays. If PG becomes too customizable, it stops being EggWars and just becomes a testing ground that fragments the experience instead of improving it.
 
  • Disagree
Reactions: uchiha.x01

skygamer235

Member
Aug 8, 2023
5
2
19
Pronouns
He/Him
Also like, people keep acting as if PG being more customizable would somehow “ruin” EggWars, but that doesn’t really make sense. It’s Private Games. By definition it’s already optional and locked behind invites. Nobody who wants vanilla EggWars is being forced to play it. If you don’t like free shops or fast gens, just… don’t turn them on. That argument always feels kinda weak.


And saying it’s a “small group of players” is lowkey outdated. A LOT of people grind PGs way more than public matches, especially content creators, friend groups, and people who are just tired of sweaty queue games. PGs are literally where people mess around, test ideas, and have fun without caring about stats. That’s the whole point.


Balance also isn’t that serious in PGs. Like yeah, free shops would be broken — that’s the fun part. Nobody is asking for this to replace normal EggWars. It’s just experiments. Fast gens, item blacklists, old-season items… those are things people already try to simulate with weird rules, and it’s scuffed. Proper options would just make it cleaner.


The “dev time” argument is fair to an extent, but let’s be real: Cubecraft already adds cosmetics, passes, and limited-time stuff all the time. Adding toggles to an existing mode isn’t the same as building a whole new game. Plus, tying advanced options to a higher tier (like a Diamond Pass for PG) literally solves the “waste” problem because it’s monetized and optional.


And PGs being “too vanilla” is actually the issue. Right now it’s basically public EggWars but private. After like 10 games it gets stale. More options would actually extend the lifespan of EggWars, not fragment it. People would stay longer because they can create their own chaos instead of quitting out of boredom.


At the end of the day, public EggWars stays untouched, competitive players are happy, and PG players get more freedom. Win-win. Acting like customization automatically destroys the identity of the game is kinda dramatic ngl. Minecraft itself is built on customization, and EggWars experimenting a bit in private lobbies wouldn’t suddenly end the world.
I get the point you’re making, but I still don’t think it really holds up.

First, the “it’s optional so it can’t hurt anything” argument ignores indirect impact. Even if PGs are invite only, dev time isn’t infinite. Every toggle, blacklist system, gen speed slider, legacy item set, and higher player cap adds complexity that has to be coded, tested, bug fixed, and supported across updates. That time has to come from somewhere, and it almost always comes at the expense of public modes, performance, or actually meaningful improvements. Optional does not mean free.

Second, PGs being popular doesn’t automatically justify feature bloat. Yes, content creators and friend groups use them a lot, but that doesn’t mean the average player does, or that their needs should outweigh the core audience. Designing around “chaos experiments” risks turning PGs into a dumping ground for half tested mechanics that never get polished, which is exactly how modes lose identity and feel messy instead of fun.

The “balance doesn’t matter because it’s PG” argument is also weaker than it sounds. Broken mechanics are fun for a few games, not long term. Free shops and extreme gen speeds remove decision making almost entirely, and once that novelty wears off, you’re left with shallow gameplay that people drop even faster. If the solution to boredom is just “make everything broken,” that’s usually a sign the mode itself isn’t being meaningfully expanded.

As for monetizing it with a higher tier, that creates another problem. Locking gameplay altering features behind a paywall is way more controversial than cosmetics or passes. At that point PGs stop being a fun playground and start being a paid advantage space, which goes against Cubecraft’s usual design philosophy and would probably cause more backlash than it’s worth.

Finally, “PGs are too vanilla” isn’t necessarily a flaw. They’re meant to be a controlled environment to play EggWars with friends, not a full custom game engine. The more you push customization, the more you blur the line between EggWars and something like a custom server plugin. At some point it’s no longer extending the lifespan of EggWars, it’s just diluting what EggWars actually is.

Customization itself isn’t evil, but there’s a difference between a few quality of life options and turning PGs into an experimental sandbox. Acting like restraint is “dramatic” ignores the very real trade offs that come with overengineering a mode that already serves its purpose just fine.
 
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illjupiter11

Member
Aug 29, 2025
78
59
19
16
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
Disagree
 

Helmith07

Well-Known Member
Jun 6, 2020
39
37
94
18
Sweden
Pronouns
He/Him
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
I mean private games are still in beta. However I could see these suggestions as good future updates. I mean I would personally love to play with faster generators.
 

ziwa4

Member
Feb 7, 2025
5
5
4
I get the point you’re making, but I still don’t think it really holds up.

First, the “it’s optional so it can’t hurt anything” argument ignores indirect impact. Even if PGs are invite only, dev time isn’t infinite. Every toggle, blacklist system, gen speed slider, legacy item set, and higher player cap adds complexity that has to be coded, tested, bug fixed, and supported across updates. That time has to come from somewhere, and it almost always comes at the expense of public modes, performance, or actually meaningful improvements. Optional does not mean free.

Second, PGs being popular doesn’t automatically justify feature bloat. Yes, content creators and friend groups use them a lot, but that doesn’t mean the average player does, or that their needs should outweigh the core audience. Designing around “chaos experiments” risks turning PGs into a dumping ground for half tested mechanics that never get polished, which is exactly how modes lose identity and feel messy instead of fun.

The “balance doesn’t matter because it’s PG” argument is also weaker than it sounds. Broken mechanics are fun for a few games, not long term. Free shops and extreme gen speeds remove decision making almost entirely, and once that novelty wears off, you’re left with shallow gameplay that people drop even faster. If the solution to boredom is just “make everything broken,” that’s usually a sign the mode itself isn’t being meaningfully expanded.

As for monetizing it with a higher tier, that creates another problem. Locking gameplay altering features behind a paywall is way more controversial than cosmetics or passes. At that point PGs stop being a fun playground and start being a paid advantage space, which goes against Cubecraft’s usual design philosophy and would probably cause more backlash than it’s worth.

Finally, “PGs are too vanilla” isn’t necessarily a flaw. They’re meant to be a controlled environment to play EggWars with friends, not a full custom game engine. The more you push customization, the more you blur the line between EggWars and something like a custom server plugin. At some point it’s no longer extending the lifespan of EggWars, it’s just diluting what EggWars actually is.

Customization itself isn’t evil, but there’s a difference between a few quality of life options and turning PGs into an experimental sandbox. Acting like restraint is “dramatic” ignores the very real trade offs that come with overengineering a mode that already serves its purpose just fine.

I get what you’re saying, and you’re not wrong that dev time and scope matter, but I still think you’re overstating the downsides and understating why people are asking for this in the first place.


First, about dev time: yeah, it’s not infinite, but not every PG feature is some massive system that drains resources forever. A lot of what people are asking for are toggles on already-existing mechanics. Gen speeds already exist in different modes. Item pools already exist across seasons. Player caps already exist on bigger maps. This isn’t inventing new core gameplay, it’s exposing options in a controlled place. Acting like this would cripple public EggWars development feels a bit dramatic.


Second, calling it “feature bloat” kinda misses the point. Nobody is asking for PGs to be redesigned around chaos experiments by default. These are off-by-default options for people who actively want them. The core audience still queues public games. PGs exist specifically for the non-average use case: friends, events, creators, tournaments, testing. Designing PGs only around the average player is weird when the average player barely touches them.


About balance and novelty: yeah, broken stuff gets boring fast — in public games. In PGs, the fun isn’t long-term ranked depth, it’s variety. One day you play normal rules, next day you mess with fast gens, next day you blacklist pearls or bows and force melee fights. That’s not “shallow,” that’s literally creating new rule sets. Chess doesn’t get boring because blitz exists alongside classical. Options don’t delete depth, they add replayability.


The monetization point is also being stretched. No one’s saying “pay to win.” It’s private lobbies. Locking customization tools behind a higher tier isn’t the same as locking power in public matches. Tons of games do this with custom servers, commands, or admin tools. If anything, it keeps public modes fair while letting people who actually invest in PGs fund their expansion.


And the “PGs should stay vanilla” argument only works up to a point. Right now PGs aren’t “controlled,” they’re restricted. A perfect example: the deathmatch command. One of the biggest reasons people even want PGs is to control game flow — end stalled games, run events, or avoid 40-minute matches. Then we find out only staff can use deathmatch commands? That’s honestly wild. If staff can do it safely, clearly it’s not some game-breaking apocalypse. Why are normal PG hosts treated like they can’t be trusted with their own private lobby?


That’s where the frustration comes from. It’s not “we want chaos for no reason.” It’s “we already have a private mode, but we’re not actually allowed to control it.” At that point, PGs feel less like a sandbox and more like a locked display case.


Customization isn’t about deleting EggWars’ identity. Public EggWars already does that job. PGs are supposed to be freedom by design. Right now they’re just public games with invites and extra limitations, and yeah, that’s why people are pushing back. Wanting more control in a private space isn’t entitlement — it’s literally the reason private modes exist in the first place.
 
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Ryu龍🐉

Member
Jul 22, 2023
9
4
19
18
Pronouns
He/Him
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
Lowkey a good idea, then people can also do s3 options for example when they want to laugh their ahh off with tnt
 

skygamer235

Member
Aug 8, 2023
5
2
19
Pronouns
He/Him
I get what you’re saying, and you’re not wrong that dev time and scope matter, but I still think you’re overstating the downsides and understating why people are asking for this in the first place.


First, about dev time: yeah, it’s not infinite, but not every PG feature is some massive system that drains resources forever. A lot of what people are asking for are toggles on already-existing mechanics. Gen speeds already exist in different modes. Item pools already exist across seasons. Player caps already exist on bigger maps. This isn’t inventing new core gameplay, it’s exposing options in a controlled place. Acting like this would cripple public EggWars development feels a bit dramatic.


Second, calling it “feature bloat” kinda misses the point. Nobody is asking for PGs to be redesigned around chaos experiments by default. These are off-by-default options for people who actively want them. The core audience still queues public games. PGs exist specifically for the non-average use case: friends, events, creators, tournaments, testing. Designing PGs only around the average player is weird when the average player barely touches them.


About balance and novelty: yeah, broken stuff gets boring fast — in public games. In PGs, the fun isn’t long-term ranked depth, it’s variety. One day you play normal rules, next day you mess with fast gens, next day you blacklist pearls or bows and force melee fights. That’s not “shallow,” that’s literally creating new rule sets. Chess doesn’t get boring because blitz exists alongside classical. Options don’t delete depth, they add replayability.


The monetization point is also being stretched. No one’s saying “pay to win.” It’s private lobbies. Locking customization tools behind a higher tier isn’t the same as locking power in public matches. Tons of games do this with custom servers, commands, or admin tools. If anything, it keeps public modes fair while letting people who actually invest in PGs fund their expansion.


And the “PGs should stay vanilla” argument only works up to a point. Right now PGs aren’t “controlled,” they’re restricted. A perfect example: the deathmatch command. One of the biggest reasons people even want PGs is to control game flow — end stalled games, run events, or avoid 40-minute matches. Then we find out only staff can use deathmatch commands? That’s honestly wild. If staff can do it safely, clearly it’s not some game-breaking apocalypse. Why are normal PG hosts treated like they can’t be trusted with their own private lobby?


That’s where the frustration comes from. It’s not “we want chaos for no reason.” It’s “we already have a private mode, but we’re not actually allowed to control it.” At that point, PGs feel less like a sandbox and more like a locked display case.


Customization isn’t about deleting EggWars’ identity. Public EggWars already does that job. PGs are supposed to be freedom by design. Right now they’re just public games with invites and extra limitations, and yeah, that’s why people are pushing back. Wanting more control in a private space isn’t entitlement — it’s literally the reason private modes exist in the first place.
I still think you’re glossing over the core issue, which isn’t whether these features are possible, but whether they’re actually worth doing.

Yes, a lot of these systems already exist internally, but exposing them isn’t just flipping a switch. The moment you give players control over gen speeds, item pools, player caps, and forced game flow, you have to account for edge cases, exploits, UI clarity, permissions, abuse prevention, and support tickets when something breaks or behaves unexpectedly. Internal tools used by staff are not designed to be public facing or idiot proof. That difference alone is a massive time sink, even if the mechanic itself already exists.

You also keep framing PGs as being “for non average players,” but that’s exactly why restraint matters. The more niche and power user focused a mode becomes, the harder it is to justify deep ongoing support. Content creators and event hosts are loud, but they’re still a minority, and designing systems around them often leads to features that look cool on paper but see very low sustained usage. Devs have to prioritize what benefits the ecosystem long term, not just what’s flexible.

Your chess analogy doesn’t really land either. Blitz and classical are still the same game with the same ruleset, just different pacing. What’s being proposed here isn’t pacing tweaks, it’s fundamental rule breaking. Free shops, extreme gens, and item blacklists don’t create “new formats” so much as they remove core decision making loops that define EggWars. After a few novelty sessions, there’s nothing left to master, which is why these kinds of modes historically die fast once the excitement fades.

On monetization, the problem isn’t pay to win, it’s perception and fragmentation. The moment meaningful control is locked behind a higher tier, you create first class and second class PG hosts. That leads to pressure, entitlement, and inevitable complaints about fairness, especially in community run events where not everyone can afford the same tools. Cubecraft has generally avoided that exact scenario for a reason.

The deathmatch command example actually proves the opposite of what you’re saying. Staff being able to force end games doesn’t mean it’s safe to hand out widely. Staff are accountable, trained, and operate under guidelines. Random hosts are not. The moment hosts can arbitrarily end games, you invite griefing, trolling, and arguments mid match, especially in mixed or semi public PGs. Even in private spaces, bad experiences still reflect on the game.

And this is the key point you keep sidestepping: PGs are not meant to be a sandbox. They’re meant to be EggWars without matchmaking pressure. That distinction matters. A private mode existing does not automatically mean “maximum freedom.” It means controlled consistency without randomness from strangers. If people want full rule editing, there are already custom servers and plugins that do exactly that.

So no, this isn’t about devs “not trusting players” or keeping things locked for no reason. It’s about maintaining a clear identity, minimizing long term maintenance cost, and avoiding turning a polished game mode into a bundle of half used toggles. Wanting more control is understandable, but that doesn’t automatically make it good design, and it definitely doesn’t mean the downsides are being exaggerated.
 

Itzomarali20

Member
Oct 3, 2025
26
41
14
15
EGYPT
Pronouns
He/Him
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
Nice idea
 
  • Agree
Reactions: uchiha.x01

envyvturban

Member
Sep 22, 2024
5
8
9
Chicago
Pronouns
They/Them
There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
I totally agree with what u said
 
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Reactions: uchiha.x01

ziwa4

Member
Feb 7, 2025
5
5
4
I still think you’re glossing over the core issue, which isn’t whether these features are possible, but whether they’re actually worth doing.

Yes, a lot of these systems already exist internally, but exposing them isn’t just flipping a switch. The moment you give players control over gen speeds, item pools, player caps, and forced game flow, you have to account for edge cases, exploits, UI clarity, permissions, abuse prevention, and support tickets when something breaks or behaves unexpectedly. Internal tools used by staff are not designed to be public facing or idiot proof. That difference alone is a massive time sink, even if the mechanic itself already exists.

You also keep framing PGs as being “for non average players,” but that’s exactly why restraint matters. The more niche and power user focused a mode becomes, the harder it is to justify deep ongoing support. Content creators and event hosts are loud, but they’re still a minority, and designing systems around them often leads to features that look cool on paper but see very low sustained usage. Devs have to prioritize what benefits the ecosystem long term, not just what’s flexible.

Your chess analogy doesn’t really land either. Blitz and classical are still the same game with the same ruleset, just different pacing. What’s being proposed here isn’t pacing tweaks, it’s fundamental rule breaking. Free shops, extreme gens, and item blacklists don’t create “new formats” so much as they remove core decision making loops that define EggWars. After a few novelty sessions, there’s nothing left to master, which is why these kinds of modes historically die fast once the excitement fades.

On monetization, the problem isn’t pay to win, it’s perception and fragmentation. The moment meaningful control is locked behind a higher tier, you create first class and second class PG hosts. That leads to pressure, entitlement, and inevitable complaints about fairness, especially in community run events where not everyone can afford the same tools. Cubecraft has generally avoided that exact scenario for a reason.

The deathmatch command example actually proves the opposite of what you’re saying. Staff being able to force end games doesn’t mean it’s safe to hand out widely. Staff are accountable, trained, and operate under guidelines. Random hosts are not. The moment hosts can arbitrarily end games, you invite griefing, trolling, and arguments mid match, especially in mixed or semi public PGs. Even in private spaces, bad experiences still reflect on the game.

And this is the key point you keep sidestepping: PGs are not meant to be a sandbox. They’re meant to be EggWars without matchmaking pressure. That distinction matters. A private mode existing does not automatically mean “maximum freedom.” It means controlled consistency without randomness from strangers. If people want full rule editing, there are already custom servers and plugins that do exactly that.

So no, this isn’t about devs “not trusting players” or keeping things locked for no reason. It’s about maintaining a clear identity, minimizing long term maintenance cost, and avoiding turning a polished game mode into a bundle of half used toggles. Wanting more control is understandable, but that doesn’t automatically make it good design, and it definitely doesn’t mean the downsides are being exaggerated.
I get where you’re coming from, but I think this is exactly where the disagreement actually is — not on facts, but on what PGs are supposed to be.
You’re treating PGs like they’re just “EggWars without matchmaking,” full stop. A lot of us don’t see them that way anymore, because in practice they’re already used for way more than that. Events, scrims, content, custom rule nights, friend chaos, testing dumb ideas — that ship has already sailed. PGs function like a host-controlled space, but the tools just haven’t caught up, which is why people keep pushing for them.
About the “not just flipping a switch” thing — yeah, obviously. No one is pretending UI, permissions, and edge cases don’t exist. But that’s also not a reason to freeze PGs forever. By that logic, PGs should never get any improvements because everything has overhead. The question isn’t “does this take time,” it’s “is this the right place for flexibility,” and PGs are literally the only place where flexibility won’t affect the wider playerbase.
The “power user = niche = not worth supporting” argument is kinda backwards too. Power users are the ones who extend a mode’s lifespan. They host events, make videos, bring in friends, and keep modes relevant between updates. You don’t design the entire game around them, sure, but giving them tools, not content, is a very different thing. Tools scale. A single toggle can enable hundreds of different formats without devs touching it again.
And on the chess comparison — the point wasn’t that EggWars and chess are identical, it was that options don’t erase the base game. Nobody is saying free shops should be the new default or the “true” EggWars. They’re saying “let us turn it on when we want dumb fun.” Not every experience needs mastery curves and long-term depth. Sometimes people just want variation without leaving the game entirely.
The monetization concern is fair, but you’re assuming the worst-case outcome. Customization tiers don’t have to create “first and second class” hosts if the baseline PG remains fully playable. Extra controls ≠ entitlement unless they’re framed poorly. And again, this is private content. Nobody is being disadvantaged in public play, which is where fairness actually matters most.
Now, the deathmatch command — this is honestly where the current system feels the most inconsistent. Saying “staff can do it because they’re trained” doesn’t really work when the exact same abuse potential already exists in other ways (kicking players, ending lobbies, starting games early). Hosts already have power. The difference is that right now, they can’t fix stalled or broken games, which hurts everyone in that lobby. One bad apple trolling is not a good reason to deny a genuinely useful tool to every normal host, especially when basic permission settings or host-only confirmations could exist.
And the “if you want sandbox, go play custom servers” argument is kinda dismissive. People are asking for controlled customization inside EggWars, not a totally different ecosystem with plugins, different balancing, and different players. That’s a huge jump. Wanting PGs to evolve doesn’t mean people want to abandon EggWars’ identity — it means they want to stay within it while having more agency.
At the end of the day, nobody’s asking to turn PGs into a dev playground with half-tested mechanics. They’re asking for optional, host-controlled tools in a mode that is already private, already segmented, and already used for more than just casual queues. Calling that “overengineering” feels less like a design necessity and more like a fear of change.
Restraint is good. Stagnation isn’t. And right now, PGs feel way closer to the second than the first.
 
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BestOfJam77

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This is actually a great idea, especially for players who spend a lot of time in Private Games.


Private Games are meant for experimentation, practice, and just having fun with friends, so giving hosts more control makes a lot of sense. The options you listed would open up so many creative possibilities:


  • Generator speed control → great for fast-paced games or long strategic ones
  • Free shop items → perfect for testing loadouts, practicing PvP, or chaotic fun modes
  • 32 players on all maps (including solos & duos) → makes PGs feel way more flexible and less restricted
  • Item blacklisting → super useful for custom challenges or balancing certain playstyles
  • S1–S3 item options → lets players recreate old metas or design unique rule sets

I also agree with your point that these settings should stay PG only. That keeps public games balanced while letting Private Games be a sandbox for creativity.


Right now PG EggWars does feel a bit too vanilla for how much potential it has. More customization would massively increase replayability and make Private Games feel truly “private” instead of just a copy of public matches.
 

x pmx 1

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Aug 22, 2025
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There should be an option in Private games for Eggwars that we can:
  1. Change the speed of the gen
  2. make all shops items free
  3. add 32 players for every map that includes solos and duos
  4. able to blacklist any items in the private games
  5. maybe they should add S1 to S3 item options in PG
All these options only for PG cuz tbh I play way more in PG than the normal one and lowkey it would be fun to have experiment
Plus they can add an another Tier like Cubecraft Diamond pass and they are able to access these stuff. PG is still kinda vanilla
It would be good, I hope it will be added.
 
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