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Foxorn

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Dec 23, 2025
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Add a "Hunger Games" (or "No Items") mode to Pillars of Fortune: This mode would be inspired by Hunger Games-style gameplay, where players start with a limited randomized kit and must fight strategically using what they are given instead of receiving items over time. When a match begins, a chest would spawn directly under each player on their pillar containing a random selection of blocks, weapons, armor, food, and utility items (with stronger things like projectiles possibly reserved for later loot), and these would be the only items available for the entire round with no periodic item drops. To encourage movement and risk, higher-tier loot such as projectiles, better armor, and better weapons could spawn in several chests at the bottom of the map, rewarding players who drop down and fight for better gear. This would add a Pillars of Fortune mode that feels more skill-based and tactical, reducing reliance on RNG item cycles while still keeping the mode fun, fast, and exciting.
 

TijmenDeEngeMan

Novice Member
Mar 23, 2024
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The Nether
Add a "Hunger Games" (or "No Items") mode to Pillars of Fortune: This mode would be inspired by Hunger Games-style gameplay, where players start with a limited randomized kit and must fight strategically using what they are given instead of receiving items over time. When a match begins, a chest would spawn directly under each player on their pillar containing a random selection of blocks, weapons, armor, food, and utility items (with stronger things like projectiles possibly reserved for later loot), and these would be the only items available for the entire round with no periodic item drops. To encourage movement and risk, higher-tier loot such as projectiles, better armor, and better weapons could spawn in several chests at the bottom of the map, rewarding players who drop down and fight for better gear. This would add a Pillars of Fortune mode that feels more skill-based and tactical, reducing reliance on RNG item cycles while still keeping the mode fun, fast, and exciting.
So what you're suggesting is skywars x POF? That's what it sounds like at least.
Spawning with a chest instead of getting random items would pretty much make it skywars, only on pillars.
Don't really know if that's the best idea though. Since the items are limited, it would be really easy for people to camp, I think
 

Foxorn

Member
Dec 23, 2025
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So what you're suggesting is skywars x POF? That's what it sounds like at least.
Spawning with a chest instead of getting random items would pretty much make it skywars, only on pillars.
Don't really know if that's the best idea though. Since the items are limited, it would be really easy for people to camp, I think
It is basically SkyWars mixed with Pillars of Fortune, but it would be fun to have as a POF mode. I don't see how camping would be strong when anyone can drop down and fight for control of mid. If the bottom chests have things like pearls, water buckets, or other mobility items, players on top wouldn't be able to just sit safely since people below would have ways to reach them (wind charges or tridents could work too with high rarity).
 

Helmith07

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Jun 6, 2020
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The only problem I have with this is that it is Pillar of fortune. Adding a mid that you can run around and stuff on (That’s at least how I understood what you said) would kind of not make sense to me. Although I do believe it could be interesting and I would personally play it I believe.
 

Foxorn

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Dec 23, 2025
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The only problem I have with this is that it is Pillar of fortune. Adding a mid that you can run around and stuff on (That’s at least how I understood what you said) would kind of not make sense to me. Although I do believe it could be interesting and I would personally play it I believe.
Sorry for the confusion about what I meant by "mid." I didn't mean a flat arena like SkyWars. I meant the bottom area of the POF map, which already exists in almost every layout. Basically where the pillars drop down into. For example, on the slime map it could be a chest inside the slime hut, on the end map one at the bottom and maybe another inside the obsidian box, and on the void map a small cluster of chests floating in the center that players have to bridge out to. It would still feel like Pillars of Fortune with the same vertical gameplay, just with the bottom acting as a high-risk, high-reward area. That gives players a reason to leave their pillar without changing what makes POF feel like POF.
 

itzjwad

Novice Member
Dec 15, 2025
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Add a "Hunger Games" (or "No Items") mode to Pillars of Fortune: This mode would be inspired by Hunger Games-style gameplay, where players start with a limited randomized kit and must fight strategically using what they are given instead of receiving items over time. When a match begins, a chest would spawn directly under each player on their pillar containing a random selection of blocks, weapons, armor, food, and utility items (with stronger things like projectiles possibly reserved for later loot), and these would be the only items available for the entire round with no periodic item drops. To encourage movement and risk, higher-tier loot such as projectiles, better armor, and better weapons could spawn in several chests at the bottom of the map, rewarding players who drop down and fight for better gear. This would add a Pillars of Fortune mode that feels more skill-based and tactical, reducing reliance on RNG item cycles while still keeping the mode fun, fast, and exciting.
I think it's a great idea.
 

Helmith07

Well-Known Member
Jun 6, 2020
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Sorry for the confusion about what I meant by "mid." I didn't mean a flat arena like SkyWars. I meant the bottom area of the POF map, which already exists in almost every layout. Basically where the pillars drop down into. For example, on the slime map it could be a chest inside the slime hut, on the end map one at the bottom and maybe another inside the obsidian box, and on the void map a small cluster of chests floating in the center that players have to bridge out to. It would still feel like Pillars of Fortune with the same vertical gameplay, just with the bottom acting as a high-risk, high-reward area. That gives players a reason to leave their pillar without changing what makes POF feel like POF.
ohhh then I understand! Thanks for the clarification! In that case I believe it could work better and its implementation could be decent! <3
 
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