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Should Eggwars have more things

  • Yes

  • No


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Bananazz

Member
Aug 8, 2020
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I don't know about java because I play on bedrock but I think that we need a punch power bow. Punch and power on the same bow would be more helpful instead of having to switch between the two or just by the punch which is what a lot of people do but it does less damage. I also think that they should also add things like water buckets so people can clutch if they fall. The emerald shop should also have more useful things like a knock back sword, TNT that can break obsidian or maybe snowballs. Having things like that would make upgrading the emerald generator more worth it.
 
Last edited:
Apr 15, 2020
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I don't know if I completely agree with your suggestions. Power and punch together would make it too overpowerd where you get knocked of and killed at the same time.

Tnt that is breaking obsidian would make people feel useless about making obsidian.
 

Bananazz

Member
Aug 8, 2020
22
4
19
18
I don't know if I completely agree with your suggestions. Power and punch together would make it too overpowerd where you get knocked of and killed at the same time.

Tnt that is breaking obsidian would make people feel useless about making obsidian.
They could make punch and power bows more expensive or only have them in overpowered
 
They could make punch and power bows more expensive or only have them in overpowered
I will organize my response into several points for clarity.

Punch bow cost was increased back in June 2017 from 12 diamonds in normal mode (or 15 in OP) to 25 for both modes. That still did not solve problems as players would eventually get it especially in maps where diamond generators give generous amounts of diamonds. One suggestion to solve that is to prevent the player from taking more diamonds from generators when they reach a cap. In doing so, they'll have to have a way to store your diamonds (using a chest) to get more than 20. If they want more than 20, they have to take a risk of not only going to mid but also safely storing those 20 diamonds from thieves.

For example, the cap can be 20 so that the player is forced to take another risky trip to mid. Scenario is below.

1. You rush to mid and gather diamonds. Due to the cap, you have 20 diamonds on your person.
2. You return home to store 20 diamonds in a hidden chest. You now have 0 diamonds on your person and 20 at home.
3. You go back to mid to gather another 20 diamonds. You now have 20 diamonds on your person and 20 at home.
4. You return home, adding the diamonds from your chest to your inventory. You now have 40 on your person (and 0 at home), enough for you to buy the bow.
Now for the bows. If you're using your first diamonds on a bow, you're not using those diamonds on armor, melee weapons, or other utilities. Bows have a high opportunity cost and largely depend on how well you use them for them to be invaluable. With both bows, their stopping power is significantly weakened when:
  • Your shots miss.
  • Your target builds very high up, in which case it is much harder for you to land a shot.
  • Your target is far away, in which case he can see the arrow and has more time to sidestep accordingly.

Specifics are as follows.

The power bow is significantly weaker when:
  • Your target would have been knocked out of position by your shot but isn't. If you fired with a punch bow instead, you would've knocked off your target.
  • You're in OP mode and your target has at least chain armor or better.
  • Your target can quickly heal off the damage you deal.
  • Your target knows that you have a power bow. In most games, opponents expect a punch bow to come out first. However, once they get shot at, they can infer that your bow is a power bow by the small amount of knockback they receive.
    • Additionally, killing players directly using a bow will explicitly show that you have a bow. Astute opponents are more likely to guess that your bow is a power one (as power bows are more likely to land direct kills), thus losing your element of surprise.
  • (Situational) Your target is (intentionally) falling to the floor, in which case you could've dealt more knockback with a punch bow instead.
Likewise, punch bow is significantly weaker when:
  • Your target is escaping. A punch bow helps them escape due to the extra knockback (and minimal bow damage) unless they are crossing an unsafe bridge.
  • Your shot fails to knock off the target.
  • Your target has made some safety rails to prevent the extra knockback from knocking him off.
 

Bananazz

Member
Aug 8, 2020
22
4
19
18
I will organize my response into several points for clarity.

Punch bow cost was increased back in June 2017 from 12 diamonds in normal mode (or 15 in OP) to 25 for both modes. That still did not solve problems as players would eventually get it especially in maps where diamond generators give generous amounts of diamonds. One suggestion to solve that is to prevent the player from taking more diamonds from generators when they reach a cap. In doing so, they'll have to have a way to store your diamonds (using a chest) to get more than 20. If they want more than 20, they have to take a risk of not only going to mid but also safely storing those 20 diamonds from thieves.

For example, the cap can be 20 so that the player is forced to take another risky trip to mid. Scenario is below.

1. You rush to mid and gather diamonds. Due to the cap, you have 20 diamonds on your person.
2. You return home to store 20 diamonds in a hidden chest. You now have 0 diamonds on your person and 20 at home.
3. You go back to mid to gather another 20 diamonds. You now have 20 diamonds on your person and 20 at home.
4. You return home, adding the diamonds from your chest to your inventory. You now have 40 on your person (and 0 at home), enough for you to buy the bow.
Now for the bows. If you're using your first diamonds on a bow, you're not using those diamonds on armor, melee weapons, or other utilities. Bows have a high opportunity cost and largely depend on how well you use them for them to be invaluable. With both bows, their stopping power is significantly weakened when:
  • Your shots miss.
  • Your target builds very high up, in which case it is much harder for you to land a shot.
  • Your target is far away, in which case he can see the arrow and has more time to sidestep accordingly.

Specifics are as follows.

The power bow is significantly weaker when:
  • Your target would have been knocked out of position by your shot but isn't. If you fired with a punch bow instead, you would've knocked off your target.
  • You're in OP mode and your target has at least chain armor or better.
  • Your target can quickly heal off the damage you deal.
  • Your target knowsthat you have a power bow. In most games, opponents expect a punch bow to come out first. However, once they get shot at, they can infer that your bow is a power bow by the small amount of knockback they receive.
    • Additionally, killing players directly using a bow will explicitly show that you have a bow. Astute opponents are more likely to guess that your bow is a power one (as power bows are more likely to land direct kills), thus losing your element of surprise.
  • (Situational) Your target is (intentionally) falling to the floor, in which case you could've dealt more knockback with a punch bow instead.
Likewise, punch bow is significantly weaker when:
  • Your target is escaping. A punch bow helps them escape due to the extra knockback (and minimal bow damage) unless they are crossing an unsafe bridge.
  • Your shot fails to knock off the target.
  • Your target has made some safety rails to prevent the extra knockback from knocking him off.
What do you think about more things in the emerald shop?
 

Bananazz

Member
Aug 8, 2020
22
4
19
18
I don't know if I completely agree with your suggestions. Power and punch together would make it too overpowerd where you get knocked of and killed at the same time.

Tnt that is breaking obsidian would make people feel useless about making obsidian.
Also I said TNT would cost emeralds
 
What do you think about more things in the emerald shop?
There would have to be an incentive in the first place to use that. Right now, especially in solo (and 2-player teams), there's little to no reason to use the emerald shop due to how fast the games are.

If there is an incentive to use the emerald shop, I would say these:
  • Flint and steel (with 5 uses)
  • 10 durability elytra (10 second use)
  • 1 netherite trade (exchange any diamond item along with some emeralds). 1 trade only for the entire game (so cannot get a full netherite set for example)
    • On owner's death, this item disappears into thin air like most items unless its owner was final killed directly by another player while the owner had netherite item(s), in which case netherite items will drop wherever its owner was killed instead.
 

Herbubulle

Member
Jul 3, 2020
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220
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France
www.youtube.com
I don't know about java because I play on bedrock but I think that we need a punch power bow. Punch and power on the same bow would be more helpful instead of having to switch between the two or just by the punch which is what a lot of people do but it does less damage. I also think that they should also add things like water buckets so people can clutch if they fall. The emerald shop should also have more useful things like a knock back sword, TNT that can break obsidian or maybe snowballs. Having things like that would make upgrading the emerald generator more worth it.
i hate bows in eggwars... a punch bow would make the game extremely annoying vs farmers
No need water... we already have ladders.
As LittleMilkyWay said, breaking obsidian tnt would make obsidian useless, never seen a player using emerald in game... (sad) knowback sword, is ~like a punch bow...

Snowballs are way too op :/

I don't think EggWars need new items, but prices changes etc.
 

Bananazz

Member
Aug 8, 2020
22
4
19
18
There would have to be an incentive in the first place to use that. Right now, especially in solo (and 2-player teams), there's little to no reason to use the emerald shop due to how fast the games are.

If there is an incentive to use the emerald shop, I would say these:
  • Flint and steel (with 5 uses)
  • 10 durability elytra (10 second use)
  • 1 netherite trade (exchange any diamond item along with some emeralds). 1 trade only for the entire game (so cannot get a full netherite set for example)
    • On owner's death, this item disappears into thin air like most items unless its owner was final killed directly by another player while the owner had netherite item(s), in which case netherite items will drop wherever its owner was killed instead.
That sounds good. Except maybe netherite, it's a bit to op because even one piece reduces knock back greatly so it would almost be impossible to kill them. Or if you made the netherite option cost like 64 emeralds that would be better.
 

Bananazz

Member
Aug 8, 2020
22
4
19
18
i hate bows in eggwars... a punch bow would make the game extremely annoying vs farmers
No need water... we already have ladders.
As LittleMilkyWay said, breaking obsidian tnt would make obsidian useless, never seen a player using emerald in game... (sad) knowback sword, is ~like a punch bow...

Snowballs are way too op :/

I don't think EggWars need new items, but prices changes etc.
You can't really ladder clutch on bedrock. That's why I say we need water.
 
Emerald shop: am I a joke to you?
There's little to no reason to use the emerald shop for these reasons:
  • The generator starts broken, so it costs 15 diamonds to get it up and running. In normal mode, that translates to 3/4 pieces of iron armor, a power 1 bow, or a diamond sword with 3 diamonds left over. That's A LOT especially when it's your first 15 diamonds.
    • For this reason, diamonds have more value than emeralds. Diamonds, gold, and iron give you all the materials you generally need to secure a win.
  • The generator is at mid. This means you or your teammate has to be at mid to make the most out of it. If not, other players can take away your hard work and use that against you. The longer you stay at mid with resources and weak equipment, the bigger the risk.
    • As soon as you leave mid and no other teammate is at mid, mid becomes open for anyone to take. You don't want your opponents to gear up past gold currency.
 

Bananazz

Member
Aug 8, 2020
22
4
19
18
I'm aware that mobile/console players have a disadvantage when it comes to QTEs. As things currently are, you can also use haybales to reduce fall damage to 20% of what you'd normally take.
Haybales are great but don't they reduced fall damage but 80%?
 
Haybales are great but don't they reduced fall damage but 80%?
Reduced to 20% means you take 20% of the damage. (This is exactly what I wrote about the haybales.) However, saying reduced by 20% means you take 80% of the damage.

For example, if I were to take 20 fall damage normally and I reduce the damage to 20%, then I take 4 damage instead. On the other hand, if I reduce the damage by 20%, then I take 16 damage instead.
 
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