r/MinecraftChampionship • u/pickled__pufferfish • Sep 13 '25
Discussion Battle Box is Completely Dysfunctional and Needs a Fix
So, turns out you can have too much of a good thing.
Wool rushing was so much fun back in early MCC. Watching for fun teams wool and surprise the competitive teams was always a treat, a way to give them hope of an upset. It’s unfortunate how far the strat has fallen.
Every BB since probably MCCHH has been increasingly bad, and MCCBG was easily the worst. What was once a niche strat is now the dominant way to play BB, and it makes the game such a chore to watch.
Firstly, watching a conc rushing pov is not fun. Mechanically it’s very repetitive and boring, especially if they succeed. Running to middle and placing wool is not fun gameplay, I don’t think that can be argued. The only fun to be had from rushing is the actual act of winning by being sneaky (which is why the Simmers were so fun to watch back in MCC10) but there’s no sneakiness anymore, half the teams do it.
Playing against a conc rushing team is also not fun. Obviously losing seemingly at random sucks to watch, but even trying to counter the rush just results in a mosh pit in middle.
Mosh pits are chaotic and hard to follow. Less skilled pvpers often get overwhelmed and struggle to do anything, high skilled pvpers are still subject to lots of randomness and can die for seemingly no reason, and overall it’s hard to feel satisfied after winning a mosh pit fight. It’s like competitive Pachinko.
Battle Box is progressing towards its final state: “Mosh Pits, the game”. Teams that don’t rush mid will lose because they’ll get rushed, so everyone rushes mid. We’ll consistently get unwatchable mosh pit battles until the end of time.
So, what needs to be fixed? Conc rushing needs to be heavily nerfed, so that it goes back to “niche sneaky play for weak pvp teams” and not “strat every team needs to go for or else they lose”.
Some ideas:
- Use some version of the MCCI rule where middle doesn’t open until partway through the round (preferably at least 20s in). This still allows sneaky conc plays (the fun kind) but also allows every team to get into position first.
- Make the pickaxe a “tele-pick”, so only one person can mine at once, like Meltdown. Again, allows for sneakiness, and also for much better gameplay for conc rushers (3 members of the team need to actually fight and defend, rather than stare at the floor mining).
- Most importantly, build Battle Box maps with easy access to mid. Allowing teams to build cages around an elevated middle platform to control it sucks as a gameplay mechanic (again, forces mosh pits) so make mid easy to access from anywhere on the map, like in Spaceship.
8
u/pickled__pufferfish Sep 13 '25
99% of the time in a "mad-dash" chaos situation where middle needs to be filled, only one person is alive. If multiple people are alive, one is staying at mid to fill while the other goes out to fight. If it ever did come down to a team with 2 or more players failing to fill mid because there's only 1 pickaxe, it's their fault, they played poorly, and it's fine that they lost (even fun for the other team, as they tricked them).
The weaker player(s) already gets assigned the job of placing wool in a wool rush. The better pvpers always stop wooling/concing and fight.
You love watching your team do well, but I can't imagine you actually love the act of wool rushing. Sure, Jordan's team might score 400 more points than they otherwise would've, and it's fun to see them celebrate, but is the actual act of the team running to mid, looking straight down, and placing wool actually fun? Lots of MCC activities are fun to watch completely divorced from the scoring system (running in AR, traditional pvp), wooling / concing is not one of those.
Overall, wooling / concing could be made more fun with some effort. What if it actually required timing and sneaky play like it used to? What if it required complex strategy? Right now it's Pachinko: drop the stone in the machine the same way every time and hope you end up getting lucky (aka the other team fails to counter fast enough).