The title pretty much sums it up. IMO the combat should be improved, as it's currently just a click-fest, so I'm really looking forward to 1.9. However, the thing about changing such a huge (and essential) part of vanilla is that no matter what they do, whether it's big or small, is going to upset some people.
So I have two questions for you:
1) Do you like combat as it is now, or do you think it needs to be changed? (Use the poll for this one)
2) What do you hope Mojang will not change in 1.9? (Post this below)
I agree with the OP so much. Melee combat now is such a clickfest, and anyone with an ok mouse can't block-hit decently. Also, skeletons need to be smarter.
I agree with the OP so much. Melee combat now is such a clickfest, and anyone with an ok mouse can't block-hit decently. Also, skeletons need to be smarter.
Considering you can't trick them into walking into lava anymore.....they are smart enough.
Considering you can't trick them into walking into lava anymore.....they are smart enough.
I mean, they just stand there shooting you until you walk up to them and obliterate them. I wish they had some sort of hit-and-run AI that, although a little annoying, may actually make them respected more decently.
I'd like it if encountering a skeleton in water wasn't an instant death sentence. I'd also like to see another ranged option. Javelins, boomerangs, poo. Anything.
You can hit things, and if you hit things enough they die.
BUT IS GUD BECAUSE SIMPLE!!!!!
IMO it needs a complete overhaul. Good thing there's barely anything to overhaul, so it's basically just slapping more onto what we already have anyway.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
It needs to be more methodical and less of a spamclick fest. Also needs MUCH more variety. You get swords, you get a bow, you get armor, and nothing else. Would like to see more ranged options and possibly a slower, higher-hitting melee weapon and a faster, lower hitting melee weapon. The regular sword also needs a huge limit on how fast you can swing. I also don't like the hunger system/regenerative health, it seems to make the game wayyyy too easy and it is pretty much impossible to die while caving, which was much riskier before regenerative health.
As for my answer to the second question, I basically hope they change everything about the combat except for the bow mechanics, which are in my opinion good and well-balanced the way they are.
Facts: Right click and hold to wind back similar to a bow and arrow. Does 3-11 damage depending on how far you wind it. Once you shoot it, you can pick it up. It takes 500 ticks until it disappears. It doesn't have very good accuracy and once you shoot a animal, monster, entity, player, ect., it disapears.
Facts: Has a reach of 3 blocks. Can do 5-14 damage depending on armor, critical hit, ect. Right clicking will toss the mace 3 blocks in front of the player. Once the player right clicks again, it will come back in. Has a durability bar and can be made from stone, iron, gold, and diamond.
Facts: Can protect player from 6-15 damage depending on variation, critical hit, effects, enchantments, ect. Right clicking will slow the player down by 50%, and use the shield. Has a durability bar and can be made from stone, iron, gold, and diamond.
I am done. Everyone stay awesome and have a good day. =^-^=
I am worried about the changes to the combat system primarily because I feel like it won't be the same Minecrafty feel that we have had since alpha. There have been little changes to combat since the alpha, and we have become used to how it works as a community.
Prior to the update that added enchantments, combat required skill, not just better gear. However, as enchantments were added it became a grind to get the XP and get the equipment necessary to combat other players on the server. I feel like this update killed PvP for me, and it hasn't felt the same since.
I am not too sure how it turns out, but I am afraid that it will become something I don't like, or can't get used to. The biggest thing I used to enjoy about minecraft was its simplicity, which has now faded. I have yet to really engage in enchanting, brewry etc. It just isn't for me I guess.
"I really like all of the suggestons which I've read here, but I also find they're missing a really important point (at least, some of them), and that is... enchantments, I do find they're quite balanced but it's not that of what I would want to talk in my reply, it's more about variety, because sure, balance is really important, but variety also is...
I find PvP can become a bit dull after a while because everybody uses the same setup over and over again, and maybe it's not all their fault because no-one is going to use an unpowered build to be 'different'...
And that's why I think some enchantments should be added (that doesn't mean new weapons wouldn't be nice aswell, but that's covered in another reply).
I've got some example ideas, I don't know if you will agree with me, though.
Piercing/Armor Piercing (Increases the amount of durability removed from the opponent's armor by 5% for every level) Can be applied on low range weapons.
Range (Increases the bow's range by 15% for every level) Can be applied on ranged weapons.
Boost/Lightweight (Increases the player's walking speed by 5% for every level) Can be applied on armors boots.
Health Stealing (Adds a 10% chance of being healed by a fraction of the damage dealt to the opponent for every level) Can be applied to low range weapons.
Heavy/Weight/Need a better name (Reduces knockback received by the player by 15-20% for every level, also slows down the player by 5% for every level) Can be applied to armor's chestplates.
Poisoning (Adds a 20% chance that an arrow poisons the opponent for 5 seconds, dealing 2 health points of damage, for every level) Can be applied on bows.
Slowness/Exhausting/Need a better name (Adds a 20% chance that an arrow slows down the opponent for 10 seconds, for every level)Can be applied on bows.
Draw (Increases by 10% the speed it takes for a bow to be fully charged, for every level) Can be applied on bows.
Burst (Increases the amount of arrows shot by a bow at a time) Can be applied to bows."
I personally think the current bow system is perfect, I don't think it should be changed at all.
As for swords, I think there needs to be a way to counter attacks, not sure how they would code it in, but it beats just endlessly clicking away at each other.
You can toggle health regen off if you want: /gamerule naturalRegeneration false
Yes, but then there is no way at all to heal except for health potions and golden apples. You wouldn't heal from eating a porkchop like the old system.
I also don't like the hunger system/regenerative health, it seems to make the game wayyyy too easy and it is pretty much impossible to die while caving, which was much riskier before regenerative health.
Considering that I often let myself get down to 1 hunger bar left before eating and have lost only 1-2 hearts by then, despite not being able to regenerate health for nearly half the time (as three baked potatoes (pre-1.8) will completely restore hunger and saturation, so I regen for 22 of the 38 hunger points they restore) this is definitely not the issue you are claiming it is (and yes, that is while caving; a stack of baked potatoes sees me through enough caving to get a beacon's worth of iron blocks - that's a FULL beacon, 1,476 iron ore, as if anybody in their right mind goes caving for that long).
It also strikes me as bizarre how many people complain of caving (in particular) being too easy because of the hunger system - what about branch-mining? Totally safe - you can get loads of diamonds without killing a single mob since you spawned! Or even eating/needing to heal with the Beta hunger system! Indeed, it is hard to believe but even I branch-mine to get my first resources when I start a new world - I only go caving for fun, not to actually get resources (not necessarily because it is safe; I don't even explore caves, aside from any caves my mine intersects, until I've "beaten" the game).
Unless you are inexperienced the Beta hunger system would just be a minor annoyance due to unstackable food, one that I could get around by filling up my Ender chest with food, which would be depleted as I fill it up so no big problem.
Also, the issues with combat are mainly with regards to PvP - which the game wasn't designed with in mind and shouldn't be - if a PvP server thinks otherwise why not just code some plugin (or better yet, use the plugin API, whenever that comes out) to improve PvP combat?
As for whatever changes they might do, well, if I don't like any I'll just update my signature:
TheMasterCaver's Mods and Tweaks (1.7-1.8) - mods for pre-1.9 combat mechanics, pre-1.8 anvil mechanics, pre-1.7 cave generation, and more.
Yeah, that's my response to any changes that I don't like, not that I even play on 1.7 (I've even backported some features). Actually, I probably won't even bother.
In particular, adding some sort of delay to swords, not because so you can't hit ONE mob as fast as possible (which is already circumvented by damage immunity, and prior to 1.7, your sword rapidly losing durability, a feature/bug they shouldn't have removed; not that this mattered much in PvP with the durability of armor (seriously, how does Unbreaking III diamond armor break before a diamond sword without Unbreaking? Even Unbreaking is almost useless on armor) but when faced with 5-10 zombies you either have to run away (if you can) or be able to quickly hit them in succession (I've killed over 600 mobs in a single play session, and many people who've played 1.7-1.8 have probably forgotten what zombies were like in 1.6; they even caused the server to lag (luckily this lag was patchable using a fix taken from Forge; not even sure why the report is still open because from what I've seen the issue is orders of magnitude better in 1.7-1.8).
Although, in reference to armor durability, perhaps they will do some armor rebalancing - like make diamond armor as durable as diamond tools, but lower the protection to be consistent with the speed benefit of tools over iron; for example, I modded it to have 1500 durability, for all pieces and only losing one durability per hit, even from a point-blank TNT blast (not really significant outside of PvP as durability lost is damage / 4, converted to an integer so it rounds down; 8 is required to round to 2, and most common mobs deal less than that even on Hard; only 4 for zombies, 1-5 for skeletons, etc), and changed armor points to 3.5% each, or 70% total (vs 4% and 80%); this doesn't seem like a huge change but it means that you get 50% more damage in full armor (30% / 20%) and makes enchantments more necessary (for example, a creeper deals up to 36.5 hearts on Hard; 36.5 * 30% = 10.95 hearts = RIP unless you have some (Blast) Protection (in terms of "health" gained over iron this is a 33% increase; diamond tools mine 33% faster than iron).
(it is interesting to note that the "speed" of diamond and iron tools are 8 and 6 respectively; armor protection is 80% and 60% - seems like Notch thought they were the same relative increases, when in reality 80% damage reduction is twice as good as 60%)
Also, the anvil (to a lesser extent, enchanting) changes in 1.8 seriously unbalanced the use of diamond gear, especially with enchantments; with my changes to diamond armor it costs 23 levels to repair a Protection IV (no Unbreaking III) piece with two diamonds (50% durability), compared to 11 levels for the vanilla piece (ironically, the same cost as iron armor due to the low durability), negating much of the durability increase (XP cost/durability point restored; less diamonds are needed but I find 4-5 times the number I use without using Fortune so it doesn't make much difference; even with vanilla armor I used about as many to repair my pickaxe as armor, I also only wore a chestplate and leggings (with Unbreaking III), adding boots for more protection due to the reduced armor points (about the same protection overall), offsetting some of the diamond savings).
Of course, in 1.8 it costs just one level per unit and two for a new item (plus the prior work penalty) no matter what, resulting in a far lower cost for most of the repairs you can do, and lets you restore 100% durability in any case (e.g. my diamond sword costs 35 levels for a 50% repair, the maximum possible; I repair armor at 50% since it is convenient, even if it uses more XP and anvil uses) and repair more highly enchanted items (e.g. my sword has Sharpness V, Knockback II, Unbreaking III and is already too expensive to repair with a new sword; in 1.8 you could add Fire Aspect II and Looting III and it would cost the same as any item with the same number of anvil workings).
Considering that I often let myself get down to 1 hunger bar left before eating and have lost only 1-2 hearts by then, despite not being able to regenerate health for nearly half the time (as three baked potatoes (pre-1.8) will completely restore hunger and saturation, so I regen for 22 of the 38 hunger points they restore) this is definitely not the issue you are claiming it is (and yes, that is while caving; a stack of baked potatoes sees me through enough caving to get a beacon's worth of iron blocks - that's a FULL beacon, 1,476 iron ore, as if anybody in their right mind goes caving for that long).
It also strikes me as bizarre how many people complain of caving (in particular) being too easy because of the hunger system - what about branch-mining? Totally safe - you can get loads of diamonds without killing a single mob since you spawned! Or even eating/needing to heal with the Beta hunger system! Indeed, it is hard to believe but even I branch-mine to get my first resources when I start a new world - I only go caving for fun, not to actually get resources (not necessarily because it is safe; I don't even explore caves, aside from any caves my mine intersects, until I've "beaten" the game).
Unless you are inexperienced the Beta hunger system would just be a minor annoyance due to unstackable food, one that I could get around by filling up my Ender chest with food, which would be depleted as I fill it up so no big problem.
Also, the issues with combat are mainly with regards to PvP - which the game wasn't designed with in mind and shouldn't be - if a PvP server thinks otherwise why not just code some plugin (or better yet, use the plugin API, whenever that comes out) to improve PvP combat?
As for whatever changes they might do, well, if I don't like any I'll just update my signature:
TheMasterCaver's Mods and Tweaks (1.7-1.8) - mods for pre-1.9 combat mechanics, pre-1.8 anvil mechanics, pre-1.7 cave generation, and more.
Yeah, that's my response to any changes that I don't like, not that I even play on 1.7 (I've even backported some features). Actually, I probably won't even bother.
In particular, adding some sort of delay to swords, not because so you can't hit ONE mob as fast as possible (which is already circumvented by damage immunity, and prior to 1.7, your sword rapidly losing durability, a feature/bug they shouldn't have removed; not that this mattered much in PvP with the durability of armor (seriously, how does Unbreaking III diamond armor break before a diamond sword without Unbreaking? Even Unbreaking is almost useless on armor) but when faced with 5-10 zombies you either have to run away (if you can) or be able to quickly hit them in succession (I've killed over 600 mobs in a single play session, and many people who've played 1.7-1.8 have probably forgotten what zombies were like in 1.6; they even caused the server to lag (luckily this lag was patchable using a fix taken from Forge; not even sure why the report is still open because from what I've seen the issue is orders of magnitude better in 1.7-1.8).
Although, in reference to armor durability, perhaps they will do some armor rebalancing - like make diamond armor as durable as diamond tools, but lower the protection to be consistent with the speed benefit of tools over iron; for example, I modded it to have 1500 durability, for all pieces and only losing one durability per hit, even from a point-blank TNT blast (not really significant outside of PvP as durability lost is damage / 4, converted to an integer so it rounds down; 8 is required to round to 2, and most common mobs deal less than that even on Hard; only 4 for zombies, 1-5 for skeletons, etc), and changed armor points to 3.5% each, or 70% total (vs 4% and 80%); this doesn't seem like a huge change but it means that you get 50% more damage in full armor (30% / 20%) and makes enchantments more necessary (for example, a creeper deals up to 36.5 hearts on Hard; 36.5 * 30% = 10.95 hearts = RIP unless you have some (Blast) Protection (in terms of "health" gained over iron this is a 33% increase; diamond tools mine 33% faster than iron).
(it is interesting to note that the "speed" of diamond and iron tools are 8 and 6 respectively; armor protection is 80% and 60% - seems like Notch thought they were the same relative increases, when in reality 80% damage reduction is twice as good as 60%)
Also, the anvil (to a lesser extent, enchanting) changes in 1.8 seriously unbalanced the use of diamond gear, especially with enchantments; with my changes to diamond armor it costs 23 levels to repair a Protection IV (no Unbreaking III) piece with two diamonds (50% durability), compared to 11 levels for the vanilla piece (ironically, the same cost as iron armor due to the low durability), negating much of the durability increase (XP cost/durability point restored; less diamonds are needed but I find 4-5 times the number I use without using Fortune so it doesn't make much difference; even with vanilla armor I used about as many to repair my pickaxe as armor, I also only wore a chestplate and leggings (with Unbreaking III), adding boots for more protection due to the reduced armor points (about the same protection overall), offsetting some of the diamond savings).
Of course, in 1.8 it costs just one level per unit and two for a new item (plus the prior work penalty) no matter what, resulting in a far lower cost for most of the repairs you can do, and lets you restore 100% durability in any case (e.g. my diamond sword costs 35 levels for a 50% repair, the maximum possible; I repair armor at 50% since it is convenient, even if it uses more XP and anvil uses) and repair more highly enchanted items (e.g. my sword has Sharpness V, Knockback II, Unbreaking III and is already too expensive to repair with a new sword; in 1.8 you could add Fire Aspect II and Looting III and it would cost the same as any item with the same number of anvil workings).
Wow you wrote a lot :P. You made several valid points, I guess some people just have different opinions about the hunger/regen system. I personally felt that the beta system was much more of a challenge and ultimately a more enjoyable experience, but that's just me.
I personally don't like or dislike the current combat system. It is not something I pay much attention to.
I wouldn't mind them expanding the options in weapon choice, like a spear in the very least, among other ideas out there.
As far as to what I wouldn't want them to change... I am unsure. I am a builder, not a fighter. I only fight when I have to, or want a certain thing. So on that note, I can only hope the changes are not too extreme to make easy/normal too much more difficult, and hoping to balance them a bit more to the difficulties they should be across all of them. easy should be easy, and hard should be hard. Well adding more diversity to what the difficulties mean anyway...
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
The title pretty much sums it up. IMO the combat should be improved, as it's currently just a click-fest, so I'm really looking forward to 1.9. However, the thing about changing such a huge (and essential) part of vanilla is that no matter what they do, whether it's big or small, is going to upset some people.
So I have two questions for you:
1) Do you like combat as it is now, or do you think it needs to be changed? (Use the poll for this one)
2) What do you hope Mojang will not change in 1.9? (Post this below)
The main thing that I would like added is extra bow damage with headshots.
more weps is good its been like for ever since they added the swords and a bow we need more weps
Hi
I agree with the OP so much. Melee combat now is such a clickfest, and anyone with an ok mouse can't block-hit decently. Also, skeletons need to be smarter.
Considering you can't trick them into walking into lava anymore.....they are smart enough.
I mean, they just stand there shooting you until you walk up to them and obliterate them. I wish they had some sort of hit-and-run AI that, although a little annoying, may actually make them respected more decently.
Minecraft has a combat system?
I'd like it if encountering a skeleton in water wasn't an instant death sentence. I'd also like to see another ranged option. Javelins, boomerangs, poo. Anything.
You can hit things, and if you hit things enough they die.
BUT IS GUD BECAUSE SIMPLE!!!!!
IMO it needs a complete overhaul. Good thing there's barely anything to overhaul, so it's basically just slapping more onto what we already have anyway.
It needs to be more methodical and less of a spamclick fest. Also needs MUCH more variety. You get swords, you get a bow, you get armor, and nothing else. Would like to see more ranged options and possibly a slower, higher-hitting melee weapon and a faster, lower hitting melee weapon. The regular sword also needs a huge limit on how fast you can swing. I also don't like the hunger system/regenerative health, it seems to make the game wayyyy too easy and it is pretty much impossible to die while caving, which was much riskier before regenerative health.
As for my answer to the second question, I basically hope they change everything about the combat except for the bow mechanics, which are in my opinion good and well-balanced the way they are.
I would like it if they added a mace, spear, and a shield.
Spears:
Dis is how u craft it.
Facts: Right click and hold to wind back similar to a bow and arrow. Does 3-11 damage depending on how far you wind it. Once you shoot it, you can pick it up. It takes 500 ticks until it disappears. It doesn't have very good accuracy and once you shoot a animal, monster, entity, player, ect., it disapears.
Mace
Dis is how u craft it.
Facts: Has a reach of 3 blocks. Can do 5-14 damage depending on armor, critical hit, ect. Right clicking will toss the mace 3 blocks in front of the player. Once the player right clicks again, it will come back in. Has a durability bar and can be made from stone, iron, gold, and diamond.
Shield
This is how u craft it.
Facts: Can protect player from 6-15 damage depending on variation, critical hit, effects, enchantments, ect. Right clicking will slow the player down by 50%, and use the shield. Has a durability bar and can be made from stone, iron, gold, and diamond.
I am done. Everyone stay awesome and have a good day. =^-^=
*Signature Goes Here*
Exactly what I was talking about when I said it needs more variety. Well done sir @ZeroStinksAtGames
I am worried about the changes to the combat system primarily because I feel like it won't be the same Minecrafty feel that we have had since alpha. There have been little changes to combat since the alpha, and we have become used to how it works as a community.
Prior to the update that added enchantments, combat required skill, not just better gear. However, as enchantments were added it became a grind to get the XP and get the equipment necessary to combat other players on the server. I feel like this update killed PvP for me, and it hasn't felt the same since.
I am not too sure how it turns out, but I am afraid that it will become something I don't like, or can't get used to. The biggest thing I used to enjoy about minecraft was its simplicity, which has now faded. I have yet to really engage in enchanting, brewry etc. It just isn't for me I guess.
I posted this @ http://www.reddit.com/r/minecraftsuggestions/comments/31v7i7/what_is_minecraft_combat_to_you_how_can_we_make/
but I guess it's valid here too.
"I really like all of the suggestons which I've read here, but I also find they're missing a really important point (at least, some of them), and that is... enchantments, I do find they're quite balanced but it's not that of what I would want to talk in my reply, it's more about variety, because sure, balance is really important, but variety also is...
I find PvP can become a bit dull after a while because everybody uses the same setup over and over again, and maybe it's not all their fault because no-one is going to use an unpowered build to be 'different'...
And that's why I think some enchantments should be added (that doesn't mean new weapons wouldn't be nice aswell, but that's covered in another reply).
I've got some example ideas, I don't know if you will agree with me, though.
Health Stealing (Adds a 10% chance of being healed by a fraction of the damage dealt to the opponent for every level) Can be applied to low range weapons.
I personally think the current bow system is perfect, I don't think it should be changed at all.
As for swords, I think there needs to be a way to counter attacks, not sure how they would code it in, but it beats just endlessly clicking away at each other.
IMO
My Youtube Channel: https://www.youtube.com/channel/UCd_JoIjCmRRjG7S5vR4hYig/
Yes, but then there is no way at all to heal except for health potions and golden apples. You wouldn't heal from eating a porkchop like the old system.
Considering that I often let myself get down to 1 hunger bar left before eating and have lost only 1-2 hearts by then, despite not being able to regenerate health for nearly half the time (as three baked potatoes (pre-1.8) will completely restore hunger and saturation, so I regen for 22 of the 38 hunger points they restore) this is definitely not the issue you are claiming it is (and yes, that is while caving; a stack of baked potatoes sees me through enough caving to get a beacon's worth of iron blocks - that's a FULL beacon, 1,476 iron ore, as if anybody in their right mind goes caving for that long).
It also strikes me as bizarre how many people complain of caving (in particular) being too easy because of the hunger system - what about branch-mining? Totally safe - you can get loads of diamonds without killing a single mob since you spawned! Or even eating/needing to heal with the Beta hunger system! Indeed, it is hard to believe but even I branch-mine to get my first resources when I start a new world - I only go caving for fun, not to actually get resources (not necessarily because it is safe; I don't even explore caves, aside from any caves my mine intersects, until I've "beaten" the game).
Unless you are inexperienced the Beta hunger system would just be a minor annoyance due to unstackable food, one that I could get around by filling up my Ender chest with food, which would be depleted as I fill it up so no big problem.
Also, the issues with combat are mainly with regards to PvP - which the game wasn't designed with in mind and shouldn't be - if a PvP server thinks otherwise why not just code some plugin (or better yet, use the plugin API, whenever that comes out) to improve PvP combat?
As for whatever changes they might do, well, if I don't like any I'll just update my signature:
TheMasterCaver's Mods and Tweaks (1.7-1.8) - mods for pre-1.9 combat mechanics, pre-1.8 anvil mechanics, pre-1.7 cave generation, and more.
Yeah, that's my response to any changes that I don't like, not that I even play on 1.7 (I've even backported some features). Actually, I probably won't even bother.
In particular, adding some sort of delay to swords, not because so you can't hit ONE mob as fast as possible (which is already circumvented by damage immunity, and prior to 1.7, your sword rapidly losing durability, a feature/bug they shouldn't have removed; not that this mattered much in PvP with the durability of armor (seriously, how does Unbreaking III diamond armor break before a diamond sword without Unbreaking? Even Unbreaking is almost useless on armor) but when faced with 5-10 zombies you either have to run away (if you can) or be able to quickly hit them in succession (I've killed over 600 mobs in a single play session, and many people who've played 1.7-1.8 have probably forgotten what zombies were like in 1.6; they even caused the server to lag (luckily this lag was patchable using a fix taken from Forge; not even sure why the report is still open because from what I've seen the issue is orders of magnitude better in 1.7-1.8).
Although, in reference to armor durability, perhaps they will do some armor rebalancing - like make diamond armor as durable as diamond tools, but lower the protection to be consistent with the speed benefit of tools over iron; for example, I modded it to have 1500 durability, for all pieces and only losing one durability per hit, even from a point-blank TNT blast (not really significant outside of PvP as durability lost is damage / 4, converted to an integer so it rounds down; 8 is required to round to 2, and most common mobs deal less than that even on Hard; only 4 for zombies, 1-5 for skeletons, etc), and changed armor points to 3.5% each, or 70% total (vs 4% and 80%); this doesn't seem like a huge change but it means that you get 50% more damage in full armor (30% / 20%) and makes enchantments more necessary (for example, a creeper deals up to 36.5 hearts on Hard; 36.5 * 30% = 10.95 hearts = RIP unless you have some (Blast) Protection (in terms of "health" gained over iron this is a 33% increase; diamond tools mine 33% faster than iron).
(it is interesting to note that the "speed" of diamond and iron tools are 8 and 6 respectively; armor protection is 80% and 60% - seems like Notch thought they were the same relative increases, when in reality 80% damage reduction is twice as good as 60%)
Also, the anvil (to a lesser extent, enchanting) changes in 1.8 seriously unbalanced the use of diamond gear, especially with enchantments; with my changes to diamond armor it costs 23 levels to repair a Protection IV (no Unbreaking III) piece with two diamonds (50% durability), compared to 11 levels for the vanilla piece (ironically, the same cost as iron armor due to the low durability), negating much of the durability increase (XP cost/durability point restored; less diamonds are needed but I find 4-5 times the number I use without using Fortune so it doesn't make much difference; even with vanilla armor I used about as many to repair my pickaxe as armor, I also only wore a chestplate and leggings (with Unbreaking III), adding boots for more protection due to the reduced armor points (about the same protection overall), offsetting some of the diamond savings).
Of course, in 1.8 it costs just one level per unit and two for a new item (plus the prior work penalty) no matter what, resulting in a far lower cost for most of the repairs you can do, and lets you restore 100% durability in any case (e.g. my diamond sword costs 35 levels for a 50% repair, the maximum possible; I repair armor at 50% since it is convenient, even if it uses more XP and anvil uses) and repair more highly enchanted items (e.g. my sword has Sharpness V, Knockback II, Unbreaking III and is already too expensive to repair with a new sword; in 1.8 you could add Fire Aspect II and Looting III and it would cost the same as any item with the same number of anvil workings).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Wow you wrote a lot :P. You made several valid points, I guess some people just have different opinions about the hunger/regen system. I personally felt that the beta system was much more of a challenge and ultimately a more enjoyable experience, but that's just me.
I personally don't like or dislike the current combat system. It is not something I pay much attention to.
I wouldn't mind them expanding the options in weapon choice, like a spear in the very least, among other ideas out there.
As far as to what I wouldn't want them to change... I am unsure. I am a builder, not a fighter. I only fight when I have to, or want a certain thing. So on that note, I can only hope the changes are not too extreme to make easy/normal too much more difficult, and hoping to balance them a bit more to the difficulties they should be across all of them. easy should be easy, and hard should be hard. Well adding more diversity to what the difficulties mean anyway...
I actually want more utility than more weapons. For example, grappling hooks.
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