"When we release a pure bugfix update, people get VERY upset ("NOTHING CHANGED!").. Adding features gives us much happier users. But I do realize that it's only happier users in the short term." - Notch
Well just remember guys that alot of stuff in minecraft does not scale up properly to IRL, like say making a shovel out of one ingot of metal, or a shovel out of 1 egg of diamond.
True, these are big spiders. but they aren't the kind that spin webs to trap. They are hunting spiders. they probably only use webs for egg sacks and food storage.
True, these are big spiders. but they aren't the kind that spin webs to trap. They are hunting spiders. they probably only use webs for egg sacks and food storage.
"When we release a pure bugfix update, people get VERY upset ("NOTHING CHANGED!").. Adding features gives us much happier users. But I do realize that it's only happier users in the short term." - Notch
Why not up the damage, lower the firing speed? It would fix the temporary immunity to damage(When it flashes red)Like 3 second recharge, longer range (Less gravity) and like 1.5-2.5 damage.
Rollback Post to RevisionRollBack
Light travels faster than sound, thats why people seem bright until you hear them speak.
since the firing rate is as fast as the person can click, there's not really a baseline from which to say: "Half of THIS NUMBER" the maximum firing rate already in place varies from person to person.
My idea was to keep the maximum rate at which enemies will take damage, and then have the firing rate of the bow based on a multiple of that. Essentially 3x monster damage rate would mean that clicking as fast as the bow can be fired, and constantly cycling through the enemies that are on the screen, would allow you to damage 3 enemies at full efficiency, but if there were 4 or more enemies, or if you missed or tried firing twice in a row at the same enemy, they'd start gaining ground on you.
[qoute]OMG U HAVENT FOUND OLOLOLOLOLON OOB!!!!!!!11!1!!!"12!"££"£"£$
Ok seriously now, it's halo reference time again. How about a kind of accuracy loss between shots, which goes back to maximum(pretty much where your pointing) in say, 1 second. If one were to fire it at the 1/2 mark you would have half the maximum accuracy. If you were to spam the hell out of a bow, then arrows would be flying everywhere. You have a tradeoff, without having to make a weapon with the other side: Many shots, few hits, few shots, always hits? Kind of like DMR bloom, where the accuracy decreases for a second.[quote]
Or maybe instead of accuracy trade-off do a damage trade-off?
It would work. like in your HUD its says how much damage it would do at how far back you are holding it.
Rollback Post to RevisionRollBack
Light travels faster than sound, thats why people seem bright until you hear them speak.
since the firing rate is as fast as the person can click, there's not really a baseline from which to say: "Half of THIS NUMBER" the maximum firing rate already in place varies from person to person.
My idea was to keep the maximum rate at which enemies will take damage, and then have the firing rate of the bow based on a multiple of that. Essentially 3x monster damage rate would mean that clicking as fast as the bow can be fired, and constantly cycling through the enemies that are on the screen, would allow you to damage 3 enemies at full efficiency, but if there were 4 or more enemies, or if you missed or tried firing twice in a row at the same enemy, they'd start gaining ground on you.
If there were four I might be running or out of ammo, or both.
Considering you can shoot the In game bow about 2 or 3 a second, and in real life you can shoot a bow once in 3 or 4 seconds (more if you are aiming a lot) the mechanic isnt fantastic. Besides that I just prefer a sniper tactic, which is not ethical because you wouldnt get the drops. So you would just be wasting ammo.
Rollback Post to RevisionRollBack
Light travels faster than sound, thats why people seem bright until you hear them speak.
Could we just have the right click draw and release the string?
Right click and hold to bring the string back, Release to fire.
If you do it quick, your arrows will do little damage at all and just drop to the ground.
If you wait for a fully drawn well-aimed shot, it'll go far, hurt like hell, and the whole problem will be solved. gg.
If Minecraft is in Australia, where is the Australium???
I think it's time I admitted the truth... I am really the minecraft guy . I found the australium and made the immortality machine, so i am still alive 800 years later. It's true, i'm god.
Could we just have the right click draw and release the string?
Right click and hold to bring the string back, Release to fire.
If you do it quick, your arrows will do little damage at all and just drop to the ground.
If you wait for a fully drawn well-aimed shot, it'll go far, hurt like hell, and the whole problem will be solved. gg.
Love it but we still have to determine the drawing speed, also while drawing the bow you can still run maybe?
Hell if the bow and arrow worked like this I'd use it much more and even forget about primitive guns for a while, there's few games out there that pull off the bow and arrow right.
I dislike the idea of pulling back the bow to get more strength. Thats not how you fire a real bow. Firing a real bow involved a lot of work to make sure you are consistent; you always try to pull the bow back to a full draw, make sure you have it at the same angle, etc. so you can be consistent. How far you draw back the bow has nothing to do with your aiming. It is all in the angel. Trying to represent drawing back a bow in a game is always annoying; It feels much more natural to have a rate of fire limit that to have to wait for the bow to draw back.
I know realism is not the ultimate goal, but drawing back the bow is trying to simulate a situation that doesn't really exist, and is an annoying system.
I don't think it is plus the poster with the bow draw back said nothing about the aim going off, unless you're talking about another guy. What he said is, pull back on the bow improperly (not a full draw) and the the arrow will misfire, fall or not shoot at effective range.
Plus it adds more skill since the players have to gauge the strength of the bow and stuff to use it effectively rather than have a mechanism guide their hand through it.
Ever since I converted a Skeleton Spawner into an Arrow Dispenser, thus eliminating any ammo worries forever, the game has been a bit too easy. The bow could use a nerf.
"When we release a pure bugfix update, people get VERY upset ("NOTHING CHANGED!").. Adding features gives us much happier users. But I do realize that it's only happier users in the short term." - Notch
Minecraft takes place in Australia?
It all makes sense now
MY GOD YOUR RIGHT!!!
"When we release a pure bugfix update, people get VERY upset ("NOTHING CHANGED!").. Adding features gives us much happier users. But I do realize that it's only happier users in the short term." - Notch
They have creepers in Australia?
*buys plane ticket and digital camera*
I support nekos!
Link: viewtopic.php?f=6&t=28798
Even 1/4 firing rate would work.
My idea was to keep the maximum rate at which enemies will take damage, and then have the firing rate of the bow based on a multiple of that. Essentially 3x monster damage rate would mean that clicking as fast as the bow can be fired, and constantly cycling through the enemies that are on the screen, would allow you to damage 3 enemies at full efficiency, but if there were 4 or more enemies, or if you missed or tried firing twice in a row at the same enemy, they'd start gaining ground on you.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Ok seriously now, it's halo reference time again. How about a kind of accuracy loss between shots, which goes back to maximum(pretty much where your pointing) in say, 1 second. If one were to fire it at the 1/2 mark you would have half the maximum accuracy. If you were to spam the hell out of a bow, then arrows would be flying everywhere. You have a tradeoff, without having to make a weapon with the other side: Many shots, few hits, few shots, always hits? Kind of like DMR bloom, where the accuracy decreases for a second.[quote]
Or maybe instead of accuracy trade-off do a damage trade-off?
It would work. like in your HUD its says how much damage it would do at how far back you are holding it.
I support nekos!
Link: viewtopic.php?f=6&t=28798
If there were four I might be running or out of ammo, or both.
Considering you can shoot the In game bow about 2 or 3 a second, and in real life you can shoot a bow once in 3 or 4 seconds (more if you are aiming a lot) the mechanic isnt fantastic. Besides that I just prefer a sniper tactic, which is not ethical because you wouldnt get the drops. So you would just be wasting ammo.
I support nekos!
Link: viewtopic.php?f=6&t=28798
Mushroom=leather
[]
[>>-i>]
[] []
Or maybe add some metal or wood somewhere?
It might be a Prerequisite for holding ammo or adds to the number of ammo you can have.
I am a person who would use a Bladed bow. light armor, style, and ranged and melee weapon that`s basicly me. Except I am without style.
I support nekos!
Link: viewtopic.php?f=6&t=28798
Right click and hold to bring the string back, Release to fire.
If you do it quick, your arrows will do little damage at all and just drop to the ground.
If you wait for a fully drawn well-aimed shot, it'll go far, hurt like hell, and the whole problem will be solved. gg.
I think it's time I admitted the truth... I am really the minecraft guy . I found the australium and made the immortality machine, so i am still alive 800 years later. It's true, i'm god.
TF2 ftw
Love it but we still have to determine the drawing speed, also while drawing the bow you can still run maybe?
Hell if the bow and arrow worked like this I'd use it much more and even forget about primitive guns for a while, there's few games out there that pull off the bow and arrow right.
I know realism is not the ultimate goal, but drawing back the bow is trying to simulate a situation that doesn't really exist, and is an annoying system.
I don't think it is plus the poster with the bow draw back said nothing about the aim going off, unless you're talking about another guy. What he said is, pull back on the bow improperly (not a full draw) and the the arrow will misfire, fall or not shoot at effective range.
Plus it adds more skill since the players have to gauge the strength of the bow and stuff to use it effectively rather than have a mechanism guide their hand through it.
not fair! can you share please?