Don't you think its a bit annoying to see everyone running around in diamond armor? I might have the solution that will make people choose different armors that fit with their fighting style!
I have thought of 4 components that will determine wich armor you're gonna be wearing for fighting:
Weight - Weight affects two things. First off, it makes your character be slower to reach maximum speed when walking or sprinting.This is called acceleration. The second thing affected by weight is your jump distance. Heavier armors will make you jump less far.
Noise - Armors made of metal or diamond will make your walking sound more heavy and be louder. Sneaking makes the sound 50% less loud. Mobs will detect you from further away when your armor makes more noise.
Buffs and Debuffs - When wearing a full set of uniform armor, players get buffs that make the playstyle of the armor. Debuffs are less present, but will make can make a combat little less easy.
When wearing mixed armor, players get the weight and the noise of the heaviest armor piece they are wearing.
Leather armor: The archer
Weight is unaffected.
The walking sound is a muffled version of the current one.
Armor piercing: Arrows shot with a bow have a 7.5% chance to negate 6 armor points.
Steady Hand: Bows are 20% quicker.
Dodge: 2% chance to ignore damage from a melee attack.
Brutalisation and Laceration: When hit by an axe, theres 10% chance that 4 armor points are negated. When its by an axe, theres a 15% chance to negate 2 armor points.
Iron armor: The warrior
Acceleration is 25% slower than unarmored players. Jump distance reduced by half a block.
Sounds like something heavy and metallic being moved from one point to another, very noticeable.
Barbaric: +0.5 heart of damage per 4 hearts dealt by the weapon. Has to be melee.
No debuff.
Chainmail armor: The swordsmaster
Acceleration is 10% slower. Jump distance unaffected.
Makes a more chainy version of the iron armor's sound, but way less loud.
Speed training: Each 2.5 hearts missing on your health bar gives you +0.1 attack speed with swords. Criticals with swords deal 25% more damage.
Dodge: 2% chance to ignore damage from a melee attack.
Vulnerability: Arrows shot at you have a 15% chance to ignore all armor.
Diamond armor: The tank
Acceleration is slowed down by 40%. Jump distance reduced by one block.
The walking sound is one of precious stones being clashed. Moderately loud.
Arrow deflect: When total armor durability is over 40%, arrows have a 15% chance to be deflected.
Chipping: When armor durability is under is under 40%, hits from diamond weapons have a 10% chance to take 2 durability off the armor instead of 1.
Gold armor: The mageblade
Acceleration is slowed down by 45% Jump distance reduced by one block.
Same sound as the iron armor.
Biocommensalism: Potions drunk have a 20% chance to be one level higher or last 30 seconds more. Doesn't apply to golden apples.
War meditation: When health is at 50% or under, your enchantments, including weapons, become two levels higher.
Soft spot: Melee damage have a 5% chance to ignore 5 armor points.
Crippling: Melee attacks have a 5% chance to take 2-3 durability instead of 1.
This really fits in with the Combat Update! But even though realism does not equal good gameplay, this actually makes sense and armor will no longer be a stronger-than-last-set formula. However, the weigh thing is an actual balance in armor.
Try this - set the game to Normal difficulty and put on a full set Protection IV diamond armor, then spawn a creeper in a 1x1 hole (to guarantee a point-blank hit; if you just let one walk up to you and explode you only get about half the maximum damage) in the ground and jump in:
That makes armor practically useless (along with super fast health regeneration, letting you easily heal from weaker mob attacks); even on Easy you are nearly 1-hit in unenchanted diamond armor (since protection depends on (armor points - damage / 2), thus 40 points of damage (creepers deal 49 on Normal), makes armor completely useless; more than 26 points (creepers deal 25 on Easy) will kill you), and no mob, no matter how rare or whether it is a boss mob, much less one of the most common mobs in the game should EVER be able to 1-hit a player, regardless of difficulty, in the best armor possible (prior to 1.8 you survive with 2 hearts in full diamond armor on Hard). Shields only block damage from in front of you and break after a few hits (losing damage + 1 durability, hence up to 50 from a creeper on Normal).
Armor should be buffed to offset the nerfs, such as giving diamond armor the same durability as diamond tools (1562; iron = 251, for all pieces) and making damage reduction independent of damage (66% damage reduction is reasonable, and creeper explosions are survivable on Normal, with enchantments on Hard). Armor should also provide the original 80% max damage reduction when worn by mobs, so as to not nerf their armor (that's right - armored mobs were made weaker in 1.9. This is also similar to something I did in a mod (long before 1.9); I reduced armor protection to 70% when on players, keeping the protection of lower tiers the same by adding armor points, thus iron had 17 for 59.5% - while on mobs the original 4% per point was used, making full iron give 68% damage reduction (76% total for zombies, including their two base armor points; armored mobs are also much more common).
Try this - set the game to Normal difficulty and put on a full set Protection IV diamond armor, then spawn a creeper in a 1x1 hole (to guarantee a point-blank hit; if you just let one walk up to you and explode you only get about half the maximum damage) in the ground and jump in:
That makes armor practically useless (along with super fast health regeneration, letting you easily heal from weaker mob attacks); even on Easy you are nearly 1-hit in unenchanted diamond armor (since protection depends on (armor points - damage / 2), thus 40 points of damage (creepers deal 49 on Normal), makes armor completely useless; more than 26 points (creepers deal 25 on Easy) will kill you), and no mob, no matter how rare or whether it is a boss mob, much less one of the most common mobs in the game should EVER be able to 1-hit a player, regardless of difficulty, in the best armor possible (prior to 1.8 you survive with 2 hearts in full diamond armor on Hard). Shields only block damage from in front of you and break after a few hits (losing damage + 1 durability, hence up to 50 from a creeper on Normal).
Armor should be buffed to offset the nerfs, such as giving diamond armor the same durability as diamond tools (1562; iron = 251, for all pieces) and making damage reduction independent of damage (66% damage reduction is reasonable, and creeper explosions are survivable on Normal, with enchantments on Hard). Armor should also provide the original 80% max damage reduction when worn by mobs, so as to not nerf their armor (that's right - armored mobs were made weaker in 1.9. This is also similar to something I did in a mod (long before 1.9); I reduced armor protection to 70% when on players, keeping the protection of lower tiers the same by adding armor points, thus iron had 17 for 59.5% - while on mobs the original 4% per point was used, making full iron give 68% damage reduction (76% total for zombies, including their two base armor points; armored mobs are also much more common).
So you don't support the suggestion because armor is useless, and you want it that way... Uhh...
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You put some good effort into this, but I think armor is fine as is. I sort of like the idea of armor set bonuses, but I don't know if I like what those actual bonuses are in the suggestion, and the names of them aren't very Minecraftish.
This also seems like quite a lot to remember for each armor set.
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The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Don't you think its a bit annoying to see everyone running around in diamond armor? I might have the solution that will make people choose different armors that fit with their fighting style!
I have thought of 4 components that will determine wich armor you're gonna be wearing for fighting:
Leather armor: The archer
Iron armor: The warrior
Chainmail armor: The swordsmaster
Diamond armor: The tank
Gold armor: The mageblade
These all seem like good ideas. I like how each tier is suited for a specific style of combat. Support.
This really fits in with the Combat Update! But even though realism does not equal good gameplay, this actually makes sense and armor will no longer be a stronger-than-last-set formula. However, the weigh thing is an actual balance in armor.
Support
My Avatar: Totally not me.
AND IF YOU THINK IT IS ME THEN YOU HAVE NO REASON TO. MY AVATAR IS UNIQUE AND I HAVE BALLS TO PUT IT UP. >3>
anyway luv u <3
I'd support this just for making Leather and Gold armor actually useful.
I'm not a fan of the whole "weighing you down" thing though, seeing as this is the game where you can have literal tons of gold in your back pocket.
Armor has already been severely nerfed in 1.9.
Try this - set the game to Normal difficulty and put on a full set Protection IV diamond armor, then spawn a creeper in a 1x1 hole (to guarantee a point-blank hit; if you just let one walk up to you and explode you only get about half the maximum damage) in the ground and jump in:
That makes armor practically useless (along with super fast health regeneration, letting you easily heal from weaker mob attacks); even on Easy you are nearly 1-hit in unenchanted diamond armor (since protection depends on (armor points - damage / 2), thus 40 points of damage (creepers deal 49 on Normal), makes armor completely useless; more than 26 points (creepers deal 25 on Easy) will kill you), and no mob, no matter how rare or whether it is a boss mob, much less one of the most common mobs in the game should EVER be able to 1-hit a player, regardless of difficulty, in the best armor possible (prior to 1.8 you survive with 2 hearts in full diamond armor on Hard). Shields only block damage from in front of you and break after a few hits (losing damage + 1 durability, hence up to 50 from a creeper on Normal).
Armor should be buffed to offset the nerfs, such as giving diamond armor the same durability as diamond tools (1562; iron = 251, for all pieces) and making damage reduction independent of damage (66% damage reduction is reasonable, and creeper explosions are survivable on Normal, with enchantments on Hard). Armor should also provide the original 80% max damage reduction when worn by mobs, so as to not nerf their armor (that's right - armored mobs were made weaker in 1.9. This is also similar to something I did in a mod (long before 1.9); I reduced armor protection to 70% when on players, keeping the protection of lower tiers the same by adding armor points, thus iron had 17 for 59.5% - while on mobs the original 4% per point was used, making full iron give 68% damage reduction (76% total for zombies, including their two base armor points; armored mobs are also much more common).
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?
So you don't support the suggestion because armor is useless, and you want it that way... Uhh...
My Avatar: Totally not me.
AND IF YOU THINK IT IS ME THEN YOU HAVE NO REASON TO. MY AVATAR IS UNIQUE AND I HAVE BALLS TO PUT IT UP. >3>
anyway luv u <3
You put some good effort into this, but I think armor is fine as is. I sort of like the idea of armor set bonuses, but I don't know if I like what those actual bonuses are in the suggestion, and the names of them aren't very Minecraftish.
This also seems like quite a lot to remember for each armor set.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
While I like the concept, I'm not sure if I like the specific system you've created.
I partially support this.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
While I do like this idea, there is ONE big flaw; what if a player choses to wear armor pieces from multiple sets?
As a workaround, maybe each piece of armor could contain a certain amount of an ability which all adds up to
equal the specified ability powers you've mentioned.
Also, I think weight ought to apply to more or less everything, and not just the few things you mentioned. Some
examples of other applications of weight:
- Higher total armor weight could increase your sinking speed and decrease your rising speed in water. At a certain
weight, sinking could become unavoidable.
- Higher weight creates more downward pull when gliding using Elytra.
- The heavier your armor is, the less knockback you take. Could be seen as either good or bad depending on your situation.
- Heavier chestplates slow down attack speed.
- Heavier armor causes faster fall damage growth; taking fall damage while wearing too much armor might inflict Slowness 1.