As we all know by know, Minecraft's combat systems are pretty basic. With PvP, most of what you do with swords is get a better weapon and click faster, which is not easy on a trackpad/touchpad might I add. While it is functioning, and they do say don't fix something that's not broken, where's the fun in old toys? We like shiny new things. So why not revise the combat system? I am pretty sure suggestions for improvement have been made before, but I'd thought I'd add my thoughts for the world to see that way you can yell at me and call someone a stupid like I know you want to. So here's your excuse. Don't worry. I wont take it personal. I'll just ask that you leave your name and address and possibly any fatal allergies that you may or may not have.
I am going to break this up into 2 parts: Melee Combat and Ranged combat. I have not done tons of research into these mechanics yet, so I may be making a few false assumptions, so feel free to correct me (not that you need an invitation...) There will be a few weapons suggestions, as these systems will be a bit restrictive in some aspects given our current weapons variety. These suggestions will be pretty simplistic at first, giving a general idea, as it is late and I want to go to bed, but then I'll forget everything like everybody does. It can't just be me. If it is... then I'd best warn you now that lying is a sin and YOU WILL GO TO HELL FOR SINNING.
Melee
With swords as they are now, there are only 2 mechanics currently: Swinging and blocking. There are only 2 buttons: Left and right click. Most of the way these mechanics are used is block if you are about to get shot, spam click left mouse if there is an enemy close by. Blocking is pretty useless in direct combat, as you are essentially postponing the inevitable while sustaining rapid blows. This is not the way sword fights are meant to be had.
What I am proposing is a more in depth system, with a sort of combo-esque type mechanic. For starters, swings will have a bigger cool down time, and will be more fluid. Unfortunately, these mechanics may require a major revamp in the health, armor, and possibly the implementation of an energy system outside of hunger, which in turn would revamp hunger. This may make the combat systems a little impractical to implement at first, but baby steps.
With swinging there will be two major controls: light and heavy, executed with short and long clicks of the left mouse button respectively. As common sense may suggest, a light attack would be short, swift, few holes, low recovery time, and have minimal knock back, whereas a heavy attack would be wider arcs, substantially more forceful, armor shattering blows, major holes, major exhaustion, and severe knock back.
With blocking, there will also be two functions: the block we are all used to and a parry. The standard block would sustain no direct damage to the player or armor, but would severely damage the blocker's weapon, and deplete a noticeably large amount of energy and sustain major recoil. With a parry, the defender would right click just before the opposing combatant's attack would land. Parrying a light attack would open a hole and allow the defender a small break, while parrying a heavy attack would result in a major recoil on both combatants, with the previous attacker's recoil being noticeably bigger than the defender's. This would leave the attacker nearly defenseless for a temporary amount of time, allowing for a major shift in roles and dealing massive amounts of damage. Obviously parries could be followed up by a counter attack. Duh-huh, kinda the point of a parry. Nothing special.
Now this is great and all, but it still feels kinda restrictive. That's where the combo system comes in. So lets say I am new to swordsmanship. I go up next to the training dummy and start swinging like a madman. I find myself exhausted. However, next time I come up with a different plan. I can swing my sword sword sword in a large sweeping arc, and my hand ends up out by my side with the blade facing towards the right and a little bit backwards. Yesterday I swung right back the way it came and got exhausted. So using the common sense that is so rare in today's world I try something different. This time I carry the momentum in a loop and bring my sword to a slightly higher position. I can now carry through and bring my sword downwards on his shoulder. Or instead I can go to the ball game and instead of carrying through, reel back my sword for a home run. So in a sense, the combo system will be a system of using momentum of the blade in different ways. More to come later, I am getting tired and have other points to get to.
So I am aware of a flaw in my ideas at this point: this is a mechanic for one on one combat, and standard NPC's aren't nearly advanced enough to pull this off. You cannot fight off the zombeh apocalypse one zombeh at a time. Zombehs are not the chivalrous people that we are. To this I say I am not done. As mentioned a little while back, I said more weapons would need to be implemented. I feel like taking one out of the books from Darksiders here and use the example of the scythe. However, I also mentioned above that I am tired and would like to go to sleep. So too bad! No soup for you!
Ranged
Mother may I?
Obviously these ideas are not even close to done, and some of them may be redounded. I agree 100%. I am wasting my time that I could be sleeping... or playing mc for that matter... or sleeping in mc! If you still are sticking around, thank you for looking at me ramble. If you are not... then I'm preaching to the choir again... Either way thank you for reading!! I would like your feedback if you have any. I want to know how big of a you guys think I am. We all gotta learn somehow, eh?
I find this idea terribly useless in vanilla; adding a whole bunch of combat mechanics that nobody witll use is somewhat pointless. We already have critical hits by jumping and hitting, and what like 60% of Minecrafers are blatantly unaware of, nor plan on using. Along with people who don't block with swords. Now in FTB, with things like plasma cannons, and super awesome tools and weapons, I can see this working.
I find this idea terribly useless in vanilla; adding a whole bunch of combat mechanics that nobody witll use is somewhat pointless. We already have critical hits by jumping and hitting, and what like 60% of Minecrafers are blatantly unaware of, nor plan on using. Along with people who don't block with swords. Now in FTB, with things like plasma cannons, and super awesome tools and weapons, I can see this working.
That's part of my point. It is extremely basic and requires no skill whatsoever. It is a relatively basic feature of the game. Nobody pays attention to it because there is nothing to pay attention to. The point about blocking is to give them a reason to block. And obviously it would require some major AI advancements in the current mobs and some new ones as well. And as for plasma cannons and super tools/weapons... First of all there is still the ranged combat system I need to write down. And second of all, no one said mods were balanced. If we add these restrictions/advancements in, then it limits them a little bit more. There's a lot more I want to get into, like customizable combos and other goodies, but for now scream at a skeleton all you want. Just remember: skeletons have bows.
EDIT: Sorry, misread what you said about the FTB tools. I thought you were criticizing it : P Not that there's a problem with that.
I was not refering to the word , I am calling you an , then atributing the word dumb to you. What's the difference? Well, one is just a stupid person, the other is full of.
If you think I'm being serious with this slang, you are sorely mistaken, and need to lighten up.
I was not refering to the word , I am calling you an , then atributing the word dumb to you. What's the difference? Well, one is just a stupid person, the other is full of.
If you think I'm being serious with this slang, you are sorely mistaken, and need to lighten up.
Never put that much thought into it, you sir just made my day.
then I'd best warn you now that lying is a sin and YOU WILL GO TO HELL FOR SINNING.
Alright, that got strange pretty fast. As for your ideas...
Yeah, the combat in Minecraft is pretty dull, but your ideas would overcomplicate things in the long run and would require suicidal amounts of programming and bug testing. On top of that, these light/heavy attacks and combo systems are gonna cause some serious complications in multiplayer with players with different pings.
That part with the blocking that makes you take no damage but makes the weapon take damage is also very useless, because the armor itself (and enchantments) are meant to deal with all of that instead of having a sword do that.
Are the ideas horrible? No. Are they somewhat bad? Not really. However, are they needed/worth adding to the game? No.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
On top of that, these light/heavy attacks and combo systems are gonna cause some serious complications in multiplayer with players with different pings.
That part with the blocking that makes you take no damage but makes the weapon take damage is also very useless, because the armor itself (and enchantments) are meant to deal with all of that instead of having a sword do that.
As I mentioned, this also may require an implementation of an energy system of sorts...
your ideas would overcomplicate things in the long run and would require suicidal amounts of programming and bug testing.
No one said it had to be practical. How many of these suggestions on this forum are actually going to go through? The forum is for giving Ideas for what I would like to see then discuss them to make them better. Start with a goal, then whittle it down until its a product.
Are the ideas horrible? No. Are they somewhat bad? Not really. However, are they needed/worth adding to the game? No.
Most suggestions aren't necessary. If these things were necessary, and people became attached to these ideas, then when their concept gets downed, then they would stop playing mc.
In other words, you cant just sit there and block or swing for an eternity. your player would get exhausted after a while. So after a while, you would have insufficient energy to block and then the armor does its job.
I guess it could allow some fun things in PVP and opportunities for new bukkit plugins.
This is mainly what I was directing at. My goal was to make a more advanced PvP system that requires more skill to learn, thus enhancing gameplay elements.
This is mainly what I was directing at. My goal was to make a more advanced PvP system that requires more skill to learn, thus enhancing gameplay elements.
Congratulations u are now a gold miner
Anyways Support
In other words, you cant just sit there and block or swing for an eternity. your player would get exhausted after a while. So after a while, you would have insufficient energy to block and then the armor does its job.
That would actually be pretty horrible. We already have hunger as our sort of energy bar and we don't need another one. Giving the chance to rip the ability for someone to swing their sword (apart from dying) would be annoying as hell. Ideas like that are usually showered with negativity.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
I am going to break this up into 2 parts: Melee Combat and Ranged combat. I have not done tons of research into these mechanics yet, so I may be making a few false assumptions, so feel free to correct me (not that you need an invitation...) There will be a few weapons suggestions, as these systems will be a bit restrictive in some aspects given our current weapons variety. These suggestions will be pretty simplistic at first, giving a general idea, as it is late and I want to go to bed, but then I'll forget everything like everybody does. It can't just be me. If it is... then I'd best warn you now that lying is a sin and YOU WILL GO TO HELL FOR SINNING.
Melee
With swords as they are now, there are only 2 mechanics currently: Swinging and blocking. There are only 2 buttons: Left and right click. Most of the way these mechanics are used is block if you are about to get shot, spam click left mouse if there is an enemy close by. Blocking is pretty useless in direct combat, as you are essentially postponing the inevitable while sustaining rapid blows. This is not the way sword fights are meant to be had.
What I am proposing is a more in depth system, with a sort of combo-esque type mechanic. For starters, swings will have a bigger cool down time, and will be more fluid. Unfortunately, these mechanics may require a major revamp in the health, armor, and possibly the implementation of an energy system outside of hunger, which in turn would revamp hunger. This may make the combat systems a little impractical to implement at first, but baby steps.
With swinging there will be two major controls: light and heavy, executed with short and long clicks of the left mouse button respectively. As common sense may suggest, a light attack would be short, swift, few holes, low recovery time, and have minimal knock back, whereas a heavy attack would be wider arcs, substantially more forceful, armor shattering blows, major holes, major exhaustion, and severe knock back.
With blocking, there will also be two functions: the block we are all used to and a parry. The standard block would sustain no direct damage to the player or armor, but would severely damage the blocker's weapon, and deplete a noticeably large amount of energy and sustain major recoil. With a parry, the defender would right click just before the opposing combatant's attack would land. Parrying a light attack would open a hole and allow the defender a small break, while parrying a heavy attack would result in a major recoil on both combatants, with the previous attacker's recoil being noticeably bigger than the defender's. This would leave the attacker nearly defenseless for a temporary amount of time, allowing for a major shift in roles and dealing massive amounts of damage. Obviously parries could be followed up by a counter attack. Duh-huh, kinda the point of a parry. Nothing special.
Now this is great and all, but it still feels kinda restrictive. That's where the combo system comes in. So lets say I am new to swordsmanship. I go up next to the training dummy and start swinging like a madman. I find myself exhausted. However, next time I come up with a different plan. I can swing my sword sword sword in a large sweeping arc, and my hand ends up out by my side with the blade facing towards the right and a little bit backwards. Yesterday I swung right back the way it came and got exhausted. So using the common sense that is so rare in today's world I try something different. This time I carry the momentum in a loop and bring my sword to a slightly higher position. I can now carry through and bring my sword downwards on his shoulder. Or instead I can go to the ball game and instead of carrying through, reel back my sword for a home run. So in a sense, the combo system will be a system of using momentum of the blade in different ways. More to come later, I am getting tired and have other points to get to.
So I am aware of a flaw in my ideas at this point: this is a mechanic for one on one combat, and standard NPC's aren't nearly advanced enough to pull this off. You cannot fight off the zombeh apocalypse one zombeh at a time. Zombehs are not the chivalrous people that we are. To this I say I am not done. As mentioned a little while back, I said more weapons would need to be implemented. I feel like taking one out of the books from Darksiders here and use the example of the scythe. However, I also mentioned above that I am tired and would like to go to sleep. So too bad! No soup for you!
Ranged
Mother may I?
Obviously these ideas are not even close to done, and some of them may be redounded. I agree 100%. I am wasting my time that I could be sleeping... or playing mc for that matter... or sleeping in mc! If you still are sticking around, thank you for looking at me ramble. If you are not... then I'm preaching to the choir again... Either way thank you for reading!! I would like your feedback if you have any. I want to know how big of a you guys think I am. We all gotta learn somehow, eh?
Oh and by the way is one word
That's part of my point. It is extremely basic and requires no skill whatsoever. It is a relatively basic feature of the game. Nobody pays attention to it because there is nothing to pay attention to. The point about blocking is to give them a reason to block. And obviously it would require some major AI advancements in the current mobs and some new ones as well. And as for plasma cannons and super tools/weapons... First of all there is still the ranged combat system I need to write down. And second of all, no one said mods were balanced. If we add these restrictions/advancements in, then it limits them a little bit more. There's a lot more I want to get into, like customizable combos and other goodies, but for now scream at a skeleton all you want. Just remember: skeletons have bows.
EDIT: Sorry, misread what you said about the FTB tools. I thought you were criticizing it : P Not that there's a problem with that.
I was not refering to the word , I am calling you an , then atributing the word dumb to you. What's the difference? Well, one is just a stupid person, the other is full of.
If you think I'm being serious with this slang, you are sorely mistaken, and need to lighten up.
Always happy to make others happy by taking advantage of my own mistakes
Alright, that got strange pretty fast. As for your ideas...
Yeah, the combat in Minecraft is pretty dull, but your ideas would overcomplicate things in the long run and would require suicidal amounts of programming and bug testing. On top of that, these light/heavy attacks and combo systems are gonna cause some serious complications in multiplayer with players with different pings.
That part with the blocking that makes you take no damage but makes the weapon take damage is also very useless, because the armor itself (and enchantments) are meant to deal with all of that instead of having a sword do that.
Are the ideas horrible? No. Are they somewhat bad? Not really. However, are they needed/worth adding to the game? No.
Ok, you got me there. Forgot about that aspect.
As I mentioned, this also may require an implementation of an energy system of sorts...
No one said it had to be practical. How many of these suggestions on this forum are actually going to go through? The forum is for giving Ideas for what I would like to see then discuss them to make them better. Start with a goal, then whittle it down until its a product.
Most suggestions aren't necessary. If these things were necessary, and people became attached to these ideas, then when their concept gets downed, then they would stop playing mc.
I am tired, and I am weird. Not a good combination.
I don't really follow.
In other words, you cant just sit there and block or swing for an eternity. your player would get exhausted after a while. So after a while, you would have insufficient energy to block and then the armor does its job.
This is mainly what I was directing at. My goal was to make a more advanced PvP system that requires more skill to learn, thus enhancing gameplay elements.
Anyways Support
My little sister likes to dig for gold... And thanks!
That would actually be pretty horrible. We already have hunger as our sort of energy bar and we don't need another one. Giving the chance to rip the ability for someone to swing their sword (apart from dying) would be annoying as hell. Ideas like that are usually showered with negativity.