This is exactly right. The VAST majority of players don't PvP, but everyone has to deal with mobs. The only strategy now is to sit back out of range and burn through arrows to kill mobs. Get in a safe place and bore yourself to death killing all but the last few and then maybe go in with your sword because the sword has become useless in dealing with more than 2 mobs at a time. Last night I had 6 wither skeletons and 8-10 blazes all in my field of play at one time. In 1.8 I would have picked off a couple blazes at selected spots and gone in hog wild to try and burn through the rest without getting killed. In this scenario I killed all but 2 withers with the bow at a distance, went in with my sharpness 5 - looting 3 sword, and nearly got killed because i missed the first swipe because the first one was a bit far out and by the time I got my sword recharged and got in a hit, the second one got around my back and I'm having to switch around back and forth timing hits. I was down to a half heart by the time I killed them. The new mechanics are boring and stupid for fighting mobs. Endermen are an entirely different animal since you can't hit them with an arrow. I've managed to kill 2 once or twice but they've probably gotten me more than I've gotten them. The stupidity of the new mechanics is it's great for one on one fights but mob fights are almost never one on one and usually 10 on one and a very small percentage of the players do one on one.
I think you nailed it: PvP fighting is a different animal than PvMob fighting. I was just playing a 1.8 game yesterday and was facing a sudden spawn of seven skeletons, three endermen and two creepers. If I had fired up 1.9 for that scenario, I'd be dead in no time. The new changes are not play balanced.
PvMob is almost never one-on-one, whereas PVP generally is.
I honestly can't see the fun in exchanging hits even for PVP. This can't even be negated due to the weapon swap cool down so what is fun and just how strategic can it be? Oh I have a bunch of new dumb arrows I can use to snipe and weaken before attacking. It is still the biggest sword wins regardless since it does more damage. I personally can't stand the attack, block, and retreat then repeat game play. It is monotonous and boring. As I said before; incorporate at least half damage attacks penalty for not waiting out cool down, increase full charge attack damage slightly above pre 1.9 level, and nerf the weapon swap cool down and it becomes strategic and allows for either game play style. It would deal with the PVE issues and counter the skeleton buff while assisting the Enderman issue. I hate the 1.9 update BECAUSE of what it has done to PVE. The other issue I have is how they handled the dual wield which can be easily resolved by limiting which slots could be populated based on weapons in slots such as sword/bow combo (there should be two slots at least). There should be no cool down penalty for weapon swap IF in the dual wield slots but a moderate cool down if switching another weapon to either of these slots. This would at least make it more strategic like PVP'ers declare they want anyway.
There are many ways to fix the issues so it works for everyone and I feel the above is the simplest. Although, I would love to see a bow quiver that has a few slots for different arrow types that could be quickly rotated through.
I claimed all these negative points about the combat rebalance when they released the first snapshots. Now I'm acquainted with the changes and my impression is that the game is much more challenging. Back there in 2015 I thought it just made the game slower and more boring, but now I see that I just had to play for a reasonable amount of time. I had to make some changes in my playstyle and forced my brain to accept what is different now.
1.9 just made the game interesting for me again. I don't understand why not keep playing older versions of the game if you are that unhappy with changes.
Many of us do, trust me (that is play older versions). Would it be right to not try 1.9 before debating what we didn't like; granted I usually don't spend much of my time there? I have a profile for it and give it the benefit of doubt several times a week. The main problem with just staying in older versions solely is the loss of new BUILDING blocks. This is why it is important for us that don't like parts of 1.9 to try and find middle ground with our counter parts. To be honest, if Mojang gave a lot of thought to it they would have gradually implemented the the cool down and damage nerfs to gradually negate the spam clicking for PVP. It would have been more readily accepted if gradually implemented since many wait for official releases to try it out. This would have provided much better feedback from the community and each release leading to next major release would have brought about a better balance. It is game changing mechanics right?
I claimed all these negative points about the combat rebalance when they released the first snapshots. Now I'm acquainted with the changes and my impression is that the game is much more challenging. Back there in 2015 I thought it just made the game slower and more boring, but now I see that I just had to play for a reasonable amount of time. I had to make some changes in my playstyle and forced my brain to accept what is different now.
1.9 just made the game interesting for me again. I don't understand why not keep playing older versions of the game if you are that unhappy with changes.
Because the server my group plays is a vanilla server that runs whatever the latest official version happens to be. All of the changes to the End are great! Being able to re spawn the ender dragon and the expansion of the end has been long anticipated and greatly welcomed. The problem is in our ED fight the other night I got killed once by the dragon and 4 times by endermen that accidentally got hit and I was not able to defend myself against multiple endermen because of the idiotic sword mechanics.
The new arrows aren't too useful because you can't easily switch types but that's OK because you just don't have to bother with them.
The shield slot is great because you can put a bow there even though it screws up the mechanics of eating and other things.
Most of the changes have been positive but, when you can't effectively and consistently handle 2 endermen with god armor and a sharpness 5 sword, what are supposed to do with cheap armor and an unenchanted sword? I do play some single player from time to time and love the early game trying to survive your way to brewing and high end enchanting. Caving for resources with low end weapons and armor has been ruined by the difficulty of handling multi mob encounters.
In my opinion, 1.9 is OKAY. The only things I hate are the new Attack Speed mechanics, and that Diamond Armor and God Apples got nerfed. The things I just mentioned will only be a problem in singleplayer, which I personally never play on anymore except on my custom mod packs. The things I like about 1.9:
New dungeon(s)!
A slightly altered End dimension!
An Attack Speed NBT Tag to fix the Attack Speed of tools and weapons!
New Lingering Potion Type!
Elytra wings!
1.9 isn't bad. Put it this way: In multiplayer, for the most part they will make everything look like the update never existed except for the decoration from 1.9 and that stuff. The combat of 1.9 won't be present on most big servers most likely. You just have to look for the good in 1.9 and then you will realize how good it is also due to the fact of you being able to opt out of the new features that enrage you.
Because the server my group plays is a vanilla server that runs whatever the latest official version happens to be. All of the changes to the End are great! Being able to re spawn the ender dragon and the expansion of the end has been long anticipated and greatly welcomed. The problem is in our ED fight the other night I got killed once by the dragon and 4 times by endermen that accidentally got hit and I was not able to defend myself against multiple endermen because of the idiotic sword mechanics.
The new arrows aren't too useful because you can't easily switch types but that's OK because you just don't have to bother with them.
The shield slot is great because you can put a bow there even though it screws up the mechanics of eating and other things.
Most of the changes have been positive but, when you can't effectively and consistently handle 2 endermen with god armor and a sharpness 5 sword, what are supposed to do with cheap armor and an unenchanted sword? I do play some single player from time to time and love the early game trying to survive your way to brewing and high end enchanting. Caving for resources with low end weapons and armor has been ruined by the difficulty of handling multi mob encounters.
I understand your point but they were trying to make the game harder and it implies some extra deaths. It can be a little bit frustrating at first but as I pointed out you start to feel more confortable with this new system after some weeks/months of game play.
Not being able to dive in a whole pack of mobs without any strategy is a good thing. Eventual deaths at the final boss of the game is a good thing. Of course you won't appreciate any of these features when you are the dead player around, as I didn't when it happened to me. Now I'm glad about all the changes, including the incovenient of being beat by the game from time to time.
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Probably because of all the extreame changes that we were not used to. Some things are better left alone. I like the no spam clicking and the off hand changes. I wish we could see more weapons.I was so disappointed to see no new weapons or bows.
In 1.9.1 cooldown attack has been tweaked to less cooldown attack and more bit spam attack
The only change I'm noticing is that the cooldown now only triggers when you attack something, so you no longer get punished for missing your opponent. Too bad, ruins the idea a bit. Oh well.
However, spam-clicking itself seems to have been limited greatly. There is a flat limit to how many attacks you can get in per second now. There is still a hidden cooldown when you miss, it's just much shorter, seems to be about 3-4 hits a second you can get in now, instead of 10.
Edit: If you click to a rhythm, you can get slightly more CPS.
Not being able to dive in a whole pack of mobs without any strategy is a good thing. Eventual deaths at the final boss of the game is a good thing. Of course you won't appreciate any of these features when you are the dead player around, as I didn't when it happened to me. Now I'm glad about all the changes, including the incovenient of being beat by the game from time to time.
So where exactly is the strategy involved in now saying, okay I'll sit here and kill 10 of these 12 mobs with my bow because my sword will only allow me to fight 2 at a time, as opposed to, here's 12 mobs how can I run in there and fight my way through the pack.
This update has REMOVED the strategy from the game. There is no strategy in a bow fight! Get slightly out of their range and pick them off with no effort what so ever. Killing 10 or 15 mobs in close quarters with a sword took strategy and skill. Sure, any mob one on one was easy but mobs tend to spawn in packs and fighting packs was the fun of it.
I've been beaten by the game many, many, many times in the past, but I always looked at it as my fault, lack of skill, not paying attention to health, the environment, etc. I'm now getting killed because of an idiotic change in game mechanics that maybe benefits 10% of the population of players and hurts play for the other 90%.
So where exactly is the strategy involved in now saying, okay I'll sit here and kill 10 of these 12 mobs with my bow because my sword will only allow me to fight 2 at a time, as opposed to, here's 12 mobs how can I run in there and fight my way through the pack.
This update has REMOVED the strategy from the game. There is no strategy in a bow fight! Get slightly out of their range and pick them off with no effort what so ever. Killing 10 or 15 mobs in close quarters with a sword took strategy and skill. Sure, any mob one on one was easy but mobs tend to spawn in packs and fighting packs was the fun of it.
I've been beaten by the game many, many, many times in the past, but I always looked at it as my fault, lack of skill, not paying attention to health, the environment, etc. I'm now getting killed because of an idiotic change in game mechanics that maybe benefits 10% of the population of players and hurts play for the other 90%.
Could you tell how you got these statistics that points out 90% of the players are feeling prejudiced? Because it seems much more a personal unpleasant experience. I know you are not the only one who wants to get the old system back but you can't just say your feelings about changes can be applied to 90% of the players.
Well, you can't fight 12 mobs at once bearing only a sword indeed. As you probably couldn't do it in real life neither. It's not that the realistic appeal justifies the changes, but it indicates something. A great soldier can kill several enemies with any ranged weapon with some distance. The same isn't possible with a knife or a sword.
The bow is the greatest weapon at the moment I have to agree but there are specific situations it is not that useful. It doesnt increase any drop rate and it can't be used effectively when you are trapped in small spaces with a pack of mobs you have to kill.
The thing is that you need to switch between weapons more often than in older versions and think about what you are going to do before the action. Retreat is something you have to consider. Of course it bothers at first but I'm sure you can do it if you open your mind to the changes.
Could you tell how you got these statistics that points out 90% of the players are feeling prejudiced? Because it seems much more a personal unpleasant experience. I know you are not the only one who wants to get the old system back but you can't just say your feelings about changes can be applied to 90% of the players.
Well, you can't fight 12 mobs at once bearing only a sword indeed. As you probably couldn't do it in real life neither. It's not that the realistic appeal justifies the changes, but it indicates something. A great soldier can kill several enemies with any ranged weapon with some distance. The same isn't possible with a knife or a sword.
The bow is the greatest weapon at the moment I have to agree but there are specific situations it is not that useful. It doesnt increase any drop rate and it can't be used effectively when you are trapped in small spaces with a pack of mobs you have to kill.
The thing is that you need to switch between weapons more often than in older versions and think about what you are going to do before the action. Retreat is something you have to consider. Of course it bothers at first but I'm sure you can do it if you open your mind to the changes.
I'm estimating that probably 10% either play PvP or don't fight mobs enough to care. For the rest, fighting multiple mobs at one time has been ruined.
I've spent probably 15-20 hours playing 1.9 and the vast majority of that has been fighting mobs. I got killed a lot early but that was mostly because of all that play being in the end fighting the Ender Dragon and Endermen. I spent 3 hours last night fighting mobs, mostly in the Nether, and never got killed because I've "adjusted" to the changes. Because I've "adjusted" to the changes and am back to rarely getting killed, that doesn't mean the game is better or more fun. The opposite is now true, the game is less fun and less challenging because now I'm forced to mindlessly kill a bunch of mobs with the bow so I can get down to a reasonable number where I can go in with my Sharp 5 Looting 3 sword and survive the fight. The biggest difference that you can't fight nearly as many mobs at one time as you could before. Explain to me how that's an improvement in game play. The End changes and left hand slot are great improvements, then they ruined it by degrading sword mechanics.
It seems to me that they are just responding to the direction that the majority of the community as a whole is heading in, which just happens to be PvP.
I don't like it. Literally the only thing I care about as far as 1.9 goes is the dirt paths. I'm a builder; I want stairs, slabs and walls for all the blocks. I want more garden-themed blocks like lanterns and trellises. I want at least 3 times as many plants. I want horizontal glass panes.
But I recognize that I'm in the minority. A growing number of MC videos on Youtube (that aren't mod reviews) revolve around some kind of social competition, whether that be regular PvP, minigames, UHC, Hunger Games, etc.
So, regardless of how I personally feel about the update (I've no interest in it), I think they did a great job with it.
It seems to me that they are just responding to the direction that the majority of the community as a whole is heading in, which just happens to be PvP.
I don't like it. Literally the only thing I care about as far as 1.9 goes is the dirt paths. I'm a builder; I want stairs, slabs and walls for all the blocks. I want more garden-themed blocks like lanterns and trellises. I want at least 3 times as many plants. I want horizontal glass panes.
But I recognize that I'm in the minority. A growing number of MC videos on Youtube (that aren't mod reviews) revolve around some kind of social competition, whether that be regular PvP, minigames, UHC, Hunger Games, etc.
So, regardless of how I personally feel about the update (I've no interest in it), I think they did a great job with it.
I don't think there's hard evidence to suggest the majority of users are PvP.
Of course online team and PvP players will post videos, since mutliplayer is suited for viewing; watching someone build a house by himself isn't really going to generate a lot of views. The "building" videos that do show up are still multiplayer, usually team builds running in fast speed to show massive constructs built over time.
I don't think there's hard evidence to suggest the majority of users are PvP.
Of course online team and PvP players will post videos, since mutliplayer is suited for viewing; watching someone build a house by himself isn't really going to generate a lot of views. The "building" videos that do show up are still multiplayer, usually team builds running in fast speed to show massive constructs built over time.
I don't think it's demonstrative of any majority.
Ok, then what do you think the majority of players are doing? And how do you think MC's combat overhaul reflects their observation of that?
My is thematically in line with vanilla. Equating what I wrote with extreme, ridiculous examples is nonsensical and stupid.
What is your reasoning to state that they fit vanilla? Most of your examples seem like something from shaders, and also incredibly hard to code. Underground biomes? GL implementing square chunks and defining underground so that they don't spawn above the ground, as well as finding enough content to justify going through that trouble. Waves? Yes, waves in my 1x3 blocks water source inside will look very natural. Beach waves? How do you even think this would work? Water blocks spawning on beaches? Seasons is probably the most extreme and ridiculous one of your examples, and we already have biomes for the same purpose. How did you think you would implement storm fronts without keeping every single chunk loaded all the time?
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Why are you encountering a hoard of mobs on day one? Is it because you're used to being a god in minecraft and now you aren't, but you're too dense to change? Try loading up a late alpha version of this game and see how you play. The first day you most likely won't be venturing out at night, you'll be huddled in your dirt shack waiting for day to come cooking a pork chop in your furnace.
Personally I think it's a good thing you don't feel like king of the night anymore. At least unlike early versions of the game you have the option to skip the night by using a bed. Consider yourself lucky.
I've done my share of huddling in a rapidly built hole of whatever I had handy - sometimes dirt under a tree with the leaves providing part of the shelter. During the snapshots I adapted to not roaming around at night until I had a sword and shield and usually a bit of armor as well. I'm really not seeing the problems with groups of mobs, other than skeletons, that others are complaining about but I mostly stick to Normal mode. I just keep moving around to keep the mobs in front of me so I can pick them off without taking much damage. I've always tried to bottleneck the hostiles anyhow so they don't flank me. 15 - 20 mobs attacking at once is a challenge but I think it was in the prior versions as well. I don't recall ever being able to tackle that many easily if they were surrounding me.
Because the server my group plays is a vanilla server that runs whatever the latest official version happens to be. All of the changes to the End are great! Being able to re spawn the ender dragon and the expansion of the end has been long anticipated and greatly welcomed. The problem is in our ED fight the other night I got killed once by the dragon and 4 times by endermen that accidentally got hit and I was not able to defend myself against multiple endermen because of the idiotic sword mechanics.
The new arrows aren't too useful because you can't easily switch types but that's OK because you just don't have to bother with them.
The shield slot is great because you can put a bow there even though it screws up the mechanics of eating and other things.
Most of the changes have been positive but, when you can't effectively and consistently handle 2 endermen with god armor and a sharpness 5 sword, what are supposed to do with cheap armor and an unenchanted sword? I do play some single player from time to time and love the early game trying to survive your way to brewing and high end enchanting. Caving for resources with low end weapons and armor has been ruined by the difficulty of handling multi mob encounters.
Yeah I've shot arrows when trying to eat which is a pain if you've not been able to do the Infinity enchantment yet. The only mob that's been giving me that much trouble now is the skeletons.
I don't think there's hard evidence to suggest the majority of users are PvP.
Of course online team and PvP players will post videos, since mutliplayer is suited for viewing; watching someone build a house by himself isn't really going to generate a lot of views. The "building" videos that do show up are still multiplayer, usually team builds running in fast speed to show massive constructs built over time.
I don't think it's demonstrative of any majority.
I agree. The multiplayer format definitely attracts more attention on Youtube. Most of my multiplayer experience has been with my kid and my friends and their kids and we mostly build and do more of a team PVE and rarely do we do PVP. My kid and I both got bored with PVP very quickly and I suspect there's plenty of others out there who are the same way. I mean what's more entertaining beating each other until one falls or making sure that every village has a vending machine to dispense pigs and sheep?
The only change I'm noticing is that the cooldown now only triggers when you attack something, so you no longer get punished for missing your opponent. Too bad, ruins the idea a bit. Oh well.
However, spam-clicking itself seems to have been limited greatly. There is a flat limit to how many attacks you can get in per second now. There is still a hidden cooldown when you miss, it's just much shorter, seems to be about 3-4 hits a second you can get in now, instead of 10.
Edit: If you click to a rhythm, you can get slightly more CPS.
If this is true it then sounds like it is moving in the right direction. This gives hope that they are at least trying to come to a better balance. Hopefully, now that it is out they'll get enough feedback to get it right. Did you notice if they fixed some of those new mechanic quirks such as eating and the weirdness of having a bow and sword in each hand?
If this is true it then sounds like it is moving in the right direction. This gives hope that they are at least trying to come to a better balance. Hopefully, now that it is out they'll get enough feedback to get it right. Did you notice if they fixed some of those new mechanic quirks such as eating and the weirdness of having a bow and sword in each hand?
It makes it quite closer to pre-1.9 combat, that's for sure. As for your questions, what exactly do you mean by eating?
As for bow/sword, while I don't think it's visible on other players, in first person mode, the sword (Or whatever else you're holding) goes down while charging a bow, so that's already been added. Even if there is no visual aid, you can't use the item in your other hand while charging.
I think you nailed it: PvP fighting is a different animal than PvMob fighting. I was just playing a 1.8 game yesterday and was facing a sudden spawn of seven skeletons, three endermen and two creepers. If I had fired up 1.9 for that scenario, I'd be dead in no time. The new changes are not play balanced.
PvMob is almost never one-on-one, whereas PVP generally is.
I honestly can't see the fun in exchanging hits even for PVP. This can't even be negated due to the weapon swap cool down so what is fun and just how strategic can it be? Oh I have a bunch of new dumb arrows I can use to snipe and weaken before attacking. It is still the biggest sword wins regardless since it does more damage. I personally can't stand the attack, block, and retreat then repeat game play. It is monotonous and boring. As I said before; incorporate at least half damage attacks penalty for not waiting out cool down, increase full charge attack damage slightly above pre 1.9 level, and nerf the weapon swap cool down and it becomes strategic and allows for either game play style. It would deal with the PVE issues and counter the skeleton buff while assisting the Enderman issue. I hate the 1.9 update BECAUSE of what it has done to PVE. The other issue I have is how they handled the dual wield which can be easily resolved by limiting which slots could be populated based on weapons in slots such as sword/bow combo (there should be two slots at least). There should be no cool down penalty for weapon swap IF in the dual wield slots but a moderate cool down if switching another weapon to either of these slots. This would at least make it more strategic like PVP'ers declare they want anyway.
There are many ways to fix the issues so it works for everyone and I feel the above is the simplest. Although, I would love to see a bow quiver that has a few slots for different arrow types that could be quickly rotated through.
I claimed all these negative points about the combat rebalance when they released the first snapshots. Now I'm acquainted with the changes and my impression is that the game is much more challenging. Back there in 2015 I thought it just made the game slower and more boring, but now I see that I just had to play for a reasonable amount of time. I had to make some changes in my playstyle and forced my brain to accept what is different now.
1.9 just made the game interesting for me again. I don't understand why not keep playing older versions of the game if you are that unhappy with changes.
Many of us do, trust me (that is play older versions). Would it be right to not try 1.9 before debating what we didn't like; granted I usually don't spend much of my time there? I have a profile for it and give it the benefit of doubt several times a week. The main problem with just staying in older versions solely is the loss of new BUILDING blocks. This is why it is important for us that don't like parts of 1.9 to try and find middle ground with our counter parts. To be honest, if Mojang gave a lot of thought to it they would have gradually implemented the the cool down and damage nerfs to gradually negate the spam clicking for PVP. It would have been more readily accepted if gradually implemented since many wait for official releases to try it out. This would have provided much better feedback from the community and each release leading to next major release would have brought about a better balance. It is game changing mechanics right?
Because the server my group plays is a vanilla server that runs whatever the latest official version happens to be. All of the changes to the End are great! Being able to re spawn the ender dragon and the expansion of the end has been long anticipated and greatly welcomed. The problem is in our ED fight the other night I got killed once by the dragon and 4 times by endermen that accidentally got hit and I was not able to defend myself against multiple endermen because of the idiotic sword mechanics.
The new arrows aren't too useful because you can't easily switch types but that's OK because you just don't have to bother with them.
The shield slot is great because you can put a bow there even though it screws up the mechanics of eating and other things.
Most of the changes have been positive but, when you can't effectively and consistently handle 2 endermen with god armor and a sharpness 5 sword, what are supposed to do with cheap armor and an unenchanted sword? I do play some single player from time to time and love the early game trying to survive your way to brewing and high end enchanting. Caving for resources with low end weapons and armor has been ruined by the difficulty of handling multi mob encounters.
In my opinion, 1.9 is OKAY. The only things I hate are the new Attack Speed mechanics, and that Diamond Armor and God Apples got nerfed. The things I just mentioned will only be a problem in singleplayer, which I personally never play on anymore except on my custom mod packs. The things I like about 1.9:
New dungeon(s)!
A slightly altered End dimension!
An Attack Speed NBT Tag to fix the Attack Speed of tools and weapons!
New Lingering Potion Type!
Elytra wings!
1.9 isn't bad. Put it this way: In multiplayer, for the most part they will make everything look like the update never existed except for the decoration from 1.9 and that stuff. The combat of 1.9 won't be present on most big servers most likely. You just have to look for the good in 1.9 and then you will realize how good it is also due to the fact of you being able to opt out of the new features that enrage you.
Constantly evolving, reaching further heights.
I understand your point but they were trying to make the game harder and it implies some extra deaths. It can be a little bit frustrating at first but as I pointed out you start to feel more confortable with this new system after some weeks/months of game play.
Not being able to dive in a whole pack of mobs without any strategy is a good thing. Eventual deaths at the final boss of the game is a good thing. Of course you won't appreciate any of these features when you are the dead player around, as I didn't when it happened to me. Now I'm glad about all the changes, including the incovenient of being beat by the game from time to time.
Did you play in 1.9?
Did you checkout all the new changes?
Did you play 1.9 survival?
What do you think about the swipe function?
Can mobs get any closer to you?
Checkout these threads!
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Help me fight for chariots! And help me find a world where Players rom freely throughout the lands filled with animals and lush vegetation! The Game of MINECRAFT needs me! It needs YOU!!!
Probably because of all the extreame changes that we were not used to. Some things are better left alone. I like the no spam clicking and the off hand changes. I wish we could see more weapons.I was so disappointed to see no new weapons or bows.
The only change I'm noticing is that the cooldown now only triggers when you attack something, so you no longer get punished for missing your opponent. Too bad, ruins the idea a bit. Oh well.
However, spam-clicking itself seems to have been limited greatly. There is a flat limit to how many attacks you can get in per second now. There is still a hidden cooldown when you miss, it's just much shorter, seems to be about 3-4 hits a second you can get in now, instead of 10.
Edit: If you click to a rhythm, you can get slightly more CPS.
So where exactly is the strategy involved in now saying, okay I'll sit here and kill 10 of these 12 mobs with my bow because my sword will only allow me to fight 2 at a time, as opposed to, here's 12 mobs how can I run in there and fight my way through the pack.
This update has REMOVED the strategy from the game. There is no strategy in a bow fight! Get slightly out of their range and pick them off with no effort what so ever. Killing 10 or 15 mobs in close quarters with a sword took strategy and skill. Sure, any mob one on one was easy but mobs tend to spawn in packs and fighting packs was the fun of it.
I've been beaten by the game many, many, many times in the past, but I always looked at it as my fault, lack of skill, not paying attention to health, the environment, etc. I'm now getting killed because of an idiotic change in game mechanics that maybe benefits 10% of the population of players and hurts play for the other 90%.
Could you tell how you got these statistics that points out 90% of the players are feeling prejudiced? Because it seems much more a personal unpleasant experience. I know you are not the only one who wants to get the old system back but you can't just say your feelings about changes can be applied to 90% of the players.
Well, you can't fight 12 mobs at once bearing only a sword indeed. As you probably couldn't do it in real life neither. It's not that the realistic appeal justifies the changes, but it indicates something. A great soldier can kill several enemies with any ranged weapon with some distance. The same isn't possible with a knife or a sword.
The bow is the greatest weapon at the moment I have to agree but there are specific situations it is not that useful. It doesnt increase any drop rate and it can't be used effectively when you are trapped in small spaces with a pack of mobs you have to kill.
The thing is that you need to switch between weapons more often than in older versions and think about what you are going to do before the action. Retreat is something you have to consider. Of course it bothers at first but I'm sure you can do it if you open your mind to the changes.
I'm estimating that probably 10% either play PvP or don't fight mobs enough to care. For the rest, fighting multiple mobs at one time has been ruined.
I've spent probably 15-20 hours playing 1.9 and the vast majority of that has been fighting mobs. I got killed a lot early but that was mostly because of all that play being in the end fighting the Ender Dragon and Endermen. I spent 3 hours last night fighting mobs, mostly in the Nether, and never got killed because I've "adjusted" to the changes. Because I've "adjusted" to the changes and am back to rarely getting killed, that doesn't mean the game is better or more fun. The opposite is now true, the game is less fun and less challenging because now I'm forced to mindlessly kill a bunch of mobs with the bow so I can get down to a reasonable number where I can go in with my Sharp 5 Looting 3 sword and survive the fight. The biggest difference that you can't fight nearly as many mobs at one time as you could before. Explain to me how that's an improvement in game play. The End changes and left hand slot are great improvements, then they ruined it by degrading sword mechanics.
It seems to me that they are just responding to the direction that the majority of the community as a whole is heading in, which just happens to be PvP.
I don't like it. Literally the only thing I care about as far as 1.9 goes is the dirt paths. I'm a builder; I want stairs, slabs and walls for all the blocks. I want more garden-themed blocks like lanterns and trellises. I want at least 3 times as many plants. I want horizontal glass panes.
But I recognize that I'm in the minority. A growing number of MC videos on Youtube (that aren't mod reviews) revolve around some kind of social competition, whether that be regular PvP, minigames, UHC, Hunger Games, etc.
So, regardless of how I personally feel about the update (I've no interest in it), I think they did a great job with it.
So many mods, so little time.
I don't think there's hard evidence to suggest the majority of users are PvP.
Of course online team and PvP players will post videos, since mutliplayer is suited for viewing; watching someone build a house by himself isn't really going to generate a lot of views. The "building" videos that do show up are still multiplayer, usually team builds running in fast speed to show massive constructs built over time.
I don't think it's demonstrative of any majority.
Ok, then what do you think the majority of players are doing? And how do you think MC's combat overhaul reflects their observation of that?
So many mods, so little time.
What is your reasoning to state that they fit vanilla? Most of your examples seem like something from shaders, and also incredibly hard to code. Underground biomes? GL implementing square chunks and defining underground so that they don't spawn above the ground, as well as finding enough content to justify going through that trouble. Waves? Yes, waves in my 1x3 blocks water source inside will look very natural. Beach waves? How do you even think this would work? Water blocks spawning on beaches? Seasons is probably the most extreme and ridiculous one of your examples, and we already have biomes for the same purpose. How did you think you would implement storm fronts without keeping every single chunk loaded all the time?
GENERATION 38: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a social experiment.
I've done my share of huddling in a rapidly built hole of whatever I had handy - sometimes dirt under a tree with the leaves providing part of the shelter. During the snapshots I adapted to not roaming around at night until I had a sword and shield and usually a bit of armor as well. I'm really not seeing the problems with groups of mobs, other than skeletons, that others are complaining about but I mostly stick to Normal mode. I just keep moving around to keep the mobs in front of me so I can pick them off without taking much damage. I've always tried to bottleneck the hostiles anyhow so they don't flank me. 15 - 20 mobs attacking at once is a challenge but I think it was in the prior versions as well. I don't recall ever being able to tackle that many easily if they were surrounding me.
Yeah I've shot arrows when trying to eat which is a pain if you've not been able to do the Infinity enchantment yet. The only mob that's been giving me that much trouble now is the skeletons.
I agree. The multiplayer format definitely attracts more attention on Youtube. Most of my multiplayer experience has been with my kid and my friends and their kids and we mostly build and do more of a team PVE and rarely do we do PVP. My kid and I both got bored with PVP very quickly and I suspect there's plenty of others out there who are the same way. I mean what's more entertaining beating each other until one falls or making sure that every village has a vending machine to dispense pigs and sheep?
If this is true it then sounds like it is moving in the right direction. This gives hope that they are at least trying to come to a better balance. Hopefully, now that it is out they'll get enough feedback to get it right. Did you notice if they fixed some of those new mechanic quirks such as eating and the weirdness of having a bow and sword in each hand?
It makes it quite closer to pre-1.9 combat, that's for sure. As for your questions, what exactly do you mean by eating?
As for bow/sword, while I don't think it's visible on other players, in first person mode, the sword (Or whatever else you're holding) goes down while charging a bow, so that's already been added. Even if there is no visual aid, you can't use the item in your other hand while charging.