I'm not convinced its broken at all but I can see why you might think so if what you like in games is the fighting. While minecraft could become like this I don't think it has to by any means, theres more than enough to do in the game that it doesn't need to fall back on "back back circle square" type stuff. It can do everything it needs to with the current control system.
This is incorrect. I play the game on peaceful because I find the fighting in this game to detract from the more desirable elements of the game. I am not saying that there needs to be more than one attack with a weapon as you imply by the "back back circle square" comment. I do not advocate combos or complex attack systems. I would also disagree on it having everything it needs with the current control system because running and and dodging are near impossible in the current control system. Running and dodging are both necessary to balance the combat and make it less tedious and clunky. Also, a more fluid control system would make general navigation of terrain outside of combat more pleasing and less jarring.
I think we're moving off topic now but:
Have monsters (once you're out of their range) they attack each other.
Thus you can mob them together to gather items rapidly.
And maybe attacking an enemy has a higher rate of drop, or drops twice as much.
Also, I'm rather blunt. So it happens.
I dunno how most people have trouble with running. I can do it easily. Strafe Jumping avoids skeleton arrows easy. (And I can outrun enemies)
BUT I haven't played on Hard so I dunno if enemies are faster there.
I can strafe to avoid skeleton arrows as long as I'm not trying to close in for a melee attack, that's pretty much the only reason I see shields as a useful addition. (or a doubletap = 1-2 square boost in that direction, followed by cooldown period, to dodge option) Once you had that, you'd have timing options on the defensive side of dealing with enemies, where right now all you have is timing to attack them. Once you have timing for both offense and defense, you should pretty much be able to deal with any enemy no matter how different or dangerous they might be while still keeping the combat in a simple and pure form that doesn't overshadow the other elements of the game.
While shields are nice, I would hate it if they added the typical hack and slash combat like in dark messiah. It *said* it was so much, but in the end I was still running up to X and hitting it with Y. I'd rather notch's team put their efforts in other areas than trying to make a miner look like some kind of action hero.
I've gotta agree with many of the other posters as well, you really aren't supposed to be hunting the monsters, they are hunting you. You intelligent use of terrain and blocks keeps you safe or finds you running back form the respawn to get your stuff.
Don't get me started on dashing in video game...*pet peeve*
I too think the dash would be far too overused if it was added to minecraft, which is why I only support the dodge with cooldown option, so that doubletapping would quickly move you 1 block in whatever direction you hit, but then after you'd be slowed down so that even constantly doubletapping wouldn't move you any faster on average than walking normally.
The shields (done in the style I mentioned in this thread) would disable left and right clicking while defending, which means once you figured out the timing and pattern to the attacks of the enemy, you could deal with just about anything. Making harder enemies would simply be a matter of making the attack patterns less obvious and have less telegraphing that the attack is coming.
I think we're moving off topic now but:
Have monsters (once you're out of their range) they attack each other.
Thus you can mob them together to gather items rapidly.
And maybe attacking an enemy has a higher rate of drop, or drops twice as much.
Also, I'm rather blunt. So it happens.
I dunno how most people have trouble with running. I can do it easily. Strafe Jumping avoids skeleton arrows easy. (And I can outrun enemies)
BUT I haven't played on Hard so I dunno if enemies are faster there.
I don't like the idea for attacking, seems like that would make it too easy and rewarding (and its an odd mechanic that isn't necessarily needed). Enough options should make it a little easier OR skill oriented and intrinsically rewarding (more fun). Attacking yields rewards in the first place whereas fleeing does not.
Maybe to balance fleeing and attacking, fleeing would consistently incur much less damage than attacking (derp).
Fleeing would be low risk, low reward and fighting would be high risk high reward. Safehousing would mean lowest risk for lowest reward (blocking off mods, chests and valuable resources) or just require a lot more effort for similar rewards (going around enemies).
I haven't been outside at night for a bit since I put it on peaceful. I will try starting a new game on normal and see how far I can go outside without safehousing to test out the differences between attacking and fleeing.
I think I will redo the OP to reflect this change in discussion.
I too think the dash would be far too overused if it was added to minecraft, which is why I only support the dodge with cooldown option, so that doubletapping would quickly move you 1 block in whatever direction you hit, but then after you'd be slowed down so that even constantly doubletapping wouldn't move you any faster on average than walking normally.
The shields (done in the style I mentioned in this thread) would disable left and right clicking while defending, which means once you figured out the timing and pattern to the attacks of the enemy, you could deal with just about anything. Making harder enemies would simply be a matter of making the attack patterns less obvious and have less telegraphing that the attack is coming.
I think I am going to agree with this method of offensive combat.
Reducing aggro radius, mod density, not chaining a mob to a specific location(to allow the luring of mobs away from valuables) and maybe slightly reducing fall damage and slightly increasing base movement speed along with the double tap dash should make fleeing viable.
Quote from ChargerIIC »
I've gotta agree with many of the other posters as well, you really aren't supposed to be hunting the monsters, they are hunting you. You intelligent use of terrain and blocks keeps you safe or finds you running back form the respawn to get your stuff.
Don't get me started on dashing in video game...*pet peeve*
Well, If difficulty is implemented like I outlined then you can choose between being hunted (hard) and hunting (easy). There are still (or are going to be) gameplay mechanics that encourage you to fight and hunt rather than flee such as monster spawners, hell and dungeons.
Also, I would very much like to get you started on dashing in video games as long as it is about gameplay mechanics and not personal taste.
fleeing isn't difficult already, provided you use your terrain. Enemies can't jump up 2 blocks, and will generally try to move straight towards you (not the best pathfinding) so long as you can move at the same speed all you have to do is jump up a hill then place a block behind you to make it 2 blocks high, or just move to the side so you have a section of the hill with a 2 block high face between you and the enemy chasing you. Keep in mind, the player has a huge advantage over enemies already, which is the ability to break and place blocks, tossing these blocks out behind you should be a standard tactic for slowing enemies down to bring the combat and building aspects together, instead of having them completely separate.
fleeing isn't difficult already, provided you use your terrain. Enemies can't jump up 2 blocks, and will generally try to move straight towards you (not the best pathfinding) so long as you can move at the same speed all you have to do is jump up a hill then place a block behind you to make it 2 blocks high, or just move to the side so you have a section of the hill with a 2 block high face between you and the enemy chasing you. Keep in mind, the player has a huge advantage over enemies already, which is the ability to break and place blocks, tossing these blocks out behind you should be a standard tactic for slowing enemies down to bring the combat and building aspects together, instead of having them completely separate.
Two blocks high doesn't block arrows though. Try dodging arrows while climbing and building to avoid a creeper. Also there isn't much incentive to flee when you can just place 10 blocks around you and then dig down. Read the new OP and see if you like my new suggestions (especially in regards to fleeing).
the "That is incorrect" is in reference to the bolded text, however it seems that the bolded text kinda hard to see. "but I can see why you might think so if what you like in games is the fighting."
This is the statement that I was referring to as incorrect.
By balance, I mean balance in options to taking out the enemy. Zombies and spiders can be lured, shot or slashed; creepers can be lured or shot but there isn't always a trap set up and there isn't always room to shoot; skeletons can only be shot or boxed in then slashed in the legs but again, there isn't always room and the slashing in the legs trick is kinda dumb and gets boring after the first two times.
The tedium is in the fact that there is usually a best way to kill a monster and that usually involves running away or trapping them in a cave then making a hole that you can kill them from.
By clunky, I mean that you frequently have to stop moving due to terrain so you can jump. The more fluid system involves: jumping two blocks allowing you to jump over things and on to things with much less stopping, and dashing to maneuver in midair and travel over small gaps or onto ledges. The reason why movement is so jarring is because you have to maneuver over each 1x1x1m block one at a time, frequently stopping to do so. With this system of movement you can skip blocks and more places from a given point, ie. more options.
Note that this is an addition of only two more commands, dash and guard.
Read the OP as well, there is a lot of new stuff there. (I think I will copy paste this description of less clunky movements there as well, thank you for helping me expand my ideas.)
>Different difficulty modes
>Adventure mode
>Dungeons
>Dungeons and Levers mode
>Zombie Siege
>PVP in SMP servers
we NEED a combat overhaul
Combat is what makes survival mode survival mode and not some stupidly difficult creative mode.
Mr. Myagi once said: "Sometimes best fight is not fighting at all."
Well, maybe he didn't say that, but it does carry some wisdom: If you build walls and put up torches, this counts as survival too. Don't confuse survival mode with some kind of "arena mode".
then how about all the other modes?
Also, You must find watching paint dry to be fun if you really consider that survival.
but omg guis this makes it too compat oriented becuz it makes compat more fun
...*facepalm*
This is a perfectly reasonable suggestion. Combat is pathetic right now. And we're not suggesting turning it into a fighting game, we're trying to make the night time an enjoyable and rewarding time to go out, instead of holing yourself up in a hole.
While that doesn't bother me that you CAN do that, it'd be a lot better if didn't have to. Just make monsters have more consistent chance of dropping their loot. The player's maneuverability doesn't really bother me too badly right now as far as on land walking goes, but he needs more than just a walk and hop.
When was the last time you were fighting a vicious spider IRL and did nothing but walk around it and swing swing swing?
Personally the last time I saw a spider I ****in rolled out da way and when it wasn't looking I dashed back into it and jammed my fist into it like a ****in boss.
If I could only get two things out of this, it'd be these:
1- A hop/roll button tap. While holding CTRL at a complete stop, you can tap any direction key to do a quick roll-dodge in that direction. You can't do it again until you're stopped completely, to prevent players from spamming roll. If they did, it'd just be really choppy since the roll carries a lot of momentum, and potentially slower than walking.
2. Ledge grabbing. Make it firm and confident kinda ledge grabbing, instead of the hit-and-miss ledge grab you see in most modern games. It oughta be an autograb though, since clicking would mean timing and that means "wtf man i should have gotten that" frustration that you find in guitar hero. Perhaps an autograb if you're holding W and have nothing in your hand.
Before anyone says "but omg i fell how can i switch in such a short time?" It just makes more sense to allow it only when you've got a blank slot selected, and would make the ledge grab less of a 'save my sorry ass' and more of a "I'm going to climb this mountain, then vault over this 3 block pit and grab the ledge to pull myself up like a ****in' boss."
Rollback Post to RevisionRollBack
For the socially adept miner. It's free, so click it!
I see absolutely no purpose at all to "ledge grabbing" it's pointless and only makes the player less likely to use the already existing ability to just build your way up so you can reach it, which is a key feature of the game that should be relied on whenever possible. This is the type of thing that I'm specifically referring to when I say that adding too much to the combat side will detriment the gather/build side.
You see no purpose because you aren't interested in seeing this game develop. Or maybe you just have the community's interest at heart?
No, you just have bad ideas, the idea of jumping and building to get somewhere doesn't feel authentic, you want this to be a simple miner, why can he build **** right underneath himself to access unreachable places.Not only that but building should'nt be as easy as placing a block, it doesnt make sense. And key feature? Wat?
That system of access is also very tedious and boring, please, don't **** on ideas because you don't think they're minecraft enough, aka, pre-release minecraft. And if you think that minecraft will take a street fighter turn because some of the aspects of the game are un-****-ified, i don't even know what to say to you.
Dude, what game are you even playing? Key features to Minecraft: Explore, Gather, BUILD. I cannot even see how you can argue this. They're established features that have existed since Minecraft Classic. Hell, the "build" feature of the game existed even before the "gather" and "explore" elements were solidly established.
You're saying that to feel "authentic" you should add an ability that lets you accomplish something already covered by the single primary feature of the game? That's like playing Portal and then giving you the ability to fly and move through walls so you don't need to use the portal gun.
Quote from Abstractor »
I'd also like to point out how the current jump-block trick is detrimental to other features in the game like ladders and stair cases, why use them when you can just gravel express your way wherever you need to go?
You've only proved my point even MORE. Not only is there the jump build system in place for getting up 2 block high walls, there is the ladder an staircase system already in place as well. Either way, the focus is on BUILDING, whereas a ledge-grab specifically circumvents the need for building.
And will you please edit your posts instead of constantly doubleposting? It's not exactly difficult to use and it's there for a reason.
I see absolutely no purpose at all to "ledge grabbing" it's pointless and only makes the player less likely to use the already existing ability to just build your way up so you can reach it, which is a key feature of the game that should be relied on whenever possible. This is the type of thing that I'm specifically referring to when I say that adding too much to the combat side will detriment the gather/build side.
You see no purpose because you aren't interested in seeing this game develop. Or maybe you just have the community's interest at heart?
No, you just have bad ideas, the idea of jumping and building to get somewhere doesn't feel authentic, you want this to be a simple miner, why can he build **** right underneath himself to access unreachable places.Not only that but building should'nt be as easy as placing a block, it doesnt make sense. And key feature? Wat?
That system of access is also very tedious and boring, please, don't **** on ideas because you don't think they're minecraft enough, aka, pre-release minecraft. And if you think that minecraft will take a street fighter turn because some of the aspects of the game are un-****-ified, i don't even know what to say to you.
Again, please stop the hostility.
Building things to get places is what makes minecraft minecraft. My problem is the frequency you have to do this. especially when you are turned around shooting at a creeper. You should be able to get over a two-block-high obstacle without building. Whether that is by jumping two blocks (no additional actions added) or grabbing ledges (one simple action added), I don't really care. For greater than 2, building is fine.
However, I disagree about automatic ledge grabbing, that would just suck in this game and get annoying really quick. To make it not timing based, when you left click at a block while in the air, your character will try to grab it and continue trying to grab it until you start moving away from it. This would make the timing window anywhere between four blocks above/beside it (clicking distance) to one block under it (grab distance), pretty big.
Combat maneuvers in Minecraft will not solve anything. Before that, movement in the game would have to be more fluid, mobs would be required a much better AI, their spawn rates and gang patterns would have to be greatly altered... In fact, everything about mobs would have to change in this game, even the way you currently wave your sword. Then you could think start implementing a more complex and complete combat system. All together these are very complex features.
If you wish for combat to be more interesting, you are starting way ahead of yourself. I suggest you start with the very basics. Right now this thread looks like a "I want the game to be better", because it really lacks any focus. You don't do better combat with the behavioral and "animatronics" of the current mobs. You just don't.
Maybe now you realize what you are asking is perhaps beyond the capabilities (and possibly even the interest) of this game. In Minecraft combat is supposed to be coming to you and when it does, you are basically in trouble. It's not supposed to satisfy an hunger for action, but to satiate a thirst for variety.
Rollback Post to RevisionRollBack
I was trying to think of a signature and this is what came up.
But nobody wants it to happen, they want basic minecraft as it is.
This will always be a problem with games that are go public during the early stages of development. Authors however aren't sensitive to it because, contrary to us, they already have envisioned what they want the game to be. Suggestions serve them as a means to gather new ideas, more than a way to change existing ones. Not that it won't happen. It's just far less likely to happen.
Whether Notch wants to radically alter combat in Minecraft or not, is an unknown. But one thing I personally believe: The game combat system will not evolve much during its history. Certainly not to the level of an AAA title's first person combat system . And so, in comparison it will always be limited and less interesting. It's not because I can grab ledges or block incoming attacks that suddenly combat will become exciting. It won't. Not with poor monster AI, not with what will always remain a limited selection of mobs, not with the cumbersome navigation problems such having to hop to move to 1 block above my position (particularly considering the game is entirely made of cubes), not without configurable keys/mouse, etc...
I do believe however we will see some improvements. But nothing that will ever turn Minecraft into a rewarding combat experience. Personally I don't need it. If I want an action game, I go elsewhere (and there's plentyu to choose). But I can understand those who would like for it. I just think you are asking to much of the game. It won't ever possibly deliver anything even close to games like Dark Messiah. And for that alone (because the comparison can be drawn), it will always be unsatisfying. As such, I prefer to look at combat as a change of pace in the game. A source of variety. Instead of a means to an end.
Rollback Post to RevisionRollBack
I was trying to think of a signature and this is what came up.
Why can't we just have better combat? We can have better combat but hard enemies.
I bet if someone suggested a Hell dimension before notch you guys would scream "NO, IT WOULD BE USELESS, AND NO MAGIC, YOU DON'T KNOW MINECRAFT!", none of us know minecraft, its still being made, and honestly its a ****ing game, I don't give a dog-diddly **** about setting unless the game is fun.
This is incorrect. I play the game on peaceful because I find the fighting in this game to detract from the more desirable elements of the game. I am not saying that there needs to be more than one attack with a weapon as you imply by the "back back circle square" comment. I do not advocate combos or complex attack systems. I would also disagree on it having everything it needs with the current control system because running and and dodging are near impossible in the current control system. Running and dodging are both necessary to balance the combat and make it less tedious and clunky. Also, a more fluid control system would make general navigation of terrain outside of combat more pleasing and less jarring.
viewtopic.php?f=1&t=56267
Have monsters (once you're out of their range) they attack each other.
Thus you can mob them together to gather items rapidly.
And maybe attacking an enemy has a higher rate of drop, or drops twice as much.
Also, I'm rather blunt. So it happens.
I dunno how most people have trouble with running. I can do it easily. Strafe Jumping avoids skeleton arrows easy. (And I can outrun enemies)
BUT I haven't played on Hard so I dunno if enemies are faster there.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I've gotta agree with many of the other posters as well, you really aren't supposed to be hunting the monsters, they are hunting you. You intelligent use of terrain and blocks keeps you safe or finds you running back form the respawn to get your stuff.
Don't get me started on dashing in video game...*pet peeve*
The shields (done in the style I mentioned in this thread) would disable left and right clicking while defending, which means once you figured out the timing and pattern to the attacks of the enemy, you could deal with just about anything. Making harder enemies would simply be a matter of making the attack patterns less obvious and have less telegraphing that the attack is coming.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I don't like the idea for attacking, seems like that would make it too easy and rewarding (and its an odd mechanic that isn't necessarily needed). Enough options should make it a little easier OR skill oriented and intrinsically rewarding (more fun). Attacking yields rewards in the first place whereas fleeing does not.
Maybe to balance fleeing and attacking, fleeing would consistently incur much less damage than attacking (derp).
Fleeing would be low risk, low reward and fighting would be high risk high reward. Safehousing would mean lowest risk for lowest reward (blocking off mods, chests and valuable resources) or just require a lot more effort for similar rewards (going around enemies).
I haven't been outside at night for a bit since I put it on peaceful. I will try starting a new game on normal and see how far I can go outside without safehousing to test out the differences between attacking and fleeing.
I think I will redo the OP to reflect this change in discussion.
viewtopic.php?f=1&t=56267
I think I am going to agree with this method of offensive combat.
Reducing aggro radius, mod density, not chaining a mob to a specific location(to allow the luring of mobs away from valuables) and maybe slightly reducing fall damage and slightly increasing base movement speed along with the double tap dash should make fleeing viable.
Well, If difficulty is implemented like I outlined then you can choose between being hunted (hard) and hunting (easy). There are still (or are going to be) gameplay mechanics that encourage you to fight and hunt rather than flee such as monster spawners, hell and dungeons.
Also, I would very much like to get you started on dashing in video games as long as it is about gameplay mechanics and not personal taste.
viewtopic.php?f=1&t=56267
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Two blocks high doesn't block arrows though. Try dodging arrows while climbing and building to avoid a creeper. Also there isn't much incentive to flee when you can just place 10 blocks around you and then dig down. Read the new OP and see if you like my new suggestions (especially in regards to fleeing).
viewtopic.php?f=1&t=56267
This is the statement that I was referring to as incorrect.
By balance, I mean balance in options to taking out the enemy. Zombies and spiders can be lured, shot or slashed; creepers can be lured or shot but there isn't always a trap set up and there isn't always room to shoot; skeletons can only be shot or boxed in then slashed in the legs but again, there isn't always room and the slashing in the legs trick is kinda dumb and gets boring after the first two times.
The tedium is in the fact that there is usually a best way to kill a monster and that usually involves running away or trapping them in a cave then making a hole that you can kill them from.
By clunky, I mean that you frequently have to stop moving due to terrain so you can jump. The more fluid system involves: jumping two blocks allowing you to jump over things and on to things with much less stopping, and dashing to maneuver in midair and travel over small gaps or onto ledges. The reason why movement is so jarring is because you have to maneuver over each 1x1x1m block one at a time, frequently stopping to do so. With this system of movement you can skip blocks and more places from a given point, ie. more options.
Note that this is an addition of only two more commands, dash and guard.
Read the OP as well, there is a lot of new stuff there. (I think I will copy paste this description of less clunky movements there as well, thank you for helping me expand my ideas.)
viewtopic.php?f=1&t=56267
>Adventure mode
>Dungeons
>Dungeons and Levers mode
>Zombie Siege
>PVP in SMP servers
we NEED a combat overhaul
Combat is what makes survival mode survival mode and not some stupidly difficult creative mode.
then how about all the other modes?
Also, You must find watching paint dry to be fun if you really consider that survival.
...*facepalm*
This is a perfectly reasonable suggestion. Combat is pathetic right now. And we're not suggesting turning it into a fighting game, we're trying to make the night time an enjoyable and rewarding time to go out, instead of holing yourself up in a hole.
While that doesn't bother me that you CAN do that, it'd be a lot better if didn't have to. Just make monsters have more consistent chance of dropping their loot. The player's maneuverability doesn't really bother me too badly right now as far as on land walking goes, but he needs more than just a walk and hop.
When was the last time you were fighting a vicious spider IRL and did nothing but walk around it and swing swing swing?
Personally the last time I saw a spider I ****in rolled out da way and when it wasn't looking I dashed back into it and jammed my fist into it like a ****in boss.
If I could only get two things out of this, it'd be these:
1- A hop/roll button tap. While holding CTRL at a complete stop, you can tap any direction key to do a quick roll-dodge in that direction. You can't do it again until you're stopped completely, to prevent players from spamming roll. If they did, it'd just be really choppy since the roll carries a lot of momentum, and potentially slower than walking.
2. Ledge grabbing. Make it firm and confident kinda ledge grabbing, instead of the hit-and-miss ledge grab you see in most modern games. It oughta be an autograb though, since clicking would mean timing and that means "wtf man i should have gotten that" frustration that you find in guitar hero. Perhaps an autograb if you're holding W and have nothing in your hand.
Before anyone says "but omg i fell how can i switch in such a short time?" It just makes more sense to allow it only when you've got a blank slot selected, and would make the ledge grab less of a 'save my sorry ass' and more of a "I'm going to climb this mountain, then vault over this 3 block pit and grab the ledge to pull myself up like a ****in' boss."
For the socially adept miner. It's free, so click it!
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Dude, what game are you even playing? Key features to Minecraft: Explore, Gather, BUILD. I cannot even see how you can argue this. They're established features that have existed since Minecraft Classic. Hell, the "build" feature of the game existed even before the "gather" and "explore" elements were solidly established.
You're saying that to feel "authentic" you should add an ability that lets you accomplish something already covered by the single primary feature of the game? That's like playing Portal and then giving you the ability to fly and move through walls so you don't need to use the portal gun.
You've only proved my point even MORE. Not only is there the jump build system in place for getting up 2 block high walls, there is the ladder an staircase system already in place as well. Either way, the focus is on BUILDING, whereas a ledge-grab specifically circumvents the need for building.
And will you please edit your posts instead of constantly doubleposting? It's not exactly difficult to use and it's there for a reason.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
And now I take my leave.
Again, please stop the hostility.
Building things to get places is what makes minecraft minecraft. My problem is the frequency you have to do this. especially when you are turned around shooting at a creeper. You should be able to get over a two-block-high obstacle without building. Whether that is by jumping two blocks (no additional actions added) or grabbing ledges (one simple action added), I don't really care. For greater than 2, building is fine.
However, I disagree about automatic ledge grabbing, that would just suck in this game and get annoying really quick. To make it not timing based, when you left click at a block while in the air, your character will try to grab it and continue trying to grab it until you start moving away from it. This would make the timing window anywhere between four blocks above/beside it (clicking distance) to one block under it (grab distance), pretty big.
viewtopic.php?f=1&t=56267
If you wish for combat to be more interesting, you are starting way ahead of yourself. I suggest you start with the very basics. Right now this thread looks like a "I want the game to be better", because it really lacks any focus. You don't do better combat with the behavioral and "animatronics" of the current mobs. You just don't.
Maybe now you realize what you are asking is perhaps beyond the capabilities (and possibly even the interest) of this game. In Minecraft combat is supposed to be coming to you and when it does, you are basically in trouble. It's not supposed to satisfy an hunger for action, but to satiate a thirst for variety.
This will always be a problem with games that are go public during the early stages of development. Authors however aren't sensitive to it because, contrary to us, they already have envisioned what they want the game to be. Suggestions serve them as a means to gather new ideas, more than a way to change existing ones. Not that it won't happen. It's just far less likely to happen.
Whether Notch wants to radically alter combat in Minecraft or not, is an unknown. But one thing I personally believe: The game combat system will not evolve much during its history. Certainly not to the level of an AAA title's first person combat system . And so, in comparison it will always be limited and less interesting. It's not because I can grab ledges or block incoming attacks that suddenly combat will become exciting. It won't. Not with poor monster AI, not with what will always remain a limited selection of mobs, not with the cumbersome navigation problems such having to hop to move to 1 block above my position (particularly considering the game is entirely made of cubes), not without configurable keys/mouse, etc...
I do believe however we will see some improvements. But nothing that will ever turn Minecraft into a rewarding combat experience. Personally I don't need it. If I want an action game, I go elsewhere (and there's plentyu to choose). But I can understand those who would like for it. I just think you are asking to much of the game. It won't ever possibly deliver anything even close to games like Dark Messiah. And for that alone (because the comparison can be drawn), it will always be unsatisfying. As such, I prefer to look at combat as a change of pace in the game. A source of variety. Instead of a means to an end.
I bet if someone suggested a Hell dimension before notch you guys would scream "NO, IT WOULD BE USELESS, AND NO MAGIC, YOU DON'T KNOW MINECRAFT!", none of us know minecraft, its still being made, and honestly its a ****ing game, I don't give a dog-diddly **** about setting unless the game is fun.