@Kaz21
Ever heard of having fun? Also as I said and a few others too this will open the room for much more harder enemies and much more enemy variety. It's not just for fun, it's to make Minecraft more accessible to people and new enemy types.
Yes, I actually enjoy having fun. That is why I play games.
Maybe you should suggest the mobs this would be useful for. As of right now, these techniques would not be useful for anything.
You shouldn't suggest something that isn't useful yet, that is like suggesting the addition of boats to game that doesn't have water yet. I mean yes, you could look at the boats and think they look great, but could you use them for anything practical yet? Nope.
Gold is useless right now, so are eggs, and I think there's milk buckets too.
True. But that still doesn't explain why they should be implemented now instead of when they are needed.
And unless every mob is made more difficult to fight, you can still fight them the same way you can now without any risk whatsoever.
Also combat maneuvers are much more complex and game changing additions then Gold, Eggs, Milk, etc. And would also take a lot more time and testing to implement.
It seems to me like instead of answering either of my posts you singled out a single thing from both that you can answer and replied to that instead of answering the more important things in my posts.
So really I don't have anything else to say to you at the moment, as all you've actually said to me is that eggs, gold and milk are useless so it doesn't matter that your own idea is useless too.
You are just using a common fallacy to disprove my suggestion. I suggested that the combat should be improved, i never said **** needs to be easier, it's already completely easy. And i do move around, but combat boils down to one attack, and spamming it while moving in a certain pattern. i never suggested any dodge or slide or roll ever, i suggested more dynamic movement and more fluid and interesting combat, because simple one animation backpedaling combat is mindbogglingly boring if you haven't noticed.
Notch is inclined to make the enemies harder, and it will demand a more complex form of fighting.
You are also another poster who uses fallacies to prove his weak points. Assuming that combat has 0% importance on the game because it isn't the main focus on the game is illogical at best,and when if you think about it, besides mining and crafting, that's all there is to do, not to mention the whole point of survival involves monsters and combat circumstances. Your idea of keeping combat crappy the way it is will just hurt the game, like all the other limiting posts being posted in this thread.
Are you trying to incite a flamewar? Sounds like it.
And yes, my old account has been banned, but I am back without hinderance.
I'd say the upcoming Ghast is reason enough to improve combat, Notch stated he couldn't beat him after several attempts.
Missed this post before but I'll answer you now.
I never said that combat has no bearing on the game. I said currently this idea is completely ****ing useless.
Sorry, but that's all there is to it.
I never said combat was fine as is either, maybe you should read and think more before you vent all your rage out. I said it was too easy right now, and these techniques are not going to make it harder are they?
This is my absolute favourite part of your post too, where you say "I suggested that the combat should be improved, i never said **** needs to be easier, it's already completely easy." That is exactly what I said, only I think changing up the combat system at the moment will make it even easier. Ideas like this need explanation, not just a "because it will be useful in the future".
I also said recently that combat could be changed and made better if harder monsters call for it.
Also how is this dynamic combat system going to make killing a zombie any more fun? Zombie approaches, you attack it until it dies, the end.
I'm not trying to start a flame war, I prefer to call this an argument or a debate. I am not angry. Are you? I am not trying to make you angry, are you trying to make me angry? I am not personally attacking you, and I am not trying to offend, are you? But that's besides the point any way.
Also, the Ghast may be reason to improve the combat. But you don't know ANYTHING about the damn thing except Notch couldn't kill it with a sword. Maybe it's immune to sword swipes for all you know.
Yeah, not like your forced into tight corridors and dead ends when mining or anything.
Well, at that point, what good is sprinting going to do or ledge climbing? Hell, in that situation, pretty much only the shield suggestion is going to do you any good. no one in this thread really seems to be arguing against shields.
Quote from Kaz21 »
True. But that still doesn't explain why they should be implemented now instead of when they are needed.
And unless every mob is made more difficult to fight, you can still fight them the same way you can now without any risk whatsoever.
Also combat maneuvers are much more complex and game changing additions then Gold, Eggs, Milk, etc. And would also take a lot more time and testing to implement.
Basically, this right here. Shields and Dodge could be justified as beneficial to the current system and even future systems, the rest of the suggestions could easily disbalance other aspects of the game. Eggs, Gold and Milk are just in the game, they don't change it at all. Unlike what some presidents would like you to believe, not all change is good, and change that doesn't improve anything is ultimately only an annoyance.
Quote from XAbstractorX »
Ok, so if there was some kind of reasonable value to kill monsters, it would appeal more to you? I think i suggested monster hunter, which has a carving system, where you kill stuff then carve up materials for item, weapon and armor crafting. Of course with the given minecraft system this could definitely be expandable and could reasonably open more venues, even to the whole concept on skills and stuff like that. Skills should never be viewed as a WoW trademark, because they aren't. Skills could factor into things like specific professions and things like that, something minecraft looks like it would be geared towards. But that going off on a tangeant and straying from the topic.
No, it would appeal less, because then there WOULD be a focus on combat, and I don't like the idea of combat becoming a focus of minecraft. I like enemies remaining as mere obstacles, and I prefer the combat remain in a state that reflects that, as do many others. What I am pointing out is that the lack of value for killing monsters is what demonstrates that Minecraft is not a combat oriented game.
Combat is an effective alternative to adding variety to the game, e.g. you mine, build, get bored, blow off some steam experimenting with mobs, carve some goods, make a funny mask, go back to your hut, mine more, build more.
I get this, but I think you can get all the improvement you need for this just from the shield and dodge.
Limiting minecraft to specific only aspects could hurt prospects in Notch's sales as well as in the development of the game itself. Aspects, though, do not need to remain mandatory or obligatory to the way you play, that is what makes games great, is their versatility and accessibility.
Yes, but here's the question this keeps coming back to: "why did you buy this game to begin with?" I played the free minecraft classic, and I liked it, except the building felt limited, when I saw what could be built in minecraft alpha, I went "ohh, that looks fun" and so I bought it. The combat was never something that attracted me to this game, and I don't see how it could since you could tell from any of the videos just how simple the combat was. So how was it that the combat was something you focused on when you got this game? And if it combat wasn't the reason why you got the game, why should the lack of it be the reason for anyone else to NOT get this game?
@Kaz21
Right now there are two situations with monsters, Situations where it is easy to either kill the monsters or escape, and situations where this is impossible and there usually only one option when you get into such situations. My suggestions removes impossible for the most part - except for really unlucky multi-creeper and skele-spider combos - and gives more options in those situations based on preference. I also offer changes in how difficulty levels are balanced to make those options more or less relatively viable to suit one's preferences.
Once these fixes are made, more difficult monsters could be added restoring the difficulty.
Also, I bet you didn't really read the OP. There is very little complexity in the moves I suggest there. I do suggest a lot of moves but I also say that if one of them are chosen, then the other 4 aren't needed. If any combination of my suggestions are taken, then there will be no added buttons, just added functionality to existing buttons. Climb, click; double jump or high jump or short/high jump, space; dash or charge, double tap a directional button.
Also, I would turn down the rage unless you want to end up with the same fate as abstractor.
:biggrin.gif: 200 posts in this thread!
The sneak button is actually highly versatile and can pretty much become a situationally-dynamic action button. For moving on the ground normally, it becomes a "slowdown/don't fall from edge of block" button
for climbing on ladders, it could be used to center you on the ladder and keep your from sliding back down if you aren't constantly pressing forward.
If shields are implemented, it could be used to guard with the shield. (when on the ground it would still keep you from falling off blocks, and on ladders you would still lock on while guarding)
If climbing walls or clambering up ledges is implemented (even if I don't support its inclusion) sneak could be the button held to initiate the climb (this would temporarily disable the shield until finished climbing)
The other moves and abilities would be tied to other pre-existing buttons.
Doublejump could just be hitting the jump button while already midair, and a "big" jump could just involve holding the jump button longer.
doubletapping a direction could initiate a dodge/roll, and holding teh direction button down after doubletapping could initiate sprinting.
All of them could be done with the same button layout, but my point (and I think Kaz21's) is that with things like sprinting, climbing and big/doublejumping wouldn't make combat more interesting, but only make running away more easy. (mybe other people re envisioning something that would somehow be different, but I'm just not seeing it from these moves) At that point it pretty much entirely negates any significant difference between peaceful mode and hard when you can just outrun or jump out of harms way of everything, unless you improve the enemy's ability to move as well so they can follow you, which would only make it harder for newbies. These moves aren't limited to just being combat oriented, so it will affect the gameplay of everyone, not just those interested in combat. Because of this you're constantly stuck either making it too hard for one group, or too easy for another group.
The shield doesn't benefit you from running away, because it only protects you from what is in front of you, not behind, and it still requires material to make, just like any other armor.
Dodging doesn't take you completely out of the fray, but only out of range of the individual attack (hopefully) so rather than being specifically flee or defense oriented, it's more like a move that buys you time to decide on and switch between the flee/fight/defend tactics. Outside of battle, it would have little use, provided it had the cooldown period that keeps it from being spammed for faster average traveling speed.
Because of this, these two tactics pretty much only benefit those interested in combat, and have little spillover into those who don't care for it, so there's less concern over it making things too easy for one group or too hard for another.
Much good that will do he can just plug and unplug his router to bypass it if his ISP is not anal retentive, that is unless you put an IP Range ban, poor people who share networks and stuff with him who also frequent this site though.
Before we add new moves to the PC, I'd rather see the mobs balanced. Zombies and Spiders hurt you every time they touch you, and you have -no- recovery almost. On top of that, spiders are fast so out running them is not an option (zombies you can at least get away from sometimes). Skeletons are another problem: the bastards damn aimbot perfect shots with annoying unpredictability. Its pretty much a straight upgrade from the zombie because it can still attack up close, but also at a distance, and attacks fast with high damage output. Its a ranged attacker, its -supposed- to be -disadvantaged- when you close the distance on it.
Really the only mob thats balanced are Creepers. Sure they can one-shot you if unarmored up close, but for the most part that never happens unless you get unlucky and snuck up on.
Skeletons are waaaaaaaaaaaay too easy to kill you sidestep, wait for them to shoot an arrow, after that you have a window of about 2 seconds I believe to attack. Pretty easy to do, and when there are 3 skeletons all you have to do is line up their line of fire so they shoot themselves instead, you can also use dirt in your pockets to shield yourself from attacks.
I'll cover the wordy arguments tomorrow, right now my chem homework has to be done
Before we add new moves to the PC, I'd rather see the mobs balanced. Zombies and Spiders hurt you every time they touch you, and you have -no- recovery almost. On top of that, spiders are fast so out running them is not an option (zombies you can at least get away from sometimes). Skeletons are another problem: the bastards damn aimbot perfect shots with annoying unpredictability. Its pretty much a straight upgrade from the zombie because it can still attack up close, but also at a distance, and attacks fast with high damage output. Its a ranged attacker, its -supposed- to be -disadvantaged- when you close the distance on it.
Really the only mob thats balanced are Creepers. Sure they can one-shot you if unarmored up close, but for the most part that never happens unless you get unlucky and snuck up on.
Part of it is figuring out the timing. Melee combat is always tricky to figure out the ranges on when to attack when you're using First person perspective. Once you do, the difficulty of dealing with zombies gets much easier.
As for the skeletons, they only aimbot you perfectly when you're moving predictably. They have a fairly regular firing pattern, so as long as you alter your perpendicular motion at regular intervals right before they shoot, they'll generally miss. Doing this while retreating can sometimes get difficult though, but this does reach the point of being impossible if you try to get close for a melee attack on them.
Spiders, I agree are just too fast. The only reliable way I've seen to handle them is by creating a pit that's only one block wide that they can't get into so you can attack them from below.
@Gorman
This is not adding gimmicks or anything akin to it at all. Seriously climbing stuff, garbbing onto ledges you're jumping towards to, adding a rolling dash that is waaay faster than a simple sidestrafe, or a shield to block attacks in no way makes this game gimmicky or saturated. It makes the combat robust and it allows more room for much more complex mobs, creatures and challenges to fill the landscape, because Minecraft is not just about building, combat plays a huge roll at night for both resources and general survival. Plus combat right now is boring once you know the ins and outs, it's very very laughable.
Find a clean method for adding context actions, and I will take you more seriously.
> climbing stuff
No thanks, we have ladders and adding climbing is unintuitive and clunky
> grabbing on to ledges
No thanks, that will just look weird, and it doesn't really fit the game
> rolling dash
I kind of like the idea of a short duration faster movement ability.
Wouldn't a 'sidewards dodge' be a lot better, tap a key twice to do a short fast jump in that direction.
> shield blocks
There is a very simple and intuitive way to do this;
If shield was a separate item and required a separate slot then it would mean you have to swap items to use it (think riot shield in MW2 (and no, I don't like the game, but it is a good example)). That way you do not need new mechanics, nor anything unintuitive. You want to block? whip out your shield.
Dashing, climbing, and ledges would definitely be gimmicky.
> it's very very laughable
Consider that once we get PVP you will be playing against players.
Go play TheOne's Zombie Survival, then you will realise that playing against players in anything is completely incomparable to playing against AI.
> shield blocks
There is a very simple and intuitive way to do this;
If shield was a separate item and required a separate slot then it would mean you have to swap items to use it (think riot shield in MW2 (and no, I don't like the game, but it is a good example)).
All the other points you brought up, I'll go with, but the idea of having shields as another item is ridiculous. There's no way that you can reliably switch back and forth between a shield and a weapon at that rate. And having to choose between ONLY being able to guard or ONLY being able to attack is useless.
That way you do not need new mechanics, nor anything unintuitive. You want to block? whip out your shield.
Right here is your fallacy, your method wouldn't be; "need to defend whip out the shield" it would be; "need to defend? first put down your sword and leave yourself completely defenseless before you can pull your shield up, and then be unable to attack and thus be stuck defending until your shield wears out or until you finally decide to drop it and leave yourself completely defenseless again so you can pull your sword back out and wonder why you ever bothered switching to the shield in the first place"
It also doesn't make sense. In real life you don't have to sheathe your sword every time you want to bring up your shield to block, you just have the sword in one hand and the shield in the other. Yes, you shouldn't be able to attack effectively while blocking effectively, but that's why i mentioned that guarding with the shield should disable left & right click, but that still allows for much more streamlined switching between defense and attack.
As for making "sneak" an intuitive control for the shield, that could easily be done by simply writing "Sneak = Guard" next to the equipment slot for the shield when you actually place a shield in it. Or for that matter, just stop calling it the Sneak button and call it the Guard or Protect Button (guard/protect yourself from being seen, guard/protect yourself from falling off blocks, guard/protect yourself with your shield), or the Sneak/Guard button and people would get the idea.
What are you on about Grey?
Havn't you heard of the scroll wheel?
1 spin of the wheel and you will have your shield up.
How is THAT difficult?
Minecraft is NOT real life. Pick mechanics that work within the game, not mechanics that require a lot of extra work (in this case you want to be able to dual wield items).
EDIT: You say having only being able to ATTACK or DEFEND at one time is stupid, yet your suggestion is hold shift to block, which disables attack? Can you attack and defend simultaneously with your method? No, you cannot.
> climbing stuff
No thanks, we have ladders and adding climbing is unintuitive and clunky
um.... wat?
Magically adhering ladders all over a huge smoothstone wall is intuitive yet a climbing glove that makes right click allow you to climb stuff is not?
Did you read what I have about ladders versus the climbing glove? I would like you to quote it to prove that you have, I am tired of people refuting my points with little or no basis.
Also, scrolling an exact number slots with the scroll wheel would take practice to do accurately and quickly. Pressing shift to defend and letting go to go back to attacking is way more intuitive.
> climbing stuff
No thanks, we have ladders and adding climbing is unintuitive and clunky
um.... wat?
Magically adhering ladders all over a huge smoothstone wall is intuitive yet a climbing glove that makes right click allow you to climb stuff is not?
Did you read what I have about ladders versus the climbing glove? I would like you to quote it to prove that you have, I am tired of people refuting my points with little or no basis.
> He doesn't read my post
> He accuses me of not reading his
Please re-read my post and once you realise your mistake feel free to apologise.
Until then I will maintain that it is highly unintuitive, and as I said before, is not in keeping with the current mechanics.
Quote from Fhyve »
Also, scrolling an exact number slots with the scroll wheel would take practice to do accurately and quickly. Pressing shift to defend and letting go to go back to attacking is way more intuitive.
Scroll wheel is already how you change items in game. I think every player who has played for more than 10 minutes can accuratly change items.
Adding a new keypress to use a specific item is just silly. We already have a way to use items.
True. But that still doesn't explain why they should be implemented now instead of when they are needed.
And unless every mob is made more difficult to fight, you can still fight them the same way you can now without any risk whatsoever.
Also combat maneuvers are much more complex and game changing additions then Gold, Eggs, Milk, etc. And would also take a lot more time and testing to implement.
It seems to me like instead of answering either of my posts you singled out a single thing from both that you can answer and replied to that instead of answering the more important things in my posts.
So really I don't have anything else to say to you at the moment, as all you've actually said to me is that eggs, gold and milk are useless so it doesn't matter that your own idea is useless too.
Missed this post before but I'll answer you now.
I never said that combat has no bearing on the game. I said currently this idea is completely ****ing useless.
Sorry, but that's all there is to it.
I never said combat was fine as is either, maybe you should read and think more before you vent all your rage out. I said it was too easy right now, and these techniques are not going to make it harder are they?
This is my absolute favourite part of your post too, where you say "I suggested that the combat should be improved, i never said **** needs to be easier, it's already completely easy." That is exactly what I said, only I think changing up the combat system at the moment will make it even easier. Ideas like this need explanation, not just a "because it will be useful in the future".
I also said recently that combat could be changed and made better if harder monsters call for it.
Also how is this dynamic combat system going to make killing a zombie any more fun? Zombie approaches, you attack it until it dies, the end.
I'm not trying to start a flame war, I prefer to call this an argument or a debate. I am not angry. Are you? I am not trying to make you angry, are you trying to make me angry? I am not personally attacking you, and I am not trying to offend, are you? But that's besides the point any way.
Also, the Ghast may be reason to improve the combat. But you don't know ANYTHING about the damn thing except Notch couldn't kill it with a sword. Maybe it's immune to sword swipes for all you know.
We covered this in another thread, but the game offers 3 ways to deal with mobs:
1) Fight
2) Run away
3) Build a fort to survive till morning
That's in no order. And #2 is definitely possible.
Well, at that point, what good is sprinting going to do or ledge climbing? Hell, in that situation, pretty much only the shield suggestion is going to do you any good. no one in this thread really seems to be arguing against shields.
Basically, this right here. Shields and Dodge could be justified as beneficial to the current system and even future systems, the rest of the suggestions could easily disbalance other aspects of the game. Eggs, Gold and Milk are just in the game, they don't change it at all. Unlike what some presidents would like you to believe, not all change is good, and change that doesn't improve anything is ultimately only an annoyance.
No, it would appeal less, because then there WOULD be a focus on combat, and I don't like the idea of combat becoming a focus of minecraft. I like enemies remaining as mere obstacles, and I prefer the combat remain in a state that reflects that, as do many others. What I am pointing out is that the lack of value for killing monsters is what demonstrates that Minecraft is not a combat oriented game.
I get this, but I think you can get all the improvement you need for this just from the shield and dodge. Yes, but here's the question this keeps coming back to: "why did you buy this game to begin with?" I played the free minecraft classic, and I liked it, except the building felt limited, when I saw what could be built in minecraft alpha, I went "ohh, that looks fun" and so I bought it. The combat was never something that attracted me to this game, and I don't see how it could since you could tell from any of the videos just how simple the combat was. So how was it that the combat was something you focused on when you got this game? And if it combat wasn't the reason why you got the game, why should the lack of it be the reason for anyone else to NOT get this game?
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Right now there are two situations with monsters, Situations where it is easy to either kill the monsters or escape, and situations where this is impossible and there usually only one option when you get into such situations. My suggestions removes impossible for the most part - except for really unlucky multi-creeper and skele-spider combos - and gives more options in those situations based on preference. I also offer changes in how difficulty levels are balanced to make those options more or less relatively viable to suit one's preferences.
Once these fixes are made, more difficult monsters could be added restoring the difficulty.
Also, I bet you didn't really read the OP. There is very little complexity in the moves I suggest there. I do suggest a lot of moves but I also say that if one of them are chosen, then the other 4 aren't needed. If any combination of my suggestions are taken, then there will be no added buttons, just added functionality to existing buttons. Climb, click; double jump or high jump or short/high jump, space; dash or charge, double tap a directional button.
Also, I would turn down the rage unless you want to end up with the same fate as abstractor.
:biggrin.gif: 200 posts in this thread!
viewtopic.php?f=1&t=56267
for climbing on ladders, it could be used to center you on the ladder and keep your from sliding back down if you aren't constantly pressing forward.
If shields are implemented, it could be used to guard with the shield. (when on the ground it would still keep you from falling off blocks, and on ladders you would still lock on while guarding)
If climbing walls or clambering up ledges is implemented (even if I don't support its inclusion) sneak could be the button held to initiate the climb (this would temporarily disable the shield until finished climbing)
The other moves and abilities would be tied to other pre-existing buttons.
Doublejump could just be hitting the jump button while already midair, and a "big" jump could just involve holding the jump button longer.
doubletapping a direction could initiate a dodge/roll, and holding teh direction button down after doubletapping could initiate sprinting.
All of them could be done with the same button layout, but my point (and I think Kaz21's) is that with things like sprinting, climbing and big/doublejumping wouldn't make combat more interesting, but only make running away more easy. (mybe other people re envisioning something that would somehow be different, but I'm just not seeing it from these moves) At that point it pretty much entirely negates any significant difference between peaceful mode and hard when you can just outrun or jump out of harms way of everything, unless you improve the enemy's ability to move as well so they can follow you, which would only make it harder for newbies. These moves aren't limited to just being combat oriented, so it will affect the gameplay of everyone, not just those interested in combat. Because of this you're constantly stuck either making it too hard for one group, or too easy for another group.
The shield doesn't benefit you from running away, because it only protects you from what is in front of you, not behind, and it still requires material to make, just like any other armor.
Dodging doesn't take you completely out of the fray, but only out of range of the individual attack (hopefully) so rather than being specifically flee or defense oriented, it's more like a move that buys you time to decide on and switch between the flee/fight/defend tactics. Outside of battle, it would have little use, provided it had the cooldown period that keeps it from being spammed for faster average traveling speed.
Because of this, these two tactics pretty much only benefit those interested in combat, and have little spillover into those who don't care for it, so there's less concern over it making things too easy for one group or too hard for another.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Much good that will do he can just plug and unplug his router to bypass it if his ISP is not anal retentive, that is unless you put an IP Range ban, poor people who share networks and stuff with him who also frequent this site though.
Really the only mob thats balanced are Creepers. Sure they can one-shot you if unarmored up close, but for the most part that never happens unless you get unlucky and snuck up on.
I'll cover the wordy arguments tomorrow, right now my chem homework has to be done
Part of it is figuring out the timing. Melee combat is always tricky to figure out the ranges on when to attack when you're using First person perspective. Once you do, the difficulty of dealing with zombies gets much easier.
As for the skeletons, they only aimbot you perfectly when you're moving predictably. They have a fairly regular firing pattern, so as long as you alter your perpendicular motion at regular intervals right before they shoot, they'll generally miss. Doing this while retreating can sometimes get difficult though, but this does reach the point of being impossible if you try to get close for a melee attack on them.
Spiders, I agree are just too fast. The only reliable way I've seen to handle them is by creating a pit that's only one block wide that they can't get into so you can attack them from below.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Find a clean method for adding context actions, and I will take you more seriously.
> climbing stuff
No thanks, we have ladders and adding climbing is unintuitive and clunky
> grabbing on to ledges
No thanks, that will just look weird, and it doesn't really fit the game
> rolling dash
I kind of like the idea of a short duration faster movement ability.
Wouldn't a 'sidewards dodge' be a lot better, tap a key twice to do a short fast jump in that direction.
> shield blocks
There is a very simple and intuitive way to do this;
If shield was a separate item and required a separate slot then it would mean you have to swap items to use it (think riot shield in MW2 (and no, I don't like the game, but it is a good example)). That way you do not need new mechanics, nor anything unintuitive. You want to block? whip out your shield.
Dashing, climbing, and ledges would definitely be gimmicky.
> it's very very laughable
Consider that once we get PVP you will be playing against players.
Go play TheOne's Zombie Survival, then you will realise that playing against players in anything is completely incomparable to playing against AI.
All the other points you brought up, I'll go with, but the idea of having shields as another item is ridiculous. There's no way that you can reliably switch back and forth between a shield and a weapon at that rate. And having to choose between ONLY being able to guard or ONLY being able to attack is useless. Right here is your fallacy, your method wouldn't be; "need to defend whip out the shield" it would be; "need to defend? first put down your sword and leave yourself completely defenseless before you can pull your shield up, and then be unable to attack and thus be stuck defending until your shield wears out or until you finally decide to drop it and leave yourself completely defenseless again so you can pull your sword back out and wonder why you ever bothered switching to the shield in the first place"
It also doesn't make sense. In real life you don't have to sheathe your sword every time you want to bring up your shield to block, you just have the sword in one hand and the shield in the other. Yes, you shouldn't be able to attack effectively while blocking effectively, but that's why i mentioned that guarding with the shield should disable left & right click, but that still allows for much more streamlined switching between defense and attack.
As for making "sneak" an intuitive control for the shield, that could easily be done by simply writing "Sneak = Guard" next to the equipment slot for the shield when you actually place a shield in it. Or for that matter, just stop calling it the Sneak button and call it the Guard or Protect Button (guard/protect yourself from being seen, guard/protect yourself from falling off blocks, guard/protect yourself with your shield), or the Sneak/Guard button and people would get the idea.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Havn't you heard of the scroll wheel?
1 spin of the wheel and you will have your shield up.
How is THAT difficult?
Minecraft is NOT real life. Pick mechanics that work within the game, not mechanics that require a lot of extra work (in this case you want to be able to dual wield items).
EDIT: You say having only being able to ATTACK or DEFEND at one time is stupid, yet your suggestion is hold shift to block, which disables attack? Can you attack and defend simultaneously with your method? No, you cannot.
I would say it is just as fast to hit hotkeys.
And if people do not play without simple tools such as a mouse, and numpad/number keys, then that is their own fault >_>
um.... wat?
Magically adhering ladders all over a huge smoothstone wall is intuitive yet a climbing glove that makes right click allow you to climb stuff is not?
Did you read what I have about ladders versus the climbing glove? I would like you to quote it to prove that you have, I am tired of people refuting my points with little or no basis.
Also, scrolling an exact number slots with the scroll wheel would take practice to do accurately and quickly. Pressing shift to defend and letting go to go back to attacking is way more intuitive.
viewtopic.php?f=1&t=56267
> He doesn't read my post
> He accuses me of not reading his
Please re-read my post and once you realise your mistake feel free to apologise.
Until then I will maintain that it is highly unintuitive, and as I said before, is not in keeping with the current mechanics.
Scroll wheel is already how you change items in game. I think every player who has played for more than 10 minutes can accuratly change items.
Adding a new keypress to use a specific item is just silly. We already have a way to use items.
Netbook/Laptop.