One of the things about Knockback is that you can just swing your sword and knock mobs back. That makes little sense and it does not really make good gameplay. I propose that swinging a sword (which will have a 0.3-ish seconds cooldown) should stagger the player or mob it hits, placing their attack on a 0.6 second cooldown. However, during that time, the player can still block. Blocking removes the stagger penalty from being hit, and causes the attacker's attack to be on a 0.5 second cooldown, during which he can counterattack.
To compensate for these chances, melee mobs (Zombies, Pigmen), like Skeletons, will actually swing whatever they use as a weapon instead of simply dealing contact damage (Slimes/Magma Cubes will be only damage a player if they are jumping). They will also have animations (obviously). In addition to that, pigmen and armed zombies will now block and zombies will have their attack range increased to 1.5 blocks.
Running and hitting or hitting stuff with a Knockback sword will still cause Knockback as well as lengthen the stagger time by a bit.
Stamina Stamina will be a hidden meter, much like Saturation. Having lower stamina causes you to do everything slower. Yep. EVERYTHING. From walking to running to fighting to mining. If you have no stamina, you will not be able to move or do anything that is not done instantly (right clicking on a furnace, etc).Your stamina cap and regeneration is dependent on your health. As a rule of thumb, Max Stamina = 80 - (Max Health - Health) * 4. You lose stamina by sprinting and attacking, and you gain it by not doing anything. As a rule of thumb, your stamina gain per second will be (Current Stamina / 2), rounded up. You can only gain stamina if you are standing still.Tasks less labour-intensive (like mining) will not consume stamina.
Sprinting
First off, sprinting will be buffed: you will be able to move up to 3X your normal speed when you sprint.
When sprinting, you will start out at your normal movement speed and slowly accelerate your movement speed to 6X the more you hold the control (or whatever your sprint key is) button. Double-tapping control or W will cause you to start at 2x your normal movement speed. Your hunger will only start to drain faster you hit 2X your normal movement speed, and it will drain faster the faster you move.
The distance mobs will be knocked back by your sword will be dependent on how fast you will sprint and how strong the knockback enchantment on your sword is. The mechanics will be explained in the next section.
Velocity-based Damage
You know how you can deal critical strikes by jumping before hitting stuff? Logic dictates that the higher kinetic energy gained by falling causes you to deal more damage. Do you know why you get hurt when you fall? It has a similar reason: velocity. In this section I would like to propose a few things: something akin to assassinating someone from above with a hidden blade sword and transferring velocity to another object.
No, this is not purely an 'OMG ASSASSIN'S CREED MECHANICS OMG' section. This will also be a 'couch lance' section and a 'shove people into a pit of lava' section.
First off, you should be able to hold your blade in front of you by holding the left key. If you run into someone this way (even better: run into someone with a horse this way), you will sacrifice knockback power for more velocity damage. This will be a mechanic for wannabe Altairs and knights as well as users relying on speed.
Now on to the mechanics: running into a wall at a high speed will hurt yourself based on your velocity towards the wall (it will also cause the particles caused by falling, albeit in a different direction). This will apply to falling too, replacing the current (buggy) falling mechanics (remember the pig-on-a-leash where you cut the leash and the pig dies due to fall damage with the ground 1m away from him?) we have now. Yep. Your fall damage will be entirely dependent on how fast you are going before you hit the ground.
Here's another mechanic: kinetic energy transfer (also known as softening your fall by landing on a civilian in Assassin's Creed). If you fall on a mob (or run into a mob), you will transfer a percentage of your velocity to the mob. The velocity taken by the mob is then amplified by how strong the Knockback enchantment of your sword is, if you touch the mob by hitting them. This will cause the mob to fly away from you, possibly hitting a wall or another object where he will take damage. After you transfer your velocity to the mob, both you and the mob takes damage based on your velocities. This effect is amplified on the mob by whether you are holding your sword in front of you and whether you are pointing your sword at the mob.
No, I do not believe we need a dedicated physics engine for this. All we really need is to use the velocity system (Motion in NBT tags) Minecraft has to achieve the desired effect.
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I'd like a better combat system, with more sword moves, weapons, and mobs having better attacks, but this is way to complicated, in-depth, and time consuming for a sandbox building and exploring game.
I'd like a better combat system, with more sword moves, weapons, and mobs having better attacks, but this is way to complicated, in-depth, and time consuming for a sandbox building and exploring game.
Truthfully this for my opinion is a very bad idea heres a few reasons
-It is easily abused as the new EULA really hates the Pay- to - Win for servers ??? I don't think this is a Pay to Win feature.
-It is too complicated, comeon this game was made so 6 year old kids could play (No offense to young peeps) Portal is another easily understandable game, yet it uses physics and stuff. You do not need to know most laws of physics to take advantage of this combat system, since we all know that if we go too fast, we will hurt ourselves if we hit something. We also know that we can hurt ourselves if a train hits us.
-Many games have ideas like this... so its kinda Copy - Paste The only game I can think of that uses proper physics rather than scripted events in combat is Mount and Blade, and even that game does not support physics-based vertical combat.
BUT! I REALLY WOULD WANT IT IN A MOD CAN YOU MAKE THAT MOD?
This should answer everyone's concerns about complications.
I support this idea, I do feel we need a better combat system. I wish I could test it out, since I do want to know the feel of the new combat system, could you make any comparisons to other games that may share similar combat?
Mount and Blade features a similar momentum-based combat system (more pronounced for horses).
[b]-It is too complicated, comeon this game was made so 6 year old kids could play [/b][/b][b][b][b][b]-It is too complicated, comeon this game was made so 6 year old kids could play [/b][/b][/b][/b][b][b][b][b][b][b][b][b]-It is too complicated, comeon this game was made so 6 year old kids could play [/b][/b][/b][/b][/b][/b][/b][/b]
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[b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b]was made so 6 year old kids could play[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b]
Mind.exe has shutdown....
OK, I'm good. In other news, that is the worst sentence I've read in my life. Maybe 2nd.
This idea just complicates combat more than making it fun. Hunger is already our stamina, the last thing we need is another energy bar but one that can't be seen. And come on, seriously? Taking damage by running into walls? Why do we want that..?
Quote from DonutOwnage -It is too complicated, comeon this game was made so 6 year old kids could play (No offense to young peeps)
This idea just complicates combat more than making it fun. Hunger is already our stamina, the last thing we need is another energy bar but one that can't be seen. And come on, seriously? Taking damage by running into walls? Why do we want that..?
The energy bar should not come into play unless you fight a ton of mobs or run at full speed (very fast and OP). You will not take damage from running into walls unless you are going very fast/got knocked back into a wall at a high speed.
While Minecraft's combat system desperately needs an update, I don't think it should be one as major as this one. Combat is still not even close to being on of Minecraft's main gameplay mechanics, and it never should be.
No support.
I see why not. Command blocks are not one of Minecraft's gameplay mechanics, yet they get a big update. Besides, it should be pretty simple in execution (go faster to chop more heads but don't go too fast or you will crash into a wall).
Minecraft is a game that is (for many people, not everyone) focused around combat, raiding, attacking/defending, <insert pugnacious verb here>, et cetera.
Still, I don't think this idea is at its prime, especially regarding the "Stamina" section. No support.
Yes, but Command blocks are Mapmaking only, so only teh people who actively use them actually get involved with them. A new combat mechanic would really affect gameplay, more then command blocks.
You are complaining about the suggestion attempting to improve what you consider a 'side feature'. If you play on peaceful, the combat change should not affect you. If you fight 1 mob at a time, the change will be noticeable but will not make the game a lot harder unless you are already bad at the game (you can still swing your sword as long as you keep moving back when the zombie is attacking you).
Besides, think of all the minecart traps we could make with this velocity-based combat change (yes, you could ram people with a fast minecart. The velocity transfer/damage is not limited to living mobs).
The only part of this I would ever support is a damage increase from high velocities in the direction of the target (so hitting someone while charging towards them on the horse hurts more). Otherwise, its just going to be annoying. Minecraft is more the sort of game to bash people apart with a sword mindlessly.
Tasks less labour-intensive (like mining) will not consume stamina.
The OP's main point was that if you've exhausted yourself with other tasks too much and have lost all of your stamina, then you wouldn't be able to do much.
Stamina
Stamina will be a hidden meter, much like Saturation. Having lower stamina causes you to do everything slower. Yep. EVERYTHING. From walking to running to fighting to mining. If you have no stamina, you will not be able to move or do anything that is not done instantly (right clicking on a furnace, etc). Your stamina cap and regeneration is dependent on your health. As a rule of thumb, Max Stamina = 80 - (Max Health - Health) * 4. You lose stamina by sprinting and attacking, and you gain it by not doing anything. As a rule of thumb, your stamina gain per second will be (Current Stamina / 2), rounded up. You can only gain stamina if you are standing still. Tasks less labour-intensive (like mining) will not consume stamina.
hidden bladesword and transferring velocity to another object.Remind me why the Minecraft community cannot comprehend anything more complicated than clicking a button.
HUEE HUE HUE SAPU- No. I think the above says enough.
You can just keep swinging your sword if you are facing 1-2 mobs. It should only become a concern in ADV/CTM type maps and PvP.
Sandbox =/= brainless.
EDIT: Got a new sig. Oh, and in retard's terms, run into someone to damage them and knock them back. Don't exhaust yourselves.
Remind me why the Minecraft community cannot comprehend anything more complicated than clicking a button.
Remind me why the Minecraft community cannot comprehend anything more complicated than clicking a button.
Plus I like these ideas!
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No support.
PROUD USER OF THE STEVE SKIN
Agreed.
This should answer everyone's concerns about complications.
Mount and Blade features a similar momentum-based combat system (more pronounced for horses).
Remind me why the Minecraft community cannot comprehend anything more complicated than clicking a button.
Mind.exe has shutdown....
OK, I'm good. In other news, that is the worst sentence I've read in my life. Maybe 2nd.
1.5.
1.01.
Uhh. How old are you exactly?
The energy bar should not come into play unless you fight a ton of mobs or run at full speed (very fast and OP). You will not take damage from running into walls unless you are going very fast/got knocked back into a wall at a high speed.
I see why not. Command blocks are not one of Minecraft's gameplay mechanics, yet they get a big update. Besides, it should be pretty simple in execution (go faster to chop more heads but don't go too fast or you will crash into a wall).
Remind me why the Minecraft community cannot comprehend anything more complicated than clicking a button.
Minecraft is a game that is (for many people, not everyone) focused around combat, raiding, attacking/defending, <insert pugnacious verb here>, et cetera.
Still, I don't think this idea is at its prime, especially regarding the "Stamina" section. No support.
You are complaining about the suggestion attempting to improve what you consider a 'side feature'. If you play on peaceful, the combat change should not affect you. If you fight 1 mob at a time, the change will be noticeable but will not make the game a lot harder unless you are already bad at the game (you can still swing your sword as long as you keep moving back when the zombie is attacking you).
Besides, think of all the minecart traps we could make with this velocity-based combat change (yes, you could ram people with a fast minecart. The velocity transfer/damage is not limited to living mobs).
Remind me why the Minecraft community cannot comprehend anything more complicated than clicking a button.
Oh. Forgot about that.