I understand now, 120% as in -120% hidden, a hostile mob will see you. Exactly, wearing full diamond armor actually makes it easier for mobs to see you.
My comments were mostly focused around player vs player. Well, this new mechanic improves both PVP and Survival.
While I think that the 0% hidden to 100% hidden scale would be neat, there are some technicalities. If a hostile mob's detection range is a certain radius surrounding them, as soon as you walk in it, they'd detect you. Or perhaps depending on the percentage you're at, they'd have that minus 100% of a chance to detect you (If you were at 90%, they'd have a 10% chance). But if the weight point system works as I believe, then even with chain armor on, they'd have a base 75% chance of detecting you (assuming the detection works as I described) without any other added factors. They'd have a 30% chance to detect you, since a full set of chain armor only has 2 weight points. I like this system, as I was trying to figure out a way how it will be possible to get in a sneak stab. This is the only way I think it could be possible. Either that, or the mob's detection radius was changed to be more realistic. (They can't see behind them.)
I think it would be much more plausible to stay with the either 100% visible or 100% hidden though, Yeah, this may make more sense. After all, how can you be a percentage of hidden? and make it so that a direct backstab is an automatic critical hit, instead of being dependent on the percentage of your current sneak. Would it work like this for all weapons, or is this a dagger trait only? I'm still trying to determine what exactly should make the dagger a choice weapon for stealthier characters. While this may completely change it around, and require a reworking of the weight point system, it could focus more on movement speed which in turn would require players to use line of sight and terrain to their advantage. While cutting down on chances, you'd increase the required skill to achieve these attacks in theory. I'm not exactly sure what you mean by this, but I'm going to assume you are suggesting that the entire "hidden" system be removed? If that were the case, then heavy armored players would be just as stealthy as light armored players, except they would move slower.
It wouldn't be, but they'd be removing a mechanic from a weapon to simply add it somewhere else. Another thing which breaks the power balance of the bow being incorporated into this suggestion is that there'd be absolutely no point of adding the dagger. It would be much easier to simply use your bow and always stay hidden from a distance, instead of taking the chance at going up for a backstab, as the bow is the most powerful weapon in the game for now. I was suggesting that the bow be removed from the suggestion altogether, and the suggestion focus mainly on melee oriented combat. Pretty solid reasoning there. And now that I think about it, I do understand how the current critical hit method is balanced.
Forgive me, I completely forgot to factor in armor rating. That completely went over my head. Assuming that the player hit with a backstab from the diamond dagger that is enchanted with Shadowstrike II is in full diamond armor (10 armor, 80% dmg reduction), the total damage would be 2.08 hearts. With full iron, the total damage would be 4.16 hearts. With Shadowstrike IV, the damage would scale up to 2.48 for diamond and 4.96 for iron. Considering the attack cooldown feature that'll be implemented in 1.9, this may be plausible damage, people would most likely swap to a diamond sword to finish off their opponent on an equal playing field (not really because, backstabbed!) since the dagger is at a disadvantage dmg wise without sneak, unless the attack cooldown was shorter than the sword or your timing has to be immaculate. Really? That's all the damage it'll do? This game needs this addition more than I thought. Newly spawned players really have no chance. But I forgot to state the attack cooldown of the dagger, which, as you can assume, will be 2x faster than a sword of the same tier.
Of course! You are welcome.
A critic's job is critiquing after all, not simply stating their opinion and being done with it (whether for or against).
You can't simply adopt the sneaking style from Skyrim. Minecraft and Skyrim are completely different things. Although they do have some similarities.
Weight points would not help the Minecraft players at all. Weighing down means each item gets a realistic value, and some items, such as diamond blocks, would weigh WAY too much to carry, even if it was just one block. Weight points are for armor only, and the slowing effects are a small number.
Sneaking is NOT a PvP mechanic: it is just a player mechanic. Used to cling to edges. For this, sneaking is unique to Minecraft and Minecraft alone. But, you see, sneaking CAN be a PVP mechanic. I've edited the original thread to explain this better, I recommend viewing it again.
What I meant to say is that with chain armor, you'd have a base 75% (actually 70%, without any other added factors) of not being caught and a 30% chance of always being caught. Basically I was trying to say that with that system, pretty much every 1/3rd time you'd be caught while trying to backstab and all that sneaking would be for naught. I changed the original reply to make more sense now that I've had decent sleep
It would mean even the most skillful "sneaker" would always have a 30% chance of getting caught if they were wearing chain mail.
Exactly, it doesn't make much sense to be a percentage of hidden and this isn't exactly a stealth game, but you're trying to add a component that isn't there to the current sneak. So the system needs to work simply and for both PvP and PvE at the same time, while the hidden scale was a unique idea, it's not exactly functional for what you're trying to incorporate and only covers PvE.
For this idea to work, a mob's detection range would have to be 180 degrees in front of them, and their back must be open so that getting a backstab is even possible. Basically instead of revolving around percentages of being hidden and then that chance being rolled when you come into their detection range, the weight points should influence the sneak's current movement speed of 1.31 m/s (likely the base speed be increased and armor then decreases it), but sneaking can never surpass 4.317 m/s (normal walking).
Which would require players to use terrain, patience, etc, combined with the now plausible speed. This method would allow for more dynamic world PvP, as 1.31 m/s is a dead zombie crawl and by the time you make it to an enemy player, they'll likely see you because you'd be a turtle walking up to them. Granted the scale up in damage from II to IV of Shadowstrike is quite unrewarding, and it could be slightly reworked, you have to keep in mind when going in for a backstab you could in theory get two hits off. Depending on the dagger's attack cooldown, of course. You may only get one if the player happens to be a quick reaction time as well, but if the target was in iron (the most common armor type) they'd be dead in a third hit.
As for the dagger being 2x faster than the sword in it's attack cooldown, that wouldn't be plausible. Considering a diamond dagger is half the damage of a sword (2 hearts, sword being 4), being able to land a full damage hit 2x faster than a sword would in turn make it just as powerful, if not more so. Perhaps 50% faster instead of 100%? Not sure on that one.
Rollback Post to RevisionRollBack
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
What I meant to say is that with chain armor, you'd have a base 75% (actually 70%, without any other added factors) of not being caught and a 30% chance of always being caught. Basically I was trying to say that with that system, pretty much every 1/3rd time you'd be caught while trying to backstab and all that sneaking would be for naught. I changed the original reply to make more sense now that I've had decent sleep
It would mean even the most skillful "sneaker" would always have a 30% chance of getting caught if they were wearing chain mail. Actually, the most skillful sneaker would have lightweight enchantments and invisibility potions. Chain armor by itself is not enough to guarantee a successful sneak everytime, so that's why it's like this.
Exactly, it doesn't make much sense to be a percentage of hidden and this isn't exactly a stealth game, but you're trying to add a component that isn't there to the current sneak. So the system needs to work simply and for both PvP and PvE at the same time, while the hidden scale was a unique idea, it's not exactly functional for what you're trying to incorporate and only covers PvE. Well, PVP is a relatively small portion of the game, at least for console editions. However, whose to say it can't work one way in PvE, and another way in PvP? In PvE, it works like I said in the forum, with the mob checking its radius every few seconds, and all the percentages and everything. As for PvP, if you're sneaking, and out of view of another player, you're hidden. This includes invisibility. Please tell me if you like this method.
For this idea to work, a mob's detection range would have to be 180 degrees in front of them, and their back must be open so that getting a backstab is even possible. Basically instead of revolving around percentages of being hidden and then that chance being rolled when you come into their detection range, the weight points should influence the sneak's current movement speed of 1.31 m/s (likely the base speed be increased and armor then decreases it), but sneaking can never surpass 4.317 m/s (normal walking). Sorry, but I honestly think the system in the thread would work better, and would have more of a "sneak" factor. Moving faster isn't necessarily stealthy.
Which would require players to use terrain, patience, etc, combined with the now plausible speed. This method would allow for more dynamic world PvP, as 1.31 m/s is a dead zombie crawl and by the time you make it to an enemy player, they'll likely see you because you'd be a turtle walking up to them. Granted the scale up in damage from II to IV of Shadowstrike is quite unrewarding, and it could be slightly reworked, you have to keep in mind when going in for a backstab you could in theory get two hits off. Depending on the dagger's attack cooldown, of course. You may only get one if the player happens to be a quick reaction time as well, but if the target was in iron (the most common armor type) they'd be dead in a third hit. Well, the dagger would be as fast as a hoe, if not slightly faster.
As for the dagger being 2x faster than the sword in it's attack cooldown, that wouldn't be plausible. Considering a diamond dagger is half the damage of a sword (2 hearts, sword being 4), being able to land a full damage hit 2x faster than a sword would in turn make it just as powerful, if not more so. Perhaps 50% faster instead of 100%? Not sure on that one. Eh, the dagger's main selling factor is its speed, and sneak ability.
Nice basic concept but too complicated mechanics trying to do too many different things, and it needs better balance.
The diamond armor guy basically gets the the shafthere. But that is top level armor ! Not much point in having a game progression if early armor can be better !
Seems more like stuff for a mod than a suggestion for vanilla, honestly.
Nice basic concept but too complicated mechanics trying to do too many different things, and it needs better balance. Please explain how it is unbalanced?
The diamond armor guy basically gets the the shafthere. But that is top level armor ! And, in my opinion, so is chain. The only thing the diamond armored player cannot do as well as lighter armored players is sneak, which makes perfect sense to me. He still has his heavy defense. (80% damage reduction, remember?) Not much point in having a game progression if early armor can be better ! Leather may be best at remaining hidden, but it still has poor durability and damage resistance. In my opinion, that's fair.
Seems more like stuff for a mod than a suggestion for vanilla, honestly. I'll have to respectfully disagree on this one. This is a change that I feel would balance PvP a bit more, and provide a new and interesting gameplay mechanic for survival.
That wouldn't have anything to do with skill tho, it would only have to do with farming experience points and ingredients for the potion. Console editions themselves are a small portion of the game, PC is the most widely played. It can work differently for PvP and PvE, but you've even said that you don't know how the hidden feature would work properly. As how can you be a percentage of hidden?
There is no need to be sorry, you are expressing your opinion. I would welcome you to explain why you think this though. Your current system involves the game checking percentages and deciding based on a roll (at least for PvE), which requires not much skill and yet your main goal is achieving a new more stealth-like play-style. What is the point of adding a new play-style if the game plays it for you? I understand your idea with the hidden percentage system, but I personally believe it isn't plausible for reasons I have stated previously.
While moving faster in sneak isn't "stealthier", it would make it much more valid when you think in terms of actual gameplay. At the current 1.31 m/s speed of sneaking, backstabbing even an NPC would be unlikely, and you might as well forget about reaching a player in sneak. This would mean that players instead of having a hidden percentage based on certain factors, could utilize the speed for using terrain and the like to stay hidden until it is time for them to strike. I also think that the sneak mechanic should require you to be in it for a certain period of time before it'll allow the critical hit from a dagger, to avoid people running up to an enemy, pressing sneak, and achieving a free critical backstab.
The dagger's main factor is its ability to critically backstab and its speed, but that doesn't mean it should beat a diamond sword face-to-face.
Rollback Post to RevisionRollBack
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
That wouldn't have anything to do with skill tho, it would only have to do with farming experience points and ingredients for the potion. Console editions themselves are a small portion of the game, PC is the most widely played. It can work differently for PvP and PvE, but you've even said that you don't know how the hidden feature would work properly. As how can you be a percentage of hidden?
There is no need to be sorry, you are expressing your opinion. I would welcome you to explain why you think this though. Your current system involves the game checking percentages and deciding based on a roll (at least for PvE), which requires not much skill and yet your main goal is achieving a new more stealth-like play-style. What is the point of adding a new play-style if the game plays it for you? I understand your idea with the hidden percentage system, but I personally believe it isn't plausible for reasons I have stated previously.
While moving faster in sneak isn't "stealthier", it would make it much more valid when you think in terms of actual gameplay. At the current 1.31 m/s speed of sneaking, backstabbing even an NPC would be unlikely, and you might as well forget about reaching a player in sneak. You know what? I think I understand what you're suggesting with this. And, I like it. It would be much more simple too. Instead of "Weight Points" and whatnot, it would be much easier to simply say, Leather and Chain Armor do not oppress sneak speed. What I mean by this is, boost the original speed of sneak maybe 30%? Maybe more depending on how quickly a player would have to reach a mob. The goal is to have the speed of sneaking with Light Armor be only slightly slower than walking. Wearing Leather or Chain Armor still allows the player to sneak this fast. However, Gold, Iron, and Diamond Armors all oppress sneaking speed. This would mean that players instead of having a hidden percentage based on certain factors, could utilize the speed for using terrain and the like to stay hidden until it is time for them to strike. I also think that the sneak mechanic should require you to be in it for a certain period of time before it'll allow the critical hit from a dagger, to avoid people running up to an enemy, pressing sneak, and achieving a free critical backstab. A normal mob's detection radius is 16 blocks. Perhaps they could change this to where a mob can only see 180 degrees in front of them, like you suggested earlier. Keep the 16 block radius though. To achieve a critical hit with a dagger, a player would have to have been sneaking as soon as they entered the 16 block radius. This would work the same way with other players.
The dagger's main factor is its ability to critically backstab and its speed, but that doesn't mean it should beat a diamond sword face-to-face. You're right here. The only time a dagger could compete with a sword is when sneaking.
Sorry if that was written poorly, I'm not sure how to explain it. I'll change the original thread depending on how you reply. Thanks for all of the helpful feedback.
That wouldn't have anything to do with skill tho, it would only have to do with farming experience points and ingredients for the potion. Console editions themselves are a small portion of the game, PC is the most widely played. It can work differently for PvP and PvE, but you've even said that you don't know how the hidden feature would work properly. As how can you be a percentage of hidden?
There is no need to be sorry, you are expressing your opinion. I would welcome you to explain why you think this though. Your current system involves the game checking percentages and deciding based on a roll (at least for PvE), which requires not much skill and yet your main goal is achieving a new more stealth-like play-style. What is the point of adding a new play-style if the game plays it for you? I understand your idea with the hidden percentage system, but I personally believe it isn't plausible for reasons I have stated previously.
While moving faster in sneak isn't "stealthier", it would make it much more valid when you think in terms of actual gameplay. At the current 1.31 m/s speed of sneaking, backstabbing even an NPC would be unlikely, and you might as well forget about reaching a player in sneak. This would mean that players instead of having a hidden percentage based on certain factors, could utilize the speed for using terrain and the like to stay hidden until it is time for them to strike. I also think that the sneak mechanic should require you to be in it for a certain period of time before it'll allow the critical hit from a dagger, to avoid people running up to an enemy, pressing sneak, and achieving a free critical backstab.
The dagger's main factor is its ability to critically backstab and its speed, but that doesn't mean it should beat a diamond sword face-to-face.
Where did you go? I need help finalizing this to make it a better thread, please.
Where did you go? I need help finalizing this to make it a better thread, please.
I understand that, and I apologize for the belated reply but I cannot spare the time during some days.
You could still keep the weight point system, but scrap the hidden percentages idea. The weight points would be the way you determine how much a certain type of gear hinders sneak. A 30% increase seems a touch too low, as you can already achieve that by moving diagonally. Having the base sneak speed, possibly right under normal walking speed, so around 4.00 m/s? With the speed that high, what I was thinking is that with the diagonal increase in movement, you'd be right up there with normal walking speed.
Considering players will usually always have a type of armor on, it will always decrease from there. On the light end, leather would be able to reach slightly below base movement speed, while diamond would almost lessen to the older sneak's speed of 1.31 m/s. As to make sure that people who choose the "tank" play-style are still able to keep this mechanic while also making the addition for a new play-style.
I like the idea of having to be in sneak before coming within the 16 block raidus of the player / mob for the allowance of a critical hit, I think that could function quite well.
Rollback Post to RevisionRollBack
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
I understand that, and I apologize for the belated reply but I cannot spare the time during some days. No problem, I understand.
You could still keep the weight point system, but scrap the hidden percentages idea. The weight points would be the way you determine how much a certain type of gear hinders sneak. A 30% increase seems a touch too low, as you can already achieve that by moving diagonally. Having the base sneak speed, possibly right under normal walking speed, so around 4.00 m/s? Sure, sounds good to me. With the speed that high, what I was thinking is that with the diagonal increase in movement, you'd be right up there with normal walking speed.
Considering players will usually always have a type of armor on, it will always decrease from there. On the light end, leather would be able to reach slightly below base movement speed, while diamond would almost lessen to the older sneak's speed of 1.31 m/s. As to make sure that people who choose the "tank" play-style are still able to keep this mechanic while also making the addition for a new play-style. It's a good idea to make sure that the old way is still available, that's what people get hung up on. This way could work, but I also thought that leather and chain could have no effect at all. However, as I'm typing this, I realize that means that leather will have no advantages over chain.
I like the idea of having to be in sneak before coming within the 16 block raidus of the player / mob for the allowance of a critical hit, I think that could function quite well. Makes sense to me, if they see you, they know you're there, and the element of surprise is gone.
The only thing I can really think to nitpick about is how gold armor somehow slows you down less than iron and diamond, despite being heavier than both in real life. Even from a purely gameplay perspective, gold's high enchantment capacity should warrant it at least a little more weight.
Iron's also pretty heavy, so it should probably weigh down the player just a little more to keep the gap between gold and iron there, and also to reduce the gap between iron and diamond a little.
The only thing I can really think to nitpick about is how gold armor somehow slows you down less than iron and diamond, despite being heavier than both in real life. Even from a purely gameplay perspective, gold's high enchantment capacity should warrant it at least a little more weight.
Iron's also pretty heavy, so it should probably weigh down the player just a little more to keep the gap between gold and iron there, and also to reduce the gap between iron and diamond a little.
That's all just a matter of adjustment. I'm glad you like the idea.
Just want to point out real quick, that the fact that a couple FPS game have this, doesn't mean, it's a good idea for minecraft.
So, I like the idea of sneak attacks, and the way you implemented it. But I really don't like the dagger part. I can live with having a dagger, if it was implemented right. How you described it though, it just seems like "less x more y", but with helping the sneak attack. I personally feel that the dagger should just be less damage than a sword, but more when you're sneaking. This would also go more with was you said about adding another playing style besides the tank. You either have to have strong armor and a strong weapon to go in charging, or have weak armor and a weak weapon, and be skilled enough to get a bonus.
Not really sure how to do this, but something I'd like to see would be a way for sneaking to help in PvP using this new mechanic.
Just want to point out real quick, that the fact that a couple FPS game have this, doesn't mean, it's a good idea for minecraft.
So, I like the idea of sneak attacks, and the way you implemented it. But I really don't like the dagger part. I can live with having a dagger, if it was implemented right. How you described it though, it just seems like "less x more y", but with helping the sneak attack. I personally feel that the dagger should just be less damage than a sword, but more when you're sneaking. This would also go more with was you said about adding another playing style besides the tank. You either have to have strong armor and a strong weapon to go in charging, or have weak armor and a weak weapon, and be skilled enough to get a bonus.
Not really sure how to do this, but something I'd like to see would be a way for sneaking to help in PvP using this new mechanic.
Partial Support.
This would work with PvP as well. To get a sneak attack on the enemy, they would have to be sneaking before they entered a 16 block radius of the enemy player, and get a backstab. It's up to the other player to not expose their back too often.
This is a pretty awesome idea. Support
What I meant to say is that with chain armor, you'd have a base 75% (actually 70%, without any other added factors) of not being caught and a 30% chance of always being caught. Basically I was trying to say that with that system, pretty much every 1/3rd time you'd be caught while trying to backstab and all that sneaking would be for naught. I changed the original reply to make more sense now that I've had decent sleep
It would mean even the most skillful "sneaker" would always have a 30% chance of getting caught if they were wearing chain mail.
Exactly, it doesn't make much sense to be a percentage of hidden and this isn't exactly a stealth game, but you're trying to add a component that isn't there to the current sneak. So the system needs to work simply and for both PvP and PvE at the same time, while the hidden scale was a unique idea, it's not exactly functional for what you're trying to incorporate and only covers PvE.
For this idea to work, a mob's detection range would have to be 180 degrees in front of them, and their back must be open so that getting a backstab is even possible. Basically instead of revolving around percentages of being hidden and then that chance being rolled when you come into their detection range, the weight points should influence the sneak's current movement speed of 1.31 m/s (likely the base speed be increased and armor then decreases it), but sneaking can never surpass 4.317 m/s (normal walking).
Which would require players to use terrain, patience, etc, combined with the now plausible speed. This method would allow for more dynamic world PvP, as 1.31 m/s is a dead zombie crawl and by the time you make it to an enemy player, they'll likely see you because you'd be a turtle walking up to them. Granted the scale up in damage from II to IV of Shadowstrike is quite unrewarding, and it could be slightly reworked, you have to keep in mind when going in for a backstab you could in theory get two hits off. Depending on the dagger's attack cooldown, of course. You may only get one if the player happens to be a quick reaction time as well, but if the target was in iron (the most common armor type) they'd be dead in a third hit.
As for the dagger being 2x faster than the sword in it's attack cooldown, that wouldn't be plausible. Considering a diamond dagger is half the damage of a sword (2 hearts, sword being 4), being able to land a full damage hit 2x faster than a sword would in turn make it just as powerful, if not more so. Perhaps 50% faster instead of 100%? Not sure on that one.
Thanks, don't forget to upvote
Nice basic concept but too complicated mechanics trying to do too many different things, and it needs better balance.
The diamond armor guy basically gets the the shafthere. But that is top level armor ! Not much point in having a game progression if early armor can be better !
Seems more like stuff for a mod than a suggestion for vanilla, honestly.
That wouldn't have anything to do with skill tho, it would only have to do with farming experience points and ingredients for the potion. Console editions themselves are a small portion of the game, PC is the most widely played. It can work differently for PvP and PvE, but you've even said that you don't know how the hidden feature would work properly. As how can you be a percentage of hidden?
There is no need to be sorry, you are expressing your opinion. I would welcome you to explain why you think this though. Your current system involves the game checking percentages and deciding based on a roll (at least for PvE), which requires not much skill and yet your main goal is achieving a new more stealth-like play-style. What is the point of adding a new play-style if the game plays it for you? I understand your idea with the hidden percentage system, but I personally believe it isn't plausible for reasons I have stated previously.
While moving faster in sneak isn't "stealthier", it would make it much more valid when you think in terms of actual gameplay. At the current 1.31 m/s speed of sneaking, backstabbing even an NPC would be unlikely, and you might as well forget about reaching a player in sneak. This would mean that players instead of having a hidden percentage based on certain factors, could utilize the speed for using terrain and the like to stay hidden until it is time for them to strike. I also think that the sneak mechanic should require you to be in it for a certain period of time before it'll allow the critical hit from a dagger, to avoid people running up to an enemy, pressing sneak, and achieving a free critical backstab.
The dagger's main factor is its ability to critically backstab and its speed, but that doesn't mean it should beat a diamond sword face-to-face.
Sorry if that was written poorly, I'm not sure how to explain it. I'll change the original thread depending on how you reply. Thanks for all of the helpful feedback.
Where did you go? I need help finalizing this to make it a better thread, please.
I understand that, and I apologize for the belated reply but I cannot spare the time during some days.
You could still keep the weight point system, but scrap the hidden percentages idea. The weight points would be the way you determine how much a certain type of gear hinders sneak. A 30% increase seems a touch too low, as you can already achieve that by moving diagonally. Having the base sneak speed, possibly right under normal walking speed, so around 4.00 m/s? With the speed that high, what I was thinking is that with the diagonal increase in movement, you'd be right up there with normal walking speed.
Considering players will usually always have a type of armor on, it will always decrease from there. On the light end, leather would be able to reach slightly below base movement speed, while diamond would almost lessen to the older sneak's speed of 1.31 m/s. As to make sure that people who choose the "tank" play-style are still able to keep this mechanic while also making the addition for a new play-style.
I like the idea of having to be in sneak before coming within the 16 block raidus of the player / mob for the allowance of a critical hit, I think that could function quite well.
Changed how sneaking works. It focuses more on speed now, as a few of you have suggested. Overall, it is a simpler system.
Pretty good idea here.
The only thing I can really think to nitpick about is how gold armor somehow slows you down less than iron and diamond, despite being heavier than both in real life. Even from a purely gameplay perspective, gold's high enchantment capacity should warrant it at least a little more weight.
Iron's also pretty heavy, so it should probably weigh down the player just a little more to keep the gap between gold and iron there, and also to reduce the gap between iron and diamond a little.
That's all just a matter of adjustment. I'm glad you like the idea.
I think that this is good for a mod, but NOT for minecraft vanilla :/I was kidding, i like it XD
Cool, thanks!
Just want to point out real quick, that the fact that a couple FPS game have this, doesn't mean, it's a good idea for minecraft.
So, I like the idea of sneak attacks, and the way you implemented it. But I really don't like the dagger part. I can live with having a dagger, if it was implemented right. How you described it though, it just seems like "less x more y", but with helping the sneak attack. I personally feel that the dagger should just be less damage than a sword, but more when you're sneaking. This would also go more with was you said about adding another playing style besides the tank. You either have to have strong armor and a strong weapon to go in charging, or have weak armor and a weak weapon, and be skilled enough to get a bonus.
Not really sure how to do this, but something I'd like to see would be a way for sneaking to help in PvP using this new mechanic.
Partial Support.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
This would work with PvP as well. To get a sneak attack on the enemy, they would have to be sneaking before they entered a 16 block radius of the enemy player, and get a backstab. It's up to the other player to not expose their back too often.