I've been thinking. Many people hate the cool down timer on the swords because it stops the spam click method that was fundamental in PVP in pre1.9
What would be a good resolution?
I think that they should remove the cool down timer but keep shields and the use of two hands. But then the cool down timer helps those that are good at timing.
As with every time this comes up, 'many' people is a gross exaggeration. It is actually a very vocal minority, the same way it is a very vocal minority that says any particular version "ruined the game" (or something to that effect).
Personally I love the new combat, it takes more skill and makes mobs more of a risk. The old combat's skill cap was more or less how fast you can click, which is easy to automate using free macro software or any decent gaming mouse. I can set my mouse to click literally every millisecond if I wanted to, which is faster than any human possibly can. That shouldn't be what defines me as a more skilled player.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I actually like the new combat but I hate that no one accepts it and I wander if it would be for the best for server to accept it or for the cool down timer to be eliminated.
If I were in charge of development I'd change it to the system I use in TMCW, where you can attack as fast as you want with one caveat: if you hit a mob while it is damage-immune or miss entirely you'll incur a "penalty" which reduces your attack damage, with each "bad" attack further reducing it with a gradual recovery (so it does not just affect the next attack but all attacks, and lasts for up to 10 seconds, 5 of those at the maximum reduction of 75%). Missing one attack here and there will not noticeably affect attack damage since there is headroom (the penalty counter starts at -30 and the penalty starts when it exceeds 0, with a maximum of 200 ticks or 10 seconds. Hitting a damage-immune mob also does not count unless it is immune from a previous player hit, so you can hit a e.g. witch which poisoned itself with no penalty, or the damage is greater than the previous damage, which allows the difference from the last damage through, as does vanilla) and Sharpness has the pre-1.9 effectiveness (max of 14.25 damage, so 20 HP mobs can be one-shot with a damage reduction of 30% or less, or about 24% for a zombie due to its 2 innate armor points).
I think this combines the best of both worlds; you can attack multiple mobs as quickly as you like but your attacks must be accurate. There is also no armor penetration except for axes and player armor was nerfed to 66% damage reduction, which also requires finding a rarer than diamond item with other items nerfed in attack damage as well (mobs still get the original protection and attack damage so as to not nerf them; likewise, axes are twice as effective at penetrating armor (2 vs 4 damage per armor point and 80% vs 60% max penetration) when wielded by a mob) and creeper explosion damage was reduced to 73.4% (but they keep moving during countdown, exploding at point-blank range if you don't get away; this was vanilla behavior prior to 1.2. Damage also falls off linearly with distance, instead of exponentially, and to a minimum of 6 instead of 1), meaning that you don't need such OP armor to guarantee survival from them (I think this seriously imbalances things since if you are like me and would upgrade your armor to survive creepers other mobs are far less of a threat than before since weaker attacks have little effect on armor penetration).
Personally I thought spam clicking was the dumbest thing ever. That said, I believe an accuracy meter would make more sense. Basically each time you swing your sword or tool, this meter drains by 20%. The lower the percentage, the more likely you are to “miss” your target (ie cause no damage at all). This bar would gradually charge back up as the cool down does now.
Another thing i would do is add a “charge” enchantment. This enchantment would change the behavior of swords so that they charge up the longer you hold down your mouse button, similar to the bow. Releasing the mouse button at the peak would triple the total damage of your strike, though drains your meter by half. (In other words the power of three strikes at once, without having to worry about each one becoming less accurate, with a charge time being the tradeoff)
I think the most annoying part of the combat is that missing a hit when something has a horribly small collision box (Baby Zombies) is an annoying and kinda unnecessary punishment. Instead of having to aim the crosshair exactly on the collision box, I think that when you swing a sword, it should hit everything in a crescent shape in front of the player, as if you actually swung a sword. Instead of Sweeping Edge increasing the damage caused to mobs within the swing, it would increase the circumference of the swing crescent.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
While I like the addition of attack cooldown, I dislike the sweeping attack of swords. It's caused me to attack my pets by accident on multiple times, even once killed one in a tough fight. This is the primary melee weapon, so this really shouldn't be the case. Perhaps double clicking does the sweep.
While I like the addition of attack cooldown, I dislike the sweeping attack of swords. It's caused me to attack my pets by accident on multiple times, even once killed one in a tough fight. This is the primary melee weapon, so this really shouldn't be the case. Perhaps double clicking does the sweep.
While I like the addition of attack cooldown, I dislike the sweeping attack of swords. It's caused me to attack my pets by accident on multiple times, even once killed one in a tough fight. This is the primary melee weapon, so this really shouldn't be the case. Perhaps double clicking does the sweep.
Personally I think your own dogs, and other pets, should just be immune to “friendly fire”. Even before the days of sweeping edge you could still end up hitting your dog by mistake and watching it burn to death from fire aspect. The darn pooches are suicidal!
(If you really need to kill your own pets, there are other methods that would still work...)
As few others have said, the new cooldown mechanic of PvE was a very strategic mechanic, as it allow someone with a wooden sword to actually defend themselves against those with diamond armor. Pre 1.9 combat was pretty simplistic and lame as you don't need any timing at all. Now, you must time your attack. But the sweeping makes it so you can't really fight near friendly units. Sweeping should be a right-click feature with a cooldown between each sweep. Each Sweeping Edge level could also increase the radius of your sweeping so it becomes a much more efficient crowd control.
That being said, sweeping edge are prone to making an OP sword. You could have a diamond sword with Sharpness V and Sweeping Edge III, and you could eliminate group of mobs very easily and effectively. They should nerf the damage bonus of sweeping edge. The formula of the sweeping damage is currently like this: 1 + Attack_Damage * (Sweeping_Edge_Level / (Sweeping_Edge_Level + 1)), rounded down. Here the Attack_Damage is the sword's damage after applying Sharpness, Smite, and Bane of Arthropods.
I suggest that the attack_damage shouldn't take sharpness, smite or BoA into account. Sweeping just shouldn't be affected by any of those three enchants, as even a regular sweeping if combined with high enough of those enchants can easily decimate any mobs. While you may be able to keep more mobs at bay, they'll be alive for longer giving them a bit of chance. Now, some issues is for the mobs which might not be relevant here.
I’m sorta cringing reading all the pro 1.9 comments tbh. I don’t mean to come off as toxic but you guys really don’t understand 1.8. The speed you click has little effect, if any, on how skilled you are. I personally think they should make some sort of option for using 1.8 in the later versions. There’s only 1 big server that uses 1.9 combat and almost all other uses 1.8. Almost all of multiplayer still uses 1.8 over 1.9. I’m not here to trash talk 1.9 but I do prefer 1.8 over it and I would really like to see something in the later versions for the multiplayer community.
Personally I thought spam clicking was the dumbest thing ever. That said, I believe an accuracy meter would make more sense. Basically each time you swing your sword or tool, this meter drains by 20%. The lower the percentage, the more likely you are to “miss” your target (ie cause no damage at all). This bar would gradually charge back up as the cool down does now.
Another thing i would do is add a “charge” enchantment. This enchantment would change the behavior of swords so that they charge up the longer you hold down your mouse button, similar to the bow. Releasing the mouse button at the peak would triple the total damage of your strike, though drains your meter by half. (In other words the power of three strikes at once, without having to worry about each one becoming less accurate, with a charge time being the tradeoff)
Oh, another enchantment could be "dodge". This would be for boots, and would increase the odds of your opponent missing.
I’m sorta cringing reading all the pro 1.9 comments tbh. I don’t mean to come off as toxic but you guys really don’t understand 1.8. The speed you click has little effect, if any, on how skilled you are. I personally think they should make some sort of option for using 1.8 in the later versions. There’s only 1 big server that uses 1.9 combat and almost all other uses 1.8. Almost all of multiplayer still uses 1.8 over 1.9. I’m not here to trash talk 1.9 but I do prefer 1.8 over it and I would really like to see something in the later versions for the multiplayer community.
There is skill in post-1.9 in that you can't just run in wailing your sword. You have to try to make each swing count. Also it gives players time to explore other tactics, like lava.
I’m sorta cringing reading all the pro 1.9 comments tbh. I don’t mean to come off as toxic but you guys really don’t understand 1.8. The speed you click has little effect, if any, on how skilled you are. I personally think they should make some sort of option for using 1.8 in the later versions. There’s only 1 big server that uses 1.9 combat and almost all other uses 1.8. Almost all of multiplayer still uses 1.8 over 1.9. I’m not here to trash talk 1.9 but I do prefer 1.8 over it and I would really like to see something in the later versions for the multiplayer community.
I'm sorry, you're cringing? Having a 1.8 toggle is all you pro1.8'ers ever talk about. And even when presented with the opportunity to express explicit problems with the current system, you spew out how many other people prefer the system, as if consensus somehow determines good gameplay. (No, it doesn't.)
Meanwhile, I can find at least a few problems with the 1.8 system:
- The only variable that makes higher-tier weapons more valuable is damage, making for an incredibly linear progression system with little variation. You can only really have one kind of tiered melee weapon, the sword.
- Smacking something with a sword repeatedly is not just unrealistic, it is uncommon in game design. Most games at the very least have a short period of time before you can slash your weapon again, even if some let you hold down the attacking button. (I am aware that players and mobs are invulnerable for a short period of time after being attacked. However, even if player A hits player B, after 0.1 seconds he can still hit player C, can make handling a crowd incredibly easy.)
- While I am unsure of the real numbers on this subject, other forum users here have said that having a faster internet gives you an unfair advantage with the old system.
- A player who is surprised may spam-click without bothering to use Sweeping Edge in the 1.9 game. The 1.8 system gives no advantages for the element of surprise. In fact, the jolt of adrenaline and lack of patience may be useful to the attacked.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I'm sorry, you're cringing? Having a 1.8 toggle is all you pro1.8'ers ever talk about. And even when presented with the opportunity to express explicit problems with the current system, you spew out how many other people prefer the system, as if consensus somehow determines good gameplay. (No, it doesn't.)
Meanwhile, I can find at least a few problems with the 1.8 system:
- The only variable that makes higher-tier weapons more valuable is damage, making for an incredibly linear progression system with little variation. You can only really have one kind of tiered melee weapon, the sword.
- Smacking something with a sword repeatedly is not just unrealistic, it is uncommon in game design. Most games at the very least have a short period of time before you can slash your weapon again, even if some let you hold down the attacking button. (I am aware that players and mobs are invulnerable for a short period of time after being attacked. However, even if player A hits player B, after 0.1 seconds he can still hit player C, can make handling a crowd incredibly easy.)
- While I am unsure of the real numbers on this subject, other forum users here have said that having a faster internet gives you an unfair advantage with the old system.
- A player who is surprised may spam-click without bothering to use Sweeping Edge in the 1.9 game. The 1.8 system gives no advantages for the element of surprise. In fact, the jolt of adrenaline and lack of patience may be useful to the attacked.
Like I said I tried not to sound rude but you certainly made it sound like I di. Here are some reasons why I think 1.8 is better:
-1.9 pvp is a lot slower compared to 1.8. That’s just common sense, you make attacking slower you make combat slower. Lots of other very popular Games (Shooting games practically) all use very fast paced game play. It’s simply what makes it fun to a lot of people.
- The axes are totally ridiculous. Minecraft isn’t supposed to end realistic ( I’ll get to that later) but it just makes no sense in general for a stone axe to deal more damage then a diamond sword. Like what was the point?
- In 1.9 there is a lot less skill. 1.9ers usually bring up the common argument of the whole spam clicking thing on the timing bs which they don’t have a clue what they are talking about. In 1.9 you lose rodding, combos, block hitting etc. You shouldn’t be able to be good at the game within a hour. In fact the first time I went on a 1.9 pvp server I started off losing but eventually I started doing very good and started winning fights.
Those are just some reasons. I would also like to counter some of your arguments.
First your internet definitely does not give you any “Unfair advantages”. In some scenarios it can help but mostly it’s just there and doesn’t effect much unless it’s like really bad.
I hate when people say 1.9 is better because it’s more realistic. It mojang wanted Minecraft to be realistic, would they take away gravity, add zombies, skeletons, and other mobs, have crazy terrain you would never see irl, and much much more? No of course not. You can’t say it’s better because it’s more realistif because Minecraft is just all around wacky. Minecraft isn’t supposed to be like other games, there’s no other games (Besides bad rip offs) they have the same mechanics or idea as Minecraft at all.
Lastly surprised is almost reduced in 1.9. You may be able to get 2 hits if your lucky but you can’t do any real damage before they notice you.
Like I said I have no intents of being rude but I will defend my view point.
-1.9 pvp is a lot slower compared to 1.8. That’s just common sense, you make attacking slower you make combat slower. Lots of other very popular Games (Shooting games practically) all use very fast paced game play. It’s simply what makes it fun to a lot of people.
And there are popular games with slower paces as well. RPGs being the prime example, and also of particular note since many of Minecraft's themes and mechanics are staples of this genre (eg. XP/modifiers, armor points, loot, potions, dungeons, mobs like skellies and zombies).
Do not be offended, but who likes PvP?
I understand that it bothers a bit at the beginning, but it's been almost 2 and a half years.
People should learn to use it, but there are still people who bother changing the 1.9.
Another way is moving from 1.8.9 down, but almost nobody uses this form, but it's the only way there is ...
This is the only way you like it or not.
Like I said I tried not to sound rude but you certainly made it sound like I di. Here are some reasons why I think 1.8 is better:
Thank you, this is what I was looking for. I'm tired of having these one-sided discussions with no one on the 1.8 side actually giving any reasons why their combat system is better.
-1.9 pvp is a lot slower compared to 1.8. That’s just common sense, you make attacking slower you make combat slower. Lots of other very popular Games (Shooting games practically) all use very fast paced game play. It’s simply what makes it fun to a lot of people.
True, but it does make individual mobs a threat in PvE. (I'll admit, I don't have much experience playing 1.9 combat with other people, but I do enjoy doing it against mobs. People have been asking for harder gameplay, and I think this new combat system can do that.)
- The axes are totally ridiculous. Minecraft isn’t supposed to end realistic ( I’ll get to that later) but it just makes no sense in general for a stone axe to deal more damage then a diamond sword. Like what was the point?
That may be true, but while your stone axe is recharging, an opposing player with a sword can strike a hit or two and retreat.
- In 1.9 there is a lot less skill. 1.9ers usually bring up the common argument of the whole spam clicking thing on the timing bs which they don’t have a clue what they are talking about. In 1.9 you lose rodding, combos, block hitting etc. You shouldn’t be able to be good at the game within a hour. In fact the first time I went on a 1.9 pvp server I started off losing but eventually I started doing very good and started winning fights.
You lose 1.8 strategies, but that doesn't mean there isn't any strategy at all.
(Side note: I think 1.9 with its axes and shields is trying to go for a more object-based strategy system. The goal is to find what combination of the right items helps you to fight well. This lets Mojang more easily tweak the combat system, adding weapons, shields or potions that may give some people an advantage against a player with a specific combination.)
Those are just some reasons. I would also like to counter some of your arguments.
First your internet definitely does not give you any “Unfair advantages”. In some scenarios it can help but mostly it’s just there and doesn’t effect much unless it’s like really bad.
Really bad can exist, but I won't push this point because I don't know anything about the specific numbers and details.
I hate when people say 1.9 is better because it’s more realistic. It mojang wanted Minecraft to be realistic, would they take away gravity, add zombies, skeletons, and other mobs, have crazy terrain you would never see irl, and much much more? No of course not. You can’t say it’s better because it’s more realistif because Minecraft is just all around wacky. Minecraft isn’t supposed to be like other games, there’s no other games (Besides bad rip offs) they have the same mechanics or idea as Minecraft at all.
Realism wasn't really the main point of my argument, and I agree it's not a bad or good thing to be realistic, it's a neutral thing. As for being like other games, yes it should be like other games. Having a UI work like other UIs to give people what they expect is basic design. There are other games that we can compare Minecraft to, and better combat systems we can hope to strive towards.
Lastly surprised is almost reduced in 1.9. You may be able to get 2 hits if your lucky but you can’t do any real damage before they notice you.
It's not about them noticing you, it's about them panicking. While in panic, an opponent is more likely to accidentally spam click. Panic and impatience are punished by the new system while staying calm and focused is encouraged. This also makes PvE pretty tense. Running into an unlit cave is a bad idea if a mob can sneak up behind you in the dark.
Like I said I have no intents of being rude but I will defend my view point.
Which is what I'm looking for. You can defend your viewpoint without being rude.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I’m sorta cringing reading all the pro 1.9 comments tbh. I don’t mean to come off as toxic but you guys really don’t understand 1.8. The speed you click has little effect, if any, on how skilled you are. I personally think they should make some sort of option for using 1.8 in the later versions. There’s only 1 big server that uses 1.9 combat and almost all other uses 1.8. Almost all of multiplayer still uses 1.8 over 1.9. I’m not here to trash talk 1.9 but I do prefer 1.8 over it and I would really like to see something in the later versions for the multiplayer community.
The speed indeed has a great effect on PvE and gameplay overall in Minecraft. I like how you brought up servers (I hate when people do this). Assuming you're talking about Cubecraft (yet another minigame server) and your arguement is popular soveirgnity, you are sadly mistaken. Although these minigame servers are much larger than actual Survival Multiplayer Servers or Singleplayer worlds (SMPs), the people who play SMPs outweigh thsoe who play minigame servers. The reason for this is that Survival is better played with fewer people. This way you can know everyone and it's easier to regulate players who are x-ray hacking, griefing, or killing other players. I understand that those who spend their life playing on the same minigame servers over and over again are a large proportion, but 1.9 combat is preffered overall.
I think damage per second or DPS is better theirs still spam clicking but it isn't OP.people with slower hands can has a equal chance against faster hands
I've been thinking. Many people hate the cool down timer on the swords because it stops the spam click method that was fundamental in PVP in pre1.9
What would be a good resolution?
I think that they should remove the cool down timer but keep shields and the use of two hands. But then the cool down timer helps those that are good at timing.
As with every time this comes up, 'many' people is a gross exaggeration. It is actually a very vocal minority, the same way it is a very vocal minority that says any particular version "ruined the game" (or something to that effect).
Personally I love the new combat, it takes more skill and makes mobs more of a risk. The old combat's skill cap was more or less how fast you can click, which is easy to automate using free macro software or any decent gaming mouse. I can set my mouse to click literally every millisecond if I wanted to, which is faster than any human possibly can. That shouldn't be what defines me as a more skilled player.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I actually like the new combat but I hate that no one accepts it and I wander if it would be for the best for server to accept it or for the cool down timer to be eliminated.
If I were in charge of development I'd change it to the system I use in TMCW, where you can attack as fast as you want with one caveat: if you hit a mob while it is damage-immune or miss entirely you'll incur a "penalty" which reduces your attack damage, with each "bad" attack further reducing it with a gradual recovery (so it does not just affect the next attack but all attacks, and lasts for up to 10 seconds, 5 of those at the maximum reduction of 75%). Missing one attack here and there will not noticeably affect attack damage since there is headroom (the penalty counter starts at -30 and the penalty starts when it exceeds 0, with a maximum of 200 ticks or 10 seconds. Hitting a damage-immune mob also does not count unless it is immune from a previous player hit, so you can hit a e.g. witch which poisoned itself with no penalty, or the damage is greater than the previous damage, which allows the difference from the last damage through, as does vanilla) and Sharpness has the pre-1.9 effectiveness (max of 14.25 damage, so 20 HP mobs can be one-shot with a damage reduction of 30% or less, or about 24% for a zombie due to its 2 innate armor points).
I think this combines the best of both worlds; you can attack multiple mobs as quickly as you like but your attacks must be accurate. There is also no armor penetration except for axes and player armor was nerfed to 66% damage reduction, which also requires finding a rarer than diamond item with other items nerfed in attack damage as well (mobs still get the original protection and attack damage so as to not nerf them; likewise, axes are twice as effective at penetrating armor (2 vs 4 damage per armor point and 80% vs 60% max penetration) when wielded by a mob) and creeper explosion damage was reduced to 73.4% (but they keep moving during countdown, exploding at point-blank range if you don't get away; this was vanilla behavior prior to 1.2. Damage also falls off linearly with distance, instead of exponentially, and to a minimum of 6 instead of 1), meaning that you don't need such OP armor to guarantee survival from them (I think this seriously imbalances things since if you are like me and would upgrade your armor to survive creepers other mobs are far less of a threat than before since weaker attacks have little effect on armor penetration).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Personally I thought spam clicking was the dumbest thing ever. That said, I believe an accuracy meter would make more sense. Basically each time you swing your sword or tool, this meter drains by 20%. The lower the percentage, the more likely you are to “miss” your target (ie cause no damage at all). This bar would gradually charge back up as the cool down does now.
Another thing i would do is add a “charge” enchantment. This enchantment would change the behavior of swords so that they charge up the longer you hold down your mouse button, similar to the bow. Releasing the mouse button at the peak would triple the total damage of your strike, though drains your meter by half. (In other words the power of three strikes at once, without having to worry about each one becoming less accurate, with a charge time being the tradeoff)
Capture bats and other mobs in a small cage!
Bedrock edition: Using nether quartz to measure light levels
I think the most annoying part of the combat is that missing a hit when something has a horribly small collision box (Baby Zombies) is an annoying and kinda unnecessary punishment. Instead of having to aim the crosshair exactly on the collision box, I think that when you swing a sword, it should hit everything in a crescent shape in front of the player, as if you actually swung a sword. Instead of Sweeping Edge increasing the damage caused to mobs within the swing, it would increase the circumference of the swing crescent.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
While I like the addition of attack cooldown, I dislike the sweeping attack of swords. It's caused me to attack my pets by accident on multiple times, even once killed one in a tough fight. This is the primary melee weapon, so this really shouldn't be the case. Perhaps double clicking does the sweep.
Yeah, I agree, Sweeping edge is to cumbersome.
Personally I think your own dogs, and other pets, should just be immune to “friendly fire”. Even before the days of sweeping edge you could still end up hitting your dog by mistake and watching it burn to death from fire aspect. The darn pooches are suicidal!
(If you really need to kill your own pets, there are other methods that would still work...)
Capture bats and other mobs in a small cage!
Bedrock edition: Using nether quartz to measure light levels
As few others have said, the new cooldown mechanic of PvE was a very strategic mechanic, as it allow someone with a wooden sword to actually defend themselves against those with diamond armor. Pre 1.9 combat was pretty simplistic and lame as you don't need any timing at all. Now, you must time your attack. But the sweeping makes it so you can't really fight near friendly units. Sweeping should be a right-click feature with a cooldown between each sweep. Each Sweeping Edge level could also increase the radius of your sweeping so it becomes a much more efficient crowd control.
That being said, sweeping edge are prone to making an OP sword. You could have a diamond sword with Sharpness V and Sweeping Edge III, and you could eliminate group of mobs very easily and effectively. They should nerf the damage bonus of sweeping edge. The formula of the sweeping damage is currently like this: 1 + Attack_Damage * (Sweeping_Edge_Level / (Sweeping_Edge_Level + 1)), rounded down. Here the Attack_Damage is the sword's damage after applying Sharpness, Smite, and Bane of Arthropods.
I suggest that the attack_damage shouldn't take sharpness, smite or BoA into account. Sweeping just shouldn't be affected by any of those three enchants, as even a regular sweeping if combined with high enough of those enchants can easily decimate any mobs. While you may be able to keep more mobs at bay, they'll be alive for longer giving them a bit of chance. Now, some issues is for the mobs which might not be relevant here.
I’m sorta cringing reading all the pro 1.9 comments tbh. I don’t mean to come off as toxic but you guys really don’t understand 1.8. The speed you click has little effect, if any, on how skilled you are. I personally think they should make some sort of option for using 1.8 in the later versions. There’s only 1 big server that uses 1.9 combat and almost all other uses 1.8. Almost all of multiplayer still uses 1.8 over 1.9. I’m not here to trash talk 1.9 but I do prefer 1.8 over it and I would really like to see something in the later versions for the multiplayer community.
Oh, another enchantment could be "dodge". This would be for boots, and would increase the odds of your opponent missing.
There is skill in post-1.9 in that you can't just run in wailing your sword. You have to try to make each swing count. Also it gives players time to explore other tactics, like lava.
Capture bats and other mobs in a small cage!
Bedrock edition: Using nether quartz to measure light levels
I'm sorry, you're cringing? Having a 1.8 toggle is all you pro1.8'ers ever talk about. And even when presented with the opportunity to express explicit problems with the current system, you spew out how many other people prefer the system, as if consensus somehow determines good gameplay. (No, it doesn't.)
Meanwhile, I can find at least a few problems with the 1.8 system:
- The only variable that makes higher-tier weapons more valuable is damage, making for an incredibly linear progression system with little variation. You can only really have one kind of tiered melee weapon, the sword.
- Smacking something with a sword repeatedly is not just unrealistic, it is uncommon in game design. Most games at the very least have a short period of time before you can slash your weapon again, even if some let you hold down the attacking button. (I am aware that players and mobs are invulnerable for a short period of time after being attacked. However, even if player A hits player B, after 0.1 seconds he can still hit player C, can make handling a crowd incredibly easy.)
- While I am unsure of the real numbers on this subject, other forum users here have said that having a faster internet gives you an unfair advantage with the old system.
- A player who is surprised may spam-click without bothering to use Sweeping Edge in the 1.9 game. The 1.8 system gives no advantages for the element of surprise. In fact, the jolt of adrenaline and lack of patience may be useful to the attacked.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Like I said I tried not to sound rude but you certainly made it sound like I di. Here are some reasons why I think 1.8 is better:
-1.9 pvp is a lot slower compared to 1.8. That’s just common sense, you make attacking slower you make combat slower. Lots of other very popular Games (Shooting games practically) all use very fast paced game play. It’s simply what makes it fun to a lot of people.
- The axes are totally ridiculous. Minecraft isn’t supposed to end realistic ( I’ll get to that later) but it just makes no sense in general for a stone axe to deal more damage then a diamond sword. Like what was the point?
- In 1.9 there is a lot less skill. 1.9ers usually bring up the common argument of the whole spam clicking thing on the timing bs which they don’t have a clue what they are talking about. In 1.9 you lose rodding, combos, block hitting etc. You shouldn’t be able to be good at the game within a hour. In fact the first time I went on a 1.9 pvp server I started off losing but eventually I started doing very good and started winning fights.
Those are just some reasons. I would also like to counter some of your arguments.
First your internet definitely does not give you any “Unfair advantages”. In some scenarios it can help but mostly it’s just there and doesn’t effect much unless it’s like really bad.
I hate when people say 1.9 is better because it’s more realistic. It mojang wanted Minecraft to be realistic, would they take away gravity, add zombies, skeletons, and other mobs, have crazy terrain you would never see irl, and much much more? No of course not. You can’t say it’s better because it’s more realistif because Minecraft is just all around wacky. Minecraft isn’t supposed to be like other games, there’s no other games (Besides bad rip offs) they have the same mechanics or idea as Minecraft at all.
Lastly surprised is almost reduced in 1.9. You may be able to get 2 hits if your lucky but you can’t do any real damage before they notice you.
Like I said I have no intents of being rude but I will defend my view point.
And there are popular games with slower paces as well. RPGs being the prime example, and also of particular note since many of Minecraft's themes and mechanics are staples of this genre (eg. XP/modifiers, armor points, loot, potions, dungeons, mobs like skellies and zombies).
Capture bats and other mobs in a small cage!
Bedrock edition: Using nether quartz to measure light levels
I really like using 1.9 combat in servers, but so far the only good server with 1.9 combat seems to be Cubecraft.
Do not be offended, but who likes PvP?
I understand that it bothers a bit at the beginning, but it's been almost 2 and a half years.
People should learn to use it, but there are still people who bother changing the 1.9.
Another way is moving from 1.8.9 down, but almost nobody uses this form, but it's the only way there is ...
This is the only way you like it or not.
Thank you, this is what I was looking for. I'm tired of having these one-sided discussions with no one on the 1.8 side actually giving any reasons why their combat system is better.
True, but it does make individual mobs a threat in PvE. (I'll admit, I don't have much experience playing 1.9 combat with other people, but I do enjoy doing it against mobs. People have been asking for harder gameplay, and I think this new combat system can do that.)
That may be true, but while your stone axe is recharging, an opposing player with a sword can strike a hit or two and retreat.
You lose 1.8 strategies, but that doesn't mean there isn't any strategy at all.
(Side note: I think 1.9 with its axes and shields is trying to go for a more object-based strategy system. The goal is to find what combination of the right items helps you to fight well. This lets Mojang more easily tweak the combat system, adding weapons, shields or potions that may give some people an advantage against a player with a specific combination.)
Really bad can exist, but I won't push this point because I don't know anything about the specific numbers and details.
Realism wasn't really the main point of my argument, and I agree it's not a bad or good thing to be realistic, it's a neutral thing. As for being like other games, yes it should be like other games. Having a UI work like other UIs to give people what they expect is basic design. There are other games that we can compare Minecraft to, and better combat systems we can hope to strive towards.
It's not about them noticing you, it's about them panicking. While in panic, an opponent is more likely to accidentally spam click. Panic and impatience are punished by the new system while staying calm and focused is encouraged. This also makes PvE pretty tense. Running into an unlit cave is a bad idea if a mob can sneak up behind you in the dark.
Which is what I'm looking for. You can defend your viewpoint without being rude.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
The speed indeed has a great effect on PvE and gameplay overall in Minecraft. I like how you brought up servers (I hate when people do this). Assuming you're talking about Cubecraft (yet another minigame server) and your arguement is popular soveirgnity, you are sadly mistaken. Although these minigame servers are much larger than actual Survival Multiplayer Servers or Singleplayer worlds (SMPs), the people who play SMPs outweigh thsoe who play minigame servers. The reason for this is that Survival is better played with fewer people. This way you can know everyone and it's easier to regulate players who are x-ray hacking, griefing, or killing other players. I understand that those who spend their life playing on the same minigame servers over and over again are a large proportion, but 1.9 combat is preffered overall.
I think damage per second or DPS is better theirs still spam clicking but it isn't OP.people with slower hands can has a equal chance against faster hands