I think some people will agree with the title, that combat is good as it is, these are suggestions, that I think would make combat "better" in General, while keeping Minecraft's Over All Simplicity
-----------------------------------Update Sections--------------------------------------- April 11th 2011 - Final Version Released
------------------------------------------------------------------------------------------------------------------------------------------------ April 8th 2011 - Started Making The Final Version
------------------------------------------------------------------------------------------------------------------------------------------------ Months Ago - Started Making The Thread
------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------Current Topics------------------------------------ April 11th 2011 - Generalisation of Tools/Weapons or In Detailed Explanation Of All Of Them *New Topic, Need Opinion*
------------------------------------------------------------------------------------------------------------------------------------------------ April 9th 2011 - Does This Keep Minecraft Simple (Enough)
------------------------------------------------------------------------------------------------------------------------------------------------ April 9th 2011 - Forgetting Something ? Yeah...Seriously What ? (Bug Fixes, Grammar Mistakes, etc.)
------------------------------------------------------------------------------------------------------------------------------------------------
Notice : This thread will be spread apart in 3 posts (And Counting) on this thread, so it isn't crowded
Index
Mechanics
Targeting Mechanics
I. Description
II. The Two Ways It Can Go
Off Hand Slot
I. Description
II. Notice
Armour H.U.D.
I. Description
II. Example
III. OverHaul
Weapon Classification
I. Description
II. Classification
III. Why?
Armour Damage Buffer
I. Description
II. How It Works
III. Example
Armour Durability Buffer
I. Description
II. How It Works
III. Example
Weapon (w/ With Off Hand Properties)
I. Notice
In General
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Blocks
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Swords
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Bow
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Shovel
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Pickaxe
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Axe
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Hoe
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Description: The TM (Targeting Mechanic) is the system, where the armour that was hit will take the damage, instead of (What Currently Happens) your armour taking the damage as a whole
The Two Ways It Can Go:
- The "Simple Way", Where, if the part of the body that was hit had Armour, then that section of equipment will take that damage
Example : Your get hit in the eye, but you had a helmet on, the helmet takes the damage
- The "Not So Simple Way", Where, if the uncovered parts of your body takes damage, then it will completely negate your Armour but if the Armour gets hit, it will take damage
Example : You get hit in the eye, but you had a helmet on, the attack completely negates all damage reduction made by the Armour
Description: The Off Hand Slot, Is the Slot where you will put stuff that you want Off Hand, For Duel Wielding Purposes and Others
Notice: There will now be 2 Handed Weapons and 1 Handed Weapons
Notice: If A Weapon Has a Second Use (Like Throwing A Spear), and it is in the Off-Hand Slot or if it's In the Quickbar but Something Else is In The Off-Hand Slot, then it's "Special" won't be able to be used (Unless you wanna complicate combat)
Notice: You Are Able To Equip Anything Into your offhand Slot
(Although Some May Have No Effect)
Description: The Armour HUD (Heads Up Display) currently acts as if the armour is one entity (a whole)
Example : When you get hit in the face, all the armour takes damage
If the Targeting System was going to be implemented, that would mean this would need a change, Here are some of the Options that I have though up for a "Replacement"
Overhaul:
- Sections, We could keep the Old system (Sorta) and add onto it, this "OverHaul" is just splitting up those little shields into sections, for each type of Armour category
- Complete And Utter OverHaul, Now some people may be reluctant to this idea, but it is a complete overhaul of the system (And Destroys all texture packs that aren't updated, and will destroy them for a while)
In the beginning, there would be no Armour Status Bar, because all the .png that controls it's looks are transparent
Now this, again, would be diving it into sections, but would look a lot cooler, would be a bit more complex and would give more of an exact reading of the armour's status
This image is a bit crude since it is using a camera of a phone
Not showing for some reason
Now Imagine this, shrunk down a bit, and at the side of your screen
Each piece of armour would change colour depending on durability
Green In Good Condition
Yellow In Mild Condition
Red For Bad Condition
and BlackOutline or Transparent For No Condition (destroyed, or don't have any)
Description: This is just classifying Damage into Categories
Classification:
For This To Be Simple for The Coding, All Damage Will Be Classified into Categories
- Slashing (Or Blades)
This category includes Swords, Daggers, Axes, Shovels (?), Pretty much anything that slashes there blades
They would do more damage towards leather/cloth armours, and would do regular damage/diminished vs. plated armours
- Smashing (Or Blunts)
This category includes Hammers, the Stick Of The Spear, Maces, Shields, Pretty Much Anything Blunt that and/or will Smashes your head in
They have a nasty habit of doing more durability damage towards Plated Armours, but no durability damage increase towards leather/cloth armours, these weapons also deal a good amount of knockback
- Piercing (Or...Well it's just called piercing)
This category includes arrows, the sharp end of a spear, pretty much everything that pierces through Armour
They have a nasty habit of trying to pierce Armours, but doing low durability damage, and low knockback
- Environment Damage
This Category includes fall damage and getting knocked into walls at high velocities
They have a nasty habit of just hurting
- Explosion Damage (?)
Creepers and TnT got their own Damage Class? Since I think explosion damage is unique in it's own way, yes
- Fire/Lava Damage
This Category Includes Fire and Lava
They Have A Nasty Little Habit of Melting Your Mettalic Armours and Burning Your Leather/Cloth Ones, Wearing them while on fire, will increase damage, Diamond is The only one that is resistant to their effects
Why?: Damage Classification would be used to make one other of my ideas, simple-er to Code, These Ideas are The Following...
Notice : I'm Only gonna use Minecraft Vanilla Equipment (Swords, Bows And Tools),
I will be making another Sub-Section with all the Other Balanced Minecraft Weaponry and with their Off Hand Uses
--------------------------------------------------------------------------------------------------------------------------------------------
In General
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Will loose one of it's uses
- It will be activated by Right Click
Off Hand, No Quickbar:
- It Will have it's Second use
- Is Activated By Left/Right Click
- Is Less Efficient
Off Hand, Yes Quickbar:
- It Will not have it's Second use
- It is activated by Left/Right Click
- Is Less Efficient
---------------------------------------------------------------------------------------------------------------------------------------------
Blocks
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Can not Place Blocks (?)
Off Hand, No Quickbar:
- Repeat
Off Hand, Yes Quickbar:
- Repeat
--------------------------------------------------------------------------------------------------------------------------------------------- Swords
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Normal
- Activated by Right Click
Off Hand, No Quickbar:
- Activated by Left Click
- Will do 70% Less Damage Off Hand, Yes Quickbar:
- Activated by Left Click
- Will do 70% Less Damage
--------------------------------------------------------------------------------------------------------------------------------------------- Bow
QuickBar, No OffHand:
- Shoots arrows from the Right
- Normal QuickBar, Yes OffHand:
- Can't Shoot it (It loose it's second use) Off Hand, No Quickbar:
Shoots arrows from the Left
- Normal Off Hand, Yes Quickbar:
- Can't Shoot it (It loose it's second use)
Off Hand, No Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
Off Hand, Yes Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
---------------------------------------------------------------------------------------------------------------------------------------------
PickAxe QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Normal
Off Hand, No Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
Off Hand, Yes Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
Off Hand, No Quickbar:
- Will have a 50% Less chance of gaining Seeds
- Activated with the Left Click Off Hand, Yes Quickbar:
- Will have a 50% Less chance of gaining Seeds
- Activated with the Left Click
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
I like your overall ideas, but... I dunno, it seems like you're trying to make Minecraft unnecessarily complicated. For instance, the armor targeting mechanism. Notch kinda already made it so that that's not needed; chestplates have more armor than others, followed by I believe leggings, then helmet, then boots. To add the further complexity of WHERE you've been hit seems unnecessary.
Also, your offhand slot seems a little complicated, too, and might actually make combat a little harder on people. The idea of having there simply be two carrying slots - the right and the left, like in AdventureCraft - makes it easier because you can quickly swap between items with a single click. Oh and on a side note, in one of your notices for the Offhand slot you repeated "Now there will be 2 handed weapons and 2 handed weapons." :tongue.gif:
I actually like your idea for the overhall of the armor HUD because it makes armor seem different from the regular tools. All that would be needed is to make armor of different materials look different so that you could more easily distinguish between a leather chestplate and an iron chestplate.
The idea of different kinds of damage works, too. Explosions kind of already have their own deal. Having arrows deal more damage to the person rather than the armor is a nice example, likewise like taking damage from a spider will damage the armor more than the person (if at all when the person has armor on).
I'm not gonna lie, the whole section on Quickbar/Offhand went over my head; you said waaaaaaay too much there. xD
Overall, yes, this is good. Could use some more refining. I do think that your concept is different enough from mine, however, and I'm going to keep developing my idea. You have my support. =)
I like your overall ideas, but... I dunno, it seems like you're trying to make Minecraft unnecessarily complicated. For instance, the armor targeting mechanism. Notch kinda already made it so that that's not needed; chestplates have more armor than others, followed by I believe leggings, then helmet, then boots. To add the further complexity of WHERE you've been hit seems unnecessary.
Yeah, I was afraid of that, lol
Quote from Writr »
Also, your offhand slot seems a little complicated, too, and might actually make combat a little harder on people. The idea of having there simply be two carrying slots - the right and the left, like in AdventureCraft - makes it easier because you can quickly swap between items with a single click. Oh and on a side note, in one of your notices for the Offhand slot you repeated "Now there will be 2 handed weapons and 2 handed weapons." :tongue.gif:
I haven't ever used adventure craft, so I didn't know about it.....could be possible
Quote from Writr »
I actually like your idea for the overhall of the armor HUD because it makes armor seem different from the regular tools. All that would be needed is to make armor of different materials look different so that you could more easily distinguish between a leather chestplate and an iron chestplate.
Ok
Quote from Writr »
The idea of different kinds of damage works, too. Explosions kind of already have their own deal. Having arrows deal more damage to the person rather than the armor is a nice example, likewise like taking damage from a spider will damage the armor more than the person (if at all when the person has armor on).
Thanks
Quote from Writr »
I'm not gonna lie, the whole section on Quickbar/Offhand went over my head; you said waaaaaaay too much there. xD
I was afraid of that, I was just making sure I was covering everything, gonna go back to the original concept (QuickBar and OffHand Slot)
Quote from Writr »
Overall, yes, this is good. Could use some more refining. I do think that your concept is different enough from mine, however, and I'm going to keep developing my idea. You have my support. =)
Good luck with your thread
and thanks for the advice, I appriciate it (I can't use spell check so my sentences aren't the best)
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Update to V1.0.1 This update includes:
- Some Bug Fixes
- Added A New Topic to The Current Topic Section
To Expect in the V.1.1 Update:
- Working Index
- Working Poll
- Changed Weaponry Section (Depending On the Opinion of the People With The Current Topic)
- Other Stuff (That I've Forgotten)
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
To post a comment, please login or register a new account.
-----------------------------------Update Sections---------------------------------------
April 11th 2011 - Final Version Released
------------------------------------------------------------------------------------------------------------------------------------------------
April 8th 2011 - Started Making The Final Version
------------------------------------------------------------------------------------------------------------------------------------------------
Months Ago - Started Making The Thread
------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------Current Topics------------------------------------
April 11th 2011 - Generalisation of Tools/Weapons or In Detailed Explanation Of All Of Them *New Topic, Need Opinion*
------------------------------------------------------------------------------------------------------------------------------------------------
April 9th 2011 - Does This Keep Minecraft Simple (Enough)
------------------------------------------------------------------------------------------------------------------------------------------------
April 9th 2011 - Forgetting Something ? Yeah...Seriously What ? (Bug Fixes, Grammar Mistakes, etc.)
------------------------------------------------------------------------------------------------------------------------------------------------
Notice : This thread will be spread apart in 3 posts (And Counting) on this thread, so it isn't crowded
Targeting Mechanics
I. Description
II. The Two Ways It Can Go
Off Hand Slot
I. Description
II. Notice
Armour H.U.D.
I. Description
II. Example
III. OverHaul
Weapon Classification
I. Description
II. Classification
III. Why?
Armour Damage Buffer
I. Description
II. How It Works
III. Example
Armour Durability Buffer
I. Description
II. How It Works
III. Example
Weapon (w/ With Off Hand Properties)
I. NoticeIn General
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Blocks
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Swords
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Bow
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Shovel
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Pickaxe
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Axe
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
Hoe
I. QuickBar, No OffHand
II. QuickBar, Yes OffHand
III. Off Hand, No QuickBar
IIII. Off Hand, Yes Quickbar
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Targeting Mechanic
(Inspiration Grey Acumen)
Description: The TM (Targeting Mechanic) is the system, where the armour that was hit will take the damage, instead of (What Currently Happens) your armour taking the damage as a whole
The Two Ways It Can Go:
- The "Simple Way", Where, if the part of the body that was hit had Armour, then that section of equipment will take that damage
Example : Your get hit in the eye, but you had a helmet on, the helmet takes the damage
- The "Not So Simple Way", Where, if the uncovered parts of your body takes damage, then it will completely negate your Armour but if the Armour gets hit, it will take damage
Example : You get hit in the eye, but you had a helmet on, the attack completely negates all damage reduction made by the Armour
----------------------------------------------------------------------------------------------------------------------------------------
Off Hand Slot
(Inspiration GreyAcumen)
Description: The Off Hand Slot, Is the Slot where you will put stuff that you want Off Hand, For Duel Wielding Purposes and Others
Notice: There will now be 2 Handed Weapons and 1 Handed Weapons
Notice: If A Weapon Has a Second Use (Like Throwing A Spear), and it is in the Off-Hand Slot or if it's In the Quickbar but Something Else is In The Off-Hand Slot, then it's "Special" won't be able to be used (Unless you wanna complicate combat)
Notice: You Are Able To Equip Anything Into your offhand Slot
(Although Some May Have No Effect)
----------------------------------------------------------------------------------------------------------------------------------------
Armour HUD
Description: The Armour HUD (Heads Up Display) currently acts as if the armour is one entity (a whole)
Example : When you get hit in the face, all the armour takes damage
If the Targeting System was going to be implemented, that would mean this would need a change, Here are some of the Options that I have though up for a "Replacement"
Overhaul:
- Sections, We could keep the Old system (Sorta) and add onto it, this "OverHaul" is just splitting up those little shields into sections, for each type of Armour category
- Complete And Utter OverHaul, Now some people may be reluctant to this idea, but it is a complete overhaul of the system (And Destroys all texture packs that aren't updated, and will destroy them for a while)
In the beginning, there would be no Armour Status Bar, because all the .png that controls it's looks are transparent
Now this, again, would be diving it into sections, but would look a lot cooler, would be a bit more complex and would give more of an exact reading of the armour's status
This image is a bit crude since it is using a camera of a phone
Not showing for some reason
Now Imagine this, shrunk down a bit, and at the side of your screen
Each piece of armour would change colour depending on durability
Green In Good Condition
Yellow In Mild Condition
Red For Bad Condition
and
BlackOutline or Transparent For No Condition (destroyed, or don't have any)
----------------------------------------------------------------------------------------------------------------------------------------
Damage Classification
Description: This is just classifying Damage into Categories
Classification:
For This To Be Simple for The Coding, All Damage Will Be Classified into Categories
- Slashing (Or Blades)
This category includes Swords, Daggers, Axes, Shovels (?), Pretty much anything that slashes there blades
They would do more damage towards leather/cloth armours, and would do regular damage/diminished vs. plated armours
- Smashing (Or Blunts)
This category includes Hammers, the Stick Of The Spear, Maces, Shields, Pretty Much Anything Blunt that and/or will Smashes your head in
They have a nasty habit of doing more durability damage towards Plated Armours, but no durability damage increase towards leather/cloth armours, these weapons also deal a good amount of knockback
- Piercing (Or...Well it's just called piercing)
This category includes arrows, the sharp end of a spear, pretty much everything that pierces through Armour
They have a nasty habit of trying to pierce Armours, but doing low durability damage, and low knockback
- Environment Damage
This Category includes fall damage and getting knocked into walls at high velocities
They have a nasty habit of just hurting
- Explosion Damage (?)
Creepers and TnT got their own Damage Class? Since I think explosion damage is unique in it's own way, yes
- Fire/Lava Damage
This Category Includes Fire and Lava
They Have A Nasty Little Habit of Melting Your Mettalic Armours and Burning Your Leather/Cloth Ones, Wearing them while on fire, will increase damage, Diamond is The only one that is resistant to their effects
Why?: Damage Classification would be used to make one other of my ideas, simple-er to Code, These Ideas are The Following...
----------------------------------------------------------------------------------------------------------------------------------------
Armour Damage Buffer
(Inspiration Block Damage Buffer)
Description: The Armour Damage buffer, is the system that would "Buff" the damage done to you when wearing certain armour
How It Works: Following the Damage Classification, it would multiply the number given to it, and you would receive that amount of damage
Example:
No Armour
Slashing, 1.00
Blunt, 1.00
Piercing, 1.00
Enviroment, 1.00
Explosion, 1.00
Lava/Fire, 1.00
Plated Iron Armour Set
Slashing, 0.85
Blunt, 0.80
Piercing, 0.95
Enviroment, 1.10 (Simulating Your Weight)
Explosion, 0.80
Lava/Fire, 1.10
----------------------------------------------------------------------------------------------------------------------------------------
Armour Durability Buffer
(Inspired By Armour Damage Buffer)
Description: The Armour Durability Buffer, Is like the Armour Damage Buffer, except it controls the Durability Lost, and Not The Damage
How It Would Work: The Same way the Armour Damage Buffer works, except with Durability instead of the Damage Reduction/Growth
Example:
No Armour Set
Slashing, 0.00
Blunt, 0.00
Piercing, 0.00
Fall Damage, 0.00
Explosion, 0.00
Lava/Fire, 0.00
(There is no armour to destroy)
Plated Iron Armour Set
Slashing, 0.60
Blunt, 1.50
Piercing, 0.90
Fall Damage, 1.00
Explosion, 1.10
Lava/Fire, 2.00
----------------------------------------------------------------------------------------------------------------------------------------
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Notice : I'm Only gonna use Minecraft Vanilla Equipment (Swords, Bows And Tools),
I will be making another Sub-Section with all the Other Balanced Minecraft Weaponry and with their Off Hand Uses
--------------------------------------------------------------------------------------------------------------------------------------------
In General
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Will loose one of it's uses
- It will be activated by Right Click
Off Hand, No Quickbar:
- It Will have it's Second use
- Is Activated By Left/Right Click
- Is Less Efficient
Off Hand, Yes Quickbar:
- It Will not have it's Second use
- It is activated by Left/Right Click
- Is Less Efficient
---------------------------------------------------------------------------------------------------------------------------------------------
Blocks
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Can not Place Blocks (?)
Off Hand, No Quickbar:
- Repeat
Off Hand, Yes Quickbar:
- Repeat
---------------------------------------------------------------------------------------------------------------------------------------------
Swords
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Normal
- Activated by Right Click
Off Hand, No Quickbar:
- Activated by Left Click
- Will do 70% Less Damage
Off Hand, Yes Quickbar:
- Activated by Left Click
- Will do 70% Less Damage
---------------------------------------------------------------------------------------------------------------------------------------------
Bow
QuickBar, No OffHand:
- Shoots arrows from the Right
- Normal
QuickBar, Yes OffHand:
- Can't Shoot it (It loose it's second use)
Off Hand, No Quickbar:
Shoots arrows from the Left
- Normal
Off Hand, Yes Quickbar:
- Can't Shoot it (It loose it's second use)
---------------------------------------------------------------------------------------------------------------------------------------------
Shovel
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Normal
Off Hand, No Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
Off Hand, Yes Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
---------------------------------------------------------------------------------------------------------------------------------------------
PickAxe
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Normal
Off Hand, No Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
Off Hand, Yes Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
---------------------------------------------------------------------------------------------------------------------------------------------
Axe
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Normal
Off Hand, No Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
Off Hand, Yes Quickbar:
- Will be 70% Less Efficient
- Activated with the Left Click
---------------------------------------------------------------------------------------------------------------------------------------------
Hoe
QuickBar, No OffHand:
- Normal
QuickBar, Yes OffHand:
- Normal
Off Hand, No Quickbar:
- Will have a 50% Less chance of gaining Seeds
- Activated with the Left Click
Off Hand, Yes Quickbar:
- Will have a 50% Less chance of gaining Seeds
- Activated with the Left Click
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
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Curse PremiumAlso, your offhand slot seems a little complicated, too, and might actually make combat a little harder on people. The idea of having there simply be two carrying slots - the right and the left, like in AdventureCraft - makes it easier because you can quickly swap between items with a single click. Oh and on a side note, in one of your notices for the Offhand slot you repeated "Now there will be 2 handed weapons and 2 handed weapons." :tongue.gif:
I actually like your idea for the overhall of the armor HUD because it makes armor seem different from the regular tools. All that would be needed is to make armor of different materials look different so that you could more easily distinguish between a leather chestplate and an iron chestplate.
The idea of different kinds of damage works, too. Explosions kind of already have their own deal. Having arrows deal more damage to the person rather than the armor is a nice example, likewise like taking damage from a spider will damage the armor more than the person (if at all when the person has armor on).
I'm not gonna lie, the whole section on Quickbar/Offhand went over my head; you said waaaaaaay too much there. xD
Overall, yes, this is good. Could use some more refining. I do think that your concept is different enough from mine, however, and I'm going to keep developing my idea. You have my support. =)
Teacher, gamer, and writer.
Check out my writing!
Creator of "The Wizard Gandy" Minecraft map series.
Yeah, I was afraid of that, lol
I haven't ever used adventure craft, so I didn't know about it.....could be possible
Ok
Thanks
I was afraid of that, I was just making sure I was covering everything, gonna go back to the original concept (QuickBar and OffHand Slot)
Good luck with your thread
and thanks for the advice, I appriciate it (I can't use spell check so my sentences aren't the best)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Your armor idea only goes up to 9 and not 10. Why is that?
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
This update includes:
- Some Bug Fixes
- Added A New Topic to The Current Topic Section
To Expect in the V.1.1 Update:
- Working Index
- Working Poll
- Changed Weaponry Section (Depending On the Opinion of the People With The Current Topic)
- Other Stuff (That I've Forgotten)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist