Sword: 1 Sword damage in a 1 second swing = 1 DPS
Battleaxe: 1.5 Sword damage in a 3 second swing = 0.5 DPS
Daggers: 0.5 Sword damage in 0.1 seconds = 5 DPS
Battleaxe, slowest swing animation makes it the easiest to block. Objectively worse than swords.
Daggers, fastest swing animation makes it the most difficult to block. The best weapon in this system by a ridiculous margin.
Granted, blocking roughly 10 times a second should get each block withing 0.1 seconds of dagger stab, but then the player is basically unable to do ANYTHING ELSE, especially since blocking slows a player down, then running away isn't even an option. You can, at best, hope to fall off a cliff, and thus giving yourself a chance to sprint away.
Daggers are horrendously OP.
The blocking system on it's own is cool though, I like that much.
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You obviously made some valid points. Combat is lacking. But the blocking one can be exploited ridiculously by tapping both buttons (RM1 And RM2) Repeatedly to negate all damage most of the time.
While I do want to see more weapon choice, I don't think the ones you mentioned would fit with the theme of minecraft.
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I'll try being nicer if you try being smarter. Fair exchange?
So what happens if you are faced with a horde of 10 zombies? With a 1 second swing time (10 seconds to hit each one once) you can't possibly defend yourself against them without running away (like a coward) or pillaring up (again, like a coward). Or what about those skeletons? I often find it easier to just use my sword to kill them in caves, even with Knockback II on it (as I often encounter them face-face), as the delay in drawing a bow lets them get in one or more hits anyway.
Also, it is impossible to kill creepers before they explode without either knocking them back or running away, as their fuse is only 1.5 seconds and you need at least two hits to kill them (even a Sharpness V diamond sword can't one-hit most mobs with a critical hit, thus is no better than a Sharpness II diamond sword; of course, it is much better for PvP).
Basically, while this would be good for PvP it is entirely incompatible with the way the game spams mobs at you. PvP servers should just use a plugin to do this.
Some ideas are good, but not balanced at all, and not enough "vanilla like", I think your worst idea is to remove damage imunity, I mean minecraft needs this, do you realise how broken tnt, arrows, lava and even cactuses or magma cubes would be, so too bad, if Mojang made it like that its to balance those things.
Minecraft needs a combat update for various reasons, and even tho Mojang doesn't want an update titled "The combat update", I think they should consider putting a combat overhaul in their next update.
- Combat is too slow
- Weapons aren't fast enough to counter food regeneration
- The cooldown system is very hated
So basically I made my own concept for a combat overhaul, taking inspiration from the combat snapshots and 1.8/1.7.
*Note that to understand this concept, you must already know basic pvp mechanics and already heard about the combat test snapshots
Some ideas are good, but not balanced at all, and not enough "vanilla like", I think your worst idea is to remove damage imunity, I mean minecraft needs this, do you realise how broken tnt, arrows, lava and even cactuses or magma cubes would be, so too bad, if Mojang made it like that its to balance those things.
Minecraft needs a combat update for various reasons, and even tho Mojang doesn't want an update titled "The combat update", I think they should consider putting a combat overhaul in their next update.
- Combat is too slow
- Weapons aren't fast enough to counter food regeneration
- The cooldown system is very hated
So basically I made my own concept for a combat overhaul, taking inspiration from the combat snapshots and 1.8/1.7.
*Note that to understand this concept, you must already know basic pvp mechanics and already heard about the combat test snapshots
Sword: 1 Sword damage in a 1 second swing = 1 DPS
Battleaxe: 1.5 Sword damage in a 3 second swing = 0.5 DPS
Daggers: 0.5 Sword damage in 0.1 seconds = 5 DPS
Battleaxe, slowest swing animation makes it the easiest to block. Objectively worse than swords.
Daggers, fastest swing animation makes it the most difficult to block. The best weapon in this system by a ridiculous margin.
Granted, blocking roughly 10 times a second should get each block withing 0.1 seconds of dagger stab, but then the player is basically unable to do ANYTHING ELSE, especially since blocking slows a player down, then running away isn't even an option. You can, at best, hope to fall off a cliff, and thus giving yourself a chance to sprint away.
Daggers are horrendously OP.
The blocking system on it's own is cool though, I like that much.
While I do want to see more weapon choice, I don't think the ones you mentioned would fit with the theme of minecraft.
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This seems like SethBling 'BlingCombat' plugin.
but the dagger are too fast! 0.1 seconds? Thats is faster than a blink of an eye!
I don't see why adding weapons or bonus block effect does any good with Minecraft.
Besides, people can always spam block right after hitting enemy with sword.
Also, it is impossible to kill creepers before they explode without either knocking them back or running away, as their fuse is only 1.5 seconds and you need at least two hits to kill them (even a Sharpness V diamond sword can't one-hit most mobs with a critical hit, thus is no better than a Sharpness II diamond sword; of course, it is much better for PvP).
Basically, while this would be good for PvP it is entirely incompatible with the way the game spams mobs at you. PvP servers should just use a plugin to do this.
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?
Some ideas are good, but not balanced at all, and not enough "vanilla like", I think your worst idea is to remove damage imunity, I mean minecraft needs this, do you realise how broken tnt, arrows, lava and even cactuses or magma cubes would be, so too bad, if Mojang made it like that its to balance those things.
Minecraft needs a combat update for various reasons, and even tho Mojang doesn't want an update titled "The combat update", I think they should consider putting a combat overhaul in their next update.
- Combat is too slow
- Weapons aren't fast enough to counter food regeneration
- The cooldown system is very hated
So basically I made my own concept for a combat overhaul, taking inspiration from the combat snapshots and 1.8/1.7.
*Note that to understand this concept, you must already know basic pvp mechanics and already heard about the combat test snapshots
A͟t͟t͟a͟c͟k͟ s͟p͟e͟e͟d͟ w͟a͟s͟ m͟o͟d͟i͟f͟i͟e͟d͟ f͟o͟r͟ e͟a͟c͟h͟ w͟e͟a͟p͟o͟n͟:
- 𝗦𝘄𝗼𝗿𝗱𝘀 : 𝟮.𝟳 𝗮𝘁𝘁𝗮𝗰𝗸 𝘀𝗽𝗲𝗲𝗱
- 𝗔𝗹𝗹 𝗮𝘅𝗲𝘀 𝗻𝗼𝘄 𝗵𝗮𝘃𝗲 𝘁𝗵𝗲 𝘀𝗮𝗺𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝘀𝗽𝗲𝗲𝗱 𝗼𝗳 𝟮.𝟯
- 𝗔𝗹𝗹 𝗵𝗼𝗲𝘀 𝗻𝗼𝘄 𝗵𝗮𝘃𝗲 𝘁𝗵𝗲 𝘀𝗮𝗺𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝘀𝗽𝗲𝗲𝗱 𝗼𝗳 𝟯.𝟱
- 𝗧𝗿𝗶𝗱𝗲𝗻𝘁𝘀 : 𝟮.𝟭 𝗮𝘁𝘁𝗮𝗰𝗸 𝘀𝗽𝗲𝗲𝗱
A͟t͟t͟a͟c͟k͟ c͟o͟o͟l͟d͟o͟w͟n͟ r͟e͟w͟o͟r͟k͟e͟d͟:
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗻𝗼 𝗹𝗼𝗻𝗴𝗲𝗿 𝗱𝗲𝗰𝗿𝗲𝗮𝘀𝗲𝘀 𝗮𝘁𝘁𝗮𝗰𝗸 𝗱𝗮𝗺𝗮𝗴𝗲
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗺𝘂𝘀𝘁 𝗯𝗲 𝗰𝗵𝗮𝗿𝗴𝗲𝗱 𝘁𝗼 𝟭𝟬𝟬% 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗽𝗹𝗮𝘆𝗲𝗿 𝘁𝗼 𝗯𝗲 𝗮𝗯𝗹𝗲 𝘁𝗼 𝗮𝘁𝘁𝗮𝗰𝗸/𝘀𝘄𝗶𝗻𝗴 𝗼𝗿 𝗵𝗶𝘁
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗺𝘂𝘀𝘁 𝗯𝗲 𝗰𝗵𝗮𝗿𝗴𝗲𝗱 𝘁𝗼 𝟭𝟬𝟬% 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗽𝗹𝗮𝘆𝗲𝗿 𝘁𝗼 𝗽𝗲𝗿𝗳𝗼𝗿𝗺 𝗮 𝗰𝗿𝗶𝘁𝗶𝗰𝗮𝗹 𝗮𝘁𝘁𝗮𝗰𝗸
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗺𝘂𝘀𝘁 𝗯𝗲 𝗰𝗵𝗮𝗿𝗴𝗲𝗱 𝘁𝗼 𝟮𝟬𝟬% 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗽𝗹𝗮𝘆𝗲𝗿 𝘁𝗼 𝗴𝗮𝗶𝗻 𝗮𝗻 𝗲𝘅𝘁𝗿𝗮 𝟭𝗯 𝗿𝗲𝗮𝗰𝗵
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗺𝘂𝘀𝘁 𝗯𝗲 𝗰𝗵𝗮𝗿𝗴𝗲𝗱 𝘁𝗼 𝟮𝟬𝟬% 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗽𝗹𝗮𝘆𝗲𝗿 𝘁𝗼 𝗽𝗲𝗿𝗳𝗼𝗿𝗺 𝗮 𝘀𝘄𝗲𝗲𝗽𝗶𝗻𝗴 𝗮𝘁𝘁𝗮𝗰𝗸
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗺𝘂𝘀𝘁 𝗯𝗲 𝗰𝗵𝗮𝗿𝗴𝗲𝗱 𝘁𝗼 𝟭𝟬𝟬% 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗽𝗹𝗮𝘆𝗲𝗿 𝘁𝗼 𝗽𝗲𝗿𝗳𝗼𝗿𝗺 𝗮 "𝘀𝗽𝗿𝗶𝗻𝘁 𝗵𝗶𝘁"
- 𝗪𝗵𝗲𝗻 𝗵𝗶𝘁𝘁𝗶𝗻𝗴 𝘀𝗼𝗺𝗲𝘁𝗵𝗶𝗻𝗴, 𝘁𝗵𝗲 𝘁𝗮𝗿𝗴𝗲𝘁'𝘀 "𝗶𝗻𝘃𝘂𝗹𝗻𝗲𝗿𝗮𝗯𝗶𝗹𝗶𝘁𝘆 𝘁𝗶𝗺𝗲𝗿" 𝘄𝗶𝗹𝗹 𝗯𝗲 𝘀𝗵𝗼𝗿𝘁𝗲𝗿 𝗱𝗲𝗽𝗲𝗻𝗱𝗶𝗻𝗴 𝗼𝗳 𝘆𝗼𝘂𝗿 𝘄𝗲𝗮𝗽𝗼𝗻'𝘀 𝗮𝘁𝘁𝗮𝗰𝗸 𝘀𝗽𝗲𝗲𝗱
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗶𝘀 𝗻𝗼 𝗹𝗼𝗻𝗴𝗲𝗿 𝘁𝗿𝗶𝗴𝗴𝗲𝗿𝗲𝗱 𝘄𝗵𝗲𝗻 𝘀𝘄𝗶𝘁𝗰𝗵𝗶𝗻𝗴 𝗶𝘁𝗲𝗺𝘀 𝗼𝗿 𝘀𝗹𝗼𝘁𝘀
𝗣𝗹𝗮𝘆𝗲𝗿 𝗰𝗮𝗻 𝗻𝗼𝘄 𝗽𝗲𝗿𝗳𝗼𝗿𝗺 𝗮 𝗰𝗿𝗶𝘁𝗶𝗰𝗮𝗹 𝗵𝗶𝘁 𝘄𝗵𝗶𝗹𝗲 𝗱𝗼𝗶𝗻𝗴 𝗮 "𝘀𝗽𝗿𝗶𝗻𝘁 𝗵𝗶𝘁"
R͟e͟a͟c͟h͟:
- 𝗧𝗿𝗶𝗱𝗲𝗻𝘁𝘀 𝟯.𝟱𝗯
- 𝗦𝘄𝗼𝗿𝗱𝘀 𝟯.𝟬𝗯
- 𝗔𝘅𝗲𝘀 𝟮.𝟳𝗯
- 𝗛𝗼𝗲𝘀 𝟯.𝟱𝗯
- 𝗙𝗲𝗮𝘀𝘁 𝟮.𝟱𝗯
S͟h͟e͟i͟l͟d͟s͟:
- 𝗧𝗵𝗲𝘆 𝗻𝗼 𝗹𝗼𝗻𝗴𝗲𝗿 𝗵𝗮𝘃𝗲 𝗮 𝘄𝗮𝗿𝗺-𝘂𝗽 𝗱𝗲𝗹𝗮𝘆
- 𝗗𝗶𝘀𝗮𝗯𝗹𝗶𝗻𝗴 𝘀𝗵𝗶𝗲𝗹𝗱𝘀 𝘄𝗶𝘁𝗵 𝗮𝗻 𝗮𝘅𝗲 𝗻𝗼𝘄 𝗮𝗹𝘄𝗮𝘆𝘀 𝘄𝗼𝗿𝗸𝘀 𝗮𝗻𝗱 𝘀𝘁𝘂𝗻𝘀 𝘁𝗵𝗲 𝘀𝗵𝗶𝗲𝗹𝗱
𝗳𝗼𝗿 𝟮𝘀 𝗯𝘆 𝗱𝗲𝗳𝗮𝘂𝗹𝘁
- 𝗦𝗵𝗶𝗲𝗹𝗱𝘀 𝗽𝗿𝗼𝘁𝗲𝗰𝘁𝗶𝗼𝗻 𝗮𝗿𝗰 𝗵𝗮𝘀 𝗯𝗲𝗲𝗻 𝗱𝗲𝗰𝗿𝗲𝗮𝘀𝗲𝗱 𝘁𝗼 𝟭𝟭𝟬 𝗱𝗲𝗴𝗿𝗲𝗲𝘀 𝘁𝗼 𝗺𝗮𝘁𝗰𝗵 𝘁𝗵𝗲 𝗺𝗮𝘅 𝗽𝗹𝗮𝘆𝗲𝗿 𝗙𝗢𝗩 𝗼𝗳 𝗾𝘂𝗮𝗸𝗲𝗽𝗿𝗼(𝟭𝟭𝟬)
- 𝗧𝗵𝗲𝘆 𝗮𝗯𝘀𝗼𝗿𝗯 𝟱𝟬% 𝗽𝗲𝗿𝗰𝗲𝗻𝘁 𝗼𝗳 𝗲𝘅𝗽𝗹𝗼𝘀𝗶𝗼𝗻 𝗱𝗮𝗺𝗮𝗴𝗲 𝗮𝗻𝗱 𝗸𝗻𝗼𝗰𝗸𝗯𝗮𝗰𝗸 𝗮𝘀 𝘄𝗲𝗹𝗹 𝗮𝘀 𝟲𝟬% 𝗼𝗳 𝗰𝗿𝗶𝘁 𝗮𝘁𝘁𝗮𝗰𝗸
E͟n͟c͟h͟a͟n͟t͟s͟:
- 𝗔𝗱𝗱𝗲𝗱 "𝗖𝗵𝗼𝗽𝗽𝗶𝗻𝗴" 𝗲𝗻𝗰𝗵𝗮𝗻𝘁𝗺𝗲𝗻𝘁(𝗺𝗮𝘅 𝟯 𝗹𝗲𝘃𝗲𝗹𝘀) 𝗮𝗱𝗱𝘀 +𝟭.𝟳𝟱 𝗮𝘁𝘁𝗮𝗰𝗸 𝗱𝗮𝗺𝗮𝗴𝗲 𝗽𝗲𝗿 𝗹𝗲𝘃𝗲𝗹 𝗮𝗻𝗱 +𝟬.𝟳𝟱𝘀 𝘀𝘁𝘂𝗻 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻
- 𝗦𝘄𝗲𝗲𝗽𝗶𝗻𝗴 𝗮𝘁𝘁𝗮𝗰𝗸𝘀 𝗰𝗮𝗻 𝗼𝗻𝗹𝘆 𝗯𝗲 𝗽𝗲𝗿𝗳𝗼𝗿𝗺𝗲𝗱 𝘄𝗶𝘁𝗵 𝘀𝘄𝗼𝗿𝗱𝘀 𝗵𝗮𝘃𝗶𝗻𝗴 𝘁𝗵𝗲 𝘀𝘄𝗲𝗲𝗽𝗶𝗻𝗴 𝗲𝗱𝗴𝗲 𝗲𝗻𝗰𝗵𝗮𝗻𝘁
- 𝗦𝗵𝗮𝗿𝗽𝗻𝗲𝘀𝘀 𝗶𝘀 𝗻𝗼𝘄 +𝟭.𝟮𝟱 𝗱𝗮𝗺𝗮𝗴𝗲 𝗽𝗲𝗿 𝗹𝗲𝘃𝗲𝗹(𝘀𝗮𝗺𝗲 𝗳𝗼𝗿 𝘀𝗺𝗶𝘁𝗲 𝗮𝗻𝗱 𝗯𝗮𝗻𝗲 𝗼𝗳 𝗮𝗿𝘁𝗵𝗿𝗼𝗽𝗼𝗱𝘀 𝗳𝗼𝗿 𝘁𝗵𝗲𝗶𝗿 𝗿𝗲𝘀𝗽𝗲𝗰𝘁𝗶𝘃𝗲 𝘁𝗮𝗿𝗴𝗲𝘁𝘀)
P͟o͟t͟i͟o͟n͟ ͟e͟f͟f͟e͟c͟t͟s͟:
- 𝗘𝗳𝗳𝗲𝗰𝘁 𝗼𝗳 𝘁𝗵𝗲 𝗧𝘂𝗿𝘁𝘁𝗹𝗲 𝗺𝗮𝘀𝘁𝗲𝗿 𝗶𝘀 𝗻𝗼𝘄 𝟭𝟬% 𝗹𝗼𝗻𝗴𝗲𝗿, 𝘁𝗵𝗲 𝗲𝗳𝗳𝗲𝗰𝘁 𝗻𝗼𝘄 𝗼𝗻𝗹𝘆 𝗴𝗶𝘃𝗲𝘀 𝘀𝗹𝗼𝘄𝗻𝗲𝘀𝘀 𝗜𝗩 𝗶𝗻𝘀𝘁𝗲𝗮𝗱 𝗼𝗳 𝗩𝗜
- 𝗘𝗳𝗳𝗲𝗰𝘁 𝘀𝘁𝗿𝗲𝗻𝗴𝘁𝗵 𝗶𝘀 𝗻𝗼𝘄 𝗰𝗮𝗹𝗰𝘂𝗹𝗮𝘁𝗲𝗱 𝘄𝗶𝘁𝗵 𝗮 𝗽𝗲𝗿𝗰𝗲𝗻𝘁𝗮𝗴𝗲 (𝘅𝟭𝟯𝟬% 𝗳𝗼𝗿 𝗹𝗲𝘃𝗲𝗹 𝗜 𝗮𝗻𝗱 𝘅𝟮𝟲𝟬% 𝗳𝗼𝗿 𝗹𝗲𝘃𝗲𝗹 𝗜𝗜) 𝗹𝗶𝗸𝗲 𝗶𝗻 𝟭.𝟴.
K͟n͟o͟c͟k͟b͟a͟c͟k͟:
- 𝗞𝗻𝗼𝗰𝗸𝗯𝗮𝗰𝗸 𝗿𝗲𝘀𝗶𝘀𝘁𝗮𝗻𝗰𝗲 𝗶𝘀 𝗻𝗼𝘄 𝗮 𝘀𝗰𝗮𝗹𝗲 𝗶𝗻𝘁𝗲𝗮𝗱 𝗼𝗳 𝗥𝗡𝗚
- 𝘃𝗲𝗿𝘁𝗶𝗰𝗮𝗹 𝗸𝗻𝗼𝗰𝗸𝗯𝗮𝗰𝗸 𝗶𝗻 𝗮𝗶𝗿 𝗶𝘀 𝗯𝗮𝗰𝗸 𝗯𝘂𝘁 𝘃𝗲𝗿𝘆 𝗺𝗶𝗻𝗶𝗺𝗮𝗹(𝟱𝟬% 𝗼𝗳
𝗼𝗻-𝗴𝗿𝗼𝘂𝗻𝗱 𝘃𝗲𝗿𝘁𝗶𝗰𝗮𝗹 𝗸𝗯)
P͟r͟o͟j͟e͟c͟t͟i͟l͟e͟s͟:
- 𝗔𝗿𝗿𝗼𝘄𝘀 𝗮𝗰𝗰𝘂𝗿𝗮𝗰𝘆 𝗶𝘀 𝗶𝗻𝗰𝗿𝗲𝗮𝘀𝗲𝗱(𝘂𝗻𝗰𝗲𝗿𝘁𝗮𝗶𝗻𝘁𝘆 𝘃𝗮𝗹𝘂𝗲 𝗻𝗼𝘄 𝟬.𝟱𝟬 𝗳𝗼𝗿 𝗯𝗼𝘄𝘀 𝗮𝗻𝗱 𝟬.𝟮𝟱 𝗳𝗼𝗿 𝗰𝗿𝗼𝘀𝘀𝗯𝗼𝘄𝘀 𝗶𝗻𝘀𝘁𝗲𝗮𝗱 𝗼𝗳 𝟭.𝟬 𝗳𝗼𝗿 𝗯𝗼𝘁𝗵)
- 𝗣𝗿𝗼𝗷𝗲𝗰𝘁𝗶𝗹𝗲𝘀 𝗻𝗼 𝗹𝗼𝗻𝗴𝗲𝗿 𝘁𝗿𝗶𝗴𝗴𝗲𝗿 𝘁𝗵𝗲 𝗶𝗻𝘃𝘂𝗹𝗻𝗲𝗿𝗮𝗯𝗶𝗹𝗶𝘁𝘆 𝘁𝗶𝗺𝗲𝗿
- 𝗦𝗻𝗼𝘄𝗯𝗮𝗹𝗹𝘀 𝗮𝗻𝗱 𝗲𝗴𝗴𝘀 𝗰𝗮𝗻 𝗻𝗼𝘄 𝗯𝗲 𝘀𝘁𝗮𝗰𝗸𝗲𝗱 𝘁𝗼 𝟲𝟰 𝗯𝘂𝘁 𝗵𝗮𝘃𝗲 𝗮 𝘀𝗵𝗼𝗼𝘁𝗶𝗻𝗴 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗼𝗳 𝟯 𝘁𝗶𝗰𝗸𝘀
- 𝗣𝗹𝗮𝘆𝗲𝗿 𝗺𝗼𝗺𝗲𝗻𝘁𝘂𝗺 𝗶𝘀 𝗮𝗱𝗱𝗲𝗱 𝘁𝗼 𝘁𝗵𝗿𝗼𝘄𝗻 𝗽𝗿𝗼𝗷𝗲𝗰𝘁𝗶𝗹𝗲𝘀
F͟o͟o͟d͟:
- 𝗡𝗮𝘁𝘂𝗿𝗮𝗹 𝗿𝗲𝗴𝗲𝗻𝗮𝘁𝗶𝗼𝗻 𝗻𝗼𝘄 𝘄𝗼𝗿𝗸𝘀 𝗮𝘀 𝗶𝗻 𝟭.𝟴, 𝗯𝘂𝘁 𝟭𝟬% 𝗳𝗮𝘀𝘁𝗲𝗿
- 𝗖𝗼𝗻𝘀𝘂𝗺𝗶𝗻𝗴 𝗹𝗶𝗾𝘂𝗶𝗱 𝗳𝗼𝗼𝗱 𝗼𝗿 𝗽𝗼𝘁𝗶𝗼𝗻𝘀 𝘄𝗶𝗹𝗹 𝘁𝗮𝗸𝗲 𝟮𝟬 𝘁𝗶𝗰𝗸𝘀 𝗶𝗻𝘀𝘁𝗲𝗮𝗱 𝗼𝗳 𝟯𝟮 𝘁𝗶𝗰𝗸𝘀
- 𝗟𝗶𝗾𝘂𝗶𝗱 𝗳𝗼𝗼𝗱 𝗮𝗻𝗱 𝗿𝗲𝗴𝘂𝗹𝗮𝗿 𝗽𝗼𝘁𝗶𝗼𝗻𝘀 𝘄𝗶𝗹𝗹 𝘀𝘁𝗮𝗰𝗸 𝘁𝗼 𝟭𝟲
A͟t͟t͟a͟c͟k͟i͟n͟g͟:
- 𝗖𝗵𝗮𝗻𝗴𝗶𝗻𝗴 𝘁𝗵𝗲 𝘀𝘄𝗶𝗻𝗴 𝗮𝗻𝗶𝗺𝗮𝘁𝗶𝗼𝗻 𝘁𝗼 𝗲𝗺𝗽𝗵𝗮𝘀𝗶𝘇𝗲 𝘁𝗵𝗲 𝗿𝘆𝘁𝗵𝗺 𝗼𝗳 𝘁𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸𝘀
- 𝗛𝗼𝗹𝗱𝗶𝗻𝗴 𝗱𝗼𝘄𝗻 𝘁𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗯𝘂𝘁𝘁𝗼𝗻 𝗻𝗼𝘄 𝘁𝗿𝗶𝗴𝗴𝗲𝗿𝘀 𝗮𝗻 𝗮𝘂𝘁𝗼𝗰𝗹𝗶𝗰𝗸𝗲𝗿 𝘄𝗵𝗶𝗰𝗵 𝗮𝘁𝘁𝗮𝗰𝗸𝘀 𝗲𝘃𝗲𝗿𝘆 𝟭𝟮𝟱% 𝗼𝗳 𝘁𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗰𝗼𝗼𝗹𝗱𝗼𝘄𝗻 𝗺𝗮𝗸𝗶𝗻𝗴 𝗶𝘁 𝗹𝗲𝘀𝘀 𝗲𝗳𝗳𝗶𝗰𝗶𝗲𝗻𝘁 𝘁𝗵𝗮𝗻 𝗼𝗽𝘁𝗶𝗺𝗮𝗹 𝘀𝗽𝗮𝗺 𝗰𝗹𝗶𝗰𝗸𝗶𝗻𝗴
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗱𝗮𝗺𝗮𝗴𝗲 𝗼𝗳 𝗮 𝘄𝗲𝗮𝗽𝗼𝗻 𝗮𝗱𝗱𝘀 𝘁𝗼 𝘁𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗱𝗮𝗺𝗮𝗴𝗲 𝗯𝗮𝘀𝗲 𝗼𝗳 𝘁𝗵𝗲 𝗽𝗹𝗮𝘆𝗲𝗿(𝗱𝗲𝗳𝗮𝘂𝗹𝘁 𝟭)
𝗙͟𝗼͟𝗿͟𝗺͟𝘂͟𝗹͟𝗮͟: 𝗕𝗮𝘀𝗲 𝗱𝗺𝗴(𝟭𝗵𝗽) 𝘅 𝗰𝗿𝗶𝘁 𝗙𝗮𝗰𝘁𝗼𝗿(𝘅𝟭.𝟱) 𝘅 𝘀𝘁𝗲𝗻𝗴𝘁𝗵 𝗲𝗳𝗳𝗲𝗰𝘁 + 𝗲𝗻𝗰𝗵𝗮𝗻𝘁𝗺𝗲𝗻𝘁𝘀
- 𝗜𝗸 𝘁𝗵𝗮𝘁 𝘁𝗵𝗲 𝟭.𝟴 𝗵𝗶𝘁 𝗱𝗲𝗹𝗮𝘆 𝗮𝗳𝘁𝗲𝗿 𝗺𝗶𝘀𝘀𝗶𝗻𝗴 𝗮 𝗵𝗶𝘁(𝟭𝟬 𝘁𝗶𝗰𝗸𝘀) 𝗶𝘀 𝗮 𝗰𝗼𝗻𝘁𝗿𝗼𝘃𝗲𝗿𝘀𝗶𝗮𝗹 𝘁𝗵𝗶𝗻𝗴 𝗹𝗶𝗸𝗲 𝗶𝗻 𝘁𝗵𝗲 𝗰𝗼𝗺𝗯𝗮𝘁 𝘀𝗻𝗮𝗽𝘀𝗵𝗼𝘁𝘀(𝟰 𝘁𝗶𝗰𝗸𝘀), 𝗯𝘂𝘁 𝘁𝗵𝗶𝘀 𝗰𝗼𝗻𝗰𝗲𝗽𝘁 𝗶𝘀 𝗮𝗹𝗹 𝗮𝗯𝗼𝘂𝘁 𝗺𝗮𝗸𝗶𝗻𝗴 𝘁𝗵𝗲 𝗰𝗼𝗺𝗯𝗮𝘁 𝗳𝗮𝘀𝘁𝗲𝗿 𝗮𝗻𝗱 𝗳𝘂𝗻𝗻𝗶𝗲𝗿 𝘀𝗼 𝗜 𝗺𝗮𝗱𝗲 𝗶𝘁 𝘁𝗿𝗶𝗴𝗴𝗲𝗿 𝗳𝗼𝗿 𝟳 𝘁𝗶𝗰𝗸𝘀 𝗯𝘂𝘁 𝗼𝗻𝗹𝘆 𝘄𝗵𝗲𝗻 𝗵𝗼𝗹𝗱𝗶𝗻𝗴 𝗱𝗼𝘄𝗻 𝘁𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗯𝘂𝘁𝘁𝗼𝗻 𝗶𝗻 𝗼𝗿𝗱𝗲𝗿 𝘁𝗼 𝗺𝗮𝗸𝗲 𝘁𝗶𝗺𝗶𝗻𝗴 𝗮𝗻𝗱 𝗼𝗽𝘁𝗶𝗺𝗮𝗹 𝘀𝗽𝗮𝗺 𝗰𝗹𝗶𝗰𝗸𝗶𝗻𝗴 𝗯𝗲𝘁𝘁𝗲𝗿 𝘁𝗵𝗮𝗻 𝗷𝘂𝘀𝘁 𝗵𝗼𝗹𝗱𝗶𝗻𝗴 𝘁𝗵𝗲 𝗺𝗼𝘂𝘀𝗲 𝗯𝘂𝘁𝘁𝗼𝗻
E͟x͟t͟r͟a͟s͟:
- 𝗔𝘅𝗲𝘀 𝗻𝗼𝘄 𝗼𝗻𝗹𝘆 𝘁𝗮𝗸𝗲 𝟭 𝗱𝘂𝗿𝗮𝗯𝗶𝗹𝗶𝘁𝘆 𝗱𝗮𝗺𝗮𝗴𝗲 𝗳𝗼𝗿 𝗮𝘁𝘁𝗮𝗰𝗸𝗶𝗻𝗴
- 𝗜𝗺𝗽𝗮𝗹𝗶𝗻𝗴 𝗻𝗼𝘄 𝘄𝗼𝗿𝗸𝘀 𝗼𝗻 𝗽𝗹𝗮𝘆𝗲𝗿𝘀, 𝗮𝗹𝗹 𝗮𝗾𝘂𝗮𝘁𝗶𝗰 𝗺𝗼𝗯𝘀, 𝗮𝗻𝗱 𝗮𝗹𝗹 𝗺𝗼𝗯𝘀 𝗶𝗻 𝘁𝗵𝗲 𝗿𝗮𝗶𝗻
- 𝗙𝗶𝗿𝗲 𝗮𝗻𝗱 𝗲𝘅𝗽𝗹𝗼𝘀𝗶𝗼𝗻𝘀 𝗻𝗼 𝗹𝗼𝗻𝗴𝗲𝗿 𝘁𝗿𝗶𝗴𝗴𝗲𝗿 𝘁𝗵𝗲 𝗶𝗻𝘃𝘂𝗹𝗻𝗲𝗿𝗮𝗯𝗶𝗹𝗶𝘁𝘆 𝘁𝗶𝗺𝗲𝗿
- 𝗧𝗵𝗲 𝗮𝘁𝘁𝗮𝗰𝗸 𝗱𝗮𝗺𝗮𝗴𝗲 𝗼𝗳 𝘁𝗵𝗲 𝗮𝘅𝗲 𝗶𝘀 𝗻𝗲𝗿𝗳𝗲𝗱
● 𝗪𝗼𝗼𝗱: 𝟳 --> 𝟱
● 𝗦𝘁𝗼𝗻𝗲: 𝟵 --> 𝟲
● 𝗜𝗿𝗼𝗻: 𝟵 --> 𝟳
● 𝗚𝗼𝗹𝗱: 𝟳 --> 𝟱
● 𝗗𝗶𝗮𝗺𝗼𝗻𝗱: 𝟵 --> 𝟴
●𝗡𝗲𝘁𝗵𝗲𝗿𝗶𝘁𝗲: 𝟭𝟬 -->𝟵
𝗜𝗸 𝘁𝗵𝗶𝘀 𝘄𝗼𝘂𝗹𝗱 𝗯𝗲 𝗰𝗼𝗻𝘁𝗿𝗼𝘃𝗲𝗿𝘀𝗶𝗮𝗹, 𝗯𝘂𝘁 𝗜 𝗷𝘂𝘀𝘁 𝗵𝗮𝗱 𝘁𝗵𝗲 𝗶𝗱𝗲𝗮 𝘁𝗼 𝗮𝗱𝗱 𝗮𝗻 𝗮𝗿𝗺𝗼𝗿 𝗽𝗲𝗻𝗲𝘁𝗿𝗮𝘁𝗶𝗼𝗻 𝗮𝘁𝘁𝗿𝗶𝗯𝘂𝘁𝗲 𝘁𝗼 𝘄𝗲𝗮𝗽𝗼𝗻𝘀, 𝗱𝗲𝗽𝗲𝗻𝗱𝗶𝗻𝗴 𝗼𝗻 𝘁𝗵𝗲 𝘄𝗲𝗮𝗽𝗼𝗻, 𝗳𝗼𝗿 𝗲𝘅𝗮𝗺𝗽𝗹𝗲 𝗮𝗻 𝗮𝘅𝗲 𝘄𝗵𝗶𝗰𝗵 𝗱𝗼𝗲𝘀 𝗹𝗲𝘀𝘀 𝗱𝗮𝗺𝗮𝗴𝗲 𝘁𝗵𝗮𝗻 𝗮 𝘀𝗵𝗮𝗿𝗽𝗻𝗲𝘀𝘀 𝘀𝘄𝗼𝗿𝗱 𝘄𝗼𝘂𝗹𝗱 𝗽𝗲𝗻𝗲𝘁𝗿𝗮𝘁𝗲 𝗺𝗼𝗿𝗲 𝗶𝗻𝘁𝗼 𝗮 𝗻𝗲𝘁𝗵𝗲𝗿𝗶𝘁𝗲 𝗮𝗿𝗺𝗼𝗿 𝘁𝗵𝗮𝗻 𝘁𝗵𝗲 𝘀𝘄𝗼𝗿𝗱 𝗱𝘂𝗲 𝘁𝗼 𝘁𝗵𝗲 𝗮𝗿𝗺𝗼𝗿 𝘁𝗼𝘂𝗴𝗵𝗻𝗲𝘀𝘀 𝗼𝗳 𝗻𝗲𝘁𝗵𝗲𝗿𝗶𝘁𝗲 𝗮𝗿𝗺𝗼𝗿, 𝗱𝘂𝗲 𝘁𝗼 𝗮𝗿𝗺𝗼𝗿 𝗽𝗲𝗻𝗲𝘁𝗿𝗮𝘁𝗶𝗼𝗻 𝘁𝗵𝗮𝘁 𝗰𝗼𝘂𝗹𝗱 𝗯𝘆𝗽𝗮𝘀𝘀 𝗮 𝗹𝗶𝘁𝘁𝗹𝗲 𝗯𝗶𝘁 𝗮𝗿𝗺𝗼𝗿 𝘁𝗼𝘂𝗴𝗵𝗻𝗲𝘀𝘀, 𝗜 𝗺𝗲𝗮𝗻 𝗶𝗸 𝘁𝗵𝗮𝘁 𝗶𝘁 𝗸𝗶𝗻𝗱𝗮 𝗿𝘂𝗶𝗻𝘀 𝘁𝗵𝗲 𝗰𝗼𝗻𝗰𝗲𝗽𝘁 𝗼𝗳 𝗮𝗿𝗺𝗼𝗿 𝘁𝗼𝘂𝗴𝗵𝗻𝗲𝘀𝘀 𝗮𝗯𝘀𝗼𝗿𝗯𝗶𝗻𝗴 𝗺𝗮𝘀𝘀𝗶𝘃𝗲 𝗮𝘁𝘁𝗮𝗰𝗸𝘀, 𝗯𝘂𝘁 𝗮 𝗹𝗼𝘁 𝗼𝗳 𝗽𝗽𝗹 𝗺𝗲𝗻𝘁𝗶𝗼𝗻𝗲𝗱 𝗮 𝘀𝗶𝗺𝗶𝗹𝗮𝗿 𝘀𝘆𝘀𝘁𝗲𝗺 𝗳𝗼𝗿 𝗮 𝗰𝗼𝗻𝗰𝗲𝗽𝘁 𝗖𝗼𝗺𝗯𝗮𝘁 𝗨𝗽𝗱𝗮𝘁𝗲, 𝘀𝗼 𝘁𝗵𝗶𝘀 𝗼𝗻𝗲 𝗶𝘀 𝗻𝗼𝘁 𝗿𝗲𝗮𝗹𝗹𝘆 𝗽𝗮𝗿𝘁 𝗼𝗳 𝘁𝗵𝗲 𝗰𝗼𝗻𝗰𝗲𝗽𝘁 𝗳𝗼𝗿 𝘁𝗵𝗶𝘀 𝗿𝗲𝗮𝘀𝗼𝗻 𝗯𝘂𝘁 𝗮𝗹𝘀𝗼 𝗯𝗲𝗰𝗮𝘂𝘀𝗲 𝗶𝘁 𝗱𝗼𝗲𝘀𝗻'𝘁 𝗳𝗶𝘁-𝗶𝗻 𝗳𝗼𝗿 𝗺𝗲.
To clarify, this is just a concept of mine...
Th
This post is since 2012.
I just want the old PVP system back. It was perfect :C
Check out my Youtube-Channel:
https://www.youtube.com/@VanillaLongplayz
Nie, tak nie było. Obecny jest dużo lepszy.