<Insert reason from a past thread as to why the Minecraft combat system needs changing here.>
And that's why I decided to write this topic.
Delayed strike system
You've probably heard this come up once or twice by now. Basically, there is a delay
between clicking and your weapon hitting its target, which would align with an animation.
This is the basis for adding skill to combat; without it, there's really no way. The window
of oppertunity in which the weapon can hit will be refered to as the sweetspot. As long as
a target is in range and being aimed at while your weapon is in the sweetspot, they will take
damage.
Directional strikes + new crit system
Aside from a normal jab, like is currently executed in Minecraft, there are directional strikes.
By moving one's view in a certain direction with enough speed while initiating an attack, you
will swing your weapon in that direction. This ties into the new crit system in a rock-paper-scisors
fashion: falling while executing a downward strike will crit your target; hitting a falling player with an
upward strike will crit them; a sideways strike will crit a player who is currently executing an
upwards or downwards strike; a normal jab crits players who are sprinting towards you.
The three melee weapon types
With this system, there would be 3 melee weapons, each using the same material tier system
as swords currently use. They are: Swords, daggers and maces.
Swords retain their current damage values. There is a 0.7 second delay between
clicking and the "sweetspot". The sweetspot has a short duration, equaling about
0.3 seconds, followed by another 0.3 seconds of swinging. You will lose 10% of your
current horizontal speed while swinging unless airborne, and your mouse sensitivity
will go down by 25% during the swing.
Daggers Daggers hit very quickly, although they do pathetic damage. There is a
0.3 second delay before the sweetspot, which has a miniscule 0.01-second sweetspot
and 0.1 seconds of swinging afterwards. You lose no speed while swinging your dagger.
Maces are, as one would expect, the heavy-hitters. They do 175% of their same-tiered sword
counterpart's damage. However, there is a whole 1.6 second delay before the sweetspot, which
gives players a lot of time to evade. The sweetspot is the longest at 0.6 seconds in length.
You lose 60% of your current horizontal speed and 75% of your current mouse sensitivity
while swinging. Directional strikes deal heavy directional knockback, but also jerk you in the
direction of your swing. Downwards aerial strikes stun the target for 1 second (Which is, of
course, too short a time to launch another strike)
Maneuvering
Double-tapping the A, S, or D key will cause you to do an evasive jump in the corresponding
direction. Walking forward and double-tapping the spacebar in survival/adventure mode will execute
a lunge which allows you to travel forward at 170% percent of sprinting speed, although this has a
4-second cooldown.
I'm also trying to think of a system which would allow you to jump and grab
onto players, but I can't really think of a good way to balance it out. Perhaps giving them some
way to shake you off, and giving you weakness 1 + slower attack speed and a cooldown before
being able to execute the move again? I Dunno.
Delayed Strike System - Technically this already exists. This could have an animation to go with it, but the delay is held within the attacked mob and not the sword you're holding.
Directional Strike + Crits - I do kind of like the upward one, but the left/right ones would only be useful in multiplayer, which is still kind of useless anyway, because chances are, you're not gonna know or pay attention to when a player is making a specific type of strike. In Minecraft, we just jump and down spamming our sword in hopes that the enemy dies first and not us. Other people's strikes aren't something we think to care about in this game.
Daggers and Maces - One of the most oversuggested things of all time. Weapons like this are nothing more than extra sprites thrown into the game with some differently scaled stats. "Less X but more Y" weapons aren't worth the time in adding.
Maneuvering - Not that bad, but this could get out of hand in multiplayer where players are usually laggy.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
Maneuvering, and direction swipes sound like a good idea, the delayed strike system is okay, but I'd rather not have it. No for the new weapons. 5/8s support.
Maybe if you had a choice to do a quick slice when you clicked once, but if you held down left click, it would detect how you moved and would slice accordingly.
The main problem is that no matter how amazing the combat becomes, it will never be the equal of real fighting techniques, which can be varied and combined to create a seemingly infinite number of strikes and counter-strikes. Because our brains are so much more powerful than any computer, we have the power to imagine new strikes, while a computer can only use a preset algorithm. No matter how amazing that algorithm becomes, it will always be disappointing compared with what our brains can do, and thus, there will always be someone who isnt satisfied with the combat system.
Rollback Post to RevisionRollBack
Your brain is so powerful, it would take a state of the art computer the size of a factory to come even close to matching the processing power.
The main problem is that no matter how amazing the combat becomes, it will never be the equal of real fighting techniques, which can be varied and combined to create a seemingly infinite number of strikes and counter-strikes. Because our brains are so much more powerful than any computer, we have the power to imagine new strikes, while a computer can only use a preset algorithm. No matter how amazing that algorithm becomes, it will always be disappointing compared with what our brains can do, and thus, there will always be someone who isnt satisfied with the combat system.
That....really doesen't seem like a very good reason not to improve the combat system.
Rollback Post to RevisionRollBack
I've got the real superpower of TEEM-WERK!
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And that's why I decided to write this topic.
Delayed strike system
You've probably heard this come up once or twice by now. Basically, there is a delay
between clicking and your weapon hitting its target, which would align with an animation.
This is the basis for adding skill to combat; without it, there's really no way. The window
of oppertunity in which the weapon can hit will be refered to as the sweetspot. As long as
a target is in range and being aimed at while your weapon is in the sweetspot, they will take
damage.
Directional strikes + new crit system
Aside from a normal jab, like is currently executed in Minecraft, there are directional strikes.
By moving one's view in a certain direction with enough speed while initiating an attack, you
will swing your weapon in that direction. This ties into the new crit system in a rock-paper-scisors
fashion: falling while executing a downward strike will crit your target; hitting a falling player with an
upward strike will crit them; a sideways strike will crit a player who is currently executing an
upwards or downwards strike; a normal jab crits players who are sprinting towards you.
The three melee weapon types
With this system, there would be 3 melee weapons, each using the same material tier system
as swords currently use. They are: Swords, daggers and maces.
Swords retain their current damage values. There is a 0.7 second delay between
clicking and the "sweetspot". The sweetspot has a short duration, equaling about
0.3 seconds, followed by another 0.3 seconds of swinging. You will lose 10% of your
current horizontal speed while swinging unless airborne, and your mouse sensitivity
will go down by 25% during the swing.
Daggers Daggers hit very quickly, although they do pathetic damage. There is a
0.3 second delay before the sweetspot, which has a miniscule 0.01-second sweetspot
and 0.1 seconds of swinging afterwards. You lose no speed while swinging your dagger.
Maces are, as one would expect, the heavy-hitters. They do 175% of their same-tiered sword
counterpart's damage. However, there is a whole 1.6 second delay before the sweetspot, which
gives players a lot of time to evade. The sweetspot is the longest at 0.6 seconds in length.
You lose 60% of your current horizontal speed and 75% of your current mouse sensitivity
while swinging. Directional strikes deal heavy directional knockback, but also jerk you in the
direction of your swing. Downwards aerial strikes stun the target for 1 second (Which is, of
course, too short a time to launch another strike)
Maneuvering
Double-tapping the A, S, or D key will cause you to do an evasive jump in the corresponding
direction. Walking forward and double-tapping the spacebar in survival/adventure mode will execute
a lunge which allows you to travel forward at 170% percent of sprinting speed, although this has a
4-second cooldown.
I'm also trying to think of a system which would allow you to jump and grab
onto players, but I can't really think of a good way to balance it out. Perhaps giving them some
way to shake you off, and giving you weakness 1 + slower attack speed and a cooldown before
being able to execute the move again? I Dunno.
Directional Strike + Crits - I do kind of like the upward one, but the left/right ones would only be useful in multiplayer, which is still kind of useless anyway, because chances are, you're not gonna know or pay attention to when a player is making a specific type of strike. In Minecraft, we just jump and down spamming our sword in hopes that the enemy dies first and not us. Other people's strikes aren't something we think to care about in this game.
Daggers and Maces - One of the most oversuggested things of all time. Weapons like this are nothing more than extra sprites thrown into the game with some differently scaled stats. "Less X but more Y" weapons aren't worth the time in adding.
Maneuvering - Not that bad, but this could get out of hand in multiplayer where players are usually laggy.
5/8s support.
That....really doesen't seem like a very good reason not to improve the combat system.