So the 1.6 update is coming with horses... who would have thought they would actually add them.
Anywho, I think that this could be a good addition to Minecraft but I personally believe that the current mechanics for riding a horse (as seen in snapshots) could be tweaked.
My problem with the horses right now, is that yes they can move fast and jump higher than normal players but they don't necessarily add any new mechanics to the game. What do I mean by this? Well a player could get a Speed V potion effect and a Jump III effect (Both are possible through external modifications such as bukkit server plugins) and basically be the same as if actually riding a horse. Sure the jump is a cool feature, but I think that they should edit the controls for the horse a little bit.
To explain what I want really, I am going to make a reference to another game called Mount and Blade.
In Mount and Blade, there is of course... mounts and blades. The goal of the game is to go around, raid bandit villages, do tasks for lords to eventually become a vassal, gather an army of loyal followers (at a cost of course) and get money to upgrade your armor, weapons and your horse.
Now, what I love about Mount and Blade is their combat system. I won't go to much into detail, but basically there are different ways to use each type of weapon. Essentially, a sword doesn't use the same controls as a spear, a crossbow won't use the same controls as a javelin and finally what I am referencing: combat on a horse is very different from combat on foot.
The controls on foot are similar to the controls in Minecraft. W makes you walk forward, S makes you walk back and A and D make you step to the side. However, on horseback the controls are different.
While riding a horse W is to speed up, S is to slow down (or go backwards though at a much slower rate) and most important is that A and D are not to step to the side, but rather to turn. I will of course go further into detailof what I am suggesting.
So finally to my full suggestion:
While on horseback in Minecraft right now in the snapshots, you use the same controls as on foot. I of course suggest something different if you haven't figured it out yet.
Here are my suggestions while on horseback:
Holding W will cause you to slowly accelerate until your horse reaches a maximum speed. Holding S will cause you to slowly decelerate until you reach a stop. If you continue holding S while at a stop, your horse will slowly go backwards.
While on horseback, if you move your mouse to the side, your horse will not move to follow your cursor. This means you are free to turn to the side or completely around in your saddle to look at the surrounding area and your horse will continue to move in its current direction.
Should you want to make a turn then you would hold A or D to slowly turn in that direction. However again, you would be free to look at your surroundings without the horse moving to follow your cursor.
Finally, while on a horse, you are able to double tap S to rear your horse, causing the horse to kick up its front legs, and stop completely. Horses will automatically rear if the player accidentally runs directly into a wall. Rearing deals low damage to entities in front of the horse. Rearing takes about 50 ticks (2 and a half seconds) so after running into a wall, horses would be immobilized for a few short seconds.
Of course, jumping will remain the same.
So what is the point of all these complicated new mechanics?
Well here is a few Pros to this suggestion:
Now you can attack entities beside you with a sword without veering off path.
Using a bow on horseback is now possible because the horse won't follow where you are aiming.
Horse mechanics add more skill for player's ability to use a horse.
Horses are more realistic now.
*Ability for more stats to each horse breed.
Horse obstacle courses can be designed with new obstacles.
Rearing adds slightly to PvE and PvP on horseback.
*Horses right now have a few stats such as health, speed and jump heights. New stats could include the speed at which a horse turns, the damage a horse deals when rearing, the speed at which a horse accelerates and decelerates, and much more.
Full support, I can ride past my enemies swinging my sword now, then turn around, and do it again, before they can catch me.
I hate having my fortress sacked, my Slime fortress just got sacked today, on the SkydoesMinecraft faction server, by ragingminotaur, who then ran to a safezone, what a cheater.
Support. It's sensible, well stated and indeed much needed.
The only thing I don't like is the rearing. If a horse runs at a high speed and tries to rear (in real life), it would fall over. I suggest just making the horse take damage if you run head first into a wall and rearing being impossible while running fast. Rearing could make for an interesting combat mechanic, though. Maybe with a high knockback?
One other thing: If you let go of w, you should decelerate, with s just making the deceleration faster (I wasn't sure if you meant it like this or not, so I decided to add it in anyway).
I support this. I'm an experienced Mount & Blade: Warband player, and the horse riding system could definitly be useful in Minecraft as well. It allows the player to perform hit and run tactics on mobs, hitting them with sword or bow and arrows as he moves.
While pressing w to speed up and s to slow down is a good idea because, in real life, you spur the horse to speed up and pull the reins to slow down, a horse in real life only goes as fast as a trot if you press the spurs, whick you do with pressing w. I suggest that double tapping w while on the horse makes it gallop. The speed of the gallop is constant, but it is faster than the quickest trott. If a horse goes up a block without jumping, however, it slows down to a middle quick trott. A horse can gallop up halfslabs and stairs, though.
This would also work with your idea of double tapping s to quickly stop a horse, because you pull the reins forcefully for that.
I think you should wait to post something, 'til it is in the game.
Why? If what we are saying is going in the game anyway, we may as well talk about it. If it isn't, we'd like it to be. It is in the snapshots now, so if horses are implemented with (what are in my opinion) incomplete features, we'd have to wait untill the next update for any possible changes.
Anyways, the horse mechanics in that game are some of the best (simply because they actually exist) out there. Sure, the full-sprint and sudden stop by rearing is not quite how it should be, but it's better than nothing. Support w/ massive bias
While on horseback, if you move your mouse to the side, your horse will not move to follow your cursor. This means you are free to turn to the side or completely around in your saddle to look at the surrounding area and your horse will continue to move in its current direction.
I like that idea, but I think you should have to press and/or hold a key (F maybe? Unless it's assigned to something else) to stop the horse from following your cursor and your horse would continue to go in the direction of the key(s) you're pressing. (W,A,S, or D)
It would also be neat if you couldn't hurt your horse while riding it so you could hit mobs directly in front of you without injuring your horse.
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Support. It's sensible, well stated and indeed much needed.
The only thing I don't like is the rearing. If a horse runs at a high speed and tries to rear (in real life), it would fall over. I suggest just making the horse take damage if you run head first into a wall and rearing being impossible while running fast. Rearing could make for an interesting combat mechanic, though. Maybe with a high knockback?
One other thing: If you let go of w, you should decelerate, with s just making the deceleration faster (I wasn't sure if you meant it like this or not, so I decided to add it in anyway).
Support. It's sensible, well stated and indeed much needed.
The only thing I don't like is the rearing. If a horse runs at a high speed and tries to rear (in real life), it would fall over. I suggest just making the horse take damage if you run head first into a wall and rearing being impossible while running fast. Rearing could make for an interesting combat mechanic, though. Maybe with a high knockback?
One other thing: If you let go of w, you should decelerate, with s just making the deceleration faster (I wasn't sure if you meant it like this or not, so I decided to add it in anyway).
As far as rearing goes, I agree. But in real life, you have to tell the horse to slow down/stop. I would have the horse keep its speed unless told otherwise, not to mention you wouldn't have to worry about it. Also, I would want to see the ability to hold a speed that isn't the max. For example, a slow walk or a steady trot.
Anyways, I fully support this idea. Can someone make a mod that does this?
Anywho, I think that this could be a good addition to Minecraft but I personally believe that the current mechanics for riding a horse (as seen in snapshots) could be tweaked.
My problem with the horses right now, is that yes they can move fast and jump higher than normal players but they don't necessarily add any new mechanics to the game. What do I mean by this? Well a player could get a Speed V potion effect and a Jump III effect (Both are possible through external modifications such as bukkit server plugins) and basically be the same as if actually riding a horse. Sure the jump is a cool feature, but I think that they should edit the controls for the horse a little bit.
To explain what I want really, I am going to make a reference to another game called Mount and Blade.
In Mount and Blade, there is of course... mounts and blades. The goal of the game is to go around, raid bandit villages, do tasks for lords to eventually become a vassal, gather an army of loyal followers (at a cost of course) and get money to upgrade your armor, weapons and your horse.
Now, what I love about Mount and Blade is their combat system. I won't go to much into detail, but basically there are different ways to use each type of weapon. Essentially, a sword doesn't use the same controls as a spear, a crossbow won't use the same controls as a javelin and finally what I am referencing: combat on a horse is very different from combat on foot.
The controls on foot are similar to the controls in Minecraft. W makes you walk forward, S makes you walk back and A and D make you step to the side. However, on horseback the controls are different.
While riding a horse W is to speed up, S is to slow down (or go backwards though at a much slower rate) and most important is that A and D are not to step to the side, but rather to turn. I will of course go further into detail of what I am suggesting.
So finally to my full suggestion:
While on horseback in Minecraft right now in the snapshots, you use the same controls as on foot. I of course suggest something different if you haven't figured it out yet.
Here are my suggestions while on horseback:
Holding W will cause you to slowly accelerate until your horse reaches a maximum speed. Holding S will cause you to slowly decelerate until you reach a stop. If you continue holding S while at a stop, your horse will slowly go backwards.
While on horseback, if you move your mouse to the side, your horse will not move to follow your cursor. This means you are free to turn to the side or completely around in your saddle to look at the surrounding area and your horse will continue to move in its current direction.
Should you want to make a turn then you would hold A or D to slowly turn in that direction. However again, you would be free to look at your surroundings without the horse moving to follow your cursor.
Finally, while on a horse, you are able to double tap S to rear your horse, causing the horse to kick up its front legs, and stop completely. Horses will automatically rear if the player accidentally runs directly into a wall. Rearing deals low damage to entities in front of the horse. Rearing takes about 50 ticks (2 and a half seconds) so after running into a wall, horses would be immobilized for a few short seconds.
Of course, jumping will remain the same.
So what is the point of all these complicated new mechanics?
Well here is a few Pros to this suggestion:
Please post your comments.
4 Supporters
I hate having my fortress sacked, my Slime fortress just got sacked today, on the SkydoesMinecraft faction server, by ragingminotaur, who then ran to a safezone, what a cheater.
My profile picture is from http://www.cachemonet.com, I'm an admin on the Minecraft Fanon Wiki
"The good you do today will be forgotten tomorrow; do good anyways" ~Abel Muzorewa

The only thing I don't like is the rearing. If a horse runs at a high speed and tries to rear (in real life), it would fall over. I suggest just making the horse take damage if you run head first into a wall and rearing being impossible while running fast. Rearing could make for an interesting combat mechanic, though. Maybe with a high knockback?
One other thing: If you let go of w, you should decelerate, with s just making the deceleration faster (I wasn't sure if you meant it like this or not, so I decided to add it in anyway).
If you turn with the mouse, then that would defeat the entire point of this...
Also, I don't think that we should add any new buttons unless we have to.
While pressing w to speed up and s to slow down is a good idea because, in real life, you spur the horse to speed up and pull the reins to slow down, a horse in real life only goes as fast as a trot if you press the spurs, whick you do with pressing w. I suggest that double tapping w while on the horse makes it gallop. The speed of the gallop is constant, but it is faster than the quickest trott. If a horse goes up a block without jumping, however, it slows down to a middle quick trott. A horse can gallop up halfslabs and stairs, though.
This would also work with your idea of double tapping s to quickly stop a horse, because you pull the reins forcefully for that.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
Why? If what we are saying is going in the game anyway, we may as well talk about it. If it isn't, we'd like it to be. It is in the snapshots now, so if horses are implemented with (what are in my opinion) incomplete features, we'd have to wait untill the next update for any possible changes.
:D:D:D
Anyways, the horse mechanics in that game are some of the best (simply because they actually exist) out there. Sure, the full-sprint and sudden stop by rearing is not quite how it should be, but it's better than nothing. Support w/ massive bias
I like that idea, but I think you should have to press and/or hold a key (F maybe? Unless it's assigned to something else) to stop the horse from following your cursor and your horse would continue to go in the direction of the key(s) you're pressing. (W,A,S, or D)
It would also be neat if you couldn't hurt your horse while riding it so you could hit mobs directly in front of you without injuring your horse.
This!
Full support!
As far as rearing goes, I agree. But in real life, you have to tell the horse to slow down/stop. I would have the horse keep its speed unless told otherwise, not to mention you wouldn't have to worry about it. Also, I would want to see the ability to hold a speed that isn't the max. For example, a slow walk or a steady trot.
Anyways, I fully support this idea. Can someone make a mod that does this?
'nuf said.