For all you Indiana Jones types, I have an idea for a new weapon, the whip would be a great addition to Minecraft.
This is how you make it.
L=leather
S=stick
E=Coal/Iron/Gold/Diamond/Emerald
N=N/A
-L-L-L-
-E-N-L-
-N-S-L-
The whip is a melee weapon with a longer range than a sword, around 5 blocks as opposed to a swords 2.5. This weapon's attack damage varies based on distance.
At 5 blocks: it does 4 hearts of damage.
At 4 blocks: 2 hearts of damage.
At 3 blocks: 1.5 hearts of damage.
At 2 blocks: 1 heart of damage.
At 1 block: 0.5 hearts of damage.
The attack speed is 0.575 seconds as opposed to a swords 0.625 seconds and unlike other weapons, you can't spam it.
All whips have the same durability of 150. When they break, they drop the Coal/Gold/Iron/Emerald/Diamond you use to craft it. They are repaired with leather.
Each type of whip has a unique trait.
The Coal Whip causes fire to last longer if it's enchanted with Fire Aspect.
The Gold Whip gets a stronger boost from Smite or Bane of Arthropods. (Whips in general can't use Sharpness...for obvious reasons)
The Iron Whip increase Knockback.
The Emerald Whip gives a boost to Looting.
The Diamond Whip increases Unbreaking.
Whips all can get a new enchantment called Disarm. If you attack a mob/player at the moment they are about to attack you with a weapon, you will cancel their attack animation and cause them to drop the weapon that's in their main hand.
This Enchantment only works if the Whip is not going through a cooldown.
The numbers can always be adjusted but I think as a concept it would work well in minecraft and add a bit more strategy in combat.
The idea of it doing more damage based on distance is a very cool concept that I would love to see used. The problems I have with this idea is that it is way too powerful.
It takes less to craft than a sword (minus the leather, which is easy to renew), has more durability than almost all tiers of weapon no matter what, and the tiered item is returned when it breaks. That alone is unbalanced.
Then it does equal damage to a Diamond Axe at the right range and is much faster than an Axe. It is much more powerful than a sword but not too much faster. So it has balance issues that need to be worked on.
But the thing that really bugs me is that it uses a different tier system from normal tiers for no reason and specific tiers give special bonuses. Good game is consistent game design, so making this tiered like other weapons but making the tiers different and with weird additions doesn't seem good to me.
Finally, being able to just outright take items out of a player's inventory is not fun, even if locked behind an enchantment with a low success rate. If it allowed you to pick up item stacks off the ground that would be better imo.
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Alright, I debuffed the attack damage. In hindsight, having a weapon that's both stronger, faster, and has a better reach would be pretty broken.
I realized that the "downside", needing to be 5 blocks away to do 9 hearts of damage, is pretty much the same as the upside, doing 9 damage from 5 blocks away.
I also debuffed the durability, honestly I just wasn't thinking straight.
In return I buffed the attack speed a bit and made the damage of any material you use for the Whip the same because balancing it between multiple materials would make the Whip way too weak to be even considered a weapon.
Also about the "tier" system.
The only consistent thing about the tier system is Iron, Gold, and Diamond. There's leather armor but no leather weapons. There are stone and wood tools but no stone and wood armor.
The Whip is comparable to the bow and is way too different to be using the same tiers as basic tools and swords.
I will defend the new Enchantment solely because the item it makes them drop is random if they are wearing armor as well as using a weapon. It's less effective if they are better equipped.
I've apparently read the "debuffed" version, but still see this as over powered despite the more damage at greater distance mechanic ( which is an intriguing ) limiting its utility in most caves & forests.
I also think Badprenup is correct about the "Snatch" enchantment even though the new version only affects items held or worn (not in general inventory), as well as about the return of the mineral crafting component and the material specific boost being undesirable. (Perhaps the different minerals might have different chances of getting various enchantments on a table? Not sure if/how the coding would work… or how to deal with books….)
I'd also make them repairable only by combining with a like item (similar to shears and bows).
Possibly if the coal/gold/iron/emerald/diamond did 1/2 the damage of wood/gold/stone/iron/diamond swords at 1 block distance with the chance of doubling that being
30% @ 2 blocks
50% @ 3 blocks
70% @ 4 blocks
90% @ 5 blocks
?
I'd also suggest bumping up the crafting cost by requiring blocks of all but diamond and changing he recipe (maybe with an added non-block mineral of the same type at position N1)
L=leather
S=stick
M=Mineral Block (must match)
N=Nil
L. .| L. .| L
N1 | N2 | L
M .| S ..| M
Overall: Pass, despite the intriguing greater damage at greater distance mechanic.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Maybe a possible replacement to the enchantment would be to "disarm" the enemy, basically an X% chance of increasing the attack cooldown by a certain amount after their next attack. That would be an interesting way to throw a wrench in your opponent's combat flow temporarily as they would have to slow down their next hit by a bit or do less damage. For regular mobs it could delay the next time they can hurt you, or in the case of ranged mobs, shoot their projectile.
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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 changed the Enchantment's name to Disarm (Snatch was a pretty bad name) and made it only work if you attack someone at the moment they are about to attack you.
For all you Indiana Jones types, I have an idea for a new weapon, the whip would be a great addition to Minecraft.
This is how you make it.
L=leather
S=stick
E=Coal/Iron/Gold/Diamond/Emerald
N=N/A
-L-L-L-
-E-N-L-
-N-S-L-
The whip is a melee weapon with a longer range than a sword, around 5 blocks as opposed to a swords 2.5. This weapon's attack damage varies based on distance.
At 5 blocks: it does 4 hearts of damage.
At 4 blocks: 2 hearts of damage.
At 3 blocks: 1.5 hearts of damage.
At 2 blocks: 1 heart of damage.
At 1 block: 0.5 hearts of damage.
The attack speed is 0.575 seconds as opposed to a swords 0.625 seconds and unlike other weapons, you can't spam it.
All whips have the same durability of 150. When they break, they drop the Coal/Gold/Iron/Emerald/Diamond you use to craft it. They are repaired with leather.
Each type of whip has a unique trait.
The Coal Whip causes fire to last longer if it's enchanted with Fire Aspect.
The Gold Whip gets a stronger boost from Smite or Bane of Arthropods. (Whips in general can't use Sharpness...for obvious reasons)
The Iron Whip increase Knockback.
The Emerald Whip gives a boost to Looting.
The Diamond Whip increases Unbreaking.
Whips all can get a new enchantment called Disarm. If you attack a mob/player at the moment they are about to attack you with a weapon, you will cancel their attack animation and cause them to drop the weapon that's in their main hand.
This Enchantment only works if the Whip is not going through a cooldown.
The numbers can always be adjusted but I think as a concept it would work well in minecraft and add a bit more strategy in combat.
The idea of it doing more damage based on distance is a very cool concept that I would love to see used. The problems I have with this idea is that it is way too powerful.
It takes less to craft than a sword (minus the leather, which is easy to renew), has more durability than almost all tiers of weapon no matter what, and the tiered item is returned when it breaks. That alone is unbalanced.
Then it does equal damage to a Diamond Axe at the right range and is much faster than an Axe. It is much more powerful than a sword but not too much faster. So it has balance issues that need to be worked on.
But the thing that really bugs me is that it uses a different tier system from normal tiers for no reason and specific tiers give special bonuses. Good game is consistent game design, so making this tiered like other weapons but making the tiers different and with weird additions doesn't seem good to me.
Finally, being able to just outright take items out of a player's inventory is not fun, even if locked behind an enchantment with a low success rate. If it allowed you to pick up item stacks off the ground that would be better imo.
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
Alright, I debuffed the attack damage. In hindsight, having a weapon that's both stronger, faster, and has a better reach would be pretty broken.
I realized that the "downside", needing to be 5 blocks away to do 9 hearts of damage, is pretty much the same as the upside, doing 9 damage from 5 blocks away.
I also debuffed the durability, honestly I just wasn't thinking straight.
In return I buffed the attack speed a bit and made the damage of any material you use for the Whip the same because balancing it between multiple materials would make the Whip way too weak to be even considered a weapon.
Also about the "tier" system.
The only consistent thing about the tier system is Iron, Gold, and Diamond. There's leather armor but no leather weapons. There are stone and wood tools but no stone and wood armor.
The Whip is comparable to the bow and is way too different to be using the same tiers as basic tools and swords.
I will defend the new Enchantment solely because the item it makes them drop is random if they are wearing armor as well as using a weapon. It's less effective if they are better equipped.
As much as I wanna be Simon Belmont incarnate, I'm gonna have to pass.
The quickest way to my heart is with a smile.
Oh, and a white-oak stake.
I've apparently read the "debuffed" version, but still see this as over powered despite the more damage at greater distance mechanic ( which is an intriguing ) limiting its utility in most caves & forests.
I also think Badprenup is correct about the "Snatch" enchantment even though the new version only affects items held or worn (not in general inventory), as well as about the return of the mineral crafting component and the material specific boost being undesirable. (Perhaps the different minerals might have different chances of getting various enchantments on a table? Not sure if/how the coding would work… or how to deal with books….)
I'd also make them repairable only by combining with a like item (similar to shears and bows).
Possibly if the coal/gold/iron/emerald/diamond did 1/2 the damage of wood/gold/stone/iron/diamond swords at 1 block distance with the chance of doubling that being
30% @ 2 blocks
50% @ 3 blocks
70% @ 4 blocks
90% @ 5 blocks
?
I'd also suggest bumping up the crafting cost by requiring blocks of all but diamond and changing he recipe (maybe with an added non-block mineral of the same type at position N1)
L=leather
S=stick
M=Mineral Block (must match)
N=Nil
L. .| L. .| L
N1 | N2 | L
M .| S ..| M
Overall: Pass, despite the intriguing greater damage at greater distance mechanic.
Maybe a possible replacement to the enchantment would be to "disarm" the enemy, basically an X% chance of increasing the attack cooldown by a certain amount after their next attack. That would be an interesting way to throw a wrench in your opponent's combat flow temporarily as they would have to slow down their next hit by a bit or do less damage. For regular mobs it could delay the next time they can hurt you, or in the case of ranged mobs, shoot their projectile.
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 love this idea, seems awesome.
I made another update.
I changed the Enchantment's name to Disarm (Snatch was a pretty bad name) and made it only work if you attack someone at the moment they are about to attack you.