I know the perfect idea to prevent file ID conflict here. Just giving a suggestion for the modAPI. :happy.gif:
Not that i know of modding, I just know that file conflicts and ID conflicts often causes crashes (common sense.)
- Phaxtolgia
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Member for 13 years, 3 months, and 13 days
Last active Fri, Jun, 5 2020 14:00:31
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- 247 Total Posts
- 18 Thanks
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Dec 2, 2011Phaxtolgia posted a message on Notch Steps Down, Jeb Takes Lead Developer Position for MinecraftPosted in: News
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Nov 4, 2011Phaxtolgia posted a message on A New Way of Learning With MinecraftNice. is it for those that knows Algebra and above?Posted in: News
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Oct 18, 2011Phaxtolgia posted a message on Minecraft Code Freeze In EffectPosted in: News
Sadly I expected much more from minecraft. :sad.gif: But I still <3 minecraft. -
Oct 18, 2011Phaxtolgia posted a message on Minecraft Code Freeze In EffectOne thing i can say is the very beginning of Minecraft classic, where everything started from one block. :smile.gif:Posted in: News
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Oct 9, 2011Phaxtolgia posted a message on Digital Diamond: Minecraft OfficeWTF Where did they get a 1,048,576 bit texture pack? D:Posted in: News
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Oct 3, 2011Phaxtolgia posted a message on Digital Diamond: Zombie Attacknicccccccccccccce creeper you have there.Posted in: News
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Sep 22, 2011Phaxtolgia posted a message on 1.9 Pre-Release is Out for Testing!Good job Mojand! Looks like you're trying to make up the updates since we waited too long for 1.8.Posted in: News
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Sep 13, 2011Phaxtolgia posted a message on 1.8 Updates: Second Pre-Release Update Available!lol jeb said that 1.8 is not likely to be released on 9/13/11 XDDDPosted in: News
uwesome. :3 -
Sep 6, 2011Phaxtolgia posted a message on 1.8 Updates: Update Date RevisedI think its mainly because they still need a bit more testing and they might be trying to implement the NPCs as well.Posted in: News
I'm not sure about the official release date because I'm actually expecting a lot from minecraft once its fully released. -
Jul 29, 2011Phaxtolgia posted a message on Digital Diamond: Bashcraft"I think you already know who i am..."Posted in: News
"Aw crap!"
"...THE BURNING LAKE!!!"
"NOOOOOOOO--" -
Jul 25, 2011Phaxtolgia posted a message on 1.8 Updates: Bosses, Biomes and MoreNice. Just don't copy Terraria. XPPosted in: News
Yeah. I'm kinda not happy about 1.8 too mainly because of one of his posts in Twitter or World of Notch (I don't remember. XP) Some fans of Terraria accused him of planning to copy ideas from Terraria, and i kinda saw why and agreed. A good game (even sandbox) has to be truly original.Quote from Squid300
am i the only one who is not happy for 1.8. i mean an objective this is a sandbox game not an adventure game. thats why i play alpha now minecraft is getiing filled with so much crap. for one beds. the point of night is to survive it not to sleep through it :angry.gif:
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It usually tends to happen when I sometimes alt-tab between games, or the game would randomly lag as if there was a memory leak then crashes.
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Bump. Wanna know if anyone has a solution.
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I don't know why but lately my Minecraft has been crashing on it's own.
The version I use is Minecraft 1.8 w/ Optifine_I7, Java version is Version 8 Update 171 (build 1.8.0_171-b11)
and this is the error screen I get:
https://imgur.com/IDCXoSR
It's technically a Java problem, but anyone know how to fix it?
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I'm trying to host a private server for myself and a friend, but for some reason it just won't work.
I double-checked if I port-forwarded correctly. I deactivated and reactivated, erased and rewrote IPv4 and IPv6 addresses, and even made exceptions within the firewall down to the ports. But it just won't work. I also made sure I got the right device too and... uugh!
If firewall isn't what's preventing the server from running, then what is?
Also my network provider is Xfinity.
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Bump.
Added some new modifier suggestions as well as "Community Suggestion" section. Hopefully bumping is allowed as long as I make sizable updates to the original post. :L
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I'm not trying to void your opinion, but the important part is a lot of people thought this change was inherently bad. However I don't disagree with you. And yes while there are plugins that replicates old combat, it's either not the same for some veterans, or it still doesn't do justice for them cuz they stick to 1.8/1.7 like superglue. The fact there's also servers that doesn't bother for external plugins (or anything they didn't made) doesn't help.
Either way I think it's best to implement these customization options in, so modification tools regarding PvP are provided for the server hosts instead of being a hassle, while command block enthusiasts can use this newfound power to replicate or create any combat mechanics for both multiplayer and singleplayer worlds.
Oh and a gamerule to change combatrule.
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I think it's because he thought I suggested to EXPLICITLY revert the current combat system back to 1.8/1.7, solely because of the title.
But yeah. I don't see how this thread is clickbait. Even though it's not suggesting to revert back to 1.8 combat mechanics, it's still proposing to re-introduce them via attribute modifiers.
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^What this guy said, though I do kinda wish this was a "Dear Mojang" post, but again there's countless other visitors.
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Glad to see people aren't jumping the gun so far. Really glad to see the positive feedback.
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We've all heard the complaints, veteran PvPers stick to their 1.7.10, claim 1.9 sucks due to introduction of attackSpeed, yada yada yada. This debate is practically a dead horse, but I'll put a summary of this in a spoiler box for those that's unaware of the controversial combat change since 1.9.
When Mojang announced 1.9 was going to be all about combat changes, this got Veteran PvPers excited, because combat hasn't been a big concern for Mojang until now. However when the 1st snapshot was released, it was quickly received with backlash, how Mojang is changing combat too much, they can't apply their skills in the new combat system. The old combat system was a simple "click to deal damage." This allows competitive players to practice "jitter-clicking" or clicking their mouse excessively to attack as frequently as possible. However the new combat system introduced an attribute called attack speed, which added a form of cooldown to swords and tools. After you swing with your weapon of choice, you now have to wait for your weapon to raise all the way up for it to deal full damage once more. Attack while the weapon isn't raised all the way, it doesn't deal as much damage. This change was a turn-off for PvPers because they couldn't apply their "jitter-click" skills into the new system. It's against everything they've built their skill on.
The negative reception was so overwhelming, not only did they receive death threats, but also eventually made a snapshot to somewhat cater to the "jitter-clickers" by allowing weapons & tools to deal 25% of their damage minimum if their weapon wasn't raised at all. What's worse is unfortunately Mojang is stemming further and further away from favoring PvP players. It evidently isn't their only player base, but they were just as dedicated as any avid builders or plugin developers.
Anyway onto the title of the thread: Bring back old combat mechanics. Despite the fact I like the new combat mechanics, I'm not implying to revert it, but rather keep it as the vanilla combat. if anything I actually like the new combat mechanic, especially how the attackSpeed can be modified to somewhat replicate old combat. Unfortunately it wasn't enough to satisfy veteran PvPers as well as other that are strongly acquainted to the old combat. Consequently this made old PvP-heavy servers hold onto 1.8 or 1.7 even to this day. If a public server wants to thrive and expand their possibilities with plugins, but this would come at the cost of losing such a huge portion of their player-base. They have to either stick to 1.8/1.7 and rely on dated plugins, or update at the risk of losing basically the entire server. It's a lose-lose scenario for these servers owners, and said owners knows this well.
Instead of trying to change or revert combat mechanics again, why not do the following:
Add more attributes for coders to use for their servers.
Such a simple idea! I'm aware it could be painstaking to do, cuz it might require the devs to dissect their engines, but I think this would pay off so much. They can especially add the following attributes:
Community Suggestions:
I know that's a lot, but the major ones are Range, CanBlock (and BlockValue&Percent,) Attack Rate, HoldToAuto, and BowChargeRate. Everything else I didn't list may be somewhat redundant, primarily due to the fact plugins can already toy with these values, but it doesn't hurt to have options.
With these values, plugin developers can really attempt to re-introduce old combat mechanics and apply blocking to swords. If they're feeling REALLY nostalgic, make a PvP minigame replicating Alpha PvP mixed with some potions or shields. Wanna get crazy with PvP minigames? Make one where everyone has a 20-block reach sword that attacks ridiculously fast, or bows with aggravatingly long charge times. Want to directly compete the different combat mechanics via a KitPvP, and include kits representing different combat systems? Why not! The possibilities are endless!
The only downside to this is this CANNOT favor those that dislikes both the new combat system as well as multiplayer. It may even require Mojang to once again dissect their engine to implement these attributes (then again 1.13 is revamping the Minecraft engine.)
For those that supports this idea, you can upvote it --> Here <--
So what do you guys think? Do you think introduction of these attributes could re-introduce old combat to Minecraft without reverting the current combat system we have, and bring the best of both worlds?
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Don't worry. When starting a new world, the chances would be incredibly slim, and it would take a very VERY long time for zombie to spawn in with diamond armor consistently.
When I mean very long, I'm speaking of thousands and thousands of days.
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Are you implying they should be able to dig? Scary. O.o
I think that would be suitable, assuming the zombie's mining speed isn't the same as the player's when equipping a pickaxe and such.
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I'm not trying to advertise, but there is a kernel of truth explained in this video: Hardcore mode is actually just Hard mode but with permadeath, and nothing else extra to challenge the player. The game also induces the illusion of a harder gamemode, by only allowing you one life, but once you get past the idea of how you may die or how you manage, it's almost like playing any other difficulty. Even if you did die, the cause of death would be rare and silly mistakes as, as well as unexpected occasions. Once you have a running base, it's almost back to old school Minecraft. Should you require something, or taken heavy damage, you always retreat to your base as a safe haven.
The speaker in the video proposes taking away the bed, because it's used to sleep away the night. Before beds were added, there were videos on how to survive your 1st night almost everywhere. But now they've become nonexistent. The speaker also believes taking away the player's ability to set up a base of operations wouldn't necessarily help. Instead make the system more cumbersome (not in a bad way.) Listed instances are faster breaking armor, even more degeneration of hunger, or reduced spawn rate of ores.
I'd like to add my two cents on this matter. So Persona 5 was released about a month ago, and had a "Merciless" difficulty. It did the same thing as their "hard" difficulty, but not only did it reduce money and exp income, but also increased critical and technical multiplier damage for BOTH the enemy, AND the player. Technical damage is basically critical damage, but happens only if the player or enemy attacks with the appropriate damage type WHILE said target is inflicted with the correct status effect. This advantage (and disadvantage) rewarded players for playing smart and efficiently by synergizing status effects with appropriate damage types. This made the difficulty a breeze if the player played the right cards, without the cost of being forgiving to the player.
This is a very neat difficulty mechanic and I think hardcord could use a mechanic inspired by such. I'm clearly not saying we should copy-paste the mechanic, because if I was, it wouldn't work because of the lack of different damage types in Minecraft (if there is one at all.)I was thinking of the following:
That's all the ideas I have for now. I'll add more onto this list as time flies.
I'll also create a separate community idea section within a spoiler tag, featuring ideas and changes you guys posted here that are either most requested, or popular.
So do you guys think Hardcore mode is really easier than the impression it gives off? What do you guys think should be added or changed to help hardcore mode more difficult (or simply better?)
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Seriously?!? O.o
I'm gonna go see myself.
EDIT: Doesn't seem that bad. I think the reason why it was so negatively received was because of how it was defaulted to false, similar to how auto-jump is set to true every time you switch to 1.10 or newer, from older versions. x.x
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Seriously though, it doesn't sound THAT bad. Hold-to-attacks allows you to hit all of your attacks with 100% damage but requires VERY consistent aim for majority of it's attacks to hit, while timed attacks are more likely to hit, at the cost of attacking slightly slower.
I completely understand your concern for this idea, but only so much can be expressed on paper.