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    posted a message on Semi-Remaking Combat
    Double post was here.
    Posted in: Suggestions
  • 1

    posted a message on Semi-Remaking Combat
    Quote from UltimateFanBoy

    So... You want the most thoughtless tasks to suddenly become important, and rely on a hidden value.



    HUEE HUE HUE SAPU- No. I think the above says enough.

    You can just keep swinging your sword if you are facing 1-2 mobs. It should only become a concern in ADV/CTM type maps and PvP.
    Quote from wailwail
    Isn't that so complicated for a sandbox game ?

    Sandbox =/= brainless.

    EDIT: Got a new sig. Oh, and in retard's terms, run into someone to damage them and knock them back. Don't exhaust yourselves.
    Posted in: Suggestions
  • 2

    posted a message on Semi-Remaking Combat
    Knockback
    One of the things about Knockback is that you can just swing your sword and knock mobs back. That makes little sense and it does not really make good gameplay. I propose that swinging a sword (which will have a 0.3-ish seconds cooldown) should stagger the player or mob it hits, placing their attack on a 0.6 second cooldown. However, during that time, the player can still block. Blocking removes the stagger penalty from being hit, and causes the attacker's attack to be on a 0.5 second cooldown, during which he can counterattack.
    To compensate for these chances, melee mobs (Zombies, Pigmen), like Skeletons, will actually swing whatever they use as a weapon instead of simply dealing contact damage (Slimes/Magma Cubes will be only damage a player if they are jumping). They will also have animations (obviously). In addition to that, pigmen and armed zombies will now block and zombies will have their attack range increased to 1.5 blocks.
    Running and hitting or hitting stuff with a Knockback sword will still cause Knockback as well as lengthen the stagger time by a bit.


    Stamina
    Stamina will be a hidden meter, much like Saturation. Having lower stamina causes you to do everything slower. Yep. EVERYTHING. From walking to running to fighting to mining. If you have no stamina, you will not be able to move or do anything that is not done instantly (right clicking on a furnace, etc). Your stamina cap and regeneration is dependent on your health. As a rule of thumb, Max Stamina = 80 - (Max Health - Health) * 4. You lose stamina by sprinting and attacking, and you gain it by not doing anything. As a rule of thumb, your stamina gain per second will be (Current Stamina / 2), rounded up. You can only gain stamina if you are standing still. Tasks less labour-intensive (like mining) will not consume stamina.
    Sprinting
    First off, sprinting will be buffed: you will be able to move up to 3X your normal speed when you sprint.
    When sprinting, you will start out at your normal movement speed and slowly accelerate your movement speed to 6X the more you hold the control (or whatever your sprint key is) button. Double-tapping control or W will cause you to start at 2x your normal movement speed. Your hunger will only start to drain faster you hit 2X your normal movement speed, and it will drain faster the faster you move.
    The distance mobs will be knocked back by your sword will be dependent on how fast you will sprint and how strong the knockback enchantment on your sword is. The mechanics will be explained in the next section.
    Velocity-based Damage
    You know how you can deal critical strikes by jumping before hitting stuff? Logic dictates that the higher kinetic energy gained by falling causes you to deal more damage. Do you know why you get hurt when you fall? It has a similar reason: velocity. In this section I would like to propose a few things: something akin to assassinating someone from above with a hidden blade sword and transferring velocity to another object.
    No, this is not purely an 'OMG ASSASSIN'S CREED MECHANICS OMG' section. This will also be a 'couch lance' section and a 'shove people into a pit of lava' section.
    First off, you should be able to hold your blade in front of you by holding the left key. If you run into someone this way (even better: run into someone with a horse this way), you will sacrifice knockback power for more velocity damage. This will be a mechanic for wannabe Altairs and knights as well as users relying on speed.
    Now on to the mechanics: running into a wall at a high speed will hurt yourself based on your velocity towards the wall (it will also cause the particles caused by falling, albeit in a different direction). This will apply to falling too, replacing the current (buggy) falling mechanics (remember the pig-on-a-leash where you cut the leash and the pig dies due to fall damage with the ground 1m away from him?) we have now. Yep. Your fall damage will be entirely dependent on how fast you are going before you hit the ground.
    Here's another mechanic: kinetic energy transfer (also known as softening your fall by landing on a civilian in Assassin's Creed). If you fall on a mob (or run into a mob), you will transfer a percentage of your velocity to the mob. The velocity taken by the mob is then amplified by how strong the Knockback enchantment of your sword is, if you touch the mob by hitting them. This will cause the mob to fly away from you, possibly hitting a wall or another object where he will take damage. After you transfer your velocity to the mob, both you and the mob takes damage based on your velocities. This effect is amplified on the mob by whether you are holding your sword in front of you and whether you are pointing your sword at the mob.
    No, I do not believe we need a dedicated physics engine for this. All we really need is to use the velocity system (Motion in NBT tags) Minecraft has to achieve the desired effect.

    Posted in: Suggestions
  • 0

    posted a message on Please read THIS before making a suggestion.
    Please explain to this player
    Quote from lovemooshroom1
    why did you bring this topic back up?


    Making a new thread is much better than necroing.
    Posted in: Suggestions
  • 0

    posted a message on Nether Biomes
    Quote from MUSHROOMSOCK

    It was at Y=1-10. So not solved. I support nether biomes, but not this.


    Please give ideas for nether biomes instead of randomly denouncing everything you find. If you can't think of a better version than what is available, your arguments are invalid.
    Posted in: Suggestions
  • 1

    posted a message on Moving Lightsource!
    Quote from FlazeOfAges

    Looks like you put quite a bit of work into this. Sorry to burst your bubble, but this has already been done before.
    I don't have a bubble. It has been bursted.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Moving Lightsource!
    Quote from aary33

    You mean dynamic lighting? I've seen other people do this, including I who had done it about a month ago.

    Vids or it didn't happen.

    Even it if did, it just proves the utter stupidity of people on the Suggestions forum saying stuff like 'Moving Minecart Glowstones needs a lighting rework'.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Nether Biomes
    Quote from MUSHROOMSOCK

    When nearly every time you go to the nether you find 3 right next to the portal, and they all shoot at once, It's a bit harder than playing on peaceful like you must do.


    Build nether portal at y=0. Solved.
    Posted in: Suggestions
  • 0

    posted a message on Give some love to low-tier armors
    Quote from DarkStar634

    #1: Looting III says hi. Also, that is irrelevant.
    #2: Again, with your incorrect statistics. Cows will respawn, and can be bread easily.


    I think you should upgrade to the Adventure Update or later.
    Posted in: Suggestions
  • 0

    posted a message on I made the player glow
    So I decided to make a contraption that makes the player glow just to prove all the 'Need a lighting rework' guys wrong. It works by placing a glowstone block beneath the player and removing it once the light calculation registers.
    Download (schematic): https://www.mediafir...l9kb4r6t1v5qezb
    Posted in: Creative Mode
  • 0

    posted a message on Moving Lightsource!
    So I decided to make a contraption that makes the player glow just to prove all the 'Need a lighting rework' guys wrong. It works by placing a glowstone block beneath the player and removing it once the light calculation registers.
    Download (schematic): https://www.mediafir...l9kb4r6t1v5qezb
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Crying Obsidian
    Obsidian next to water will turn into Crying Obsidian. Stepping on this block will put you (or any mob) out if you are on fire. Additionally, Endermen will be hurt by this block and will teleport away. This block is only obtainable using Silk Touch and can be placed in the Nether.
    Posted in: Suggestions
  • 0

    posted a message on Things To Make MC Funny!
    Quote from MUSHROOMSOCK

    Um... This isn't a suggestion. You are asking for suggestions.

    Quote from Diamondhunter100
    Silly Face Creepers
    Posted in: Suggestions
  • 0

    posted a message on Nether Biomes
    Quote from MUSHROOMSOCK

    Do you only play on peaceful? Or maybe I get more ghasts than the average player.
    Ghasts have a miss rate of 100%, unless you suck (no, I am not talking about the fixed F3 glitch). Besides, they are a rare mob.
    Posted in: Suggestions
  • 0

    posted a message on Nether Biomes
    Quote from MUSHROOMSOCK

    Your nether is crazy. The actual nether makes a lot more sense than minecart spawners, riding blah blah blah...
    If you are going to make biomes, make them make sense!
    Besides, the Nether needs a difficulty spike beyond 'Oh hey I derped off a cliff or into lava!'
    Posted in: Suggestions
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