I liked the combat update, but I'm seeing quite a few flawed arguments in this thread that I'd like to address.
Why would allowing you to bypass a change that the vast majority of people have no problem with or even like make up for adding a new mob that a majority of people have no problem with or even like?
I disagree with the idea because
One: I like the combat much more now
Two: It can already be done quite easily within game
Three: This splinters any combat related addition from here on because they need to balance for both settings
One is highly subjective, though I suppose it does support your ability to disagree.
Two assumes that you even know how to do this. In order to do it in game, you'd have to:
Find a command block code on a reputable site that hopefully works for your version of Minecraft.
Find an area to put it in the world's spawn chunks (assuming you even know what those are) to put them where they aren't an eyesore or will get in the way.
Drop an item on the ground and pick it up again for every single weapon. In addition, this will only work while the Overworld is loaded, so you can't build tools and weapons in the Nether or the End in Singleplayer.
While this might be more tedious than difficult, you know how easy it would be to remove the cooldown via a gamerule? Basically, a single line of code that checks if the cooldown gamerule is off, and if so, sets the cooldown to zero.
Three, I'll address in the next point.
Quote from VolcanoBomber458»
All of the above, not to mention how complicated (and pointless) it would be.
(Kicks the mic even further)
You have the attack cooldown disabled, and now DPS skyrockets. But with the new armor changes, you'd kill players that much faster. So Protection values would need to be reverted. I forgot to mention how diamond axes deal 9/10 damage, and so they would kill even faster, meaning axes would need to be nerfed back to one half heart lower than swords, and have sharpness removed. Oh yeah, Sharpness would need to be reverted too...
It's too much work just for a pointless revertion. The attack cooldown ends shortly after the invincibility frames end, and enemies can't be hurt during invincibility frames. So spam-clicking is pointless really.
All of that work just for something pointless and that can easily be done with commands is, well, pointless.
When you turn on keepInventory, what changes to rebalance not losing your items? When you turn off mob spawning, what changes to let you still get to End? A gamerule only effects what you tell it to, no more. If a gamerule was made to turn off the cooldown, that's all it would do. Any changes and loss of game balance are your fault and it is not the job of the developers to rebalance it to fix it for you. However, the removal of the cooldown is all that these people want, and I doubt they would have a big issue with axes suddenly being overpowered.
As for spam clicking being pointless because of invincibility frames, that's only true if you're only fighting one enemy and you never miss. Otherwise, you'll have difficulty learning how to deal with hordes or recovering from missteps. Some people (myself included) have no problem learning these. However, for others, this simply isn't fun for them. I see no reason why not to spend two seconds to give them what they want.
Quote from laserguy345»
If Mojang makes a game rule for everything a few players didn't like, there would be game rules for every thing in the game. They would get constantly badgered about other things if they did this.
Slippery slope fallacy. One cannot assume that just because Mojang adds one gamerule, they will add a hundred more, or that people would just constantly ask for more gamerules, at least, more than they do now.
Even if it was true, what's the real issue? Minecraft is supposed to be a game that's fun for you and is what you make of it. I see nothing wrong with getting full customization of features.
Quote from Mastermined»
The game would also become a nightmare to code, with every new feature not only having to be optional, but everything needing to be tested in every possible combination, to spot any potential issues and bugs. Updates would take years to come out and offer every little content because of tht amount of time it would take to implement them.
Remember that they don't need to rebalance the game around gamerules. The only rebalancing that needs to take place is that with the default settings. Anything else that breaks the game is the fault of the player, and it is up to them to determine whether they are willing to deal with the loss of balancing in order to have the features they want.
3
I was going through an Ocean Monument and I found how much a Prismarine Shard looks alot like an arrowhead. So I was thinking hey, wouldn't it be cool if we could make underwater arrows using these?
These arrows would have the ability to be fired underwater without getting slowed down by the water. This would make clearing Ocean Monuments easier, but the catch is you would need to go into an Ocean Monument to gather them. Anyways what do you think?
5
Idea is to right click Slime Blocks with paper to make that side of the block not sticky until you break it of course. This will improve redstone builds alot I believe.
Basic idea is that you put paper on that side of the block basically covering up the slime.
Technical Info: This would probably require NBT tags seeing that a data tag would require 64 different data tags to account for each of the 6 sides.( Math 2^6). Of course if wanting to use data tags just convert to binary and each digit could count as a side.
Slime_Block:0 -- Normal, all sides stick
Slime_Block:63-- No sides stick
Slime_Block:46--?????
46 = 011101
2 sides stick, let's say the north and the bottom if we go with a NESWBT rule.
Anyways who else would like to see this in Minecraft?
1
I hate to bump my own thread, but I'd like to add some examples of how this could improve builds on minecraft when dealing with slimeblocks.
1. No longer have to use furnaces or other non-moving blocks next to slime blocks allowing for better ascetics.
2. Can have slimeblocks next to each other without interacting with each other allowing more compact builds.
3. Finally be able to have a slimeblock launcher that is flushed with the ground without picking up the ground.
Finally I'd like to also like to acknowledge that there have been suggestions to color slimeblocks so they don't interact with each other, but I feel this method of adding paper to the sides of slimeblocks would solve this as well, at least for most cases. I could imagine some complex design where this wouldnt work, but colored slimeblocks would, though I imagine this would not be a problem for most builds.